Author Topic: humans weapons and aliens classes  (Read 45681 times)

A Spork

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Re: humans weapons and aliens classes
« Reply #30 on: February 20, 2010, 05:52:01 pm »
I dare you to go against tibs/Dragant on one of his good days, Dretch vs MD.
Guarantee you will lose.

But yeah, I think MD is a bit OP vs basi atm....what was wrong with the old 38 dmg shot?
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Demolution

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Re: humans weapons and aliens classes
« Reply #31 on: February 20, 2010, 09:17:00 pm »
Basis have more responsibility now, and are silent, thus are more important targets to humans.

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A Spork

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Re: humans weapons and aliens classes
« Reply #32 on: February 20, 2010, 09:27:02 pm »
I know, but dual md's are so uncool vs a basi.
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frazzler

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Re: humans weapons and aliens classes
« Reply #33 on: February 22, 2010, 07:13:41 am »
I know, but dual md's are so uncool vs a FUCKING EVERYTHING!

I agree.

Aviator

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Re: humans weapons and aliens classes
« Reply #34 on: February 22, 2010, 03:00:24 pm »
I know, but dual md's are so uncool vs a basi.
A single MD is uncool vs basi :[

janev

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Re: humans weapons and aliens classes
« Reply #35 on: February 22, 2010, 03:10:42 pm »
wtf are you idiots smoking?

Less stamina? Slower movement? Bullet spread?

If you want to play some "realistic" counterstrike clone DO IT. Ever spent 5 minutes driving a tank to the first outpost on el alamein in battlefield 1942 only to have it bombed? Gaaaay! I like a game where you can have an expected life expectancy of under 1 minute. Don't ruin the game by trying to turn tremulous into some slow-paced game. Most of the fun is in the speed, lack of coordination and general chaos of it :<...

That's actually one of my main worries for 1.2. The game might become stale.

We demand more speed, more chaos and LESS teamwork!

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Tremulant

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Re: humans weapons and aliens classes
« Reply #36 on: February 22, 2010, 04:45:26 pm »
So you want the precision aim and burst fire requirements of UrT with none of the fun of increased stamina, ridiculous movement and fast paced gameplay? scopes on every other weapon, essential in all those long distance battles that go on in trem. I applaud your attempts to deal with the serious issue of blaster spam and battlegrangers, that clearly ruin so many games, three spitballs should be enough for anyone, any more would be unfair to the poor defenceless humans, and the blaster is clearly OP.
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wolfbr

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Re: humans weapons and aliens classes
« Reply #37 on: February 22, 2010, 05:04:10 pm »
wtf are you idiots smoking?

Less stamina? Slower movement? Bullet spread?

If you want to play some "realistic" counterstrike clone DO IT. Ever spent 5 minutes driving a tank to the first outpost on el alamein in battlefield 1942 only to have it bombed? Gaaaay! I like a game where you can have an expected life expectancy of under 1 minute. Don't ruin the game by trying to turn tremulous into some slow-paced game. Most of the fun is in the speed, lack of coordination and general chaos of it :<...

That's actually one of my main worries for 1.2. The game might become stale.

We demand more speed, more chaos and LESS teamwork!



off: couter strike/battlefield is realistc? lol> play true combat elite, operation flashpoint, red orquestra, insurgency, project realism, american arms... cs and bf are semi-arcade games, more similar to hollywood's movies.

about humans, only would put some limitations on them, however, not become impossible to play(like aliens),the game would be more fun, because both races have their pros and cons(equal and different at the same time, something similar that works in love :P)

So you want the precision aim and burst fire requirements of UrT with none of the fun of increased stamina, ridiculous movement and fast paced gameplay? scopes on every other weapon, essential in all those long distance battles that go on in trem. I applaud your attempts to deal with the serious issue of blaster spam and battlegrangers, that clearly ruin so many games, three spitballs should be enough for anyone, any more would be unfair to the poor defenceless humans, and the blaster is clearly OP.

the fire mods from urt is not used in the game, in my view, humans have movements similar to the hrb, but, without the "crazy moves".
about acogs, not hinder the game too, could improve, since aliens have to switch between primary and secondary attack humans would also have to learn to do the same, because aliens had to learn how to do teamwork in 1.2 : )

janev

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Re: humans weapons and aliens classes
« Reply #38 on: February 22, 2010, 05:13:06 pm »
Congrats you just missed my point. Have a cookie.
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MitSugna

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Re: humans weapons and aliens classes
« Reply #39 on: February 22, 2010, 05:23:53 pm »

Conzul

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Re: humans weapons and aliens classes
« Reply #40 on: February 22, 2010, 06:12:51 pm »
wtf are you idiots smoking?

