Author Topic: humans weapons and aliens classes  (Read 45677 times)

Aviator

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Re: humans weapons and aliens classes
« Reply #60 on: February 27, 2010, 05:09:25 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.

Meh not really, as aliens regenerate inherently and humans do not.
Speed up the regen  rate a little? :o

Conzul

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Re: humans weapons and aliens classes
« Reply #61 on: February 28, 2010, 05:22:15 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.
Speed up the regen  rate a little? :o

.....bozo

wolfbr

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Re: humans weapons and aliens classes
« Reply #62 on: April 02, 2010, 11:58:47 pm »
more ideas:
add a new alien class, Spitfire(original idea of korxmod)> a flying alien.

-regular:
primary fire = bite(close range, good damage)
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.

-advanced:
primary fire = can spray a bust of flame(like a dragon : D)
secundary fire = speed boost
Activate Upgrade = long range barbs(low damange, but, its good to kill in long range or suport others aliens class, or vc jetcampers)

Mara and advmara> add a double jump(good for climbing walls, or to dodge attacks)

 :)

Plague Bringer

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Re: humans weapons and aliens classes
« Reply #63 on: April 03, 2010, 12:03:56 am »
more ideas:
add a new alien class, Spitfire(original idea of korxmod)> a flying alien.

-regular:
primary fire = bite(close range, good damage)
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.

-advanced:
primary fire = can spray a bust of flame(like a dragon : D)
secundary fire = speed boost
Activate Upgrade = long range barbs(low damange, but, its good to kill in long range or suport others aliens class, or vc jetcampers)

Mara and advmara> add a double jump(good for climbing walls, or to dodge attacks)

 :)
no aliens lose their basic version's primary when evoing.
U R A Q T

wolfbr

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Re: humans weapons and aliens classes
« Reply #64 on: April 03, 2010, 12:06:10 am »
more ideas:
add a new alien class, Spitfire(original idea of korxmod)> a flying alien.

-regular:
primary fire = bite(close range, good damage)
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.

-advanced:
primary fire = can spray a bust of flame(like a dragon : D)
secundary fire = speed boost
Activate Upgrade = long range barbs(low damange, but, its good to kill in long range or suport others aliens class, or vc jetcampers)

Mara and advmara> add a double jump(good for climbing walls, or to dodge attacks)

 :)
no aliens lose their basic version's primary when evoing.

hum, would not be a loss, but an improvement, however, agree with you.

Conzul

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Re: humans weapons and aliens classes
« Reply #65 on: April 04, 2010, 12:54:14 am »
Interesting, but why invent a whole new type when you can just do an adv.dretch and stick wings on it? I like dretching/playing as dretch, and feel that a whole new level of gameplay could be achieved by allowing it to fly for brief periods. It would need less work, too, (big since devel is slow) just add flying animation and fly ability as a secondary attack button.

wolfbr

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Re: humans weapons and aliens classes
« Reply #66 on: April 15, 2010, 08:39:02 pm »
Interesting, but why invent a whole new type when you can just do an adv.dretch and stick wings on it? I like dretching/playing as dretch, and feel that a whole new level of gameplay could be achieved by allowing it to fly for brief periods. It would need less work, too, (big since devel is slow) just add flying animation and fly ability as a secondary attack button.
maybe a double jump or small pounche is a better option for advdreatch, since the main feature of dretch is the control.

--
I thought better about the abilities of the Spitfire.

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)

---
I think so would be better.

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).

Conzul

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Re: humans weapons and aliens classes
« Reply #67 on: April 16, 2010, 11:35:33 pm »
Interesting, but why invent a whole new type when you can just do an adv.dretch and stick wings on it? I like dretching/playing as dretch, and feel that a whole new level of gameplay could be achieved by allowing it to fly for brief periods. It would need less work, too, (big since devel is slow) just add flying animation and fly ability as a secondary attack button.
maybe a double jump or small pounche is a better option for advdreatch, since the main feature of dretch is the control.

--
I thought better about the abilities of the Spitfire.

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)

---
I think so would be better.

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).

gotta love 'im !

Dude you make my suggestions sound reasonable.
« Last Edit: April 16, 2010, 11:44:48 pm by Conzul »

SPK

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Re: humans weapons and aliens classes
« Reply #68 on: April 22, 2010, 10:16:26 pm »
Flying aliens FTW  !!

