Tremulous Forum

General => Feedback => Topic started by: Gurgl. on May 26, 2006, 05:11:58 pm

Title: Imbalanced?
Post by: Gurgl. on May 26, 2006, 05:11:58 pm
i dont think its only me who think humans are too powerful. When my friend and me were playing, me dretch him Basilisk, it took like 7 sec of standing hitting an afker several times to kill him, he didnt even have "camper"-suit. I think humans should have no chance against aliens when it comes to close combat. Human get their money way to fast, too easy to get jetpacks, BSuits and flamers and so on. This is no offence to the game, i only think its hard to play as alien, until alien gets to stage 3, which in most of the cases never happens.
Title: Re: Imbalanced?
Post by: next_ghost on May 26, 2006, 05:55:43 pm
Quote from: "Gurgl."
it took like 7 sec of standing hitting an afker several times to kill him, he didnt even have "camper"-suit.


Just aim for the head. One headbite and one hit anywhere to kill human with body armor.
Title: Re: Imbalanced?
Post by: Vector_Matt on May 26, 2006, 06:59:25 pm
Quote from: "next_ghost"
Quote from: "Gurgl."
it took like 7 sec of standing hitting an afker several times to kill him, he didnt even have "camper"-suit.


Just aim for the head. One headbite and one hit anywhere to kill human with body armor.
There is NO such thing as a "camper suit" it's called armor. And next_ghost is right, hitting the legs does little damage, chest medium, head a lot.
Title: Imbalanced?
Post by: Gurgl. on May 26, 2006, 07:05:28 pm
Well, i guess youre right, but that doesn't alter the fact that you can kill two small dretch, and then you afford a bsuit... Which i did recently. Maybe you could increase cost on human stuff and lower the number of kills for aliens to get higher stage...
Title: Imbalanced?
Post by: Neo on May 27, 2006, 02:49:48 pm
They should just lower the amount gained from killing lower level aliens. I got about the same cash for a tyrant by killing 2 dretches or so, which makes no sense. It just encourages humans to gun for the little aliens and camp away the bigger ones as its more cost effective.
Title: Imbalanced?
Post by: werepants on May 27, 2006, 05:48:57 pm
basilisks in particular are underpowered.  in another thread someone said maybe the difference between head, chest and legs should be there, but be less significant.  like instead of head, torso and chest taking 4, 2, and 1 times damage, respectively, it would be 1.5, 1, and .5, or even less, at 1.25, 1, and .75.  The problem is that a basilisk can't hit a humans head from the ground even if it looks up, and so it still takes like 8 swipes to kill a trapped person.  That is ok if the human is totally by himself, but in a group of even 2 people a basilisk is mostly scr00d.

although, in the favor of the current system, I do love fast kills with the dretch in s1, and it makes sense that biting someone in the legs takes 8 times as long to kill them as, say, biting them in the face...
Title: Imbalanced?
Post by: Stof on May 27, 2006, 07:15:03 pm
Quote from: "werepants"
The problem is that a basilisk can't hit a humans head from the ground even if it looks up, and so it still takes like 8 swipes to kill a trapped person.  That is ok if the human is totally by himself, but in a group of even 2 people a basilisk is mostly scr00d.

You know, the basilisk can jump and still maintain its trap in place. Trap a human, jump on its head and finish him.
Title: Imbalanced?
Post by: Gurgl. on May 28, 2006, 02:35:37 am
I totally agree with Were, basilisk does too little damage, mostly because you only hit leg when trapped one from ground. Another thing id like to add, th human BSuits move WAY to fast, aint they supposed to be heavy mechanical suits? I mean its hard to catch up on one, even if you run with a dretch after him  :roll: . Another thing, lucifier damage yourself too little. I Was basilisk, got someone trapped, hit him 3 times, he fired his lucifier STRAIGHT DOWN hitting himself more then me, and i died, not him. He had light armour.
Title: Imbalanced?
Post by: Neo on May 28, 2006, 11:26:13 am
Yeah, its also ironic that a big heavy suit gets more jumps than a regular human :D

I agree on the luci, it is just way too spam happy, so long as you don't max charge and shoot at your feet you'll kill the alien and take little damage, with atleast light armour. I'd say put in something to balance them more, as you have this big cannon weapon that can shoot your teammates across the room with a hit but has no recoil.
Title: Imbalanced?
Post by: Desp. on May 28, 2006, 02:13:38 pm
Make bsuits slower thus giving them even more of a reason to camp in their base? Uh no thanks...
Title: Imbalanced?
Post by: b0rsuk on May 28, 2006, 04:40:59 pm
Quote from: "Desp."
Make bsuits slower thus giving them even more of a reason to camp in their base? Uh no thanks...


