Author Topic: 1.2 Gameplay Changes  (Read 1117600 times)

A Spork

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Re: 1.2 Gameplay Changes
« Reply #420 on: April 04, 2010, 11:45:34 pm »
1) How long ago did you last play the GPP, and for how long?
2) And what server is that exactly? hmm?
3) Yes I play 1.2 most of the time now, but I still sometimes play 1.1, and I did play 1.1 before the GPP came out.

and I never said I was a big shot, I just pointed out you talked like you are one, but I've never seen you.

@Plague: I kinda mean its not a big enough change to be a 1.1 -> 2.0 change, but it's still different. Probably could of worded it better though...

Also, Side note about vehicles/bigger and more open maps, the BSP system doesn't work as well for outdoors, its better at indoors AFAIK.
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HellsAngelz

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Re: 1.2 Gameplay Changes
« Reply #421 on: April 05, 2010, 02:01:16 am »
hey lucifer, instead of posting something that came out of your head seconds after some X-Server noob player pwned you, how about you create a giant document suggesting future changes Tremulous can make, along with alien blueprints, their information,statistics, and their habits and personality.

I myself am (kinda) working on a Tremulous documentary (yes, I have a table of contents and currently 5 full descriptive chapters, along with images).

Even though I doubt it will come to fruition since it is highly unlikely Norfenstein has the mental capacity to handle reading a NOVEL online. Still, we humans live on hope (to no fruition) so I shall do it anyways. That's along with my other things i'm working on, currently over 11 projects going back and forth.

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Re: 1.2 Gameplay Changes
« Reply #422 on: April 05, 2010, 02:09:24 am »
Can't you just, uh, stick to your word and leave?

Conzul

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Re: 1.2 Gameplay Changes
« Reply #423 on: April 05, 2010, 02:49:50 am »
hey lucifer, instead of posting something that came out of your head seconds after some X-Server noob player pwned you, how about you create a giant document suggesting future changes Tremulous can make, along with alien blueprints, their information,statistics, and their habits and personality.

I myself am (kinda) working on a Tremulous documentary (yes, I have a table of contents and currently 5 full descriptive chapters, along with images).

Even though I doubt it will come to fruition since it is highly unlikely Norfenstein has the mental capacity to handle reading a NOVEL online. Still, we humans live on hope (to no fruition) so I shall do it anyways. That's along with my other things i'm working on, currently over 11 projects going back and forth.

Trem makes for some good fan fiction, like Freelancer did. I read all of them.

jit

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Re: 1.2 Gameplay Changes
« Reply #424 on: April 05, 2010, 08:43:13 am »
1.2 is an update, that's why it's 1.1 -> 1.2, not 1.1 -> 2.0

and why the heck should aliens get guns??? The whole point of the different species is that they are different from humans, that's what makes em so fun.

Plus, with all the changes, they are making trem new again, it's not the same game as 1.1

I've never seen you ingame, nor have a seen you in the forums before just recently. You talk like a big shot, but have you done anything at all for trem?

Also, what slacker said.
???
+1
i lol'd

_Equilibrium_

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Re: 1.2 Gameplay Changes
« Reply #425 on: April 08, 2010, 08:48:16 pm »
1.2 is an update, that's why it's 1.1 -> 1.2, not 1.1 -> 2.0

and why the heck should aliens get guns??? The whole point of the different species is that they are different from humans, that's what makes em so fun.

Plus, with all the changes, they are making trem new again, it's not the same game as 1.1

I've never seen you ingame, nor have a seen you in the forums before just recently. You talk like a big shot, but have you done anything at all for trem?

Also, what slacker said.
???
+1
i lol'd

It made perfect sense to me. I don't know why so many people are confused about it.

A Spork

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Re: 1.2 Gameplay Changes
« Reply #426 on: April 08, 2010, 09:43:40 pm »
Oh good, I'm not the only one that made sense to...
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tier

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Re: 1.2 Gameplay Changes
« Reply #427 on: April 09, 2010, 02:07:41 am »
Most new things are awesome - great job, You're awesome!

