Author Topic: 1.2 Gameplay Changes  (Read 1119149 times)

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: 1.2 Gameplay Changes
« Reply #300 on: December 13, 2009, 11:12:03 pm »
I don't know where I should post bugs. Bugtracker not work.

Well: in 1.2 gpp is still wallwalk bug "ass attack": http://www.mediafire.com/?ln3tmzwdxaz (demo is from 1.1)

Haraldx

  • Posts: 373
  • Turrets: +15/-69
Re: 1.2 Gameplay Changes
« Reply #301 on: January 01, 2010, 03:59:15 pm »
The hovel might be lets say something like where grangers can hide in and shoot powerful barbs, makes the granger much more defensed. And will the new weapons and alien thingies (claws etc.) in the full release of 1.2?
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

jit

  • Posts: 258
  • Turrets: +4/-13
Re: 1.2 Gameplay Changes
« Reply #302 on: January 09, 2010, 01:31:25 pm »
i have a few questions about unlagged and other stuff:

1) Does unlagged have different versions or is it just unlagged(only one version)? If there are different versions, does 1.2 use a newer version of unlagged?

2) Can 1.2 use another type of unlagged or is unlagged the only type of addition you can make to the engine to make shooting hitscan? I know other shooters have a form of unlagged and call it a different name. Would it be possible to implement other versions from other games to see if hitting becomes smoother?

3) In 1.1, you could pounce a wall near a human while looking at the human and still kill the human. Can you still do this in 1.2? It was very irritating in 1.1 when I thought I had dodged a goon only to see it pounce the wall and somehow slide and kill me. Another way of asking this is: Does hitting a wall now cancel out your pounce?

 

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: 1.2 Gameplay Changes
« Reply #303 on: January 10, 2010, 12:19:25 am »
The hovel might be lets say something like where grangers can hide in and shoot powerful barbs, makes the granger much more defensed.

I actually like this idea. :D
spam spam spam, waste waste waste!

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: 1.2 Gameplay Changes
« Reply #304 on: January 11, 2010, 04:27:26 pm »
I like that idea as well. Maybe it could shoot an ooze that slows down humans.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: 1.2 Gameplay Changes
« Reply #305 on: January 12, 2010, 04:35:30 am »
Adv. Hovel: fully automatic.
spam spam spam, waste waste waste!

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: 1.2 Gameplay Changes
« Reply #306 on: January 12, 2010, 04:56:58 am »
Maybe a hovel that.... well tbh it's a bit late for that.  :(
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: 1.2 Gameplay Changes
« Reply #307 on: January 12, 2010, 05:06:39 am »
NEVER GIVE UP, NEVER SURRENDER.
spam spam spam, waste waste waste!

KamikOzzy

  • Posts: 742
  • Turrets: +317/-172
Re: 1.2 Gameplay Changes
« Reply #308 on: January 12, 2010, 07:08:54 am »
You've become so strong, Face.
|AoD|Ozzyshka at your service.
Still using Windows XP and still playing 1.1
click this: http://cornersrocks.shop-pro.jp/?pid=16232798

Kaine

  • Posts: 579
  • Turrets: +543/-314
Re: 1.2 Gameplay Changes
« Reply #309 on: January 12, 2010, 01:44:28 pm »
I blame the company he keeps.  :P

Haraldx

  • Posts: 373
  • Turrets: +15/-69
Re: 1.2 Gameplay Changes
« Reply #310 on: January 12, 2010, 01:57:37 pm »
Come on this is just the beta! Besides, they said they didn't remove the model so it is easy to get the hovel as a great hideout for grangers.
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

StevenM

  • Posts: 292
  • Turrets: +40/-33
Re: 1.2 Gameplay Changes
« Reply #311 on: January 12, 2010, 11:01:39 pm »
who cares, building is a drag anyway. :-\

Kiwi

  • Posts: 859
  • Turrets: +29/-9
Re: 1.2 Gameplay Changes
« Reply #312 on: January 13, 2010, 03:16:07 am »
At least we have our [hovel]  ;)

MaikBey

  • Posts: 1
  • Turrets: +1/-1
Re: 1.2 Gameplay Changes
« Reply #313 on: January 13, 2010, 05:22:42 pm »
i finally managed to register in the forum.
I play tremulous since it was released as standalone.