At the moment you often simply can't kill campersuits (with dretches and marauders), because once they're low on health and use medikits, and are low on health again, it takes LOTS of time to kill him.
The problem is that campersuits can still use stamina to run, and when they do so they're apparently faster (or marginally slower) than dretch, basilisk, marauder. It's almost impossible to kill a RUNNING campersuit with a marauder; you just don't have enough speed. And you certainly can't block them with smaller aliens. You could with basilisk, but they would just kill you with blaster; and that's assuming the can is too stupid to save a bit of ammo for his escape.
Title: Imbalanced?
Post by: Vector_Matt on May 28, 2006, 07:10:47 pm
Quote from: "b0rsuk"
...campersuits... ...campersuits... ...campersuit...
It's called a Battle Suit, or BSuit for short. There is NO such thing as a campersuit, I repeat, there is NO such thing as a campersuit.
Title: Imbalanced?
Post by: Survivor on May 28, 2006, 11:02:06 pm
Nothing in trem is faster than the marauder. Especially once you learn to use walls. Dretches may walk faster but marauders jump; they jump high and they jump fast. Marauders can kill battlesuits, not easy but hey we're talking about a stage 2 alien versus a stage 3 armor.
As such the marauder is the most wonderful class on the alien team, fast, small hitbox, capable of hunts, base defense/destruction and holding chokepoints. Their high jumps and with the advanced upgrade lightning attacks can bring down just about any jetpacker with the exception of the middle of atcs.
The only thing that is needed is experience on them. I even prefer them over goons and tyrants for base destruction. Every alien class needs experience and I understand that it's hard to get but once mastered marauders can easily outmatch humans even when they're in groups.
Title: Imbalanced?
Post by: PanKot on May 29, 2006, 08:38:01 am
deifinitely marauder is superb class,it has few advantages over slow and easy to hit dragoon (200hp my ass:P), but I wouldn't underestimate adv dragoon, when it shoots it's projectile and hits human in BSuite I think it takes around 50hp... that's much for a stage 3 armor
adv marauder is good for holding choke points, when a group of 4 - 5 humans meet adv marauder it's able to zap them few times before forced to flee... humans now are weakend and are melted by acid tubes in the moment they enter alien base...
adv marauders forever
Title: Imbalanced?
Post by: Teiman on May 29, 2006, 01:41:42 pm
Yea, I agree. Once you learn to use the zap alien, you can cause havoc on enemy lines. Even on buildings, then the "hit and run" strategy work as his best. Anyway Is still a support unit, and need a dragon, or a few drench to finish the work.
Title: Imbalanced?
Post by: SLAVE|Mietz on May 29, 2006, 02:36:48 pm
Quote from: "Teiman"
Yea, I agree. Once you learn to use the zap alien, you can cause havoc on enemy lines. Even on buildings, then the "hit and run" strategy work as his best. Anyway Is still a support unit, and need a dragon, or a few drench to finish the work.


Especially if you want to destroy the reactor without getting hurt itself, the mara-zap has longer range than the reactor-zap
Title: Imbalanced?
Post by: [HUN]N.M.I. on May 29, 2006, 02:43:16 pm
As an only-human player, I have to tell you, I really hate 2 Alien forms: the Tyrant and the Marauder. Others are much more easier to kill.
The Tyrant is the most frightful, you can't kill them fast, they charge at you, and slash-slash, you're done for.
The Marauder is the most annoying thing, gets in the base, zappes and bites everything and everyone, then leaves before you can kill it. Really annoying, with that unpredictable jumping and speed :D.
So it isn't unbalanced in any way (maybe Dretches should have an advanced form at later Stages and the Humans' pea-shooter-Blaster could be a little more useful too in S2 or S3).
Title: Imbalanced?
Post by: next_ghost on May 29, 2006, 03:32:15 pm
Quote from: "PanKot"
deifinitely marauder is superb class,it has few advantages over slow and easy to hit dragoon (200hp my ass:P), but I wouldn't underestimate adv dragoon, when it shoots it's projectile and hits human in BSuite I think it takes around 50hp... that's much for a stage 3 armor
adv marauder is good for holding choke points, when a group of 4 - 5 humans meet adv marauder it's able to zap them few times before forced to flee... humans now are weakend and are melted by acid tubes in the moment they enter alien base...
adv marauders forever


