Author Topic: 1.2 Gameplay Changes  (Read 1114224 times)

Plague Bringer

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Re: 1.2 Gameplay Changes
« Reply #150 on: October 13, 2009, 02:11:03 am »
A lot of us have played Tremulous for years holding down the shift button. Now, when we hold shift and tap a, we dodge to the left, wasting valuable stamina, when we didn't want it. It's not fair to force that adaption on us. Technical issues with the binding should be overcome and there should be some options available. Or a separate dodge bind.
U R A Q T

kevlarman

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Re: 1.2 Gameplay Changes
« Reply #151 on: October 13, 2009, 02:12:49 am »
A lot of us have played Tremulous for years holding down the shift button. Now, when we hold shift and tap a, we dodge to the left, wasting valuable stamina, when we didn't want it. It's not fair to force that adaption on us. Technical issues with the binding should be overcome and there should be some options available. Or a separate dodge bind.
in other words, you're complaining that we haven't implemented something that we did implement months ago.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
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MitSugna

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Re: 1.2 Gameplay Changes
« Reply #152 on: October 13, 2009, 03:09:01 am »
You will receive better feedback after the beta. For now it is just the same complaints and trolls.

Plague Bringer

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Re: 1.2 Gameplay Changes
« Reply #153 on: October 13, 2009, 03:22:13 am »
A lot of us have played Tremulous for years holding down the shift button. Now, when we hold shift and tap a, we dodge to the left, wasting valuable stamina, when we didn't want it. It's not fair to force that adaption on us. Technical issues with the binding should be overcome and there should be some options available. Or a separate dodge bind.
in other words, you're complaining that we haven't implemented something that we did implement months ago.
My apologies. What Norf said led me to believe that double tap sprinting isn't implemented. But, if memory serves, dodge and sprint have separate commands. I do believe you're referring to that part of my post. Correct me if I'm wrong.
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Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #154 on: October 13, 2009, 03:58:11 am »
My apologies. What Norf said led me to believe that double tap sprinting isn't implemented. But, if memory serves, dodge and sprint have separate commands. I do believe you're referring to that part of my post. Correct me if I'm wrong.
Correct, there is no double-tapping for dodge at this time, but dodge and sprint are separate binds (that can work together when bound to the same key, if you don't mind not being able to sprint straight sideways or backwards).

UniqPhoeniX

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Re: 1.2 Gameplay Changes
« Reply #155 on: October 13, 2009, 09:04:27 pm »
I'm fine with most of the changes, if the devs can make all classes and weapons used more equally, not just rifle/shotty/chain/luci and dretch/goon/rant, and balance wins. More game data made public would be nice tho, like when teams get stage ups, which team is more powerful at same stage, how often which weapons/classes are used. Also what about adding an option to use something like ==Troy=='s ranking system for balancing teams? It should eliminate stacking teams and that should balance the game more. And are default maps getting an update for 1.2?

kevlarman

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Re: 1.2 Gameplay Changes
« Reply #156 on: October 13, 2009, 11:05:37 pm »
I'm fine with most of the changes, if the devs can make all classes and weapons used more equally, not just rifle/shotty/chain/luci and dretch/goon/rant, and balance wins. More game data made public would be nice tho, like when teams get stage ups, which team is more powerful at same stage, how often which weapons/classes are used. Also what about adding an option to use something like ==Troy=='s ranking system for balancing teams? It should eliminate stacking teams and that should balance the game more. And are default maps getting an update for 1.2?
autobalancing functions aren't very popular. at one point i forced everyone to autoselect their team on khalsa's server, and it resulted in something like 54%-46% in favor of aliens (compared to the 60-40 that was average at the time), but people hated it so much it didn't last long.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #157 on: October 14, 2009, 06:15:28 pm »
Also what about adding an option to use something like ==Troy=='s ranking system for balancing teams? It should eliminate stacking teams and that should balance the game more.
I think it's more rare than not for people to not care which team they join in a given match -- and I've heard of people that only ever play aliens or humans, too. It'd be different if both sides were exactly the same.

And are default maps getting an update for 1.2?
I really really want them to (at the very least for location ents), but it's obviously going to depend on the mappers.

Your main reason for changing the whole dretch is that you can easily get tked by an ally as a human after one headbite.
Uh, no, that wasn't the reason at all, 96 damage is just too much for a free class to deal every half second.