Very nice changes, now people start to build more

Silver

  • Posts: 376
  • Turrets: +307/-62
Re: 1.2 Gameplay Changes
« Reply #314 on: January 20, 2010, 09:53:17 am »
Okay, so I actually bothered to get on and play more than just a few minutes.  I played a few hours straight on GPP US server. 

THIS SHIT SUCKS.

Human issues.
-I can't comment on the dodge because I couldn't get it to work.  People tried to help me on the server but it was useless, +button8 did absolutely nothing for me.
-Pulse and Flamer are way stronger than they need to be.  They were fine how they were before.(a good pulse helm could take goons easier than a shotty helm imo in 1.1)
-They just feel slower, probably because I couldn't get any boost going.
-Luci needs a way to conserve ammo.  I always tried to keep something charged in 1.1.  The right click cancel main charge was such a vital part of luci especially now with the long recharge time.(I'll need to try out itemtoggle blaster and see if that works for it)
-Those rets are retarded, I watch a lisk kill 5 rets on niveus without needing to retreat at all.  That should NOT be possible, it was easy for him.  Sure they do a lot of damage if they lock on, but those fuckers do not lock on to shit.  I swear it's like they have down syndrome.
-Maybe I'm wrong on this, but it feels like bsuit is stronger.  I was in Alien base and I kept making ugh sounds but yet I would not die.  It seemed like I could survive shitloads of hits as long as it wasn't a Tyrant trample.  It's overpowered imo.

Alien issues.
-Lack of hovel.
-Trample is only useful in open spaces, a lot of maps lack these.  To narrow of places are way to rough on aliens in general because of their size.  Also, when you can utilize trample properly, it's like 7 tremx Acid Barbs from Advanced Tryants.  Seriously, why the fuck would you want to make Tyrant so shitty in general but then give it one attack if utilized right that can kill an entire fleet of rushing humans in under 700 milliseconds?
-The regen is too slow, even with lisks around.  Especially when you can't get a lisk around.  I mean, I thought gpp was suppose to help with camping, it doesn't.  Neohunter and I were on aliens, and we clearly had skill stacked BIG time over humans, yet we couldn't do shit to them because they camped.  Their weapons are also stronger than in 1.1, so the camping makes it even harder, then on top of that, we can't stick on them and snipe because we weren't getting enough hp back to be effective enough.  We couldn't afford one of us to be lisk either because then we lost too much offensive power.
-Lack of hovel.
-Marauder doesn't move as well as it did in 1.1.
-Marauder slashing is pointless, you can do so much more damage with zap.  Zap is still way overpowered.


Things I like
-Rant viewpoint, takes adjusting to but it's better and more realistic.
-Any range alterations made, once again hard to adjust to, but better than all these weird side chomps rants/goons could get in 1.1

General Comments -
Humans are EXTREMELY over powered. 
Camping is even worse than it was in 1.1.
Everything feels sluggish and the game run slower and less fun than 1.1.
Lucifer Cannon and Tyrant have been turned to shit.  Huge nerfs in some areas and huge boosts in others.  Without it's speed now luci is shit, and without trample tyrant is worse than adv granger.


In other words.

1.2 sucks and I would much rather see that(now dead) A server with the store credits/5,000 dmg granger barbs as 1.2 than this shit norf + mg devs developed.
I SUKC AT TRMELUS

IABZ IS JESUS

Sayeru

  • Posts: 75
  • Turrets: +4/-5
    • http://www.eVo-clan.eu.tc
Re: 1.2 Gameplay Changes
« Reply #315 on: January 20, 2010, 11:54:51 am »
Silver, agree but I would like to mention that unlagged change 1.2's gameplay alot. Aliens are generally better on unlagged off.

And, who the heck enabled ul on euro server?

