Author Topic: Lucifer cannons are overpowered  (Read 18969 times)

swamp-cecil

  • Posts: 774
  • Turrets: +80/-163
    • Tremulous
Lucifer cannons are overpowered
« on: May 10, 2010, 09:44:18 pm »
in my opinion, Lucy is overpowered of the following reasons
-owns bases like a  :grenade:
-(i think) kills rants in one hit  :tyrant:
-impossible to kill when with bsuit  :battlesuit:
-spams
-easy to teamkill  :human:
-and are rather cheap  :armoury:
and if it doesn't kill rants in one hit, a couple more can

well actually, the main reason is the base killers. all the rants  :tyrant: are out killing others when it randomly says "The Overmind  :overmind: Needs Spawns!". and in swarms :hive:, it can mop out a base clean in a matter of seconds.  :egg:
« Last Edit: May 10, 2010, 09:47:25 pm by swamp-cecil »
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Lucifer cannons are overpowered
« Reply #1 on: May 10, 2010, 09:57:20 pm »

_Equilibrium_

  • Posts: 1845
  • Turrets: +96/-89
Re: Lucifer cannons are overpowered
« Reply #2 on: May 10, 2010, 10:13:56 pm »
1) owns bases like a  :grenade:
2) (i think) kills rants in one hit  :tyrant:
3.) impossible to kill when with bsuit  :battlesuit:
4.) spams
5.) easy to teamkill  :human:
6.) and are rather cheap  :armoury:
I'm going to assume you are talking about 1.2 GPP. If not, you should be.

1) it costs 3 times the amount of a grenade, requires charge time, and even a fully charged luci blast does considerably less damage than a grenade.
2) nope, at least 2 hits
3) wow, I didn't realize the humans have an invincibility item!
4) much less spam compared to 1.1
5) so it's overpowered because it could potentially hurt your own team easily?
6) it's the most expensive item

jm82792

  • Posts: 630
  • Turrets: +9/-34
Re: Lucifer cannons are overpowered
« Reply #3 on: May 11, 2010, 02:29:31 am »
Hahah.
Try doing a luci rush with dretches chasing you.
They aren't overpowered!

Repatition

  • Posts: 332
  • Turrets: +11/-196
    • http://jbjarts.blogspot.com/
Re: Lucifer cannons are overpowered
« Reply #4 on: May 11, 2010, 07:25:47 am »
no they aren't over powered but they could be a little stronger......I sugest raising the Hp from 25 to 30 this would give a dretch one more jump at human from a spray of bullets.

CorSair

  • Posts: 430
  • Turrets: +14/-0
Re: Lucifer cannons are overpowered
« Reply #5 on: May 11, 2010, 01:42:02 pm »
Quote from: _Equilibrium_
I'm going to assume you are talking about 1.2 GPP. If not, you should be.
Actually, lucifer cannon requires bit more skill to use it, due it's long charge. 3 secs to load fully the shot. Goon can take lucifer very quickly down, even bsuit, if quick + skilled enough.
Quote from: swamp-cecil
easy to teamkill
Well. That's our/other's problem how we/they use it, is it?

BattleGranger

  • Posts: 27
  • Turrets: +0/-2
Re: Lucifer cannons are overpowered
« Reply #6 on: May 11, 2010, 05:16:31 pm »
I'm sure that the people creating the "XXXX are overpowered" threads are just one guy making multiple accounts in order to overall complain...
*Purr*

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Lucifer cannons are overpowered
« Reply #7 on: May 11, 2010, 06:02:03 pm »
I'm sure that the people creating the "XXXX are overpowered" threads are just one guy making multiple accounts in order to overall complain...

DW, cecil just hasn't gotten the hang of gameplay yet.

Lucifer cannon wielders are waaaayy easier to take down now (1.2). In fact their secondary fire (non-charged) is a little useless, like a slow MD projectile. I think it would be better if it shot a fan of about 3 small projectiles, like a quick fire shotgun. That would help with those pesky dretches.
  I play dretch a lot and given the choice, I will target the luci player because they rarely can kill me now. One of the few human underpowered weps...

Asvarox

  • Posts: 573
  • Turrets: +41/-35
Re: Lucifer cannons are overpowered
« Reply #8 on: May 11, 2010, 06:04:50 pm »
Even if there are threads like this one (saying that luci could 1hit rant, "impossible to kill when with bsuit"), I wouldn't take this seriously.