Also, the luci. I have said this many times, and it is wayyy to overpowered. What was the reasoning behind increasing the speed? I can 9times out of 10 make my credz back, and now youve just made it crazily overpowered.
If you think it's overpowered you should show me, because my experience has been that it's just about right for its cost.

yay some other people who share my views. I agree with ozzy that youve changed things too much. With a few tweaks you could have sorted everything, but you have literally totally changed trem.
If you like 1.1 better than 1.2 then great, we made it and gave it to you for free, source included. But I don't think 1.1 was perfect, or almost perfect, and I didn't think it was when we released it either -- even before seeing the obvious balance problems. 1.2 is as much about finishing the game as it is fixing bugs and addressing the most glaring issues.

amz181

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Re: 1.2 Gameplay Changes
« Reply #158 on: October 14, 2009, 06:36:33 pm »
But still, headbite+torso should equal kill. I was finding it extremely hard to get kills as a dretch even at s1. And im at loss as how you can expect a new player to do the same.

Also, about the maps, is there any chance of non-staff being able to update the maps? Because if so, i'd be happy to help (visually. not any of the location mumbo-jumbo), tremor i think, is a map that is the classic example of great gameplay, but its just far to ugly.

tuple

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Re: 1.2 Gameplay Changes
« Reply #159 on: October 14, 2009, 06:43:20 pm »
More game data made public would be nice tho, like when teams get stage ups, which team is more powerful at same stage, how often which weapons/classes are used.

There is public data at http://tremulous.net/balance/

There is also raw data to be found, however I'm far too lazy to locate it, so thats up to you ;)

Luigi1

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Re: 1.2 Gameplay Changes
« Reply #160 on: October 14, 2009, 11:38:40 pm »
i like that rants have less hp  :)

tuple

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Re: 1.2 Gameplay Changes
« Reply #161 on: October 15, 2009, 03:14:53 am »
My wall of text goes off topic, so I've moved it ;)
http://tremulous.net/forum/index.php?topic=12076.0

If folks would like to continue with specific suggestions/recommendations/complaints, this would be the place to do so. :police:

A Spork

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Re: 1.2 Gameplay Changes
« Reply #162 on: October 15, 2009, 04:12:19 am »
I have 2 comments(Which I've been meaning to make for a while)
1) I'm curious as to why the luci speed has been increased? It seems a bit overpowered now IMHO.
2) Basi Health reduction: Why? Basi as is is a tough enough class to use(Mind you I haven't played as it alot on the dev serv yet) and dropping the max health seems to be a bit odd....

just my $0.02
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kevlarman

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Re: 1.2 Gameplay Changes
« Reply #163 on: October 15, 2009, 05:24:31 am »
I have 2 comments(Which I've been meaning to make for a while)
1) I'm curious as to why the luci speed has been increased? It seems a bit overpowered now IMHO.
2) Basi Health reduction: Why? Basi as is is a tough enough class to use(Mind you I haven't played as it alot on the dev serv yet) and dropping the max health seems to be a bit odd....

just my $0.02
1) it's a bit rediculous when you can just walk out of the way of the most expensive (and supposedly most powerful) human weapon. (only grangers were slower than it in 1.1)
2) when basi got the regen aura it ended up being really strong (to the point where people started largly ignoring dragoons for a while). it's still much stronger than it was in 1.1, especially with the gas.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #164 on: October 15, 2009, 02:53:55 pm »
My wall of text goes off topic, so I've moved it ;)
http://tremulous.net/forum/index.php?topic=12076.0
I've went through this topic and split out the 1.1-vs-1.2 debate posts as best I could into the new topic. I won't delete posts from there at will, so feel free to express your frustrations in it. This topic I want to keep to explanations of 1.2 changes.

Thank you for cooperating.

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #165 on: October 15, 2009, 03:04:17 pm »
I have 2 comments(Which I've been meaning to make for a while)
1) I'm curious as to why the luci speed has been increased? It seems a bit overpowered now IMHO.
2) Basi Health reduction: Why? Basi as is is a tough enough class to use(Mind you I haven't played as it alot on the dev serv yet) and dropping the max health seems to be a bit odd....

just my $0.02
1) it's a bit rediculous when you can just walk out of the way of the most expensive (and supposedly most powerful) human weapon. (only grangers were slower than it in 1.1)
2) when basi got the regen aura it ended up being really strong (to the point where people started largly ignoring dragoons for a while). it's still much stronger than it was in 1.1, especially with the gas.
Pretty much that.

The luci change takes some getting used to, but I think it's still quite dodgeable (need to predict your opponent a little more now though). Basically I wanted it to be useful at a little longer range, and also felt its old speed was a bit silly (you could actually outrun it).

The health reduction was actually a request to me from other people, and I was skeptical at first, but basilisks are a lot better than in 1.1 and it's turned out to be a good change. I'm not totally convinced that making the advanced killable with two mass driver shots (MD does 40 now) was the right thing to do, but it's been good so far.

temple

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Re: 1.2 Gameplay Changes
« Reply #166 on: October 16, 2009, 04:07:36 am »
Quote
it's a bit rediculous when you can just walk out of the way of the most expensive (and supposedly most powerful) human weapon. (only grangers were slower than it in 1.1)
You can walk away from a grenade, should that explode faster too?  You can dodge a painsaw, should that have a longer range? it does.