What's more important than hurting the attackers is forcing some humans from the attacking group to go reequip and heal. You can disintegrate the entire attack just by jumping around the right place. :wink: Humans have to move their base as close to aliens as possible or they have no chance to even enter the alien base with some ammo left.

Quote from: "SLAVE|Mietz"
Especially if you want to destroy the reactor without getting hurt itself, the mara-zap has longer range than the reactor-zap


Zapping the reactor takes too long, jump on it and keep biting. Just watch out for annoying humans around. Reactor itself can't make more than 100hp damage to you before it explodes.
Title: Imbalanced?
Post by: Neo on May 29, 2006, 04:17:43 pm
yeah, marauders are great for hunting people and causing mayhem in the bases, but I still evolve to heavy hitters when assaulting a base.

Yeah, if you are able, always attack the reactor from above, as it only does 2 damage per hit compared to the more lethal side zaps.
Title: Imbalanced?
Post by: Liszasabi on May 29, 2006, 04:47:16 pm
For me campersuit.. ops back, battlesuit is way too cheap and there is most problem its too fast how its possible that non armored human run slower than heavy mechanical armor? I tried to run from bsuit as dragoon and its nearly impossible as trying to reach sprinting bsuit as dretch. Just Bsuit + Chaingun you can start shooting someone to 20% hp and you can easily X then sprint 2x faster than any alien[excluding Marauder ^^] As well with too high speed of bsuit gives you awesome strafes, 3-4 high class aliens at open place can sometimes try to hit bsuit but his hitboxes moves left and right too fast
Title: Imbalanced?
Post by: Neo on May 29, 2006, 04:59:20 pm
yeah, I do agree that bsuit has too many advantages for its price tag.
Title: Imbalanced?
Post by: Liszasabi on May 29, 2006, 07:47:32 pm
For me there should be decide - Ligth Armor - low defense but speed, jumps and evasion, or campersuit, ops Battlesuit - high defense, low speed beacouse there you dont have to choice sth like that, you are faster than light armor, jump higher, and defense much much better than light armor im only one with that feeling?
Title: Imbalanced?
Post by: Stof on May 29, 2006, 08:06:51 pm
With a Battlesuit, you cannot crouch, you cannot use jetpack or batterypack and you cannot use helmet radar.

Quite enouth tradeofs if you ask me. If you stopped playing ACTS every other game, it would not feel so unbalanced I assure you :)
Title: Imbalanced?
Post by: Neo on May 29, 2006, 09:33:16 pm
You only really need the radar when egg hunting, just been playing against a load of bsuits and their speed is silly, once you start dying you can't get away from them, they can even catch up with leapers.

jetpacks and batterypacks are a bit overstated in usefulness and there is no alien base location that requies crouching to get to.
Title: Imbalanced?
Post by: Stof on May 29, 2006, 10:54:31 pm
Quote from: "Neo"
You only really need the radar when egg hunting, just been playing against a load of bsuits and their speed is silly, once you start dying you can't get away from them, they can even catch up with leapers.

jetpacks and batterypacks are a bit overstated in usefulness and there is no alien base location that requies crouching to get to.

BS cannot crouch and fly. It means that unless playing a map like ACTS, aliens should always fight humans in places where they can evade BS users by wallwalking, jumping, pouncing and running into some tiny place.

On ACTS, there is very little places where the alien increased mobility helps. The only one that I can think of is to evade humans by jumping on top of the central building and it buys you very little time. That and the fact that aliens cannot hide anywhere, cannot ambush anywhere make the BS overpowered on that map.