Less stamina? Slower movement? Bullet spread?

If you want to play some "realistic" counterstrike clone DO IT. Ever spent 5 minutes driving a tank to the first outpost on el alamein in battlefield 1942 only to have it bombed? Gaaaay! I like a game where you can have an expected life expectancy of under 1 minute. Don't ruin the game by trying to turn tremulous into some slow-paced game. Most of the fun is in the speed, lack of coordination and general chaos of it :<...

That's actually one of my main worries for 1.2. The game might become stale.

We demand more speed, more chaos and LESS teamwork!



Somehow, I believe you will be appeased. On another note, I think the basi's hitbox is too big for its hitpoint count. MDs are overpowered vs anything smaller than a dragoon, and underpowered vs anything bigger IMO. I think Dretch should have recharging speed burst to help throw off MD's, or reduce their fucking monetary value (of the dretch)

Edit: Ooooor, have MD charge like lucicannon. single click will do 25 damage, a quick (not long like luci) charge will yield a max of ?80-100? damage, no overcharge damage. Keep original fire-rate. But see this is more complicated than just reducing the $$$ you get for killing a dretch.
« Last Edit: February 22, 2010, 06:18:27 pm by Conzul »

HellsAngelz

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Re: humans weapons and aliens classes
« Reply #41 on: February 22, 2010, 08:01:17 pm »
I dare you to go against tibs/Dragant on one of his good days, Dretch vs MD.
Guarantee you will lose.

But yeah, I think MD is a bit OP vs basi atm....what was wrong with the old 38 dmg shot?

You're forgetting myyyy Mddddd I've done some crazy ass shots and had some brutally accurate games.  :'(

Plasma

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Re: humans weapons and aliens classes
« Reply #42 on: February 22, 2010, 11:42:12 pm »
The point of sudden death is to get the human team to either camp more and get aliens to rush more or vise-versa taking away regen when om dead would be horrible and finite ammo for "backup" weapons is retarded i believe because humans can't do anything then once they run out of ammo for big gun they already almost defensless enough as it is with the blaster. humans rely on base and aliens have to get up close to damage taking makin gthem depend on bgase more then they already do in 1.2 would severly favor humans. i like new shotgun because it does more spread and less damage per hit so it weakens it at long range and normal for close only thing i don't like is that they reduced basilisk hp by 15 and made painsaw overpowered along with powerful rets. other than that i love it P.S. they didn't weaken all the aliens they made marauder stronger. wow.... long post

wolfbr

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Re: humans weapons and aliens classes
« Reply #43 on: February 23, 2010, 03:08:41 am »
The point of sudden death is to get the human team to either camp more and get aliens to rush more or vise-versa taking away regen when om dead would be horrible and finite ammo for "backup" weapons is retarded i believe because humans can't do anything then once they run out of ammo for big gun they already almost defensless enough as it is with the blaster. humans rely on base and aliens have to get up close to damage taking makin gthem depend on bgase more then they already do in 1.2 would severly favor humans. i like new shotgun because it does more spread and less damage per hit so it weakens it at long range and normal for close only thing i don't like is that they reduced basilisk hp by 15 and made painsaw overpowered along with powerful rets. other than that i love it P.S. they didn't weaken all the aliens they made marauder stronger. wow.... long post

ff-on the shotgun hinders, some holes in things that do not like the 1.2 is that some weapons do not need much experiences to be used(psaw, shotgun, prifle, lgun, flamer, chaingun and especially lc).

----
other ideia for humans:
resupply time >currently, when the human is in the armory, ammunition reloads instantly.
my sugestion> take a while to be resupply ammunition, like a Medistation.

reason: prevent camping, humans have to learn to economize ammunition(reduce spread).

Flamethrower> reduce splash damange

reason: prevent to burn youself

for 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)
« Last Edit: February 23, 2010, 04:02:39 am by wolfbr »

nissarin

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Re: humans weapons and aliens classes
« Reply #44 on: February 23, 2010, 11:03:36 am »
ff-on the shotgun hinders, some holes in things that do not like the 1.2 is that some weapons do not need much experiences to be used(psaw, shotgun, prifle, lgun, flamer, chaingun and especially lc).

Is there any specific reason to make them more complicated to use ?

other ideia for humans:
resupply time >currently, when the human is in the armory, ammunition reloads instantly.
my sugestion> take a while to be resupply ammunition, like a Medistation.

reason: prevent camping, humans have to learn to economize ammunition(reduce spread).

