Author Topic: New Ammunition.  (Read 11142 times)

Headshot

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New Ammunition.
« on: July 01, 2006, 06:53:07 am »
Its obvious. Pro Aliens will simply CRUSH humans even if they are camping. And SD makes it even worse in some cases.

In all affairs to increasing human resistance? People want new things like buildings, and weapons, heck even accessories that are new besides battery or jet packs.

I say we should have better Ammunition.

For instance,

When you have a Rifle, you can buy the free standard ammo, or the little costly 'Advanced Velocity Ammo' for x amount of credits. It would simply fire faster, do more damage, and just be more helpful against Goons or Marauders at s1.

And so, Weapons could be like:

Shotgun: Increased Bullet Capacity. Increases amount of rounds fired in each shot.

Lasgun: Over-Charged Battery Clips. Increased damage. Faster Fire Rate.

Chaingun: same thing, Advanced Velocity Ammo.

Pulse Rifle: Over-Charged Battery Clips, or dare I say it, 'Homing Shots'.

Flamer: Chemical Gas. Increased damage and range. Turns the fire blue or green. (Or Purple  :D )

Lucifer Cannon: Homing Shots, Over Charged Battery Clips. (Does damage, not firing rate.) And a free ammunition, Increased Velocity Shots, at the cost of lower damage.

It came out of my idea after reading the Alien Armor post, but I have suspicions that this will turn out to make Humans TOO strong.

But it does give humans an advantage in SD.

But It DOES cost you.

For some guns how ever, it could be that you can simply buy it once, then just go back to refill your stock.

kozak6

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« Reply #1 on: July 01, 2006, 07:49:23 am »
Or how about not?

 :roll:

Basilisco

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« Reply #2 on: July 01, 2006, 08:01:22 am »
The idea is kind of redundant if you compare it to the actual system. I mean, the idea to have better ammo is to make the weapon better. But you already have another gun (a better one) to do that.

And do you seriously want the luccifer cannon to have a even more powerful shot??? you can already kill an advance dragoon in a single shot.

Survivor

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« Reply #3 on: July 01, 2006, 11:47:59 am »
Pro players always own standard players. Pro human players actually stand a chance against pro alien players because they simply camp only when necessary, not endlessly. Pro humans will usually camp s1, hunt and damage bases s2 and destroy bases at s3.
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Catalyc

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« Reply #4 on: July 01, 2006, 01:55:17 pm »
So you're suggesting to balance things to make a camping humans life easier? :roll:
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Vector_Matt

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« Reply #5 on: July 01, 2006, 02:00:20 pm »
Quote from: "kozak6"
Or how about not?

 :roll:
I'm going to have to agree here, and besides, the devs are making an ammo pack for the next release (or so I've heard), which should be a needed boost to humans vs high level aliens.

Karvajalka

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« Reply #6 on: July 01, 2006, 02:03:27 pm »
If those changes were made, winning would be much easier for good human players  :eek: and I don't want to think what happens to newbie alien players....they would run to corners with homing lucy shot (or 10 shots if they are spamming) on their tails.
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Henners

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« Reply #7 on: July 01, 2006, 02:18:18 pm »
Or you could like, not camp?
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AdamskiAirsoft

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« Reply #8 on: July 01, 2006, 02:22:01 pm »
I agree with the overal concept of increasing this. I have seen me and my whole team get pushed all the way from the alien base back to our base by tyrants, and we were able to hold the base for quite some time. Apparently our best wasn't good enough though. I think an improved ammo possibility would balance it out more. Or only allow one tyrant for the aliens because the Overmind could not control all of that.

Survivor

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« Reply #9 on: July 01, 2006, 02:24:03 pm »
The developers do not intend to limit the number of classes in a game at any given time. The fact is a single tyrant can be taken down by teamwork, so focus on one at a time and don't let them develop a rush.
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Headshot

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« Reply #10 on: July 01, 2006, 06:31:33 pm »
But your all missing the point here.

Even though the humans camp with immense defenses, when sudden death comes on and the alien team is strictly made out of Tyrants and Advanced Dragoons who regenerate health when lost, the humans will slowly begin to lose defenses. Not only will this happen, but a suicide dragoon or tyrant will come and destroy a key building like the telenode or armoury.

Aliens when working together can beat Humans working together if stratagized well, and its not that hard to have your team snipe those teslas at once.

Humans may not be able to repair their teslas, but they need a better chance against tyrants while they can.

And the Luci differences? The damage would only be increased by a low number, yes I know its the Tyrant's Bane, but it should actually be able to show tyrants whos boss.

The Homing shots of the Luci would have greatly decreased damage, and faster speed however. But not so fast that a Tyrant can't outrun it, it would only last until an x amount of seconds.