On a better maps, BS users are blind and cannot defend well against hit and run tactics :D
Title: Imbalanced?
Post by: Neo on May 29, 2006, 11:42:41 pm
you'd be suprised how ineffectual hit and runs are now that everyone knows about the bsuit sprint 'feature'
Title: Imbalanced?
Post by: Stof on May 29, 2006, 11:45:28 pm
Quote from: "Neo"
you'd be suprised how ineffectual hit and runs are now that everyone knows about the bsuit sprint 'feature'

It's the same for aliens and for tyrants/dragoon. If you cause one BS to flee, you've already won a little. Now, let's see if you have what it takes to follow it and finish him. Humans do that all the time agaisnt a dragoon or a tyrant and I'm sure you've noticed how hard it is to follow one of those once it pounces/charges forward.
Title: Imbalanced?
Post by: werepants on May 29, 2006, 11:48:48 pm
I think battlesuits should have a bigger hitbox, and be more limited as far as movement.  I think the speed is fine, but it should run out quickly.  Like have quick bursts of running really fast, but be unable to sustain it.
Battlesuits should not be able to go everywhere that light armor can go.  They should also be easier to hit.  Also, maybe speed should be reduced in every way except forward.  Strafing is too easy in a battle suit.  Dragoons die quickly if there is a battlesuit circling properly.

If you look at the alien counterpart, Tyrants are huge, not very mobile, and armored.  Why should humans have a unit with the same size hitbox, better speed, and better armor?  Doesn't make sense, and isn't balanced.
Title: Imbalanced?
Post by: Stof on May 29, 2006, 11:59:02 pm
Quote from: "werepants"
I think battlesuits should have a bigger hitbox, and be more limited as far as movement.  I think the speed is fine, but it should run out quickly.  Like have quick bursts of running really fast, but be unable to sustain it.
Battlesuits should not be able to go everywhere that light armor can go.  They should also be easier to hit.  Also, maybe speed should be reduced in every way except forward.  Strafing is too easy in a battle suit.  Dragoons die quickly if there is a battlesuit circling properly.

If you look at the alien counterpart, Tyrants are huge, not very mobile, and armored.  Why should humans have a unit with the same size hitbox, better speed, and better armor?  Doesn't make sense, and isn't balanced.

Indeed, Battlesuits could maybe use some bigger hit boxes, but not some bigger world collision boxes. It is already hard enouth with the aliens who all have different sizes. In some maps, there are places where a Dragoon can go but not an Adv Dragoon. And as I said, BS cannot fly and cannot crouch which fills up the fact that BS cannot go everywhere an unarmored human can go :)
Title: Imbalanced?
Post by: next_ghost on May 30, 2006, 09:50:53 am
Quote from: "Neo"
jetpacks and batterypacks are a bit overstated in usefulness and there is no alien base location that requies crouching to get to.


Arachnid, red tunnels above initial alien base :wink:
Title: Imbalanced?
Post by: Neo on May 30, 2006, 11:08:43 am
You mean that tiny room you can just shoot straight up into with a luci? Just because you can't walk there doesn't mean you can't damage stuff.
Title: Imbalanced?
Post by: Liszasabi on May 30, 2006, 07:25:28 pm
Reduce speed EXCEPT foward..? We can make him jump lower, bigger hitboxes but it may be just to make aliens happy for making bsuit "weaker". But still main problem is that bsuit is rly rly too fast, you can sprint like Tyrant charge for 4x longer than him and anytime, no way to flee with any class
Title: Imbalanced?
Post by: SLAVE|Mietz on May 30, 2006, 07:47:44 pm
Quote from: "Liszasabi"
Reduce speed EXCEPT foward..? We can make him jump lower, bigger hitboxes but it may be just to make aliens happy for making bsuit "weaker". But still main problem is that bsuit is rly rly too fast, you can sprint like Tyrant charge for 4x longer than him and anytime, no way to flee with any class


No, AFAIK a tyrant-charge has speed 2.0 and a sprinting BS 1,8 or sth.
Title: Imbalanced?
Post by: Seti on May 30, 2006, 08:25:41 pm
From my time playing, i find the game is a bit imbalanced in favor of the humans, at least in the first stage or two. Third i think leans towards the aliens. I think a big part of the imbalance currently is just how fast the humans are. They all move like olympic sprinters, and are just about as fast as any of the aliens, AND they have guns. Kinda silly considering their opponents are melee only, they don't need to be that fast at all. (Especially the battlesuit, the speed at which it moves is just absurd)

Also, the dretch vs the rifle marine is way out of whack in my opinion. Its alot harder to start off with the bugs than it is with the marines. Some of the weapons are a bit imbalanced as well, but lots of people have touched on those.

