Author Topic: 1.2 feedback / suggestions  (Read 39018 times)

wolfbr

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1.2 feedback / suggestions
« on: October 25, 2009, 06:54:58 pm »
i like of the balance's changes, but, i dont like some things.

ALIENS

Basilisk
advanced
    gas effect
    * no longer poisons (even if boosted) < the gas already was weak, had weakened more
    * affects armoured humans < battle suit it was not very useful (judging cost/benefit),batte suit was weakened a little more,the armor is closed, but, it would have protection against poisonous gas.

Dragoon
advanced
    barb changes
    * repeat increase, regen increased, splash radius increased <overpower
HUMANS

Chaingun > is weakker?

Flamethrower > perhaps not yet it is good, is better increasing the range.

I have 2 suggestions for the weapons, add alt-fire for all, and .

exemple:

rifle
primary: bullets
secundary: small zoom(usin holographic sight)

painsaw
primary: saw
secundary: lightning gun(medium range, low damange)

blaster
primary: attack
secundary: laser(hight speed, long range, very low damange)

Shotgun
primary: Double blast(2 shells per shoot,short range, more spread, pellet count > 14)
secundary: Blast (1 shells per shoot, medium range,pellet count > 7)

Las Gun
primary: attack
secundary: medium zoom

Chaingun
primary: attack
secundary: fire rate is slower, but more accurate: use this if your target is far away.

Pulse Rifle
primary: attack
secundary: shoot small energy balls, good splash and damange(like a luficer's secundary fire in tremulous 1.1, but, has more splash).

Flamethrower:
primary: attack
secundary: more range, little damage.




David

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1.2 feedback / suggestions
« Reply #1 on: October 25, 2009, 07:07:36 pm »
Basilisk
advanced
    gas effect
    * no longer poisons (even if boosted) < the gas already was weak, had weakened more
    * affects armoured humans < battle suit it was not very useful (judging cost/benefit),batte suit was weakened a little more,the armor is closed, but, it would have protection against poisonous gas.
Who cares about realism?  The gas is enough to seriously piss humans off, and basi's have big buffs elsewhere.

Dragoon
advanced
    barb changes
    * repeat increase, regen increased, splash radius increased <overpower
If anything, its way underpowered.  Yeah you do more damage, but then you have to wait forever to do it again.  The repeat and regen going up makes it worse, I have to wonder if you've even played with it.

The adding alt-fire thing would be massively over powered.  The weapons have weaknesses and drawbacks for a reason.
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wolfbr

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1.2 feedback / suggestions
« Reply #2 on: October 25, 2009, 11:09:50 pm »
ok, then would be funny to see the rifle shooting hens, or to see tt turning an car style transformers?
adv dragon is very strong in the 1,1(4 good adv dragon x 10 good humans, aliens wins), this would increase the force of it still more, and would become tt useless(compared with tt of the 1.2).

secondary fire for the weapons would be interesting, would only help to balance the game.
currently(1.1) MD(scope) and LC possesss secondary fire, they are not ovepowered.

wolfbr

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1.2 feedback / suggestions
« Reply #3 on: October 29, 2009, 05:46:15 pm »
I have other suggestions.

Aliens.

Dretch
    * damage reduced 48 -> 36(-12 damange)< very weak(compared with rifleman or others s1 weapons,especially if a human being will be using light armor),it does not need much alterations (my opinion).

Dragoon
# base pounce range reduced 72 -> 54 < he main characteristic of dragon is the jump, it does not need to modify.
# can no longer bite while pouncing < dragon is not very good now, it would be better to only reduce the pouncing damage.

Humans.

dodge> I believe that the human beings do not need this, they can only jump for the sides, also it is more difficult for aliens to kill human. aliens already well had been weakened in this version, therefore I believe that the human beings do not need this.

Jedarus

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1.2 feedback / suggestions
« Reply #4 on: October 29, 2009, 11:35:00 pm »
I have other suggestions.

Aliens.

