Author Topic: Gameplay Preview Phase 4 Results  (Read 124772 times)

David

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Re: Gameplay Preview Phase 4 Results
« Reply #30 on: March 20, 2010, 11:54:10 am »
How ever many are needed.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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3th4n

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Re: Gameplay Preview Phase 4 Results
« Reply #31 on: March 24, 2010, 12:58:53 pm »
>9000

FisherP

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Re: Gameplay Preview Phase 4 Results
« Reply #32 on: March 28, 2010, 08:53:05 pm »
Since Norf is free to make any amount of changes till 1.2 is locked down and released I suspect that 1.2 will have many, many, many phases. Since the rest of trem seems to be locked in a development cycle that it can't get out of. (No offense to you Norf)

_Equilibrium_

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Re: Gameplay Preview Phase 4 Results
« Reply #33 on: April 03, 2010, 03:09:43 am »
You should probably omit the games from the April Fools map when calculating the new stats for this phase. It was pretty blatantly human biased.

khalsa

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Re: Gameplay Preview Phase 4 Results
« Reply #34 on: April 03, 2010, 04:28:44 am »
Aprils Fools day was not counted. Though now that I think about it, it's probably in stats.trem.net but we don't use those anyways :)
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Meisseli

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Re: Gameplay Preview Phase 4 Results
« Reply #35 on: April 05, 2010, 11:47:42 am »
How about teamoverlay? It would be great to always see the available basilisks because those are the ones you usually need to know where they are.

Also, how about being able to customize what players you can see in your teamoverlay?

A Spork

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Re: Gameplay Preview Phase 4 Results
« Reply #36 on: April 05, 2010, 10:40:20 pm »
^That would be awesome to have multiple ways to show
Ex:
Way 1) Sort by Highest Score
Way 2) Show Lisks and Grangers First
Way 3) Alphabetical(?)
etc...

Or maybe allow Customization of what it sorts by.
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David

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Re: Gameplay Preview Phase 4 Results
« Reply #37 on: April 05, 2010, 11:08:34 pm »
As I recall it has little icons next to each person, you could have them colour coded so you can tell at a glance which they are.

I have team overlay disabled as it's massive, it'd be nice if I could have it bound to a key-hold.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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A Spork

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Re: Gameplay Preview Phase 4 Results
« Reply #38 on: April 05, 2010, 11:59:39 pm »
It says name and class/armour/weapons....
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Meisseli

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Re: Gameplay Preview Phase 4 Results
« Reply #39 on: April 06, 2010, 08:28:43 pm »
I have team overlay disabled as it's massive, it'd be nice if I could have it bound to a key-hold.

Code: [Select]
seta teamoverlayon "cg_drawTeamOverlay 1;bind x vstr teamoverlayoff"
seta teamoverlayoff "cg_drawTeamOverlay 0;bind x vstr teamoverlayon"
bind x "vstr teamoverlayon"
cg_drawTeamOverlay 0

kevlarman

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Re: Gameplay Preview Phase 4 Results
« Reply #40 on: April 06, 2010, 11:50:05 pm »
Code: [Select]
bind x toggle cg_drawteamoverlay simpler is better
Quote from: Asvarox link=topic=8622.msg169333#msg169333
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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Sollus

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Re: Gameplay Preview Phase 4 Results
« Reply #41 on: April 07, 2010, 11:07:56 am »
The increase in the Tesla's range doesn't make it that effective in situations where it can still be sniped... Although it is useful if there is a wall of Teslas around a small base, as long as there are several people defending it to ward of the Adv. Marauders, it can last quite a while. (It did one time, all the way past the time limit.)

Conzul

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Re: Gameplay Preview Phase 4 Results
« Reply #42 on: April 07, 2010, 07:00:21 pm »
The increase in the Tesla's range doesn't make it that effective in situations where it can still be sniped... Although it is useful if there is a wall of Teslas around a small base, as long as there are several people defending it to ward of the Adv. Marauders, it can last quite a while. (It did one time, all the way past the time limit.)

My-style answer: Why was it built where it cannot fire and yet get sniped? (Think Acid Tube).

Dev-style answer: Why did you let aliens get to stage 2?

Meisseli

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Re: Gameplay Preview Phase 4 Results
« Reply #43 on: April 08, 2010, 11:50:28 am »
Code: [Select]
bind x toggle cg_drawteamoverlay simpler is better
Heh all right, forgot that toggle's in the new version too.

What about the teamoverlay, can it be done?
« Last Edit: April 08, 2010, 11:52:05 am by Meisseli »

Lakitu7

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Re: Gameplay Preview Phase 4 Results
« Reply #44 on: April 10, 2010, 07:12:45 pm »
Made a new topic for brainstorming about teamoverlay.

http://tremulous.net/forum/index.php?topic=13199.0

_Equilibrium_

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Re: Gameplay Preview Phase 4 Results
« Reply #45 on: April 15, 2010, 11:47:24 pm »
Is the game data you use for your final stats when looking at each phase more strict that just tremstats? For example, the April Fools maps was extremely unbalanced and should be omitted. Also, more importantly, I noticed that there was a player that played on humans when no one else around and won a crap ton of games with no one else on the server by just killing the alien base. I don't know if he/she plans on doing this often, but if so, the stats for this phase could quite skewed. Perhaps you should only count if there is a certain amount of players on the server, such as 4.

