marked deconstruction
Marked deconstruction has nothing to do with griefing and was never meant to. I'm sorry you thought otherwise. Admins have to be on call constantly in any case.
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.
Agreed. Timbo included it when he first implemented marked deconstruction (a long time ago) and we never found a use for it. It should probably be removed.
# 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.
When you can end a game in one base rush build point queuing never gets involved. The problem it solves is attackers spending funds in multiple attack waves but not making any progress because the other team can simply rebuild before the next wave arrives. I don't see how that's more fun.
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.
Every other class had at least some kind of attack; I felt the granger should too, especially since it spreads out some of the improvements the granger gets at stage 2. Advanced has falling damage to make it consistent with the regular granger. The other classes that don't have wallwalking don't take falling damage, so I don't know why you think that should be relevant.
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?
There's nothing illogical about this. It's easier to grab than to slash, and once you've grabbed a human you can move 32 units closer to slash them, perhaps after revolving around them to hit from behind.
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?
Because leaving around detritus from past versions is a good way to make the game harder for new players to learn. And like I already said, the turret and other basilisk changes make turret-grabbing almost completely useless.
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.
The jump
magnitude was reduced, which is an improvement for the marauder.
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?
We solved aliens not having enough effective ways to attack human bases. Actually playing the game has (so far) shown it to not be overpowered. It takes people by surprise though, if they're not used to it, or build poor bases.
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?
It's still a tank, good for defense and for draining humans. The slash requires better aim; I wouldn't call that the same as being "clumsier".
Aliens now get 150bp by default. Uh, so alien builders get to have more fun than human builders?
Humans have zone build points, which, personally, I've found makes human building more fun than alien building. I guessed at how much aliens should get to offset it, but 150 seems to be just fine.
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"
Actually, the damage was changed because the same value was being used for its attack and for the damage dealt when it dies (most structures do 50; it did 6). Then the repeat was changed to weaken them, yes.
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?
I'm really surprised this is at all controversial. It's still very easy to damage yourself in vents, just no longer impossible
not to. It was a bug that was fixed. And you don't need a flamethrower to reliably kill dretches in a vent.