The luci, like the grenade and the painsaw, aren't anti-personnel weapons.  They are for destroying bases.  Who cares how slow it is?  Bases don't move.

Vape

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Re: 1.2 Gameplay Changes
« Reply #167 on: October 16, 2009, 04:19:56 am »

The luci, like the grenade and the painsaw, aren't anti-personnel weapons.
Can a grenade, or a painsaw kill a tyrant/goon with as much ease a luci can?

Edit: Also I didn't see anything wrong with the luci in 1.1 so I don't see the need to modify it.

« Last Edit: October 16, 2009, 04:24:40 am by Vape »
-If you think its a joke, it's like thinking that kicking a dog/shooting someone innocent in the leg is funny.
Meisseli is a dump face ... Telling that gpp have no cheat is like tell that Meisseli mother dont suck cock !!!!

temple

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Re: 1.2 Gameplay Changes
« Reply #168 on: October 16, 2009, 04:26:45 am »
The funny thing is that a painsaw can kill a goon or a rant as easy or easier than a luci, so I guess the saw should cost 500 credits.

Vape

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Re: 1.2 Gameplay Changes
« Reply #169 on: October 16, 2009, 04:32:52 am »
The funny thing is that a painsaw can kill a goon or a rant as easy or easier than a luci.
I really can't see how a painsaw can a kill a goon or tyrant easier than a luci can. I'm fairly confident that you would rather have a lucifer cannon than a painsaw during a pub game when as3.

Also the problems in 1.1 have already been stated

The major problems of 1.1 that everyone can agree on were
Tyrants
Camping from both teams
Spamming from humans
, but I have not seem them addressed in any way. I personally think most of the changes are unnecessary, and irrelevant to the problems that we have all agreed upon.
-If you think its a joke, it's like thinking that kicking a dog/shooting someone innocent in the leg is funny.
Meisseli is a dump face ... Telling that gpp have no cheat is like tell that Meisseli mother dont suck cock !!!!

KamikOzzy

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Re: 1.2 Gameplay Changes
« Reply #170 on: October 16, 2009, 04:38:19 am »
Quote
The luci['s] ... old speed was a bit silly (you could actually outrun it).

Oh walk with it, which is what everyone does, and it's aweeeesome.
|AoD|Ozzyshka at your service.
Still using Windows XP and still playing 1.1
click this: http://cornersrocks.shop-pro.jp/?pid=16232798

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #171 on: October 16, 2009, 05:00:41 pm »
The luci, like the grenade and the painsaw, aren't anti-personnel weapons.  They are for destroying bases.  Who cares how slow it is?  Bases don't move.
It might be the best weapon for attacking bases, but it's definitely not exclusively meant for that. And even if it were, you have to get to the base first. Blowing 100 credits on a suicide painsaw run is okay, but it's less okay for a 600 credit lucifer cannon.

I personally think most of the changes are unnecessary, and irrelevant to the problems that we have all agreed upon.
Please post opinions/commentary in this thread instead. Thank you.
« Last Edit: October 16, 2009, 05:03:00 pm by Norfenstein »

temple

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Re: 1.2 Gameplay Changes
« Reply #172 on: October 17, 2009, 04:51:15 am »
The problem is that you factor in more than one luci and aliens have a couple of very big and very deadly problems.  The slow speed was the only thing that made luci's balanced.

Look at from the other end, imagine rants with pounce.
« Last Edit: October 17, 2009, 02:42:23 pm by temple »

A Spork

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Re: 1.2 Gameplay Changes
« Reply #173 on: October 17, 2009, 05:22:15 am »
Look at from the other end, imagine rants with pounce.
Gah!!
Although, yeah, you both make valid .points
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Xeno

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Re: 1.2 Gameplay Changes
« Reply #174 on: October 17, 2009, 05:27:52 pm »
The problem is that you factor in more than one luci and aliens have a couple of very big and very deadly problems.  The slow speed was the only thing that made luci's balanced.

Look at from the other end, imagine rants with pounce.
Don't forget the longer charge-up time now.. in the 1.2 games I've played (granted, most were from a much earlier version about a year ago but they still had the fast luci), I'd work on dodging one luci-blast and then.. just walk at the human and kill. Because of the long-charge up I know they can't get enough time to kill me so I'll eat the damage and get a kill. Recommend everyone who's having trouble with them try that^ (works in 1.1 too, to a lesser extent)

kevlarman

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Re: 1.2 Gameplay Changes
« Reply #175 on: October 17, 2009, 06:46:12 pm »
The problem is that you factor in more than one luci and aliens have a couple of very big and very deadly problems.  The slow speed was the only thing that made luci's balanced.

