Since I'm starting to shake off the rust, and I've been playing 1.2 for a while now (under aliases), I believe I have enough experience to start commenting on balance.
First: overall, I like the changes and the direction. Most of them are pretty sound; at first, they seemed random to me, and in certain cases nonsensical, but as I played more, I realized how certain things fit together.
Second: Please keep any flaming of 1.2/1.1/me/the devs/anyone else out of this thread. Please keep this about the game, instead.
Third: Lighten up, community! Watch this if you're feeling too serious:
http://www.youtube.com/watch?v=YWfyIwnN0WgAnyway, there are definitely some tweaks needed.
- Stamina - huge problem. I should not be punished for being able to kill 2-3 goons in quick succession, but I am. After 2 goons, I no longer have enough stamina to avoid a dretch, which almost always results in my death because of stamina, not because I couldn't dodge well enough. This is not fun; in fact, it's very annoying. One of the devs said that realism wasn't a major concern for Tremulous development, so that shouldn't be the argument here. Since the stats seem to show that 1.2 is balanced more towards aliens (though that is very debatable), there shouldn't be a huge concern in overpowering humans - sprinting is not that quick against bigger aliens, after all, and dretches and basilisks should rarely charge head-on, anyway. In 1.1, I never experienced this problem, and I probably sprint less now than I did then. I also try to conserve my stamina as much as possible between fights (I always use toggleSprint, and I always toggle it off when I am not fighting). Please increase the stamina. Many other people I've played with agree - low stamina is too limiting.
- Goon pounce - I still disagree with this. Pouncing is much easier to do than chomping is; this is a case of making it too easy for new players to do well. It is very, very hard to dodge a good pouncer. I've just 1v1ed a good player in devmap on atcs, goon vs any s2 human. Pouncing was extremely easy, especially because of the range and the knockback. My opponent was hard to goon in 1.1; in 1.2, I believe he killed me only 3-4 times out of over 30. Dodge doesn't really help too much against pounce, either, considering the stamina issues. As an alien, chomping has a rather limited use. I survive far longer pouncing humans + dodging their shots at the same time than I do by chomping; I also try a lot less. I will admit that I'm still not used to the chomp range/width changes, so that is most likely a big factor with chomps, but that doesn't change how overpowered pounce is. Chomping takes much more skill than pouncing does, yet pouncing is almost as strong if not stronger than chomping is (taking into consideration speed, evasion and knockback as well as damage).
- Goon chomping - I have no problem with the width reduction; that part is good. In 1.1, it was too easy to *kind of* miss a human with a goon and still hit; that seems to have been fixed. However, the range nerf was just too much. Yes, I can still chomp with a goon if I just stay really close to a human, but that nerfs the goon's ability to dodge/fight multiple humans. Also, sometimes I stand directly in front of a still human (as in, a human just shooting and not moving), and just chomp (I'm pretty close to the human at this point), and it misses because of the range nerf. This just takes away the feeling of power I used to get when playing as a dragoon; now I just pounce instead.
- Marauders just feel slower. Maybe I need to jump differently, but they just feel much slower.
All of these gripes reflect a difference in philosophy, I suppose. I prefer a game in which what you can do is limited by your skill, not by nerfs in the game. 1.2 and Tremulous as a whole mostly support this preference, but these issues prevent it from being fully realized.
Thoughts?