As to how to address some of these issues, here is what i would suggest:

Slow down the humans. All of them. Substantially. Buff Dretch damage, but leave its hp as is. Buff the Basilisk damage and or armor as well. Increase the battlesuite health/armor and ammo capacity, but make it VERY slow (and relatively slow turning as well). I haven't had enough experience with the Tyrant to comment on its issues, if it has them. I'll leave that for those with the experience to say for certain.

Well, thats my opinion on the imbalance matter.
Title: Imbalanced?
Post by: SLAVE|Mietz on May 30, 2006, 09:09:19 pm
Quote from: "Seti"
From my time playing, i find the game is a bit imbalanced in favor of the humans, at least in the first stage or two. Third i think leans towards the aliens. I think a big part of the imbalance currently is just how fast the humans are. They all move like olympic sprinters, and are just about as fast as any of the aliens, AND they have guns. Kinda silly considering their opponents are melee only, they don't need to be that fast at all. (Especially the battlesuit, the speed at which it moves is just absurd)

Also, the dretch vs the rifle marine is way out of whack in my opinion. Its alot harder to start off with the bugs than it is with the marines. Some of the weapons are a bit imbalanced as well, but lots of people have touched on those.

As to how to address some of these issues, here is what i would suggest:

Slow down the humans. All of them. Substantially. Buff Dretch damage, but leave its hp as is. Buff the Basilisk damage and or armor as well. Increase the battlesuite health/armor and ammo capacity, but make it VERY slow (and relatively slow turning as well). I haven't had enough experience with the Tyrant to comment on its issues, if it has them. I'll leave that for those with the experience to say for certain.

Well, thats my opinion on the imbalance matter.


omg use the search-function, if any new player starts a new thread about how trem is unbalanced (and now anyone does!) we will have 1337-threads about it.
Title: Imbalanced?
Post by: Seti on May 30, 2006, 09:53:46 pm
Quote from: "SLAVE|Mietz"
Quote from: "Seti"
From my time playing, i find the game is a bit imbalanced in favor of the humans, at least in the first stage or two. Third i think leans towards the aliens. I think a big part of the imbalance currently is just how fast the humans are. They all move like olympic sprinters, and are just about as fast as any of the aliens, AND they have guns. Kinda silly considering their opponents are melee only, they don't need to be that fast at all. (Especially the battlesuit, the speed at which it moves is just absurd)

Also, the dretch vs the rifle marine is way out of whack in my opinion. Its alot harder to start off with the bugs than it is with the marines. Some of the weapons are a bit imbalanced as well, but lots of people have touched on those.

As to how to address some of these issues, here is what i would suggest:

Slow down the humans. All of them. Substantially. Buff Dretch damage, but leave its hp as is. Buff the Basilisk damage and or armor as well. Increase the battlesuite health/armor and ammo capacity, but make it VERY slow (and relatively slow turning as well). I haven't had enough experience with the Tyrant to comment on its issues, if it has them. I'll leave that for those with the experience to say for certain.

Well, thats my opinion on the imbalance matter.


omg use the search-function, if any new player starts a new thread about how trem is unbalanced (and now anyone does!) we will have 1337-threads about it.


What nonsense are you spewing? Why would i make a new thread about general balance when there is already one on the first page addressing the very subject?
Title: Imbalanced?
Post by: b0rsuk on May 31, 2006, 04:15:51 am
If I understand source code well, wearing light armor drains 4 stamina ... per second, I think. I think the time unit was not specified.
However, campersuit does not drain stamina at all unless you jump or sprint.

Quote

Nothing in trem is faster than the marauder. Especially once you learn to use walls.