People also creating "XXXX is overpowered" threads because they kept getting killed by it. If there isn't a thread about something, it means that it's underpowered :P
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

swamp-cecil

  • Posts: 774
  • Turrets: +80/-163
    • Tremulous
Re: Lucifer cannons are overpowered
« Reply #9 on: May 11, 2010, 09:37:11 pm »
well, technically, my only problem is the fact that when charged, it can blow up stuff around the corner easily, and it owns the following
 :dretch: Lucy wielders usually also wear :helmet: or :battlesuit: and so it will take a long time to kill them, and if they are on their head or around them, I've seen a tactic where they will shoot a wall and own them
 :basilisk: same with the :dretch:. holding them will make them irradiate them selves or shoot a wall
 :advmarauder: the only thing than can properly kill them, but that to requires skill, and if the Lucifer has skill, game over :advmarauder:
 :dragoon: a big Target, and since they pounce directly at the enemy, he can fire in their line of pounce or spam
 :tyrant: a really big target, and then the Lucifer are in groups, which is usually the case with humans (unless if a feeder). but rants actually are the best Luci killer, but they usually flee also. but since they can actually kill them, it will take a while to get that much evo when there are bsuits and lucifiers already
 :granger: no, really, who still uses battle Granger? its slow, rather big, and weak

well reading the post, i find it that i agree that i just hate them, i like arguing and i like building, but not on SD when you see "holy s**t! 5 targets in radar owning OM and eggs! and yes, I've been playing trem for a year ,cough cough conzul cough, and have escaped a base in a rush, built another, and killed the last two spawns, RC and DC IN THE SAME MATCH! (I'm 12 years old :D)
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Lucifer cannons are overpowered
« Reply #10 on: May 11, 2010, 09:46:22 pm »

_Equilibrium_

  • Posts: 1845
  • Turrets: +96/-89
Re: Lucifer cannons are overpowered
« Reply #11 on: May 12, 2010, 12:05:12 am »
Quote from: _Equilibrium_
I'm going to assume you are talking about 1.2 GPP. If not, you should be.
Actually, lucifer cannon requires bit more skill to use it, due it's long charge.
Um, I don't understand your reference here. I wasn't commenting about the skill of the weapon (although I agree it requires more skill in 1.2). All I was saying is I was hoping this thread was about the 1.2 GPP luci, as it's better than 1.1.

Kiwi

  • Posts: 859
  • Turrets: +29/-9
Re: Lucifer cannons are overpowered
« Reply #12 on: May 12, 2010, 12:31:32 am »
In fact their secondary fire (non-charged) is a little useless, like a slow MD projectile. I think it would be better if it shot a fan of about 3 small projectiles, like a quick fire shotgun. That would help with those pesky dretches.
I disagree, the luci's 2nd fire is very fast compared to 1.1 and does a halve way decent job at taking out dretches fairly quickly.  However, I greatly miss the luci jump, which was very useful in 1.1.  Now it just does way to much damage to yourself for it to be effective.

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Lucifer cannons are overpowered
« Reply #13 on: May 12, 2010, 03:46:48 pm »
I thought the ability to luci jump was stupid, too unrealistic, and out of place. That ability made making a well covered base useless, cus a human could do a jedi-jump over all of your defenses and still do way too much damage with a battpack.

Meisseli

  • Spam Killer
  • *
  • Posts: 765
  • Turrets: +83/-25
Re: Lucifer cannons are overpowered
« Reply #14 on: May 12, 2010, 04:56:46 pm »
I thought the ability to luci jump was stupid, too unrealistic, and out of place. That ability made making a well covered base useless, cus a human could do a jedi-jump over all of your defenses and still do way too much damage with a battpack.
Or fun and interesting. Marauder's ability to jump the reactor made my well-covered human base useless cus it could jedi-jump over all my defenses.

You seriously think there's nothing you can do against luci-jumping?

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Lucifer cannons are overpowered
« Reply #15 on: May 12, 2010, 05:03:50 pm »
I thought the ability to luci jump was stupid, too unrealistic, and out of place. That ability made making a well covered base useless, cus a human could do a jedi-jump over all of your defenses and still do way too much damage with a battpack.
Or fun and interesting. Marauder's ability to jump the reactor made my well-covered human base useless cus it could jedi-jump over all my defenses.

You seriously think there's nothing you can do against luci-jumping?

If an :advmarauder: can jump your reactor then you don't have a well covered human base, now do you?
If you want "fun and interesting", go play TF2 with all their cartoonish physics.
There is little realistic defense against a lucijumper, especially on certain maps. It made atcs in 1.1 a living hell for alien bases. In my first days of tremulous spec-ing 1.1, when I say a bsuit luci-jump onto the couryard building from the ground it was almost enough to make me leave right there. I'm glad it was fixed.