Dretch
    * damage reduced 48 -> 36(-12 damange)< very weak(compared with rifleman or others s1 weapons,especially if a human being will be using light armor),it does not need much alterations (my opinion).

Dragoon
# base pounce range reduced 72 -> 54 < he main characteristic of dragon is the jump, it does not need to modify.
# can no longer bite while pouncing < dragon is not very good now, it would be better to only reduce the pouncing damage.

Humans.

dodge> I believe that the human beings do not need this, they can only jump for the sides, also it is more difficult for aliens to kill human. aliens already well had been weakened in this version, therefore I believe that the human beings do not need this.

Apart from your point about humans, those suggestions aren't very constructive.
Dragoons should not be able to bite when pouncing, they're already overpowered in my opinion.
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wolfbr

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1.2 feedback / suggestions
« Reply #5 on: November 08, 2009, 04:10:31 pm »
I have some suggestions, change the lgun prifle means to be relatively inaccurate, would be more realistic, and would be less effective in long range.
while MDrive, would be very inaccurate when fired with the soldier on the move(you would need to be stopped to have good precision).

A Spork

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1.2 feedback / suggestions
« Reply #6 on: November 08, 2009, 08:45:35 pm »
That first section makes no sense.
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frazzler

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Re: 1.2 feedback / suggestions
« Reply #7 on: November 11, 2009, 07:24:17 am »
I have other suggestions.

Aliens.

Dretch
    * damage reduced 48 -> 36(-12 damange)< very weak(compared with rifleman or others s1 weapons,especially if a human being will be using light armor),it does not need much alterations (my opinion).

Dragoon
# base pounce range reduced 72 -> 54 < he main characteristic of dragon is the jump, it does not need to modify.
# can no longer bite while pouncing < dragon is not very good now, it would be better to only reduce the pouncing damage.

Humans.

dodge> I believe that the human beings do not need this, they can only jump for the sides, also it is more difficult for aliens to kill human. aliens already well had been weakened in this version, therefore I believe that the human beings do not need this.

So you want to make aliens even harder to play and humans easier to win? While that is already the essence of 1.2, I say, NO!

temple

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Re: 1.2 feedback / suggestions
« Reply #8 on: November 11, 2009, 02:16:30 pm »
All of the human weapon changes are worthless and if you could use the primary fire, you wouldn't use the alt fire.

KamikOzzy

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Re: 1.2 feedback / suggestions
« Reply #9 on: November 11, 2009, 02:30:15 pm »
ok, then would be funny to see the rifle shooting hens, or to see tt turning an car style transformers?

LMAO what the shit?
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Metsjeesus

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Re: 1.2 feedback / suggestions
« Reply #10 on: December 04, 2009, 08:06:57 pm »
First one, nicely done. Played not much, but some experience what i got.

dretch damage is good. without helm, 2 headbites, or 1 head and 2 torso. It should be so, not instadeath like on 1.1.
Adv goon snipe. Its overpowered, aoe damage. Not only you kill building, you kill everyone near it. Think armory. No aoe splash.
I LOVE TYRANT. really, nice work done to this. Now you can actually MISS your hits, and its even possible to hit other parts of human body too.

Lucycannon, I'm not so used to fast lucy. For now its big nerf. On 1.1 server, slow lucyball whose your protecting shield.
Include longer recharge make it worse. As i say, I'm not used to it. Maybe its useful.

Are slow rets for fun? I mean really, done 4 maps as alien, ignored all the time rets in human base. Its not even worth to blow, they block really good humans and their shooting stuff. I think rushing aliens will make rally fast matches, because default human layouts are perfect for dretchfeed.

I really miss hovel as hovelport. Maybe because I'm so used to it.