CorSair

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Re: humans weapons and aliens classes
« Reply #69 on: April 23, 2010, 08:28:09 pm »
I'll be giving some own thoughts and opinions, what i've been inspired, and disgusted :-X

HUMANS
Rifle, Chaingun, and Pulse would have secondary that fires and makes 90 - 120 degree arc, spreading the bullets in these directions. It may sound very stupid, and inpractical, but who knows? Maybe it can help in cramped situations against horde of smaller aliens. (and maybe unbalance the gameplay?)

Akimbo Blasters? lol. If so... then make second bit expensive... like 150 or 200 creds.

Painsaw overheat is bit too ridiculous. But if there is secondary attack that makes psaws range much shorter, but more deadly (twice the normal psaws damage), then it would consume painsaw and makin it overheat. But otherwise, NEVAR

Las Gun does 9 hp damage? (can't remember instantly, meh is n00b) Then i say it is big spike in my butt. Expert lasgunners can hit even the wildiest dretches on walls running. But maybe my hate to lasgunners as a dretch clouds my mind on this matter. But still....

Scopes for (almost) all guns? Hell yea. NO.
Or if you think scopes are cool and good thing, i suggest that we should buy them. Not install it to (almost) every gun.

Weapon butt hit. Good way to shove aliens that came too close. But it should be minimal damage attack with 1 sec disrupt for alien. And you can't immediatly shoot. More balanced in this way. But i would like punch more (left straight to goons maw FTW), and as stage comes to s3, you can get power gauntlet that deals more and stuns aliens bit more longer, but pays 100, and slows reload and makes aim bit harder.

Oh. And the Grenade should be renamed. It's not... grenade, more like a satchel charge or like it. Or simply, Bomb. Too costly for nade.  :P

AND DON'T TOUCH TEH STAMINA! I like it now, it's just what i needed when 1.2gpp came out.

ALIENS

Dretch should be able to crawl on bsuits. Not much damage (4hp), but it annoys  them, makin aiming and shooting bit hard. And teammates can try get it but rets would do the job. Also, latching to jettards would be good way to get them down,and deal 20 hp damage to naked jets. And latch stays until jetpack is turned off.

Aliens should evolve while near om, even if human is psawing om. But true, some building priority system would be good to prevent instant dropping to naked reac.

Flying alien would be cool, like korx server spitfire, but it wouldn't start copying it :P
Make something new, like one that has erratic flying pattern (harder to hit so to say), can latch jets, And can charge too, but different. It would depend on how fast you come. The higher you start, the more you deal, maybe even killing bsuit if done properly lol.

But makin flying alien class to 1.2 depends on our lovely devs. I doubt they will do it, maybe in next trem version, hehe.

And outta ideas currently, + writing on this seems to be hard, bouncing all time to upper text parts.

Maybe i do this to end. Or if i'm willing and care.

And keep Trem funny, chaotic and team depending game plz

wolfbr

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Re: humans weapons and aliens classes
« Reply #70 on: April 23, 2010, 09:49:06 pm »
I'll be giving some own thoughts and opinions, what i've been inspired, and disgusted :-X

HUMANS
Rifle, Chaingun, and Pulse would have secondary that fires and makes 90 - 120 degree arc, spreading the bullets in these directions. It may sound very stupid, and inpractical, but who knows? Maybe it can help in cramped situations against horde of smaller aliens. (and maybe unbalance the gameplay?)

Akimbo Blasters? lol. If so... then make second bit expensive... like 150 or 200 creds.

Painsaw overheat is bit too ridiculous. But if there is secondary attack that makes psaws range much shorter, but more deadly (twice the normal psaws damage), then it would consume painsaw and makin it overheat. But otherwise, NEVAR

Las Gun does 9 hp damage? (can't remember instantly, meh is n00b) Then i say it is big spike in my butt. Expert lasgunners can hit even the wildiest dretches on walls running. But maybe my hate to lasgunners as a dretch clouds my mind on this matter. But still....

Scopes for (almost) all guns? Hell yea. NO.
Or if you think scopes are cool and good thing, i suggest that we should buy them. Not install it to (almost) every gun.