Meisseli

  • Spam Killer
  • *
  • Posts: 765
  • Turrets: +83/-25
Re: Lucifer cannons are overpowered
« Reply #16 on: May 12, 2010, 05:36:34 pm »
I thought the ability to luci jump was stupid, too unrealistic, and out of place. That ability made making a well covered base useless, cus a human could do a jedi-jump over all of your defenses and still do way too much damage with a battpack.
Or fun and interesting. Marauder's ability to jump the reactor made my well-covered human base useless cus it could jedi-jump over all my defenses.

You seriously think there's nothing you can do against luci-jumping?

If an :advmarauder: can jump your reactor then you don't have a well covered human base, now do you?
If you want "fun and interesting", go play TF2 with all their cartoonish physics.
There is little realistic defense against a lucijumper, especially on certain maps. It made atcs in 1.1 a living hell for alien bases. In my first days of tremulous spec-ing 1.1, when I say a bsuit luci-jump onto the couryard building from the ground it was almost enough to make me leave right there. I'm glad it was fixed.
If I want a fun and interesting game I should not play Tremulous?

You misunderstood completely and didn't understand the sarcasm. The point was that you think you can't build an alien base to cover a human luci-jumper. That's false.

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Lucifer cannons are overpowered
« Reply #17 on: May 12, 2010, 06:17:45 pm »
I thought the ability to luci jump was stupid, too unrealistic, and out of place. That ability made making a well covered base useless, cus a human could do a jedi-jump over all of your defenses and still do way too much damage with a battpack.
Or fun and interesting. Marauder's ability to jump the reactor made my well-covered human base useless cus it could jedi-jump over all my defenses.

You seriously think there's nothing you can do against luci-jumping?

If an :advmarauder: can jump your reactor then you don't have a well covered human base, now do you?
If you want "fun and interesting", go play TF2 with all their cartoonish physics.
There is little realistic defense against a lucijumper, especially on certain maps. It made atcs in 1.1 a living hell for alien bases. In my first days of tremulous spec-ing 1.1, when I say a bsuit luci-jump onto the couryard building from the ground it was almost enough to make me leave right there. I'm glad it was fixed.
If I want a fun and interesting game I should not play Tremulous?

You misunderstood completely and didn't understand the sarcasm. The point was that you think you can't build an alien base to cover a human luci-jumper. That's false.

You can, but why bother when you could just take out luci-jumping? It's a more fool-proof solution. And while I'm not sure of this, those who thing luci jumping in a serious match is fun and interesting are somewhat outnumbered by those who don't.
If you want fun, play TF2 or something. If you want interesting, play Tremulous.

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Lucifer cannons are overpowered
« Reply #18 on: May 12, 2010, 06:42:30 pm »
That is utter bullshit. The only alien bases that are open to lucijumpers are the ones in large rooms, like Tremor alien default, and in those places often a few strafejumps can get you past defences about as well. Everywhere else there is just no safe spot to jump to. Or if there is, and you really can't finish off that already weakened lucijumper INSIDE YOUR OWN BASE before he gets a chance to do significantly more damage then he could from entrance, then your base sux. Removing lucijumping removed not only 1 very different method of attacking bases, it moved a way of escaping, chasing wallwalking grangers, and simply getting somewhere/using a shortcut that you'd normally need a jetpack for. It was a skill that took a lot of time and practice to master.

Tell me, how can you have a "well covered base" if it's possible to "jump over all of your defenses" and thus the inside does not have any??

Kiwi

  • Posts: 859
  • Turrets: +29/-9
Re: Lucifer cannons are overpowered
« Reply #19 on: May 12, 2010, 08:59:03 pm »
Luci jumping was a tactic in 1.1.  It was a strategy such as hopping the reactor or jumping behind the overmind with a pain saw.  I don't see a reason that it was taken out?  It adds lots of fun to the game.  And after all, in my opinion fighting aliens with energy weapons that shoot balls of sun is hardly realistic.

Quote
And while I'm not sure of this, those who thing luci jumping in a serious match is fun and interesting are somewhat outnumbered by those who don't.
I don't quite think that's true.
Quote
You can, but why bother when you could just take out luci-jumping?
That's like saying that you should take murauder's ability to jump over turrets and off walls because they might hop the reactor.
Quote
That ability made making a well covered base useless
And yeah I know it was already said, but you can build a base that is luci jumping proof.

