While I feel 1.2 is nearly complete, and Defense Computers and the hovel need a second look, there is something else
that I feel needs addressed...
1)Recommendation: Repeaters should be stage 2 or dretches should be able to damage structures or
some other option. Please read further, my reasoning is this:Stage 1 humans can destroy aliens structures immediately, however it takes several encounters with
humans before aliens have acquired enough evolves to dismantle this (mostly forward) base. At this point,
the humans are now camping in this base, more likely than not, at the front door of the alien base.
The side effects initially are, the human get fed to stage 2 at an accelerated rate. Now if the aliens are incapable
of dealing with this forward after 3-5 minutes of game time have elapsed (from start), the humans are now stage 2, with
the aliens several *frags* away. At this point, come the grenades, being launched against a mostly stage 1 alien base,
from a very close base position.
[sidenote: It should be noted, an alien forward base at anytime is a risk, and only used when the human team is
camping, since the alien equivalent of the repeater is also a spawn, and can cause feeding the other team. Aliens
really need a structure to extend creep without being a spawn. But is a more complex suggestion, so I will omit it
here.]I personally think this is the case of humans appearing, at some points to be *easier* than aliens, or aliens nerf'd
\humans buffed. When both teams are stage 2, 1.2 feels very balanced gameplay wise, however I think this intial biased
in base mobility and the ability to dismantle bases is having a negative effect.
This is from my last 100 hours of alien play, and many times, in the beginning stages, it feels like surviving the human
wave, in order to reach stage 2, for the *real* game to begin. After both teams reach stage 2, the feeling of attrition
against a human horde lessens dramatically, so in my opinion this change will make stage 1, more competitive and less of a
*shooting gallery at the door*.
Benefits of this change: The time of stage 1 for both teams become a test of teamwork, builder skill, and player
skill and not an unexpected advantage that one team must survive against.2)
My old complaint about grenades(&psaw), now after nearly 900+ games after, I feel that my problems were not with the
grenade itself but with Reactor and Overmind health points.While grenades are devasting with A1vsH2 (and my above
mentioned issues, that cause A1vsH2 states) I found it was the hp of the teams primary structures themselves that was
the core of my opinion about overpowered weapon combos.
The reactor and overmind should require a team effort to bring it down in
a short period of time. Currently, the
overmind can be brought down by 1 human player in 4 seconds, with a painsaw and grenade. However, aliens cannot bring the
reactor down in this same span (solo), but its offset by the overmind's ability to regenerate health.
Recommendation: Increase the health points of the Reactor and Overmind, that in the period of 4-8 seconds, it cannot
be destroyed by a single player.In closing, I make my suggestions with sincerity, as I enjoy playing tremulous greatly and would prefer to play
competitive games. Some of the best games, are the hard fought give and take, with moments of one team coming back from
the brink of defeat. No one enjoys 5 minute gang rapes, tremor anyone?