Weapon butt hit. Good way to shove aliens that came too close. But it should be minimal damage attack with 1 sec disrupt for alien. And you can't immediatly shoot. More balanced in this way. But i would like punch more (left straight to goons maw FTW), and as stage comes to s3, you can get power gauntlet that deals more and stuns aliens bit more longer, but pays 100, and slows reload and makes aim bit harder.

Oh. And the Grenade should be renamed. It's not... grenade, more like a satchel charge or like it. Or simply, Bomb. Too costly for nade.  :P

AND DON'T TOUCH TEH STAMINA! I like it now, it's just what i needed when 1.2gpp came out.

ALIENS

Dretch should be able to crawl on bsuits. Not much damage (4hp), but it annoys  them, makin aiming and shooting bit hard. And teammates can try get it but rets would do the job. Also, latching to jettards would be good way to get them down,and deal 20 hp damage to naked jets. And latch stays until jetpack is turned off.

Aliens should evolve while near om, even if human is psawing om. But true, some building priority system would be good to prevent instant dropping to naked reac.

Flying alien would be cool, like korx server spitfire, but it wouldn't start copying it :P
Make something new, like one that has erratic flying pattern (harder to hit so to say), can latch jets, And can charge too, but different. It would depend on how fast you come. The higher you start, the more you deal, maybe even killing bsuit if done properly lol.

But makin flying alien class to 1.2 depends on our lovely devs. I doubt they will do it, maybe in next trem version, hehe.

And outta ideas currently, + writing on this seems to be hard, bouncing all time to upper text parts.

Maybe i do this to end. Or if i'm willing and care.

And keep Trem funny, chaotic and team depending game plz

-secondary fire (small scope) would serve to improve accuracy. of course the guns are more inaccurate (good in close range, bad in long range).

-akimbo blasters would be available only for Buiders(its free).

-Painsaw overheat is bit too ridiculous? weapon costs little, takes too much damage, does not need recharging, and can kill a gon / tt off guard easily.

-add reload on lasgun and any inaccuracies would be good to help in balance.

-Scopes for (almost) all guns? did not say this would be a "little zoom", serve more to improve the accuracy of weapons.

-about flying alien, I do not know what the devs are thinking, but it would be interesting to add something new on the trem. 1.2 (a new class/abilities for alien, a new weapon/item for humans, a new build for both team...).


Liskey

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Re: humans weapons and aliens classes
« Reply #71 on: April 24, 2010, 03:53:34 am »
Holding the trigger already screws up your chances of killing, not because of aiming accuracy, but because the automatic repeat timing is off.  One would think that if you were constantly tracking the target, it wouldn't matter when the weapon fired, but it does.  Either that, or I can't track for beans.  :o

And why would inaccuracy be indicated by shrinking crosshairs?   If anything the reticle should expand to represent increased spread.

wolfbr

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Re: humans weapons and aliens classes
« Reply #72 on: April 24, 2010, 04:10:54 am »
an improved(realistic) targeting system would leave the game more interesting, both for the humans (who would have to learn to aim better) for aliens.
humans would have to be more skilled / careful and smart. and not shoot up unload all the ammunition.

Obviously, the weapons would be adjusted to the new targeting system(miliar a cs/urban terror, and especially fear/crysis/cod..).

SlayerN

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Re: humans weapons and aliens classes
« Reply #73 on: April 24, 2010, 04:51:30 pm »
to go along with the new ideas for human weapons i think they should add a type of man operated turret (no better name). similar to a chain gun. when you buy it from the armory for 500-550 points your movement speed is slightly reduced and you can not fire the gun until you right click once to set up which takes about 4-6 seconds and cannot move after it is set up until you disassemble it taking another 4-6 seconds. after it is set up you can turn 180 degrees and have that semicircle of vision. the gun itself would have 80-120 rounds in a clip and carry 2-4 clips it would fire at about the speed of a chaingun and the rounds themselves would do high damage but only be slightly more accurate then a charging. my thoughts on this weapon are that they are very hard to use offensively and are more helpful as a support weapon for base moving or defending when theres no power, though the can be used offensively there would have to be teamates protecting you as you set up your gun and the entire party would be forced to move slower. both types of marauders wold be a great counter because if they can jump over or get past the person using this gun then they can easily kill him because he cannot shoot them with his limited semicircle of turn possible.

 of course i don't expect this gun in 1.2 and if it was added the aliens would need something else too but for the future of trem i think this is a good idea