Right, make armory more crowded or even worse, add some "ammo station" so humans get even more screwed when it gets destroyed, not to mention it will be yet another target for maras (zap) and adv goons (snipe). And what about bps ?

Flamethrower> reduce splash damange

reason: prevent to burn youself

Currently it's not so easy to hurt yourself while using flamethrower, well, to be honest it's also not so easy to actually hurt someone/something else either (ft is back to being pretty much useless imho).

for 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)

Another complication.. IMO it would be enough if aliens were able to evolve only in "range" of alien structures and away from human structures

Liskey

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Re: humans weapons and aliens classes
« Reply #45 on: February 23, 2010, 12:37:35 pm »
IMO it would be enough if aliens were able to evolve only in "range" of alien structures and away from human structures
It's bad enough that aliens can't evolve in their own base when humans are around ... you want it so humans could build a repeater in the alien base and dretches could neither damage it nor move out of base to evolve???

nissarin

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Re: humans weapons and aliens classes
« Reply #46 on: February 23, 2010, 01:23:45 pm »
It's bad enough that aliens can't evolve in their own base when humans are around ... you want it so humans could build a repeater in the alien base and dretches could neither damage it nor move out of base to evolve???

Alien structures could have higher "priority" (maybe not all, but some like eggs or om) and perhaps it could also work other way around - no evolving in the close proximity to rc, so aliens won't be able to evolve if they just build the egg near human base. Well, the main point is, that aliens shouldn't be able to evolve just anywhere they want. But that's just my opinion and it's not some big issue.

Tremulant

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Re: humans weapons and aliens classes
« Reply #47 on: February 23, 2010, 02:19:58 pm »
the fire mods from urt is not used in the game, in my view, humans have movements similar to the hrb, but, without the "crazy moves".
about acogs, not hinder the game too, could improve, since aliens have to switch between primary and secondary attack humans would also have to learn to do the same, because aliens had to learn how to do teamwork in 1.2 : )

I've tried, but it's no good, i have absolutely bugger-all idea what you're trying to say, infact...

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wolfbr

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Re: humans weapons and aliens classes
« Reply #48 on: February 23, 2010, 03:25:02 pm »
IMO it would be enough if aliens were able to evolve only in "range" of alien structures and away from human structures
It's bad enough that aliens can't evolve in their own base when humans are around ... you want it so humans could build a repeater in the alien base and dretches could neither damage it nor move out of base to evolve???

in my view, aliens can evolve by the human, or away from the base, the only limitation would be the waiting time.

---
Is there any specific reason to make them more complicated to use ?
no, I have other reasons(gameplay, funny, more strategies, improve teamwork, aliens and humans are are equally difficult to master...)


Right, make armory more crowded or even worse, add some "ammo station" so humans get even more screwed when it gets destroyed, not to mention it will be yet another target for maras (zap) and adv goons (snipe). And what about bps ?
the problem is the camping, would avoid the camping and the bullet splay(exemple, one lc or prifle upon the armory or repealer shooting without breaks), bviously the game would be suited to my ideas, as the armory would have more resistance.

Currently it's not so easy to hurt yourself while using flamethrower, well, to be honest it's also not so easy to actually hurt someone/something else either (ft is back to being pretty much useless imho).

a flamer could be similar to so wolfet, useful, and not burn yourself, like it> (go to 0:43) http://www.youtube.com/watch?v=JfbbTsD7mcs and it> http://www.youtube.com/watch?v=HVVXKlohRgg, small splash in the beginning, the fire increases after.

Another complication.. IMO it would be enough if aliens were able to evolve only in "range" of alien structures and away from human structures

I answered this above

Conzul

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Re: humans weapons and aliens classes
« Reply #49 on: February 23, 2010, 06:14:36 pm »
Stupid idea for armory/ammo station. In fact, the medistation should instantly heal humans, just so they aren't waiting in line cluttering the base. Now that would reduce camping.

janev

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Re: humans weapons and aliens classes
« Reply #50 on: February 23, 2010, 06:25:12 pm »
Quote from: wolfbr
snip

I bow to your superior intellect and demand all coders submit to following your vision of tremulous development.

In case it was not obvious I am mocking your idiotic reasoning and ideas. I am done with this topic...

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« Last Edit: February 23, 2010, 10:33:26 pm by Norfenstein »
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Aviator

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Re: humans weapons and aliens classes
« Reply #51 on: February 24, 2010, 12:06:19 am »
Stupid idea for armory/ammo station. In fact, the medistation should instantly heal humans, just so they aren't waiting in line cluttering the base. Now that would reduce camping.
Honestly I think that would be somewhat cheap when the base is under attack because a guy with light armour can just sit there and take hits from a rant and just rifle it down [or kill it with any other weapon for that matter]. I think the medistation being able to heal multiple humans at once would keep it balanced.