Camping Humans will eventually wither and decease, as long as the Alien's built and saved up their credits, it's so easy to pummel their defenses with a skilled Advanced Dragoon.

mindfray

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« Reply #11 on: July 01, 2006, 07:37:55 pm »
i think flamers are a bit hard to avoid as it is. its either run into the flame for a quick death. or run away.
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rasz_pl

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« Reply #12 on: July 01, 2006, 07:38:50 pm »
Quote from: "Headshot"
But your all missing the point here.

Even though the humans camp with immense defenses, when sudden death comes on and the alien team is strictly made out of Tyrants and Advanced Dragoons who regenerate health when lost, the humans will slowly begin to lose defenses. Not only will this happen, but a suicide dragoon or tyrant will come and destroy a key building like the telenode or armoury.


hmm
>Or you could like, not camp?

humans camp whole S1 (i can understand that, those dretches eat lame hatless players alive), S2 (now this is stupid, you got hats, pulse, nades, jetpacks .. and you still camp) AND S3 (+morons lucyspam their own teslas or armory, GOD I HATE THOSE IDIOTS $#%@%)

Karvajalka

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« Reply #13 on: July 01, 2006, 07:41:09 pm »
I think flamers should cost more, or atleast their ammo should cost more, it's just so frustrating when 5 human players come and burn every grass :( (or is it just good strategy?) maybe booster could add some ( not full ) fire resistance?
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Mangler

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« Reply #14 on: July 01, 2006, 08:27:36 pm »
Quick buy a 1+AutoRifle of Slaying, they have Were-Dretches! :D

Quaoar

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« Reply #15 on: July 02, 2006, 07:03:10 am »
SD disadvantages the humans FAR more than the aliens, because you can rebuild the OM and Reactor in SD, and the only thing aliens need really are eggs for spawning and the OM. They can place eggs in a much more versatile fashion than humans can place their telenodes, so what you end up with are more easily concealable non-rebuildable essentials (eggs) and needing a rebuildable OM for evolution. Humans need nodes that they can't hide just as well, their reactor, AND the armory. The armo is pretty much the biggest SD disadvantage, because it basically does what the OM does for aliens, yet cannot be rebuilt and has incredibly low hitpoints.

So if SD is ever reached, humans need to definitely finish the aliens off quickly. This contributes to why camping humans never win. They need to get out there before that happens, not try to compensate when it does. I mean, they ought to try (I've seen SD when the humans were really winning, and ended up being victorious), but it's seriously not advantageous.

Survivor

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« Reply #16 on: July 02, 2006, 01:08:07 pm »
Err, as far as I know the OM and the Reactor aren't rebuildable in SD either. Maybe serverside setting?

And on SD, if the humans would do what the aliens did; go after the structures before the players; they stand an equal chance.
The fact is that people concentrate on defending their buildings, which isn't necessarily bad but getting one or two people out in the chaos to do some damage to THEIR base can turn the tides pretty quickly. Hell if you even take out the front eggs it would give valuable seconds of relief it takes for the aliens to get back to harassing your base or loosing booster advantage.
The fact just is that most players fear the aliens too much but forget that when they're toying with your base they're not defending theirs. Halfdecent players should be able to take on a single alien with the basedestroying pulse or luci and still have some ammo left for base destruction besides the grenade they took with them. The tricky part is getting out of your base but that's what teamwork is for.
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WoodenJesus

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« Reply #17 on: July 02, 2006, 09:07:33 pm »
Quote from: "Survivor"
Err, as far as I know the OM and the Reactor aren't rebuildable in SD either. Maybe serverside setting?


If I remember well on AKKA you can rebuild these buildings, but its more harder to rebuild reactor than om, I thik this is even imposible if you dont have Pro godlikes Players (but pro godlike players will propably finish game before sd ;)).
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Survivor

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« Reply #18 on: July 02, 2006, 09:40:03 pm »
AKKA, AKKA seems to have messed with the settings so much I don't enjoy playing there so I don't. Standard they are not rebuildable.
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Quaoar

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« Reply #19 on: July 04, 2006, 06:43:12 pm »
I don't play on AKKA much and I still noticed rebuildable "HQ" buildings. Must be on other servers too.

So I guess SD is all round bad for everyone.

Stakhanov

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Re: New Ammunition.
« Reply #20 on: July 04, 2006, 08:14:52 pm »
Quote from: "Headshot"
Its obvious. Pro Aliens will simply CRUSH humans even if they are camping. And SD makes it even worse in some cases.


This is just disheartening... newbies with the supreme patience required to camp their base should be given free lucifers to counter the massively overpowered advanced dragoons and tyrants , for fairness' sake. Pro tyrants seem to never die because it takes 2 full lucifer shots to kill them , and even battlesuits have to deal with huge self-damage from those.