I know some walljumping shortcuts which can save you 20ish seconds.
But walls are your doom on many maps. It depends on map design. Marauders especially hate diagonal walls (like those near elevator room on Kalith). Additionaly, some maps have lots of snags to annoy marauders. For example... ugh... the name with glass pipe, I think it's Nexus. If you're attacking human base in starting position, only 1 entrance is viable for you, because the other has awful lot of snags AND diagonal walls. The entrance path leading from bridge over glass pipe is a marauder deathzone unless you have bigger aliens with you.

Quote

 Dretches may walk faster but marauders jump; they jump high and they jump fast.

And precisely because they jump high (and no way around it) they can be very vulnerable to snags on many maps. I'd love to have an ability for smaller, lower jumps with marauder.

Quote

 Marauders can kill battlesuits, not easy but hey we're talking about a stage 2 alien versus a stage 3 armor.

Sure they can, it just takes awful amount of time. Sometimes, if a campersuit is retreating and backpedaling, it's a good idea to NOT jump and stand in it's way. Zap is good because it doesn't care if it hits legs. This makes job easier for other aliens.
About stage 2 vs stage3:
ever noticed that humans aren't affected by such sentiments ? Many tyrants and dragoons have been machinegunned. Stage2 (i think) flamer burns adv dragoons and tyrants just fine. I've killed many dragoons and tyrants with shotgun. A painsaw can easily kill several buildings before aliens realize what's going on... some people can kill aliens well with it. Stage2 pulse rifle is good against everything - buildings, small aliens, big aliens; it just sucks at long range. And how about stage1 chaingun ? Does it suck ?
What I don't like about aliens is that they're very inflexible, each alien has its pros and cons, while almost all human weapons are good at range and used in similar way. Humans can easily change equipment, aliens - only to higher evolution. Humans have no problem evolving to builder.
By the way, if anyone's listening, aliens should be allowed evolving to granger if they're very close to egg. This would make them more flexible while preventing dretch-granger abuse and making adv.granger pointless.

Quote

The only thing that is needed is experience on them. I even prefer them over goons and tyrants for base destruction. Every alien class needs experience and I understand that it's hard to get but once mastered marauders can easily outmatch humans even when they're in groups.

I've been playing basically only marauders for last 2 months or something, if it tells you something.
Marauders have their upsides, but they need some breathing room. They suck in tight, twisted corridors; in places with diagonal walls, and lots of snags. They make you lose momentum, and being close to wall is dangerous ( especially lucy and flamer). A bit more open spaces and longer corridors make them shine.
Title: Imbalanced?
Post by: KorJax on May 31, 2006, 04:55:40 pm
Dretches are perfectly fine as it is.  The problem is that they are usless in later stages, and it sucks to be a late joiner with them.

Ive suggest a method that if you join a game you havent played before and its later on in the game, you automatically get 2 evo points (or 250-300 credits).  I detailed it even more in my other suggestion thread, read there if you want more info on the matter.


Why are dretches fine as is?  Against an S1 team, sure they have no real ability to attack bases.  That is not the purpose of S1.  S1 Alien team cannot, and really should not, attack human bases unless the moment calls for it (like a reactor move), and/or many people are higher evolutions.

Pit a dretch against a human player.  Who will win?  Assuming the dretch knows good dretch tactics and knows never to attack head on with them, most of the time the dretch will win.  A good dretch player can kill a human in 1-2 hits.  A good dretch knows never to attack head on twords a human unless you specifically need to (aka in a vent or such... even then its best to retreat and lure the human out of the vents, or take an alternate route).

At S1, i many times can survive against even a small group of 2-3 humans as a dretch.  They are small, fast, and can out-manuver like no other alien can.  The ONLY weakness dretches really have is long range encounters (they are best used to ambush groups, not attack from across a hallway on purpose), and even then they still might be better off than other aliens at long range due to thier size.  They also have no real ablility to attack bases.

Its just that they are not suited to fight those who are heavily armored (such as Bsuits), which IMO it takes way to many hits from a dretch to kill one.