(my signature is wrong I've played over 150 hours and have around 1500 kills and 1800 deaths)   

Conzul

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Re: humans weapons and aliens classes
« Reply #74 on: April 24, 2010, 04:58:02 pm »
to go along with the new ideas for human weapons i think they should add a type of man operated turret (no better name). similar to a chain gun. when you buy it from the armory for 500-550 points your movement speed is slightly reduced and you can not fire the gun until you right click once to set up which takes about 4-6 seconds and cannot move after it is set up until you disassemble it taking another 4-6 seconds. after it is set up you can turn 180 degrees and have that semicircle of vision. the gun itself would have 80-120 rounds in a clip and carry 2-4 clips it would fire at about the speed of a chaingun and the rounds themselves would do high damage but only be slightly more accurate then a charging. my thoughts on this weapon are that they are very hard to use offensively and are more helpful as a support weapon for base moving or defending when theres no power, though the can be used offensively there would have to be teamates protecting you as you set up your gun and the entire party would be forced to move slower. both types of marauders wold be a great counter because if they can jump over or get past the person using this gun then they can easily kill him because he cannot shoot them with his limited semicircle of turn possible.

 of course i don't expect this gun in 1.2 and if it was added the aliens would need something else too but for the future of trem i think this is a good idea

(my signature is wrong I've played over 150 hours and have around 1500 kills and 1800 deaths)   

Camping perfected.

wolfbr

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Re: humans weapons and aliens classes
« Reply #75 on: April 25, 2010, 05:16:33 am »

CorSair

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Re: humans weapons and aliens classes
« Reply #76 on: April 25, 2010, 02:32:44 pm »
http://www.metacafe.com/watch/1082027/aa_12_automatic_shotgun/< new s3 human's weapon?  :P

to go along with the new ideas for human weapons i think they should add a type of man operated turret (no better name). similar to a chain gun. when you buy it from the armory for 500-550 points your movement speed is slightly reduced and you can not fire the gun until you right click once to set up which takes about 4-6 seconds and cannot move after it is set up until you disassemble it taking another 4-6 seconds.

Or let's go this over.

Shouldn't 1.2gpp meant only to perfect balance between aliens and humans, their existing classes, guns and abilities, not to add any new weapons or classes? (Or i've gotten that kind of feeling from 1.2gpp)

And about idea how to get jettards from sky, i would like that dretch can disrupt the jetpack user by latching on it, and latch would happen same way as wallwalk (via C button or user preferred) and latch stays on long as jetpack is online. And it would deal 30 hp damage per sec to naked ones, and you can't move. Only way to get rid off dretch is to turn wallwalk off, or shoot the dretch.

VJDax

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Re: humans weapons and aliens classes
« Reply #77 on: April 25, 2010, 04:20:37 pm »
The flamethrower is quite nonsense now......
It only makes a great splash damage
I thick it should be like poison and aliens(or hummies also)got ignited will get hp keeping deduct for a while of time.

SlayerN

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Re: humans weapons and aliens classes
« Reply #78 on: April 26, 2010, 02:47:40 am »
Shouldn't 1.2gpp meant only to perfect balance between aliens and humans, their existing classes, guns and abilities, not to add any new weapons or classes? (Or I've gotten that kind of feeling from 1.2gpp)

yes I agree with that, and it's why I said I do not expect to see this in 1.2, but I do  think it would add something to the game

CorSair

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Re: humans weapons and aliens classes
« Reply #79 on: April 26, 2010, 02:19:22 pm »
The flamethrower is quite nonsense now......
It only makes a great splash damage
I thick it should be like poison and aliens(or hummies also)got ignited will get hp keeping deduct for a while of time.

That would remind me bit of ET's flamethrower. It will set enemy on fire for few secs.
I got idea, that there is secondary fire mode, that deals 5 hp, has longer range, and it's beam-type line, not like the large spread radius of primary fire, and it sets anyone on fire who passes or gets hit of the fiery beam. It should contain same danger like using normal flamer, that enemy comes too close, user of flamer is set on fire too.

Or keep the main fire, and add the ignition. It would be few secs but deals great deal of damage. And all sort of factors added (range of flamer + ignition time and damage, and etc.)

