Author Topic: 200 Hours GPP 1.2  (Read 13796 times)

_Equilibrium_

  • Posts: 1845
  • Turrets: +96/-89
Re: 200 Hours GPP 1.2
« Reply #30 on: April 12, 2010, 12:26:50 am »
Your ability to state the obvious is only outdone by your face. Of course it would need to be playtested. Also, I realize that matters of individual preference are nearly meaningless, I posted to see if anyone else felt similarly, which would have boosted the suggestion from "preference" status to "group preference". W/E

Oh and what's your bibliography for what-you-said-the-devs-said ?
It seemed to me that you were pretty confident that faster chomp but less damage would keep the alien the same, so I decided to state the obvious. So sue me.

Also, it's pretty widely known that really the only stuff left for 1.2 is a couple more gameplay and coding tweaks and for Stannum to finish making new models for current weapons/alien claws, and possibly a couple new maps. The evidence is all over these forums. Take a look around.

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
Re: 200 Hours GPP 1.2
« Reply #31 on: April 15, 2010, 02:15:28 am »
I believe the devs said they will not be making any new weapons, classes or buildables, just updating everything for balance and making new weapon models. So your human suggestions would not get implemented for 1.2 even if there was positive feedback on it.
Oh and what's your bibliography for what-you-said-the-devs-said ?

Anyone that seriously wants to drag this process out even further needs to GTFO -_-

Liskey

  • Posts: 112
  • Turrets: +7/-4
Re: 200 Hours GPP 1.2
« Reply #32 on: April 21, 2010, 01:29:14 am »
As a combat class spawning into a granger, I might have no idea what needs building. We might just have reached stage 2 and I go granger to make a booster but one has already been made!
A /teamstatus command (lists number of eggs, boosters, and state of OM, shows only your own team's info) might be easier to implement than HUD changes.