1. Good drech player < moderate rifle. ATCS hallway 4 vs 4 ie:

4 rifles camp 4 dreches rush - verrry onesided - 9/10 dreches die. They move forward and camp single acid ramp in alien base - worse than 1.1 with pulse and md.

Either more damage from drech --- or --- Make drech hitbox smaller and drech strafe faster --- or --- more rifle spread.

2. Chaingun - add either a spinup --- or --- more spread - its too powerfull now, even without Bsuit. Now its a rifle with 300 ammo in clip, accurate, good damage, no reload.

3. Luci - speed of charged shot - slow it down. What do You use to kill luci now when in close range its impossible to avoid the shot? Canceling shots with secondary fire is not needed. Makes luci too powerfull with 135 ammo in 1.1.

4. Goon is awesome, althou a bit slower i think. Is the pounce slower than in 1.1? Whats the damage now?

5. Is acid weaker? The tube I mean :)

6. Hive is very deadly now - at last its usefull.

7. Mara with zap is awesome.

8. Slower regen adds new layers to aliens - esp to goon. Good move.

9. 150 bp is good.

10. Hovel isn't needed anymore.

The game play is interesting for humans now - repeater at s1, new rets, spacious bases, half map control. Aliens tend to camp more than humans now. In 1.1 aliens dominated s1, humans s2. Nowdays humans dominate s1 (rifle, shot, chain, psaw), are deadly at s2 and get fastluci in s3.

What is aliens situation now?

Weaker dreches in s1 => less goons in s1 => slower s2 => faster s2 for humans => slow crawling by adv mara and goon till s3 => s3 with rants that are designed for rushing mass rets, but now have 50hp and less range than bsuit with psaw rushing om.

Aliens NEED good teamplay now. Mara zaps and weakens, goon finishes off, lisk heals, adv goon  snipes rets to ease rushing by rant. No more pouncing along humans base at ATCS (ledge) for easy kills.

Meisseli

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Re: 1.2 Gameplay Changes
« Reply #428 on: April 09, 2010, 07:14:18 pm »
Nice points, some things I commented:

Most new things are awesome - great job, You're awesome!

1. Good drech player < moderate rifle. ATCS hallway 4 vs 4 ie:

4 rifles camp 4 dreches rush - verrry onesided - 9/10 dreches die. They move forward and camp single acid ramp in alien base - worse than 1.1 with pulse and md.

Either more damage from drech --- or --- Make drech hitbox smaller and drech strafe faster --- or --- more rifle spread.
Making the dretch hitbox smaller and a HP increase should suffice.
5. Is acid weaker? The tube I mean :)
Acid tube could have more damage anyways.
The game play is interesting for humans now - repeater at s1, new rets, spacious bases, half map control. Aliens tend to camp more than humans now. In 1.1 aliens dominated s1, humans s2. Nowdays humans dominate s1 (rifle, shot, chain, psaw), are deadly at s2 and get fastluci in s3.

What is aliens situation now?

Weaker dreches in s1 => less goons in s1 => slower s2 => faster s2 for humans => slow crawling by adv mara and goon till s3 => s3 with rants that are designed for rushing mass rets, but now have 50hp and less range than bsuit with psaw rushing om.

Aliens NEED good teamplay now. Mara zaps and weakens, goon finishes off, lisk heals, adv goon  snipes rets to ease rushing by rant. No more pouncing along humans base at ATCS (ledge) for easy kills.
Aliens are maybe too weak now. In terms of balance they probably do fine but with some teamwork from the human team the game is mainly played inside the alien's base and is too damn hard for aliens. With even teams, both able to use teamwork, aliens would lose 80% of the time. I really like the new mara and goon but dretch and tyrant are not strong enough which makes alien gameplay very hard without camping somewhere. With a decent teamwork from the human team it is almost impossible to survive with those two classes. For aliens stage 3 isn't even worth waiting for. It mainly offers hive, tyrant isn't usually worth using since it's a great alien 1v1 but with two or more humans you're just too big of a target, less mobile than other aliens, running away from a fight is painful compared to other aliens.