David

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Re: Gameplay Preview Phase 4 Results
« Reply #46 on: April 16, 2010, 02:38:24 pm »
They only count games with more than 6 players, a set list of maps, and a ton of other crap.
The April Fools stuff also had a different tag to prevent it being counted.

Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

_Equilibrium_

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Re: Gameplay Preview Phase 4 Results
« Reply #47 on: April 16, 2010, 07:34:40 pm »
Cool beans.

Meisseli

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Re: Gameplay Preview Phase 4 Results
« Reply #48 on: April 18, 2010, 11:53:54 am »
Defence computers are still a laugh. 3 points per second is useless - people still do it the 1.1 way, 2-3 builders grab a conkit, repair, and the 3 point repair makes it 1/10th of a second faster.

Stacking the defence computers - I wonder what base has room for 1+ defence computers, and a tesla would benefit it way more. Why not remove the stack and increase the repair rate to be over the default human repair rate (12 was it?). 15-ish?

Basi gas could have more range to make it more useful.

That's all this time.

F50

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Re: Gameplay Preview Phase 4 Results
« Reply #49 on: April 18, 2010, 08:40:08 pm »
Defence computers are still a laugh. 3 points per second is useless

I disagree, the DC may heal buildings at 1/10 of the speed, but it heals *all* buildings at that rate, which makes it almost as fast as a ckit in the case of mara zap. Furthermore, building it frees a player (usually a half-decent one if they are bothering to repair) to continue to concentrate on fighting despite the mara zap. Clusterbases really need these if they can afford the space.
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David

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Re: Gameplay Preview Phase 4 Results
« Reply #50 on: April 18, 2010, 08:58:34 pm »
Also when some mara comes along and does some light damage, the DC will fix it before the next attack without you having to care.  Thus stopping repeated attrition attacks while you are all out attacking.  (Only really relevant if you are dominating preventing big attacks, but still handy).
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Meisseli

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Re: Gameplay Preview Phase 4 Results
« Reply #51 on: April 18, 2010, 09:53:47 pm »
Defence computers are still a laugh. 3 points per second is useless

I disagree, the DC may heal buildings at 1/10 of the speed, but it heals *all* buildings at that rate, which makes it almost as fast as a ckit in the case of mara zap. Furthermore, building it frees a player (usually a half-decent one if they are bothering to repair) to continue to concentrate on fighting despite the mara zap. Clusterbases really need these if they can afford the space.
3 points to each building does no difference whatsoever. What you want is to repair the armoury so it doesn't get destroyed and lose you the game, not heal random stuff for 3 points, which does no effect in the upcoming attack. 3 points is way too low.

Only situation I would see it handy is when a mara gets one chomp in the armoury, and you're too lazy to repair the building. Hardly worth using any build points.

UniqPhoeniX

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Re: Gameplay Preview Phase 4 Results
« Reply #52 on: April 18, 2010, 10:06:08 pm »
As said it repairs everything at the same time at 3hp/s. Maybe it should just have a total repair rate, and that is divided by all buildings that need repairing in dc range? And at niveus default you can build a base with 5 reps, 3 nodes, 2 armos, 2 medis, 11 rets, dc (2 bps left over), or replace 1 node with 2nd dc (4 bps left over). So that base sure has room for it.
« Last Edit: April 18, 2010, 10:24:32 pm by UniqPhoeniX »

F50

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Re: Gameplay Preview Phase 4 Results
« Reply #53 on: April 18, 2010, 11:11:24 pm »
Maybe it should just have a total repair rate, and that is divided by all buildings that need repairing in dc range?
Neat idea.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Meisseli

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Re: Gameplay Preview Phase 4 Results
« Reply #54 on: April 19, 2010, 08:52:44 pm »
Maybe it should just have a total repair rate, and that is divided by all buildings that need repairing in dc range?
Neat idea.
Indeed.

jit

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Re: Gameplay Preview Phase 4 Results
« Reply #55 on: April 27, 2010, 05:07:47 am »
or we could have the DC have energy. it could heal other buildings by marking the DC and that specific building you want to be healed. The DC will generate energy overtime but if you want to heal, the energy will be used up. Once the building is fully healed, the DC will stop using its energy on that building and start storing up more energy. you could also set up the DC to heal multiple structures at one time but it would use up energy faster and at a proportional rate. I could see this being useful when being attacked by adv mara's where you can build 1-3 DCs and set them to heal turrets or teslas. idk just a concept.

UniqPhoeniX

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Re: Gameplay Preview Phase 4 Results
« Reply #56 on: April 27, 2010, 10:15:26 am »
Then you could camp to store more 'heal energy' and then rush...

jit

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Re: Gameplay Preview Phase 4 Results
« Reply #57 on: May 05, 2010, 09:51:41 am »
what if we had upgrades that could be bought with evo's? lets say... increase dretch speed or increase secondary attack strength. something that we could buy with evo's that could last the entire game. but would take like 1 - 2 minutes to upgrade. maybe... 9 evo's from the team to get a dretch speed upgrade?

Asvarox

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Re: Gameplay Preview Phase 4 Results
« Reply #58 on: May 05, 2010, 09:55:12 am »
I remember someone was talking about it on TF forums. I think it's good idea, but for a mod, it doesn't feel like it would fit in "official" game.
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_Equilibrium_

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Re: Gameplay Preview Phase 4 Results
« Reply #59 on: May 05, 2010, 10:29:44 pm »
I know the new phase isn't over yet, but can we see a new batch of stats for the current phase  as it is so far? I am interested in how it compares to last phase.