You guys are forgetting somthing very major.  Aliens ARE NOT attacker's at heart.  They are preditors, thier mission at early levels in the game is not to destroy the enemy team, but to SURVIVE and hunt stragglers.  They should not show themselves to finally destroy the opposition really untill S2+S3 as a basic rule of thumb.  There can and will be exceptions, depending on the situation.  But against a GOOD human team and GOOD human base, you generally should not be *activly* attacking the human base at all during S1, and most of the time S2, because its not Aliens style, and its not within thier best ability.  At S3, which you should get quickly if your a good alien team that knows how to hunt and not attack, is when you should start tyring to *activly* attack a base against a good human team.
Title: Imbalanced?
Post by: Morphed on June 01, 2006, 01:48:44 pm
"Pit a dretch against a human player. Who will win? Assuming the dretch knows good dretch tactics and knows never to attack head on with them, most of the time the dretch will win."

"Nothing in trem is faster than the marauder. Especially once you learn to use walls."


and more quotes like "you need to learn to use it"

and i think these is the bigest problem
aliens need 10x more skill and exiprence to play than humans
as human BS+ chaingun i can even playe and answer phone
as alien i need to concetrate all game, use all my skill to kill human who need just to circle strafe and press fire

for me balance means that 2 players at same skill in diferent teams have 50% chances to kill eachother

even maps are made agnist aliens, all these details on walls and ceilings make wall walking and wall jumping realy hard. Its triumph of form over content, some parts of map even hit fps badly becouse of these
Title: Imbalanced?
Post by: phaedrus on June 01, 2006, 05:23:52 pm
Quote from: "b0rsuk"

Quote

Nothing in trem is faster than the marauder. Especially once you learn to use walls.


I know some walljumping shortcuts which can save you 20ish seconds.
But walls are your doom on many maps. It depends on map design. Marauders especially hate diagonal walls (like those near elevator room on Kalith). Additionaly, some maps have lots of snags to annoy marauders. For example... ugh... the name with glass pipe, I think it's Nexus. If you're attacking human base in starting position, only 1 entrance is viable for you, because the other has awful lot of snags AND diagonal walls. The entrance path leading from bridge over glass pipe is a marauder deathzone unless you have bigger aliens with you.


The pipe room is a pain.  However, it isn't intractable.  You just need to look at it differently.  I like to get on top of the pipe via one of the ends, and then either make my way to one of the doors, or go for the ceiling decorations and up to the catwalk on the second level from there (if you are running, this puts you pretty close to the human base, though).  You pick the right brushes at the end of the pipe, and wall jumping to the top isn't too bad.  The other way out is to drop to the floor and head for the ladder, the walls around it are nice and smooth, so they are easily jumped.

Usually, even in annoying spots for marauders, there is some wall jump path that is faster/workable, if non-obvious.  The pipe room took me a while to figure out.

Marauder shortcuts are invaluable.  And they are everywhere.  Human runs up certain flights of stairs, you can wall jump up them and jump them when they thought you were behind them.

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By the way, if anyone's listening, aliens should be allowed evolving to granger if they're very close to egg. This would make them more flexible while preventing dretch-granger abuse and making adv.granger pointless.

Or, let the OM reclaim me and pump me out an egg!  Something to get back to granger that doesn't allow people to wallwalk and devolve (blowing away adv granger's purpose).  But something!

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The only thing that is needed is experience on them. I even prefer them over goons and tyrants for base destruction. Every alien class needs experience and I understand that it's hard to get but once mastered marauders can easily outmatch humans even when they're in groups.

I've been playing basically only marauders for last 2 months or something, if it tells you something.
Marauders have their upsides, but they need some breathing room. They suck in tight, twisted corridors; in places with diagonal walls, and lots of snags. They make you lose momentum, and being close to wall is dangerous ( especially lucy and flamer). A bit more open spaces and longer corridors make them shine.


I'm with b0rsuk, wall snags suck as marauder.

Jeff
Title: Imbalanced?
Post by: next_ghost on August 12, 2006, 05:37:44 pm
Quote from: "b0rsuk"
If I understand source code well, wearing light armor drains 4 stamina ... per second, I think. I think the time unit was not specified.
However, campersuit does not drain stamina at all unless you jump or sprint.


The time unit is 100ms and light armor stamina drain is also sprint-only (game/g_active.c 1.1.0 lines 480-501, r809 lines 467-488). With 1000 stamina points max, that makes these results:
Naked/helmet only: 12.5s of sprint
Light armor/light armor + helmet: 25s of sprint
Battlesuit: 12.5s of sprint
Humans sprint at 120% running speed regardless of equipment.