Boosting tyrant and dretch would make the teams more even. No idea about overall balance.

UniqPhoeniX

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Re: 1.2 Gameplay Changes
« Reply #429 on: April 09, 2010, 08:21:24 pm »
I've said it before: dretches dieing in ATCS hallway camp doesn't mean dretches are weaker then rifles, it means humans can use camp as a valid tactic and there is nothing aliens can do about it. If dretches camped at a corner and humans attacked that, they would have a lot more trouble killing the dretches. Add domination and dretches won't have to sacrifice themselves for a small hope of getting an evo while humans comfortably sit in 1 place, knowing aliens can't touch 'em.

wolfbr

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Re: 1.2 Gameplay Changes
« Reply #430 on: April 09, 2010, 09:46:43 pm »
an easy way to balance the game:
add some/more inaculate in weapons(rifle,lgun,chaigun,prifle,mdriver,lccanon(secundary fire)..), very precise weapons is kind of unrealistic(lgun,mdriver,prifle,turret..).
about dreatch and tt, add more heath : )

Plague Bringer

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Re: 1.2 Gameplay Changes
« Reply #431 on: April 10, 2010, 04:04:20 am »
Oh good, I'm not the only one that made sense to...
It made sense. I was just being a prick.  ::)
U R A Q T

A Spork

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Re: 1.2 Gameplay Changes
« Reply #432 on: April 10, 2010, 06:06:27 am »
>.>
</3
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tier

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Re: 1.2 Gameplay Changes
« Reply #433 on: April 10, 2010, 01:54:55 pm »
I've said it before: dretches dieing in ATCS hallway camp doesn't mean dretches are weaker then rifles, it means humans can use camp as a valid tactic and there is nothing aliens can do about it. If dretches camped at a corner and humans attacked that, they would have a lot more trouble killing the dretches. Add domination and dretches won't have to sacrifice themselves for a small hope of getting an evo while humans comfortably sit in 1 place, knowing aliens can't touch 'em.


Lol - camping as a valid tactic....

Hallway camp ok, no rets, but thats not "camping".


Drech +10hp or higher damage.

I just got back from funzone/ uncreation.
Humie rushes - camp in our alien entrence and we're dead, cos drech<<<rifle.
They get s2, were all dreches.
gg

I understand Unique that you are a good player, but ffs cornercap drech is still a dead one vs decent rifle.

1.2 iritates me. Balance it ffs coz none will play unbalanced release. Like now. You need far better players in alien team to win over medicore humies. Psaw, rifle, pulse, chain, fastluci. Cmon change it!!!

AS3 gives hive only, coz rant is usless. Change it.

edit.

Most games involves random ppl. Most of time they go human, beacuse it's easier to play and allows camp and random ppl are either afraid to go out (oh look i get free creds, i just sit on ret and camp for more creds) or thay are just plain cowards (oh noes, its a big brown bug i cant hit it, lemme sit on ret so it kills it).
Heres what happens:
1. more ppl in human team
2. camp
3. more forward camp.
4. hs2, roles switch - alien camp (hard camp or gg)
5. humies spray pulse or chain, nade&psaw
5. aliens camp, get cornered in their base by forward human base
6. hs3 - fastluci/bsuit and psaw/bsuit/nade.
7. gg



« Last Edit: April 10, 2010, 02:31:01 pm by tier »

A Spork

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Re: 1.2 Gameplay Changes
« Reply #434 on: April 10, 2010, 03:22:01 pm »
I don't think teams are unbalanced at all, I find 1.2 to be far better balanced than 1.1 right now IMHO.
Also, ret kills don't give hummies creds, and aliens also get timed evos as well.