But how it would be balanced then? It's useful to make cooked dretches and grangers, and good user of flamer can catch mara too and scorch dare basi who came too close of flamer. And there is the FX things too.... I mean the visual effects while alien (or human  ;D) is on fire.

Conzul

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Re: humans weapons and aliens classes
« Reply #80 on: April 26, 2010, 02:21:37 pm »
Like the Killzone 2 flamethrower, that shoots a thin stream of golden ooze.

VJDax

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Re: humans weapons and aliens classes
« Reply #81 on: April 29, 2010, 01:19:20 pm »
The flamethrower is quite nonsense now......
It only makes a great splash damage
I thick it should be like poison and aliens(or hummies also)got ignited will get hp keeping deduct for a while of time.

That would remind me bit of ET's flamethrower. It will set enemy on fire for few secs.
I got idea, that there is secondary fire mode, that deals 5 hp, has longer range, and it's beam-type line, not like the large spread radius of primary fire, and it sets anyone on fire who passes or gets hit of the fiery beam. It should contain same danger like using normal flamer, that enemy comes too close, user of flamer is set on fire too.

Or keep the main fire, and add the ignition. It would be few secs but deals great deal of damage. And all sort of factors added (range of flamer + ignition time and damage, and etc.)

But how it would be balanced then? It's useful to make cooked dretches and grangers, and good user of flamer can catch mara too and scorch dare basi who came too close of flamer. And there is the FX things too.... I mean the visual effects while alien (or human  ;D) is on fire.
Atcully it's quite "balanced" now.....
as it is very strange and you couldn't use it effectively
as you came near aliens, you fire and BURN yourself and the aliens DON'T SUFFER NOTABLE DAMAGE!
Thats so  >:(

Saliva

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Re: humans weapons and aliens classes
« Reply #82 on: April 29, 2010, 03:14:36 pm »
Flamer could use some improvement. It's only usable against buildings and dretches that attack the human. Painsaw destroys buildings better and dretches die easily to every other weapon as well without having the disadvantages of the flamer like short range and burning yourself with it.

BattleGranger

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Re: humans weapons and aliens classes
« Reply #83 on: April 29, 2010, 03:48:57 pm »
Flamer could use some improvement. It's only usable against buildings and dretches that attack the human.

I dunno, from my experience a flamesuit is great at warding off Dragoons and even Tyrants in the correct situation...
*Purr*

Saliva

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Re: humans weapons and aliens classes
« Reply #84 on: April 29, 2010, 05:42:18 pm »
I dunno, from my experience a flamesuit is great at warding off Dragoons and even Tyrants in the correct situation...
Anything is good in the correct situation. Flamer is not worth its cost in general especially not against dragoons or tyrants. This should be apparent if you have any experience in the game.

A Spork

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Re: humans weapons and aliens classes
« Reply #85 on: April 29, 2010, 07:23:02 pm »
In 1.2 the flamer works fine for what it does(destroying small classes and buildings)
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CorSair

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Re: humans weapons and aliens classes
« Reply #86 on: April 30, 2010, 02:16:50 pm »
Got idea for adv. mara special ability... a so-called EM interfere to radars.

This would be activated same way as dragoon's barbs, and it is continuous.

And here is the phase of radar disruption ranges (and some original ideas how it would work.)

1st: as far as radar has range: Invisible. no radar sing, but it can be seen still normally outside of radar range (and it would apply any range, as long as this EM interference ability is on, but it would be unfair.)

2nd: Long to medium: Adv mara is sighted on radar, but pinpointing it's exact location is nearly impossible, if the red blip would bounce everywhere on radar.

3rd: OPTIONAL Medium to close: Same as above, but it would affect on everything on radar, making it impossible to read, and so it is helpless in that way.

4th: OPTIONAL Very close: Radar has gone berserk. shows 50 red blips here and there, and removes human buildings/teammates on radar.

And the disadvantages. You can't use zap attack while using interfere, and takes 3-9 seconds to recharge zap to attack mode after you turn it off. Also, if possible, adv. mara would be more brighter, making bit of light while using EM interfere, thus giving its location away for humans (and good while on dark places, if there is any need of that.)

If this is possible, would it be then useful at all?

Conzul

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Re: humans weapons and aliens classes
« Reply #87 on: April 30, 2010, 04:39:42 pm »
An alien that could radar spoof could be cool, but I don't think that ability would be important unless humans are hunting them down with no eggs left.