marked deconstruction
Summary - Those poles keep deconning our bases, so what we'll do is make it awkward. Therefore deconners and builders alike won't have the dedication to do anything. Problem solved, right?
Marked deconstruction solves
nothing. All it does is make it *easier* for deconners to ruin the game for a longer period of time than normal, since now you have to rebuild the building(reactor for example) in any obscure hard to find location of choice, making it even harder for the real builder to quickly get the rc back up.
What we're left with is the admins having to be on call constantly. What changed exactly?
g_markedDeconstruct
1 - can't build over marked structures
Here's a useful feature. Basically, if you place a structure wrong in the first place, you have to replace it in another incorrect location before you can get it quite where you want. Absolutely useless.
# build point queuing
All this does is make gameplay entirely linear. Base rush->Game over. Why bother? All this does is makes sure that the losing side can't make a come back. This is the perfect example of what you're doing to remove the 'fun' factor from the game.
Granger
* regular
o movement speed increased 0.8 -> 0.9
o FOV increased to advanced's value 80 -> 110
o has slash attack
* advanced
o movement speed reduced 1.0 -> 0.9
o bounding box reduced to regular granger size 50x50x50 -> 40x40x40
o model scale reduced to regular granger size 1.25 -> 1.0
o takes falling damage
People keep battle grangering, so let's make the normal granger faster and give it slash. What does this improve? The only change I see is the abillity to battle granger earlier.
Advanced granger now takes falling damage, yet it's a wallwalking alien. This makes absolutely no sense.
Basilisk
* both
o slash range reduced 96 -> 64
o grab range increased 64 -> 96
o jump magnitude increased 270 -> 310
o silent footsteps
o grabs no longer affects turrets
Lets reduce the slash range yet increase the grab range. Now you can grab a target that's too far away for you to hit anyway. Logic?
Small feature that few people knew how to take advantage of: Slowing down turrets with basi grab. Caused absolutely no negative effect on the game, there was absolutely no need to remove it. How can you possible justify removing such an innocent feature?
Marauder
The marauder can be extremely powerful in the hands of an experienced player. Yet for some reason you decided to make the jump 'momentum' less, yet increase the attack width turning it into another clumsy fighter.
new zap - on a hit, chains to up to 4 targets within range of the first, instantly dealing 60 non-locational damage to all targets
60 damage to all 4 targets???
It takes just under a second for the turrets to even spin up after aquiring the marauder. By doing this, you make a marauder rush far more efficient and devestating than a tyrant rush, yet being a class available far earlier in the game. Now what we'll end up with is human campers feeding on the front lines hoping that they get zapped instead of the bases turrets/buildings. What did we solve here again?
Dragoon
you create an overpowered class by allowing the Advanced Dragoon to be available at Stage 2. Instead of solving this issue by reverting the change as such a powerful class has absolutely no need to be available this early in the game, you actually nerf both the normal dragoon and the advanced dragoon. What effect does this have? Stage 3 no longer provides 2 new classes to play with, but 1, making it less diverse and ofcourse, less enjoyable.
Tyrant
The Tyrant tends to play as a tank class in 1.1. The big mean killing machine at the end of stage 3. Yet in 1.2, what happens? The slash width is reduced, so it's less of a clumsy fighter, and the health was reduced by 50 points. What category does it fit into now? A mongrel alien?
Alien Buildings
Aliens now get 150bp by default. Uh, so alien builders get to have more fun than human builders?
The hovel was removed. Why? "It served no purpose" How do you fix this issue? The 1.2 way of course. You remove yet another element from the game. Instead of making it have an intended use, such as the now popular 'hovelport', you decide to remove it from the game entirely.
Acid tubes: Damage was increased from 6 to 8, yet the repeat time before it can deal the next 'dose' of damage increased from 200 to 300 milliseconds. Resulting in the acid tube now dealing 4 damage per second less that it did originally. What this comes down to is:
"We weakened acid tubes, but then they were weaker, so we let you spam more so they aren't weaker"
No more credits/evo's for destroying buildables. - Uh?? You ramble on about camping in the game, and then remove one of the secondary incentives to attack the opposition's base. Grade A Genius.
Construction Kit
* repairing is done automatically when possible, without needing to press a button
Goes in hand with
Defense Computer:
repairs structures in its range 3 health per second, with a 2 second delay after taking damage (this effect stacks with multiple DCs)
So uh, why do we need builders again? Yet another element removed from the game. Builders have one thing less to 'do' (as simple as clicking the mouse) While we're at it, why don't you setup a default autofire?
# Painsaw
* damage reduced 15 -> 11
* range increased 40 -> 64
* height of 8 (width is still 0)
Here's a favourite. Painsaws tend to be used as an offensive weapon. Great for quickly destroying alien buildings. So let's be smart here. Let's reduce the amount of damage it does, but increase the range, just incase those pesky eggs grow legs and run away!
Shotgun
* pellet count increased 8 -> 14
* damage reduced 7 -> 4
What actually changed?
Mass Driver
* damage increased 38 -> 40
Read above.
Flamethrower
muzzle offset lowered (can now fire in vents without self-immolating)
What purpose, apart from allowing campers to sit in vents frying dretches, does this provide?
Tesla
* range reduced 250 -> 150
* damage increased 9 -> 10
Finally! Teslas get a damage buff. Unfortunately, the range is heavily nerfed and they'll be dead in half the time they were previously.
* fires from the top of its bounding box to the top of its target's bounding box (can now fire over turrets)
What use is this now? The range is so low that they'll barely be able to reach past the turret anyway.
I find it very difficult to appreciate the few beneficial things that this newer 'update' provides in sight of the mutilated gameplay, I can only point towards a very accurate quote said earlier in IRC.
For every mistake or issue that 1.1 has, there's a logical fix, and then the retarded 1.2 fix - Cameron Fraser
I don't know why you'd think any of these changes are logical, but you obviously ain't no vulcan.