about 1.2.
seems to be balanced, but still think it needs some adjustments:
exemple: humans weapons> some weapons are powerful considering that the aliens are weaker, especially using teamwork
i have some suggestions.
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HUMANS:-painsaw> add overheating bar.
reason> helps reduce "crazy psaw", and this weapon is very powerful considering the price.
-rifle> add more spread reduce the efficiency in medium/long distance, and add 2x scope(for long range,less spread and and movement).
reason> currently is very effective as a free weapon,
-shotgun> the 1.1 shotgun is fine to me.
reason>in 1.2 is easy to hit, basically nob weapon.
-lasgun> add ammo clip and some spread exemple> 30/40 cells per clip, fast reload(like a half life'S 2 AR2), and add 4x scope(for long range,less spread and and movement) .
reason> no reload and accuracy makes this a very powerful weapon,I believe that my suggestion help to reduce in "bullet spam".
-Mass Driver> the the 1.1 Mdriver is good in 1.2(and add 4x/8x scope).
reason> strong in 1.2, the aliens are weaker.
-chaigun> add overheating bar or a ammo clip sizes of 100 and some spread.
reason> the 1.2 is good against small aliens, would be improved rifle, the Flamethrower already has the function of killing small aliens, and the clip size or overheating bar help to reduce in "bullet spam.
-Flamethrower> hum, nice, but, yet it is easy to cause damage to yourself and allies.
my idea>reduce splash damange
reason: prevent to burn youself, splash damange is only high in impact..(like wolfet's flamer)
-Prifle> the speed is good, but, strong. add some spread(this gun would be useful in short/medium distances).
reason> the gun would be more balanced.
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Lcannon> i like it, but, i like the old lcannon, could be interesting to have 2 lcannon(close and long range), I do not like the secondary fire of the 1.2 lcannon, one suggestion for 1.2 Lcannon> The Secondary Attack button fires energy grenades, By holding down the Secondary Attack, a player may charge up a powerful(grenades explode after a few seconds, not in impact),the longer you charge, the longer it will take to explode.
-blaster> Finite ammo, and add a ammo clip sizes(10/20, depends on the reload time) and some extra clips may be carried at a time.
reason> reduce in "bullet spam"., and make this more a basic weapon
-new weapons-melle weapon(exemple: knife)> damange: 15/20 p/slash (depends on the rate of fire).
reason> Last ditch weapon when humans run out of ammo or want to conserve it.
Battlesuit> very powerful in 1.2, need some change to be balanced. exemple: remove dodge/sprint or both, or slow walking,or reduce defense...
bs currently the only improves a weapon(chaigun), would be interesting to upgrade the other weapons(exemple: reduce spread, fast reload, reduce overheating...).
stamina> most movements consume stamina(walk, aiming(secunrady fire), fire, reload...(well, almost everything),but, some movements consume less, others consume more.
stamina is fully recharged in medstation, or can stand(slow regeneration).
reason> more realism, and, help in balance, and humans will think before wasting energy(Agility is a characteristic of the aliens, not humans).
aiming system> would be interesting if the aim was similar to games like couter strike, urban terror, fear, wolfet..
that the longer you hold the fire button, you will have less precision(indicated by the contracting crosshairs),All auto weapons have reduced accuracy when firing(auto,semi-auto) or moving(auto, semi auto),All weapons have some loss of accuracy when they are fired by a moving shooter(This is especially true of the semi-auto weapons).
resupply time >currently, when the human is in the armory, ammunition reloads instantly.
my sugestion> take a while to be resupply ammunition(resupply time), like a Medistation.
Humans could not keep reloading all the time, and then to recharge, would have a time to re-check, Until this timer expires, you cannot buy more ammo or other weapon.
reason: prevent camping, humans have to learn to economize ammunition(reduce spread).
Turret- add more range and some inaccuracy and reduce the damage.
but in consequence of the bases would be more open, would not be easy target for advmaras, the towers could have less resistance, and gons and tt would be more useful.
the towers could support long distance (reapeler + 2 turrets), the shots were just a little slow, allowing the dodge in long-distance and small aliens could easily get closer to the towers depending on the situation.
reason: its more for fun factor

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would be interesting if humans earned a new weapon(grenade launcher?,laser?<t he laser cut through the aliens, may cause damage to several aliens).
ALIENS:all aliens evolve as dretch, and take a few seconds for the aliens evolve(aliens should seek a safe place to evole smoothly, or have support from an ally)
-Granger>regular
* can also wallwalk(granges currently are not very useful/funny in s1)
Advanced
* finite barbs(like a agoon),would prevents battlegranges, Up to three of these barbs may be held in reserve and they regenerate automatically over time.
Egg(like a Repeater, but, may be built in proximity to a Overmind)
* zone build points
o Egg provide a pool of 20 local build points that can be used in their power zone.
reason>the new egg prevents battlegranges.
-Basilisk and advBasilisk> *basilisks invisible if stays still OR BOOSTED "or" by lobbing small projectiles with the Activate Upgrade button(limited barbs, like a advgoon).
reason> one of these ideas couldimprove team work, basilisks are a ninjas, a basilisk can hardly kill more than one human at a time
-Dragoon> *throws barbs (3), but, the damage is more less compared to agoon.
reason> dragons are not very helpful at 1.2, that could help them improve.
--Overmind> when destroyed, cancels the ability of regeneration of aliens.
reason> in sudden death, aliens have a great advantage over the humans, they can regenerate, and do not need any structures for that, besides not need ammunition. I believe that would be more balanced and fair.
add a new alien class, Spitfire(original idea of korxmod)> a flying alien.-regular:
primary fire = medium range barbs(low damange, medium fireinterval, but, its good to kill in long range or suport others aliens class, or vc jetcampers).
secundary fire = speed boost(like a tt) while flying( Hold down Secondary Attack briefly then release )tton while moving forward to charge up, then release to run at high speed for a short time(cause damage to enemies, like a tt).
-advanced:
primary fire = long range barbs(medium damange,slow fireinterval)
secundary fire = speed boost
Activate Upgrade = can spray a bust of flame(like a dragon : D)
Mara and advmara> add a double jump(good for climbing walls, or to dodge attacks)