Suicide tyrants are a big problem too , because they are usually so skilled that they completely wreak havoc upon the defenseless base when they return as dretches. Aliens should be unable to spawn during sudden death to address this.

Eggs dropped everywhere are unfair too , humans should have some kind of remote controlled robots to kill eggs with from their base.

Basilisco

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Re: New Ammunition.
« Reply #21 on: July 05, 2006, 12:18:02 am »
Quote from: "Stakhanov"
Quote from: "Headshot"
Its obvious. Pro Aliens will simply CRUSH humans even if they are camping. And SD makes it even worse in some cases.


This is just disheartening... newbies with the supreme patience required to camp their base should be given free lucifers to counter the massively overpowered advanced dragoons and tyrants , for fairness' sake. Pro tyrants seem to never die because it takes 2 full lucifer shots to kill them , and even battlesuits have to deal with huge self-damage from those.

Suicide tyrants are a big problem too , because they are usually so skilled that they completely wreak havoc upon the defenseless base when they return as dretches. Aliens should be unable to spawn during sudden death to address this.

Eggs dropped everywhere are unfair too , humans should have some kind of remote controlled robots to kill eggs with from their base.


LOOOOOOOOOOOOOL, funny post
at least... hhm...  you weren't being sarcastic...

Because if are serious, there are some things you might want to consider (or at least the people that complaint of overpowered aliens even though they never leave the base):

-A human with a painsaw can enter the alien base and kill the om at any time or stage in the game. It's a lot more difficult to kill the reactor for an alien even in a lonely base.

-Tyrants can destroy a base of course, but that just happens when:

a) the base is short of defenses and theres no humans defending the base (with good weapons that is)

b)Dragoons and ad-goons are good aliens, but you can kill em with 1 lucy shot. So the goon is only good for base rush in early stages, and ad-goon is mostly used for sniping.

[Again, im pretty sure yours was a sarcastic post, but there's people that still believe aliens are some kind of undefeatable demos from hell]

rapha

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« Reply #22 on: July 05, 2006, 02:32:55 am »
Apart from the huge discepancies between newbies (don't get jack), mediocre players (pretty good with chaingun/pulse rifle, no chance as a tyrant, I count myself in there) and pro players (can handle a lucy/flamethrower, can handle a basilisk/tyrant, ppl like Lava_Croft or Jimbo), I think the important part of this thread is SUDDEN DEATH.

Many of the things suggested change the overall balance of the game whereas the actual problem is just SD. Seriously: whether you're a newbie, mediocre player or pro player, you've got to admit that games in SD more often end with an alien than with a human victory.

Personally, from all the suggestions made above, I like the one best that would have Aliens unable to respawn in SD; or maybe there could be a limited number or respawns.

My two cent.
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kozak6

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« Reply #23 on: July 05, 2006, 05:11:00 am »
No or limited respawns for bugs would completely shift SD towards hummies.

 :roll:

Karvajalka

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« Reply #24 on: July 05, 2006, 07:01:24 am »
Hmm....What about if they both had limited spawn?
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kozak6

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« Reply #25 on: July 05, 2006, 07:14:16 am »
A different approach to SD...

I don't really think it would work, though.

Aliens do tend to die a lot more, since humans have more effective defenses, and alien noobs feed like crazy, which would quickly waste all remaining bug spawns.

Stof

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Re: New Ammunition.
« Reply #26 on: July 05, 2006, 09:09:08 am »
Quote from: "Basilisco"
-A human with a painsaw can enter the alien base and kill the om at any time or stage in the game. It's a lot more difficult to kill the reactor for an alien even in a lonely base.

Try that against a well built alien base. Like one or two acid tubes at each entrance and lots of trappers ! You'll never make it to the OM.
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kozak6

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« Reply #27 on: July 05, 2006, 09:37:01 am »
Trappers miss if you sprint, and aren't availible in s1.

Stof

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« Reply #28 on: July 05, 2006, 11:04:27 am »
Quote from: "kozak6"
Trappers miss if you sprint, and aren't availible in s1.

To be fair, you should say that a human with a painsaw and armor can kill the OM at will. A human without any armor will get killed very very fast if he gets close to 2-3 acid tubes.

And trappers miss when you sprint only if the ceiling is too far away and the human can sprint.

And lastly, against a stage 1 human, it only takes one dretch of moderate skill to kill a painsaw human while he attacks the eggs or the om.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

rapha

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« Reply #29 on: July 05, 2006, 11:26:47 am »
Now I've only heard voices dismissing the various solutions proposed for the SD problem. Does any of those voices have an alternative solution maybe?
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