Some ideas.
Every alien type should favor some aspect of them.
Dretch profits from being small, hard to hit and if you dretchstorm, 1 bite is enough. Devise is: "Human is 1, we are many"
Basilisk should profit from being "invisible". Grabbing and moving to backside means humans wont see you. adv lisk poisons so humans have hard time to aim or in other words, they cant see you again so well. Slowing effect wont pass here. Some servers have adv lisk as invisible lisk - invilisk, for some short amount of time(4s in every 40 sec or so). Its really fun thing. Devise is "I can see you, you cant see me"
Mara is really agile. He can move so fast, that humans cant aim it. Mara zap wont match again, it will do damage and damage only. I think its should slow humans down, so mara agility can be more favored. Devise is "I'm faster then you and your bullets"
Goons are flying things, they do their blizattack and run away. Sniping works well here, because snipers too hit and run. Devise is "If you can hit me, my job is already done"
Tyrants are pure tanks. They cant swarm, they are big and everyone can see them, they are slower but they got really much health. "You can hit me so much as you like, human will die still first"



ACKMAN

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Re: 1.2 feedback / suggestions
« Reply #11 on: December 04, 2009, 09:10:06 pm »
I think they should add chatballoons :D

StevenM

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Re: 1.2 feedback / suggestions
« Reply #12 on: December 04, 2009, 09:24:19 pm »
hey metsjeesus fag, why dont you play real tremulous and stop playing on servers like A, M, T, and what not. Dretches were never meant to 1 hit KO. Those servers ruined trem imo, too many people playing that crap and not the real thing.

rotacak

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Re: 1.2 feedback / suggestions
« Reply #13 on: December 04, 2009, 10:46:41 pm »
I think they should add chatballoons :D
Yes. With text inside.

Metsjeesus

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Re: 1.2 feedback / suggestions
« Reply #14 on: December 04, 2009, 10:56:03 pm »
hey metsjeesus fag, why dont you play real tremulous and stop playing on servers like A, M, T, and what not. Dretches were never meant to 1 hit KO. Those servers ruined trem imo, too many people playing that crap and not the real thing.
Dont get it wrong man. 1.2 dretches are way better then 1.1 ones on helmetless humans. 95+poison is way too much damage for evoless alien class.

Repatition

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Re: 1.2 feedback / suggestions
« Reply #15 on: December 04, 2009, 10:56:38 pm »
No way!
I think they should add chatballoons :D
Yes. With text inside.
NEVER!
« Last Edit: December 05, 2009, 02:09:31 am by Repatition »

mooseberry

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Re: 1.2 feedback / suggestions
« Reply #16 on: December 05, 2009, 01:26:26 am »
First one, nicely done. Played not much, but some experience what i got.

dretch damage is good. without helm, 2 headbites, or 1 head and 2 torso. It should be so, not instadeath like on 1.1. <-- (I'd make it marquee too if that was still here.)

hey metsjeesus fag, why dont you play real tremulous and stop playing on servers like A, M, T, and what not. Dretches were never meant to 1 hit KO. Those servers ruined trem imo, too many people playing that crap and not the real thing.

The hell are you talking about?
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ACKMAN

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Re: 1.2 feedback / suggestions
« Reply #17 on: December 05, 2009, 11:06:01 am »
Chatballoons are easy to add, they worked on Q3 and we have a patch made by Risujin for Tremulous.

I don't think they should show text too

iRa`

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Re: 1.2 feedback / suggestions
« Reply #18 on: December 05, 2009, 03:50:33 pm »
i must say i played it today but i dont like only one thing :(

why if i push attack aliens/humans attack one second later :( thats rly worse

rotacak

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Re: 1.2 feedback / suggestions
« Reply #19 on: December 05, 2009, 06:25:07 pm »
Chatballoons are easy to add, they worked on Q3 and we have a patch made by Risujin for Tremulous.

I don't think they should show text too
That are not chat balloons, but only icon above heads.
But anyway, it should be easy to implement with text inside, I have it in my plans.

Asche

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Re: 1.2 feedback / suggestions
« Reply #20 on: December 05, 2009, 06:56:04 pm »
I just try gpp 1.2.

I think it is unfortunate to have to change the cg_fov of the dretch, it was the one good advantage that he possessed.