May I ask why does the light armor half the sprint stamina drain (and thus double your sprint range) while battlesuits can sprint for the same time as naked humans?
Title: Imbalanced?
Post by: Henners on August 12, 2006, 05:51:09 pm
Aieeeee thread necromancy! flee this accursed place!
Title: Imbalanced?
Post by: SLAVE|Mietz on August 12, 2006, 06:10:28 pm
(http://user.uni-frankfurt.de/~adamkiew/Pics/Poster_12314.jpg)
Title: Imbalanced?
Post by: next_ghost on August 12, 2006, 06:52:13 pm
So you'd like a new thread for this question? I had to ask that and here are already questions about stamina/sprinting.

Anyway, coding forum would be helpful here. Right now, the only place to talk about code is the Bugzilla. And it's a little inappropriate to just ask questions there, Bugzilla is supposed to be for reporting bugs and requesting features, not to for just talking.
Title: Imbalanced?
Post by: Juno on August 12, 2006, 07:52:04 pm
OBJECTION! (http://objection.mrdictionary.net/go.php?n=733010)
Title: Imbalanced?
Post by: Henners on August 13, 2006, 12:12:40 am
Oi, leave the objections to me.

As far as sprinting range goes, its a minor issue - I've only ever "blacked out" twice in game, and those were due to pissing about rather than anything else.

If you want a logic reason, the battlesuit is a "powered suit", so it makes sense you dont blackout until the "normal" blacking out time, where as the light armour physically encumbers you, so you blackout faster. But since you barely ever blackout in either armour I wouldnt really worry about it.
Title: Imbalanced?
Post by: whitebear on August 13, 2006, 12:13:35 am
If someone says that s1 is not for attaking against human base then i have to say "You lack experiece, newbie!". We tested rush tactic and humans died under 5 minutes... basicly in atcs we just rushed on first humans that came out of their cave and evolved to all forms with no pausing for human base rebuilding... GAME IS NOT BALANCED! If you would remove tyrant and bs game would be balanced majorly... But we don't want to remove 'em, do we?
We need to config them or replace them...
Title: Imbalanced?
Post by: Juno on August 13, 2006, 12:34:09 am
Quote from: "Henners"
Oi, leave the objections to me.




well to be fair someone had to point that fact out  :P
Title: Imbalanced?
Post by: SLAVE|Mietz on August 13, 2006, 05:39:33 am
Quote from: "whitebear"
If someone says that s1 is not for attaking against human base then i have to say "You lack experiece, newbie!". We tested rush tactic and humans died under 5 minutes... basicly in atcs we just rushed on first humans that came out of their cave and evolved to all forms with no pausing for human base rebuilding... GAME IS NOT BALANCED! If you would remove tyrant and bs game would be balanced majorly... But we don't want to remove 'em, do we?
We need to config them or replace them...


you, dear sir, are a noob.
Title: Imbalanced?
Post by: next_ghost on August 13, 2006, 08:26:29 am
Quote from: "Henners"
If you want a logic reason, the battlesuit is a "powered suit", so it makes sense you dont blackout until the "normal" blacking out time, where as the light armour physically encumbers you, so you blackout faster. But since you barely ever blackout in either armour I wouldnt really worry about it.


You're don't pay attention, do you?

Naked/helmet only: 12.5s of sprint
Light armor/light armor + helmet: 25s of sprint
Battlesuit: 12.5s of sprint

Naked/helmet only/battlesuit will begin to black out after 18.75 seconds of sprint. Light armor/light armor + helmet will begin to black out after 37.5 seconds of sprint.
Title: Imbalanced?
Post by: PHREAK on August 13, 2006, 09:27:01 am
I guess larmor is made of a geneticly enhanced material made for marathon runners as a replacement for steroids, but somehow ended up in a military shipment by mistake?
To bad it's only good for running and pedicure friendly dretches.

What's helmet only get you?
Title: Imbalanced?
Post by: Henners on August 13, 2006, 11:09:33 am
Oh fair enough I did misread your post, however my main point stands. Really, who cares? What difference does it really make? Was it worth this hideous thread necromancy?