David

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Re: humans weapons and aliens classes
« Reply #52 on: February 24, 2010, 12:22:49 am »
I'd like to see the med only restock medkits, and nothing more.  Maybe auto-activate your medkit and replace it.

So it's still slow, but you don't have to block.
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Re: humans weapons and aliens classes
« Reply #53 on: February 24, 2010, 12:57:18 am »
Medkits and medistations stack now, so if you still have your medkit when healing, use your medkit to greatly speed up your healing time.
Quote
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Aviator

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Re: humans weapons and aliens classes
« Reply #54 on: February 24, 2010, 01:34:55 am »
I'd like to see the med only restock medkits, and nothing more.  Maybe auto-activate your medkit and replace it.

So it's still slow, but you don't have to block.
Yeah I think that would lessen blocking a lot, but that would be kinda interesting because you could think nothing is out there [in s1] and turn a corner while still healing at about 30hp or so and :O there's a dretch
Medkits and medistations stack now, so if you still have your medkit when healing, use your medkit to greatly speed up your healing time.
Didn't know that :o

Conzul

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Re: humans weapons and aliens classes
« Reply #55 on: February 24, 2010, 04:41:22 pm »
Stupid idea for armory/ammo station. In fact, the medistation should instantly heal humans, just so they aren't waiting in line cluttering the base. Now that would reduce camping.
Honestly I think that would be somewhat cheap when the base is under attack because a guy with light armour can just sit there and take hits from a rant and just rifle it down [or kill it with any other weapon for that matter]. I think the medistation being able to heal multiple humans at once would keep it balanced.


No he can't, because there would be a check to see if the medistation had healed that human and has he stepped off? [explicitly, the medistation would heal you only as you stepped onto it, then you would still receive damage and die unless you stepped off and then back on.] Sure it might be abused, but by only one player at a time. And headshots would still kill him. The majority of human deaths occur outside of their base. While it would be possible, I think it's unlikely that a human could sit on it and be productive - anyway, a single medistation is too valuable to camp on, and you would be abused/voted out if you did. Just think about it.
    Now, repeater medi's might be the problem you're talking about, but not if it works like I said it should, with the step off-step-on dynamic.
« Last Edit: February 24, 2010, 04:46:25 pm by Conzul »

CATAHA

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Re: humans weapons and aliens classes
« Reply #56 on: February 26, 2010, 11:53:18 am »
Some ideas are REALLY weird. =D
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commander scrooge

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Re: humans weapons and aliens classes
« Reply #57 on: February 26, 2010, 08:41:57 pm »
Pain saw requires some practice, adding over heating bar will just discourage practicing, not to mention because it is a close range weapon it is only effective for 1 v 1 or attacking in groups.  Did I mention camping? flame thrower is almost the same as pain saw only limited ammo and inflicts damage on the user are the differences.  The medistation is good as is, it functions as a "regen" feature for the humans when they stand on it, functioning like the double restore hp when the use of medic-kit is used while on it.

 "...some weapons do not need much experiences to be used(psaw, shotgun, prifle, lgun, flamer, chaingun and especially lc)." How did pain saw get in there? 1 pain saw vs 1 rant the rant is 2 hit k0 to a bsuit which is much less than how long the pain saw has to touch the rant to inflict enough damage to kill it, not to mention the rant can run away 80% of the time you must play with losers if you think pain saw is easy  :o  The over heat bar would make this task much harder because you would not be able to run the pain saw the whole time you would have to aim, consider your weapon's range, and then trigger.  Pain saw allows humans to mimic the melee-combat of aliens adding an over heat bar will take away that ability, not to mention the pain saw acts like a light saber (NO LIGHTSABERZ IN TREMPLZ)
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Aviator

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Re: humans weapons and aliens classes
« Reply #58 on: February 27, 2010, 12:14:25 am »
Oh Conzul now I see what you were thinking and yeah I think that would work but still be an unfair advantage for humans unless the booster in 1.2 would do the same for aliens.

Conzul

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Re: humans weapons and aliens classes
« Reply #59 on: February 27, 2010, 12:34:38 am »
Oh Conzul now I see what you were thinking and yeah I think that would work but still be an unfair advantage for humans unless the booster in 1.2 would do the same for aliens.

Meh not really, as aliens regenerate inherently and humans do not.