Also, using atcs is a bad example IMHO, as it's not at all a balanced map.
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David

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Re: 1.2 Gameplay Changes
« Reply #435 on: April 10, 2010, 03:27:03 pm »
Camping for credits is pointless now, as death doesn't restart the clock.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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Re: 1.2 Gameplay Changes
« Reply #436 on: April 10, 2010, 06:13:29 pm »
1.2 iritates me. Balance it ffs coz none will play unbalanced release. Like now. You need far better players in alien team to win over medicore humies.
You are very wrong about no one playing an unbalanced release, because many people still play 1.1.

If you look at the statistics, the amount of human wins to alien wins in 1.2 is so close to being the same it's amazing. I think you just might be so used to the alien biased 1.1 to notice that the humans winning more is actually balancing the game, not unbalancing it.

tier

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Re: 1.2 Gameplay Changes
« Reply #437 on: April 10, 2010, 08:09:06 pm »
If you look at the statistics, the amount of human wins to alien wins in 1.2 is so close to being the same it's amazing. I think you just might be so used to the alien biased 1.1 to notice that the humans winning more is actually balancing the game, not unbalancing it.


lol, You're probably right about aliens being stronger in 1.1.

btw - I don't know if ATCS is not well balanced but it for sure is most popular.

Maybe we need to learn to play 1.2 aliens different than 1.1 aliens.


From today.
AS3 vs HS3, nano.

Humies chainsuits (few of them) camp on rets (literally) in human default guarded by teslas. I rage-insult humans for "camp all time". Some guy tells me to stop yelling and to "find a way to overcome(...)" humans capming.

Some granger builds forward egg with 2 hives above human exin on second floor in center map area. Humans yell - cornercamp.

So how do I do it?

Mara zaps once and dies from chainsuit chasing.
Goon snipes 1 ret, 1 barb left, retreat to get one more barb, comes back, ret is rebuilded.
Rant charges in, gets killed instantly.

Maybe im not a pro, but ffs Trem needs something to  discourege camping. Its boring. Humans can camp, aliens have to. Do something with it.


A Spork

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Re: 1.2 Gameplay Changes
« Reply #438 on: April 10, 2010, 08:48:23 pm »
That what the slow rets are for, so dretches can score a few hits before they die, making ret camping useless. I rarely see camping anymore, except in heavy defense situations whee hummies are being overun.
And atcs doesn't seem to be near as popular in 1.2 as in 1.1
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_Equilibrium_

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Re: 1.2 Gameplay Changes
« Reply #439 on: April 10, 2010, 10:14:05 pm »
Nano is a bit human bias as well. And there is no point in yelling camp or even responding to those who yell it. Some people camp, some people don't. It's part of the game.

Chill

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Re: 1.2 Gameplay Changes
« Reply #440 on: April 10, 2010, 10:55:55 pm »
when is 1.2 gun mods come out omg i can't wait anymore omg    :battlesuit::egg:
>>>> signature <<<<

F50

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Re: 1.2 Gameplay Changes
« Reply #441 on: April 10, 2010, 11:11:12 pm »
From today.
AS3 vs HS3, nano.

Humies chainsuits (few of them) camp on rets (literally) in human default guarded by teslas. I rage-insult humans for "camp all time". Some guy tells me to stop yelling and to "find a way to overcome(...)" humans camping.

I'm not a great player, but perhaps I may be able to shed some light on this.

Quote
Some granger builds forward egg with 2 hives above human exin on second floor in center map area. Humans yell - cornercamp.

An excellent way to overcome humans sitting in base is to build them in. Egg+hive (or two)+booster can give your team the platform it needs to attack, and keeps the humans camping (fruitlessly). The danger here is to make sure that everyone doesn't run out of evos because this will give the humans the opportunity to make a rush themselves (so if you can, keep a stack of 5 or so yourself just in case).

This works with aliens (usually tyrants) camping in base as well, though you have to be very careful that people don't completely abandon your RC for the forward. It works better on maps like niveus (sp?) where the alien base will often end up having only one exit/entrance.