Please, for the final version, change the fov of the dretch to its old value, in this configuration you can't see the enemy when they are on the edge of the screen, I lost the handling of the dretch than I had acquired on the 1.1 !

Sorry for my english, i'm french with google translator :)

Norfenstein

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Re: 1.2 feedback / suggestions
« Reply #21 on: December 05, 2009, 07:57:58 pm »
Dretch FOV hasn't changed.

The only class that has a FOV change is the granger. It was changed to match the advanced granger's value.

Asche

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Re: 1.2 feedback / suggestions
« Reply #22 on: December 07, 2009, 02:00:14 pm »
Hu ?

I have made screen :

Tremulous 1.2 Game play Preview, spawning dretch on ATCS :


And now, Tremulous 1.1, spawning dretch on ATCS :


How can you tell me that the fov is not changed ?

EDIT : After control, its the same thing for Human !

Gpp :


Trem 1.1


All view have changed FOV, please develloper, fix that ! i can't play in good conditions !
« Last Edit: December 07, 2009, 02:10:19 pm by Asche »

Plague Bringer

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Re: 1.2 feedback / suggestions
« Reply #23 on: December 07, 2009, 07:01:05 pm »
I KNEW something was different about that rifle.
U R A Q T

Asche

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Re: 1.2 feedback / suggestions
« Reply #24 on: December 07, 2009, 07:48:31 pm »
After another try :

I Hate play to tremulous with this too low FOV, i go back to 1.1.0 !

And, Dev please, modify the fov value for the final release ! like 1.1.0 !

Plague Bringer

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Re: 1.2 feedback / suggestions
« Reply #25 on: December 07, 2009, 08:04:21 pm »
Or give the user the ability to choose his/her own FOV anywhere between the 1.1 and 1.2 values.
U R A Q T

kevlarman

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Re: 1.2 feedback / suggestions
« Reply #26 on: December 07, 2009, 08:11:18 pm »
After another try :

I Hate play to tremulous with this too low FOV, i go back to 1.1.0 !

And, Dev please, modify the fov value for the final release ! like 1.1.0 !
the fov hasn't decreased for anyone except for the 3 of you with 5:4 resolutions, *all* games preserve vertical fov relative to 4:3 monitors except trem, and now that has been fixed.
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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.
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Asche

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Re: 1.2 feedback / suggestions
« Reply #27 on: December 07, 2009, 08:31:00 pm »
the fov hasn't decreased for anyone except for the 3 of you with 5:4 resolutions, *all* games preserve vertical fov relative to 4:3 monitors except trem, and now that has been fixed.

You is telling me that I should play in 1024 * 768 ? and not in 1280 * 1024 (which is a resolution 5:4), but is suited to my screen ?

EDIT (gpp) : i have launch a map in 1024*768 (4:3) mode... its the same fov ?! > 1280(5:4) or 1024(4:3) = same fov
« Last Edit: December 07, 2009, 10:35:36 pm by Asche »

Norfenstein

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Re: 1.2 feedback / suggestions
« Reply #28 on: December 08, 2009, 12:16:12 am »
He's telling you that the changes made to widescreen support fixed widescreen rendering the wrong FOV. Your FOV is now what everyone else's FOV is and was.

Asche

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Re: 1.2 feedback / suggestions
« Reply #29 on: December 08, 2009, 07:55:34 am »
Well I'm not ready to play was the true 1.2 if that's how.

So yes, you told me before the fov was a bug (which must come from quake 3 in this case is not it?) But the problem is that I'm used to having the fov "imperfect" of 1.1 .0, and now I can no longer play properly because I was not clear who the enemy is located on the edge of my field of vision.

Too bad Developers gentlemen, I like what you made but you will lose players, I hope that new players come on the 1.2, but in any case, trem for me it will be the 1.1 or nothing, because according me, 1.2 will be poor in terms of gameplay.

« Last Edit: December 08, 2009, 07:57:35 am by Asche »