Look at from the other end, imagine rants with pounce.
Don't forget the longer charge-up time now.. in the 1.2 games I've played (granted, most were from a much earlier version about a year ago but they still had the fast luci), I'd work on dodging one luci-blast and then.. just walk at the human and kill. Because of the long-charge up I know they can't get enough time to kill me so I'll eat the damage and get a kill. Recommend everyone who's having trouble with them try that^ (works in 1.1 too, to a lesser extent)
finally someone with some common sense :P
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Thorn

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Re: 1.2 Gameplay Changes
« Reply #176 on: October 17, 2009, 09:48:01 pm »
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?

Quote
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.

Quote
# 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.

Quote
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.

Quote
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?

Quote
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.

Quote
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?

Quote
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.

Quote
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?

Quote
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.

Quote
Construction Kit
    * repairing is done automatically when possible, without needing to press a button

Goes in hand with

Quote
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?

Quote
# 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!

Quote
Shotgun
    * pellet count increased 8 -> 14
    * damage reduced 7 -> 4

What actually changed?

Quote
Mass Driver
    * damage increased 38 -> 40

Read above.

Quote
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?

Quote
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.

Quote
     * 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.

Quote from: cron
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.
« Last Edit: October 17, 2009, 09:51:09 pm by Thorn »

Redsky

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Re: 1.2 Gameplay Changes
« Reply #177 on: October 17, 2009, 11:58:12 pm »
Quote
Shotgun
    * pellet count increased 8 -> 14
    * damage reduced 7 -> 4

What actually changed?

I think that gives bigger chance of hitting smaller targets from a greater distances.
Happy New Year Everybody! : signature adequate once a year.

kevlarman

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Re: 1.2 Gameplay Changes
« Reply #178 on: October 18, 2009, 01:51:56 am »
Quote
Shotgun
    * pellet count increased 8 -> 14
    * damage reduced 7 -> 4

What actually changed?

I think that gives bigger chance of hitting smaller targets from a greater distances.
it's probably a little worse at larger distances actually. it makes shotgun blasts on dretches a lot more consistent (especially when they were smaller and still did 96 damage, this was a huge deal)
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Kriegsgott

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Re: Alright so I'm lazy
« Reply #179 on: October 19, 2009, 04:43:54 am »
Never really got around to posting in the past, but w/e. Don't actually expect to see any of this happen either, yet I was getting tired of the complaints and no outright suggestions besides "don't change anything yadayada".

------------------Aliens
Give dretches 48 damage again; with the reduced headshot multiplier they'll still get a healthy 72 damage headshot and get two hit kills on unarmoured humans.

Basilisks are cool, except too easy to kill with an massdriver. Maybe up advanced's health to 85?

Adv. maras need their zap repeat increased by 150ms or so.

Drop barb damage by a quarter, leave the splash as it is.

Increase tyrant trample repeat to 200ms. Squash is hilarious and should be kept as is, even if it is a tad bit overpowered.

------------------Building.
BP queuing sucks ass.

Restore monetary value to OM/RC.

Implement hovel transfer: limit to two hovels, explode upon loss of creep and/or sentience, set a range limit from overmind (3500? e.g. four times creep size). At least keep the damn things.

Hives bug me but they're workable.

Increase boost time to 25000ms.

Reduce turret damage to six. Reduce turret delay to 650ms. Allow basilisks to grab.

Increase tesla range to 200.

------------------Humans.
Keep a "hidden" bind cvar similar to "boost".

Reduce dodge distance to 2.1x.

Battlesuits should be proof against gas.

Lucifer cannon is bunk. Speed increase helps with jettards/campers, repeat increase makes it harder to solo. Not to mention one cannot cancel a shot any more, as well as reduced ammo (better not miss).

------------------Various thoughts. Most of these comment about changes for clans.
Unpowered objects exploding puts an emphasis on initial base placement from mappers. More difficult to move across the map.

Stage 2 adv. goons will adversely affect camping in clan matches.

The new lucis will probably be usable with practice, but there will be more emphasis on escorting from the rest of the team.

Basilisks are the new distraction class.

Granger changes wtf?

Aliens in 1.1 got the short end of the stick with stage 2. The adv. goon fixes that here, but might be overpowered considering that aliens usually get stage 2 first i.e. adv. goons v. stage 1 humans. This might not hold true depending on whether the current 1.2 dretch works out and initial camping for credits/evos.

Potential difficulties in counting stages.

------------------
As with all things, who knows whether anything I suggest is feasible. In any case, if I have not addressed it here, I either like it, agree with it, or forgot about it and will be back to bitch about it later. But for those changes I haven't mentioned, good job.
No Tolerance.
Posts are subject to opinion and default buildpoints.