And please stop telling everyone to go play TF2.  Just because people might have different opinions than you, whether or not they are better, doesn't mean they don't want to play trem.  After all Tremulous is a game, and games are made to be fun and interesting.
« Last Edit: May 12, 2010, 09:08:07 pm by Kiwi »

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Lucifer cannons are overpowered
« Reply #20 on: May 13, 2010, 01:42:18 am »
I thought the ability to luci jump was stupid, too unrealistic, and out of place. That ability made making a well covered base useless, cus a human could do a jedi-jump over all of your defenses and still do way too much damage with a battpack.
Or fun and interesting. Marauder's ability to jump the reactor made my well-covered human base useless cus it could jedi-jump over all my defenses.

You seriously think there's nothing you can do against luci-jumping?
If an :advmarauder: can jump your reactor then you don't have a well covered human base, now do you?
If you want "fun and interesting", go play TF2 with all their cartoonish physics.
There is little realistic defense against a lucijumper, especially on certain maps. It made atcs in 1.1 a living hell for alien bases. In my first days of tremulous spec-ing 1.1, when I say a bsuit luci-jump onto the couryard building from the ground it was almost enough to make me leave right there. I'm glad it was fixed.

You are proving his point....

If a marauder can jump over your base than no, you don't have a well covered human base.
Likewise, if a lucijumper can lucijump into your base and kill everything, than you don't have a well covered alien base.

Lucijumping is a valid tactic which makes the game more fun. Arguing that taking lucijump out is a better solution because it can be very succesful is akin to saying that +mara zap, tyrant trample, etc, should all be taken out, because they can be succesful, hell take out all aliens and human weapons, because those could be very hard to stop if used in the hands of a skilled player!
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

beware of troll

  • Posts: 11
  • Turrets: +0/-4
Re: Lucifer cannons are overpowered
« Reply #21 on: May 13, 2010, 03:28:47 am »
The GPP's weak luci jump is very disappointing to me; jumping was often a fun and successful way to rush bases.

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Lucifer cannons are overpowered
« Reply #22 on: May 13, 2010, 03:29:15 am »
Luci Jumping is cartoonish like fucking calvinball.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
Re: Lucifer cannons are overpowered
« Reply #23 on: May 13, 2010, 03:45:04 am »
The GPP's weak luci jump is very disappointing to me; jumping was often a fun and successful way to rush bases.
luci's damage and therefore ability to luci jump is unchanged.
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.
-----
|..d| #
|.@.-##
-----

BattleGranger

  • Posts: 27
  • Turrets: +0/-2
Re: Lucifer cannons are overpowered
« Reply #24 on: May 13, 2010, 03:50:02 pm »
Luci Jumping is cartoonish like fucking calvinball.

DON'T TALK SHIT ABOUT CALVINBALL  >:(
*Purr*

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Lucifer cannons are overpowered
« Reply #25 on: May 13, 2010, 03:56:33 pm »
You guys are right - I'm being an asshole. Stupid really, I'm crying over spilled milk....that's already been cleaned up. How absurd of me.

swamp-cecil

  • Posts: 774
  • Turrets: +80/-163
    • Tremulous
Re: Lucifer cannons are overpowered
« Reply #26 on: May 13, 2010, 09:34:19 pm »
Luci Jumping is cartoonish like fucking calvinball.

DON'T TALK SHIT ABOUT CALVINBALL  >:(
yeah, calvinball is epic
yeah, no luci jumping either. thats retarted, ive never seen it and is as cartoonish as conzul (no offence)
and how did you know im 12? (stalker)
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Lucifer cannons are overpowered
« Reply #27 on: May 14, 2010, 12:33:21 am »
Luci Jumping is cartoonish like fucking calvinball.

DON'T TALK SHIT ABOUT CALVINBALL  >:(
yeah, calvinball is epic
yeah, no luci jumping either. thats retarted, ive never seen it and is as cartoonish as conzul (no offence)
and how did you know im 12? (stalker)

I have a brother one year older. You two type alike.

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Lucifer cannons are overpowered
« Reply #28 on: May 14, 2010, 09:37:17 am »
Lucijump AND grenade jump (insta-kills non-bsuits) do a lot more self damage then in 1.1, tho yes, the ability to lucijump is same. Also, I think the amount of time between when the beep sound starts and when the luci overcharges has increased with the longer charge, making it slightly harder to time the jump. Maybe that can be gotten used to.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
Re: Lucifer cannons are overpowered
« Reply #29 on: May 16, 2010, 12:25:48 am »
Lucijump AND grenade jump (insta-kills non-bsuits) do a lot more self damage then in 1.1, tho yes, the ability to lucijump is same. Also, I think the amount of time between when the beep sound starts and when the luci overcharges has increased with the longer charge, making it slightly harder to time the jump. Maybe that can be gotten used to.
you don't want to overcharge anyway, knockback is capped at 200, luci overcharges at 250.
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.
-----
|..d| #
|.@.-##
-----