Quote
Mara zaps once and dies from chainsuit chasing.
Goon snipes 1 ret, 1 barb left, retreat to get one more barb, comes back, ret is rebuilded.
Rant charges in, gets killed instantly.
The utility of the mara is situational, and in many bases is a one-way trip. Depending on how far you were chased, it may not have had to be that way. Rants are very useful to keep the humans in their base when you don't want them to go out. With the goon+, the ret may have been rebuilded, yes, but the humans are less at least 6bp (build points). Snipe the ret again! The human base will get continually weaker as the bp queue slowly gives them back one bp at a time. At least until you can get a proper mara+ rush going.

Rant's generally don't to a great job of taking out bases themselves (but are invaluable support for the success of goons and maras).

Quote
Maybe im not a pro, but ffs Trem needs something to  discourage camping. Its boring. Humans can camp, aliens have to. Do something with it.

Perhaps I'm the odd one out here, but I don't find many camping situations to be boring. Firstly, a team camps when the other team tells them to. The other team has pushed them back into their base, and they cannot get out. If they were to go out and attack, they would be slaughtered. In the mean time the other team usually *is* trying to eliminate the base and the bp queue is getting steadily longer. I frantically grab a ckit and try to repair and build and fight all at the same time in a desperate effort for survival. You just can't plug all of the holes.

Now, fighting in (a good) base grants an advantage. Because the attacking team is stronger than the other camping team, fighting in and near base can give them a more equal or even advantageous battlefield. (IMO) Utterly pwning people is generally not as fun as winning a hard won battle or especially a comeback. It is difficult to get teams that are perfectly evenly matched, camping provides a buffer that allows teams that are slightly weaker to survive, especially if they are down a stage. And if the team can get it back together and make a rush of their own, then camping has served its purpose for the good of the game.

Furthermore like the lack of the share command, camping helps contribute to a certain feature of tremulous that I very much enjoy: in general one player cannot win the game on his or her own.
Killwhoring is easy, any good player can do that. Attacking a well-defended, decently-built base is very, very hard to do without help. Try it yourself. Get a bunch of people together, go to devmap, make both teams s3, take a good built base, stick a pair of chainsuits and a ckit or two on it (or a pair of tyrants), and give yourself unlimited evos and 15 minutes to kill the base (feel free to bankrupt the defenders in the process if you can). You'll probably just be feeding. You need to get people to work together in a way that you do not in a mere deathmatch style game. This is what I like so much about tremulous.

For this reason I think the outright elimination of camping (even if it is possible without changing the basic nature of tremulous) is folly. Camping is a valid tactic, just like RC hopping and psaw rushing. Could the effectiveness of camping be lessened? It certainly has since 1.1 IMO. And that was a good thing because:

There is a situation in which camping can create an impasse, where neither team can even properly *attempt* to make any headway if there is not enough teamwork on either side to overcome the defensive and killwhoring efforts.
I believe this tends to happen in games where there is a great skill gap between the few (perhaps one) best players of each team and the masses. If camping is too effective, then this would happen, and I *might* get bored (though I was still learning a lot about the game when I was in 1.1). I don't believe this is the case for gpp right now. Games that stall like this end either in sudden death or in the timelimit being hit. According to Phase 4 statistics, 22% of games ended in s3 vs s3, and only 10% of games ended in sudden death.
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jm82792

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Re: 1.2 Gameplay Changes
« Reply #442 on: April 11, 2010, 07:26:15 am »
Hmmmm.........
So far it seems balanced,
Nano is human biased and there should be a revised version that has a third base location that's better than the default.


tier

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Re: 1.2 Gameplay Changes
« Reply #443 on: April 17, 2010, 07:13:04 pm »

After some heavy bitching for a month straight about unbalance and stuff I came to this conclusion:

1.2 is balanced (excluding few points below) provided teams play as a team. Thats it.

Now, provided we have some/any balance on teamskill there are:

1. Drech is too weak, dies fast so humans go s2 quicker with even teams. Cornercamp, sneaking, ambush etc doesn't help really, when You die from a sigle click burst, cos' accidently You were in his crosshair when he clicked. Also - drech now is better against luci than  it was in 1.1. Less area damage from luci?