Asvarox

  • Posts: 573
  • Turrets: +41/-35
Re: 1.2 Gameplay Changes
« Reply #316 on: January 20, 2010, 03:12:48 pm »
"Few hours" aren't that much

Humans
1) You can attach dodge and sprint using options menu (I have dodge under shift and toggable sprint under x and I heard Norf has same setup >:( )
2) As I agree with the flamer (and I really don't think that "ff will balance it") I don't really think that pulse is that powerful, I enjoy using it at humans and rarely have troubles with killing them as aliens. Could shoot slower, though.
4) These were bugs that are now fixed. You abused them (like many including me) and now you suffer, your fault. And adding ablility to discharge luci wouldn't be smart as many people consider it as overpowered
5) Learn to build :)

Aliens
1) Why would you use it since you have barricades?
2) I actually find trample useful in close quarters, as humans can't dodge it.
3) I feel rant's regen actually quite faster than other classes (yes in relative dimension not just faster)
4) It moves different, not worse than in 1.1
5) I agree it's overpowered, but only in base rushes, 2 maras can really be deadly for rets. Yet slash is primary mara's attack for me, I use zap only against nakeds and low hp humans running away.
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: 1.2 Gameplay Changes
« Reply #317 on: January 20, 2010, 06:28:54 pm »
Yes, a lone s1 granger can take out all of the rets on atcs by itself, if no humans had spawned yet

Silver

  • Posts: 376
  • Turrets: +307/-62
Re: 1.2 Gameplay Changes
« Reply #318 on: January 20, 2010, 06:42:57 pm »
"Few hours" aren't that much
Few hours at one collective point.  Since after it went from tjw to mgdev I've probably put close to 300 hours into what they're calling "1.2".  I've put about 30 hours in since gpp was released but normally it's in half hour segments.

Quote
Humans
1) You can attach dodge and sprint using options menu (I have dodge under shift and toggable sprint under x and I heard Norf has same setup >:( )
I'll try that out next time I'm on, I know my sprints were working fine last time I played, but that was over a week ago. I hadn't changed anything either to my knowledge
Quote
2) As I agree with the flamer (and I really don't think that "ff will balance it") I don't really think that pulse is that powerful, I enjoy using it at humans and rarely have troubles with killing them as aliens. Could shoot slower, though.
Idk, I has having trouble ranting pulses and while I may not be the best player in game, I'm definitely not a noob.
Quote
4) These were bugs that are now fixed. You abused them (like many including me) and now you suffer, your fault. And adding ablility to discharge luci wouldn't be smart as many people consider it as overpowered
Be it originally a bug or not, it was a key element of the game that all of the regulars accepted and used for over 3 years.
Quote
5) Learn to build :)
Even if you build pretty damn good, these rets are worse than 1.1 rets, you can't deny it.  I could wait for a door to open, go in, go around the rets and get 2-3 of them before they started locking on and killing me with a goon.  When they were right in front of the door while it slowly opened and they just looked at me like a retarded for year old while making their little charge up sound.

Quote
Aliens
1) Why would you use it since you have barricades?
I've explained this probably 100 times. 
1- it's free
2- it's a reward for s3
3- it has a longer blocking range(but lower height wise) than barricade, which makes great for blocking off entrances.
4- when a lone human rushes into base and I'm an s1 granger, nothing beats being able to hide in the barricade while a dretch works on the human.  It's saved me literally over 1,000 deaths as a granger since I started playing this game.
5- it's free
Quote
2) I actually find trample useful in close quarters, as humans can't dodge it.
I'm talking about the metro station map.  There is so many pretrusions on the wall that your trample gets interrupted and you keep missing the humans by getting caught on corners.  In a narrow way yeah it's useful because they can't dodge, but rant can turn pretty fast so even in an open space it's hard for them to dodge without wasting all their stanima which renders them virtually defenseless anyway.
Quote
3) I feel rant's regen actually quite faster than other classes (yes in relative dimension not just faster)
Rant regen isn't too bad, but what about pre-s3?  Also I find adv goon more effective for base killing, it really is hard, especially with maps where humans are behind closed doors, to solely down a base with a rant or two in a 6v6, whereas adv goons can work on rets 1 barb at a time just like before.
Quote
4) It moves different, not worse than in 1.1
Disagreed, mara's movement is what made it so good in 1.1 if you could use it right.  I think mara belongs as one of those, steep learning curve but when you learn it it's more effective than goon class.
Quote
5) I agree it's overpowered, but only in base rushes, 2 maras can really be deadly for rets. Yet slash is primary mara's attack for me, I use zap only against nakeds and low hp humans running away.
I found if I got a full zap soloed on one person for maximum zap length it was way more effect than slashing, especially since slashing requires you to be right there very close aimed at them where zap gives you a little more mobility both in your area of view and position.
I SUKC AT TRMELUS