2. Chain is far too accurate for its power. Chainsuit vs everything else, with equal players - only rant can kill it. Chainsuit can block goon pounce for long enough to kill it. Mara can't zap fast enough, cos at medium range chain can kill it too. So You spot a chainsuit and either zap and hide (chain being highvalue will run to medi) or You run without zapping. I'm not even mentioning lisk.

3. S3 now is hive, not rant. Rant can only cornercamp to drain credits  from humans to allow sniping and zapping easier. Sitting on booster near OM to absorb lucishots is a good place for rant too.


Lisk grab range being smaller than bite is good.

Lucishot isin't too fast.

Also it would be nice  to bring back luci charge sounds back. I can't tell if some dude with luci is gonna shoot or not wlile im  trying to assist him. I tk and bleed many ppl beacuse of this, they have no warning.

PS. 1.2 is also more fun than 1.1. It seems "deeper", more thoughtfull than 1.1.

And again - thank You developers, great job!

_Equilibrium_

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Re: 1.2 Gameplay Changes
« Reply #444 on: April 17, 2010, 07:35:08 pm »
1. Drech is too weak, dies fast so humans go s2 quicker with even teams. Cornercamp, sneaking, ambush etc doesn't help really, when You die from a sigle click burst, cos' accidently You were in his crosshair when he clicked. Also - drech now is better against luci than  it was in 1.1. Less area damage from luci?
The dretch is weaker, but the new poison makes it very useful against s2 and such. Also, since the luci charge takes longer, dretches are more effective against them now.

Conzul

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Re: 1.2 Gameplay Changes
« Reply #445 on: April 18, 2010, 04:51:52 am »
Dretch is probably fine as it is, the root problem is that it just gives hummies waaaay too much $$$ when they kill it.
Rant is okay-ish, overpowered really if you have spotless ping. My ping sucks so I always whined about it.


PS. 1.2 is also more fun than 1.1. It seems "deeper", more thoughtfull than 1.1.

Are you feeling.....well?

Meisseli

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Re: 1.2 Gameplay Changes
« Reply #446 on: April 18, 2010, 11:49:01 am »
1. Drech is too weak, dies fast so humans go s2 quicker with even teams. Cornercamp, sneaking, ambush etc doesn't help really, when You die from a sigle click burst, cos' accidently You were in his crosshair when he clicked. Also - drech now is better against luci than  it was in 1.1. Less area damage from luci?
The dretch is weaker, but the new poison makes it very useful against s2 and such. Also, since the luci charge takes longer, dretches are more effective against them now.
Being effective 1/10 of the situations in the game isn't much of a help when most of the fighting happens with rifles, lasguns and chainguns which all are guaranteed dretch-killers.

_Equilibrium_

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Re: 1.2 Gameplay Changes
« Reply #447 on: April 18, 2010, 07:59:34 pm »
I hardly think "1/10" is an accurate assessment. Not everyone are experts with those weapons.

F50

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Re: 1.2 Gameplay Changes
« Reply #448 on: April 18, 2010, 08:47:21 pm »
[R]ifles, lasguns and chainguns [all] are guaranteed dretch-killers.
Really? Considering that *all* combat is rifles vs. dretches at the beginning of the game, I find this a little hard to believe. Furthermore I don't think chainguns should be in this category. Chainsuits perhaps, but most *suits are rather difficult to dretch. The inaccuracy of the chaingun means the dretch almost always dies at near point-blank range. The only place where you have a point is the lasgun. Even then, part of the nice thing about dretches is that they aren't the human's priority targets when a dragoon is trying to kill the them. You can get decent damage on just about anything (you may not actually make the kill, but you'll get evos) in this manner
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Meisseli

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Re: 1.2 Gameplay Changes
« Reply #449 on: April 18, 2010, 09:56:08 pm »
I hardly think "1/10" is an accurate assessment. Not everyone are experts with those weapons.
Don't need an expert to kill a dretch in one second, it's way too easy. Sure it's easy to dretch those newbies who don't even move when you bite them.