IABZ IS JESUS

Asvarox

  • Posts: 573
  • Turrets: +41/-35
Re: 1.2 Gameplay Changes
« Reply #319 on: January 20, 2010, 08:05:06 pm »
Quote
4) These were bugs that are now fixed. You abused them (like many including me) and now you suffer, your fault. And adding ablility to discharge luci wouldn't be smart as many people consider it as overpowered
Be it originally a bug or not, it was a key element of the game that all of the regulars accepted and used for over 3 years.
Not fixing a bug just because people got used to it is kinda silly. Same thing should happen to dretch (biting heads from the floor bug) but I don't find this being an issue (or at least big one) anymore. Also, it's definitely possible to get used to "fixed" 1.2 luci.

Quote
5) Learn to build :)
Even if you build pretty damn good, these rets are worse than 1.1 rets, you can't deny it.  I could wait for a door to open, go in, go around the rets and get 2-3 of them before they started locking on and killing me with a goon.  When they were right in front of the door while it slowly opened and they just looked at me like a retarded for year old while making their little charge up sound.
They are harder to use (place), but stronger, at least against bigger aliens. Teslas, on the other hand, are even worse than in 1.1 because of range nerf
Quote
Aliens
1) Why would you use it since you have barricades?
I've explained this probably 100 times. 
1- it's free
2- it's a reward for s3
3- it has a longer blocking range(but lower height wise) than barricade, which makes great for blocking off entrances.
4- when a lone human rushes into base and I'm an s1 granger, nothing beats being able to hide in the barricade while a dretch works on the human.  It's saved me literally over 1,000 deaths as a granger since I started playing this game.
5- it's free
1 - you have 50bps boost, so you can build 6 more barricades anyway
2 - A reward for s3 is fat tank rant, not fat tank bunker
3 - Yes it was also blocking rants (AFAIK)
4 - Why would you want to be s1 granger at s3? And at that stage base should be able to help dretch kill the human while leaving you safe. And it's original function (granger home) was used extremely rarely at it wasn't useful almost at all.
5 - ad1
It was already explained why it's deleted (in OP). Personally I don't think Hovel had any impact in gameplay. I will miss my hovel rushes as human, and raping it as gwangar :(
Quote
3) I feel rant's regen actually quite faster than other classes (yes in relative dimension not just faster)
Rant regen isn't too bad, but what about pre-s3?  Also I find adv goon more effective for base killing, it really is hard, especially with maps where humans are behind closed doors, to solely down a base with a rant or two in a 6v6, whereas adv goons can work on rets 1 barb at a time just like before.
Well other classes (especially mara) have really slow regen when there's nothing boosting it, but with lisk's regen aura you can heal up in like 5 seconds, which is, in my opinion, fast enough.
Quote
4) It moves different, not worse than in 1.1
Disagreed, mara's movement is what made it so good in 1.1 if you could use it right.  I think mara belongs as one of those, steep learning curve but when you learn it it's more effective than goon class.
I used mara in both 1.1 and 1.2, and I think that 1.2 mara is still pretty good, easier to play as. It feels really slow compared to 1.1 mara though and I miss this camera thing when you bounced off the wall. Still I use it much more than goon lately, it feels quite clumsy :P
Quote
5) I agree it's overpowered, but only in base rushes, 2 maras can really be deadly for rets. Yet slash is primary mara's attack for me, I use zap only against nakeds and low hp humans running away.
I found if I got a full zap soloed on one person for maximum zap length it was way more effect than slashing, especially since slashing requires you to be right there very close aimed at them where zap gives you a little more mobility both in your area of view and position.
Zap can kill a naked with 2 hits, not sure about armored humans (never bothered to read statistics), yet I still prefer slash over zap because zap have hell long interval between attacks. But that's just my preference. To the point, as a human I didn't really feel it overpowered in regular fights I find slashes more dangerous, since once you enter it's range, mara can hit you few times until you leave it, and aiming zap is still quite hard.
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

Silver

  • Posts: 376
  • Turrets: +307/-62
Re: 1.2 Gameplay Changes
« Reply #320 on: January 20, 2010, 10:12:33 pm »
Hovel's wide range was useful in blocking off entrances you don't want anything through, including your team.  (blocking vents was always nice way to keep feeding dretches from going in them)  Also, even advanced granger is hard to fight/run with.

The rets are stronger but so much easier to dodge and avoid.

Problem is, getting someone on your team to be a lisk.  When you only have 1-2 decent players, you can't afford one of them to be a lisk because the other one can't handle the humans by himself.

1.2 Mara is easier to use and because of zap slightly stronger.  Thats what I don't like though, they've turned it into goon 2.0.  1 powerful easy to use s1 class is enough thanks.

I found with slash, it was better 1v1, as it should always be.  But against 2 humans zap could deal loads of damage and was pretty easy to stay on one of the targets at least while avoiding getting hit.  Although the movement nerfs make it harder to dodge with mara.

I SUKC AT TRMELUS

IABZ IS JESUS

KamikOzzy

  • Posts: 742
  • Turrets: +317/-172
Re: 1.2 Gameplay Changes
« Reply #321 on: January 21, 2010, 03:55:39 am »
Looks like silver's taking over for me in more than just the server. =D
|AoD|Ozzyshka at your service.
Still using Windows XP and still playing 1.1
click this: http://cornersrocks.shop-pro.jp/?pid=16232798

Silver

  • Posts: 376
  • Turrets: +307/-62
Re: 1.2 Gameplay Changes
« Reply #322 on: January 21, 2010, 04:18:55 pm »
Oh yeah, anyway we can look into reducing the scoring system, preferably by 1/10th or at least by 1 half.  I mean, my score at 500+ in a game seems a little ridiculous, I see full public games with lots of pollacks ending up with people getting 2k+ scores.  Which just looks very unappealing to the eyes and will confuse the shit out of people.
I SUKC AT TRMELUS

IABZ IS JESUS

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: 1.2 Gameplay Changes
« Reply #323 on: January 21, 2010, 04:29:07 pm »
Oh yeah, anyway we can look into reducing the scoring system, preferably by 1/10th or at least by 1 half.  I mean, my score at 500+ in a game seems a little ridiculous, I see full public games with lots of pollacks ending up with people getting 2k+ scores.  Which just looks very unappealing to the eyes and will confuse the shit out of people.
Conservatist. Get used to change.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: 1.2 Gameplay Changes
« Reply #324 on: January 21, 2010, 05:35:24 pm »
Score inflation. >.>
spam spam spam, waste waste waste!

Silver

  • Posts: 376
  • Turrets: +307/-62
Re: 1.2 Gameplay Changes
« Reply #325 on: January 21, 2010, 06:05:12 pm »
Oh yeah, anyway we can look into reducing the scoring system, preferably by 1/10th or at least by 1 half.  I mean, my score at 500+ in a game seems a little ridiculous, I see full public games with lots of pollacks ending up with people getting 2k+ scores.  Which just looks very unappealing to the eyes and will confuse the shit out of people.
Conservatist. Get used to change.

In that point of view we must absolutely have share/donate on.  It is the OBLIGATION of the wealthy to support the poor people on the team who REFUSE to earn their own credits.
I SUKC AT TRMELUS

IABZ IS JESUS

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: 1.2 Gameplay Changes
« Reply #326 on: January 21, 2010, 06:15:02 pm »
Oh yeah, anyway we can look into reducing the scoring system, preferably by 1/10th or at least by 1 half.  I mean, my score at 500+ in a game seems a little ridiculous, I see full public games with lots of pollacks ending up with people getting 2k+ scores.  Which just looks very unappealing to the eyes and will confuse the shit out of people.
Conservatist. Get used to change.

In that point of view we must absolutely have share/donate on.  It is the OBLIGATION of the wealthy to support the poor people on the team who REFUSE to earn their own credits.
WTF are you talking about now? Cut the bullshit please.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: 1.2 Gameplay Changes
« Reply #327 on: January 21, 2010, 06:33:49 pm »
In all honesty, it looked to me like he just owned you. :D  (jk still lub u)

btw omg I have a delete button now :O

nvm
« Last Edit: January 21, 2010, 06:37:05 pm by your face »
spam spam spam, waste waste waste!

bob0

  • Posts: 80
  • Turrets: +11/-9
Tutorial: how to set up sprint and dodge
« Reply #328 on: January 21, 2010, 08:52:54 pm »
As silver mentioned that he was unable to set up sprint and doge, I thought it might be necessary to write a step-by-step tutorial on how to set them up.





First:
Connect to a server, and press Escape (located on the upper-left on most keyboards), and go to the Options menu, and then the Move sub-menu.  Observe this image:



We will focus on three labels: Dodge, Sprint, and Sprint Toggles.
To set the key you wish to press when you want to dodge, click on the Dodge label, and then press a key.  To set the key you want to press when you want to sprint, click on the Sprint label, and then press a key.  You will then be able to sprint whenever you press that key.  Finally, if you only want to press sprint once, click on Sprint Toggles if it is not yet set to "Yes".  Once you do that, you will only need to press sprint once once you spawn, and press it again to turn it on / off.  I recommend setting the sprint key to shift, as it's close to your default movement keys, and more important than slow walking; and I also recommend setting Sprint Toggles to on.  You will know you're sprinting when the lighting bolt on your HUD is Flashing.



If you have had troubles thus far, or wish to use the console, or want to put these in your .cfg's instead, there is another method.
Observe this image:

Using the console, I have bound sprint to shift by typing "/bind shift +button8".  I then enabled sprint toggle by setting cg_printToggle to 1.  Finally, I bound v to dodge.

Hope this helps ;)


Also, correct me if I'm wrong, but I don't think any of the balance changes were primarily intended to fix camping?

Btw, Silver, I found your comments slightly amusing, but also slightly annoying, as they can mislead new players.  Oh well, I just hope no new players will believe that a basi can easily penetrate a decently-built human base or that charge is actually harder in narrower places, before trying it out first. :)

Bugs can and do happen; the worst I in my opinion was the three month orso period during the 1.1 balance testing server in which unlagged was unknowingly disabled, even with g_unlagged on.  Nobody could hit anybody :P
« Last Edit: January 21, 2010, 08:55:03 pm by Z+ SM p(EEn- »
bob

Silver

  • Posts: 376
  • Turrets: +307/-62
Re: Tutorial: how to set up sprint and dodge
« Reply #329 on: January 21, 2010, 09:06:08 pm »
Also, correct me if I'm wrong, but I don't think any of the balance changes were primarily intended to fix camping?

Btw, Silver, I found your comments slightly amusing, but also slightly annoying, as they can mislead new players.  Oh well, I just hope no new players will believe that a basi can easily penetrate a decently-built human base or that charge is actually harder in narrower places, before trying it out first. :)

Bugs can and do happen; the worst I in my opinion was the three month orso period during the 1.1 balance testing server in which unlagged was unknowingly disabled, even with g_unlagged on.  Nobody could hit anybody :P
@ the sprint stuff.  It still wasn't working, my sound also died.  I re-installed both trem + gpp and now it works.  I knew how to set it up and I knew what +button8 was(well, I never tried the GUI menu, because I'm too used to doing everything through console).  It just stopped working.

Moving on.

If you assume that new players come to this section of the forums and actually bother to read any of these posts.  Then you can just go ahead and stop posting now.  Your ignorance is lacking the worth of an opinion.  These threads are for the people familiar with the game, both 1.1 and 1.2.  Where we discuss the changes that we know, from playing both for a considerable amount of time.  

I was just saying in that one example, a basi easily downed a lot of turrets.  I've seen some set ups that work pretty damn good, but usually especially in open spaces those rets just lock on way to slow and are way to easy to avoid.

I said nothing about change being harder in a narrow space.  You're retarded.  I said that trample is in-effective in a CRAMPED place with lots of pretruding objects that block the majority of the trample from reaching the human.  I think it's better in slightly open places especially ones with clean walls.  Bumpy jagged walls are hard to pin the humans on.

I also didn't say change was harder, I just said it was stupid.

I actually think 1.2 is easier to play than 1.1.  It just has a lot of stupid features I'm really not a fan of.  This is, however, my and solely my opinion.  Everyone here, has some difference of opinion to some minor degree and no matter what we do, some of us will always think what we think.  It will be hard to effect that.  Even though some of us give up and don't argue, we still hold those opinions.  

I will doubtfully ever agree with your standpoint and vice versa.



Btw, don't call someone a conservatist if you clearly don't understand the meaning of the word, most importantly it's opposing party.
« Last Edit: January 21, 2010, 09:08:57 pm by Silver »
I SUKC AT TRMELUS

IABZ IS JESUS