Author Topic: Tremulous Version 1.2 Feedback  (Read 8405 times)

kevi3434

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Tremulous Version 1.2 Feedback
« on: October 02, 2010, 06:34:11 am »
Here are a list of things that they could change in 1.2. You may not agree with this.

+ Change the Advance Marauder's Chain Lightning attack damage.
+ Human Painsaw should have a Secondary attack that deals more damage but slower.
+ Human Pulse Rifle projectile velocity should be slightly faster.
+ Human Blaster needs to be faster with slightly less damage.
+ Human Chaingun should look like a M134 Minigun with its sounds.
+ A ammunition pack for non energy weapons should be made
+ Jetpacks should have a maximum flight time and needs to be turned off to recharge.
+ Alien dretch needs more health maybe 27 or 28.
+ Alien Barricade structure should be removed and a more useful structure should be made.
+ Hitboxes need to be improved.
+ Graphics/looks of the human weapons, structure and player models should be further improved.
+ Graphics/looks of the alien player models and structures should be further improved.
+ A grenade launcher gun should be made.
+ a Advance tyrant should be made that could shoot corrosive acid.
+ Force fields should be made as a protective barrier against chain lightning and barbs.

Meisseli

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Re: Tremulous Version 1.2 Feedback
« Reply #1 on: October 02, 2010, 09:52:10 am »
I do not agree at all, except with the dretch. Better models are going to be in 1.2 final.

SlackerLinux

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Re: Tremulous Version 1.2 Feedback
« Reply #2 on: October 02, 2010, 01:21:25 pm »
disagree with all except for dretch and jetpacks
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Meisseli

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Re: Tremulous Version 1.2 Feedback
« Reply #3 on: October 02, 2010, 04:52:29 pm »
What's with jetpacks? Pounce+poison, or even ignore completely.

DraZiLoX

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Re: Tremulous Version 1.2 Feedback
« Reply #4 on: October 02, 2010, 08:25:06 pm »
http://www.dtrem.com/tremulous/Art/Pictures/ceRra/
I would be pleased to see those in game. Though, that awesomeness cant be modeled, but still!

SlackerLinux

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Re: Tremulous Version 1.2 Feedback
« Reply #5 on: October 02, 2010, 09:49:27 pm »
What's with jetpacks? Pounce+poison, or even ignore completely.

well they are not helping their team at all and its a pain to run somewhere to be shot by some camping jetfag that you have no hope to touch since some maps have areas higher then the pounce forcing you to run even further to heal
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Meisseli

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Re: Tremulous Version 1.2 Feedback
« Reply #6 on: October 02, 2010, 10:36:20 pm »
What's with jetpacks? Pounce+poison, or even ignore completely.

well they are not helping their team at all and its a pain to run somewhere to be shot by some camping jetfag that you have no hope to touch since some maps have areas higher then the pounce forcing you to run even further to heal
I find anything else be a pain rather than a jetcamper that is just wasting a human slot and not even managing to damage me almost at all.

jez

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Re: Tremulous Version 1.2 Feedback
« Reply #7 on: October 03, 2010, 08:40:09 am »
As a general point, if you put down some reasoning, people are much more likely to take you seriously.

+ Change the Advance Marauder's Chain Lightning attack damage.
What's wrong with it and what are you proposing to change - Buff, Nerf? Damage, Range, Repeat rate, etc? I think its pretty good as it is.

+ Human Painsaw should have a Secondary attack that deals more damage but slower.
Why? All that really matters with psaw is dps and range. Damage and speed of themselves aren't really that significant.

+ Human Pulse Rifle projectile velocity should be slightly faster.
I can see where you're coming from - It might feel nicer to use if it had faster projectiles, but its already a rather powerful weapon. Making it easier to hit with would probably necessitate a damage reduction, otherwise it would become too stong vs aliens. Then it would be less useful against structures, which is one of the really important roles of the pulse. Overall, probably best to leave it.

+ Human Blaster needs to be faster with slightly less damage.
Meh, don't see the point. The blaster is kind of useless, and it seems to be a design decision to make it that way so builders remain as builders. :/

+ Human Chaingun should look like a M134 Minigun with its sounds.
Who cares. Will probably be different in 1.2 anyway.

+ A ammunition pack for non energy weapons should be made
Hrm, not sure. The battpack is one of the advantages of energy weapons over ammo ones, and it adds a bit of interest to things. It would be nice to have more chaingun ammo (I find myself running out on pretty much any s3 excursion), but chainsuits are already pretty strong.

+ Jetpacks should have a maximum flight time and needs to be turned off to recharge.
Nah. Jetcampers are less of a problem than people think. They're only really an issue if the mapper has been a bit incompetent.

+ Alien dretch needs more health maybe 27 or 28.
Matter of debate. Having 27 or 28 hp would look a bit daft though, needs to be a nice round number. :P

+ Alien Barricade structure should be removed and a more useful structure should be made.
No. Barricades are useful, especially at s1.

+ Hitboxes need to be improved.
Again, please expand on what you mean by "improved"

+ Graphics/looks of the human weapons, structure and player models should be further improved.
+ Graphics/looks of the alien player models and structures should be further improved.
That will happen on Thursday. I'm perfectly happy with how they look anyway.

+ A grenade launcher gun should be made.
Probably a bit too much. Being able to send multiple nades into an alien base would be highly destructive. Even if it replaced the normal nade, and you could only use it as a main weapon (leaving you very open to being killed by aliens), I still think it sounds a bit strong. Interesting idea though.

Bear in mind the regular nade is the only weapon in the game you have to buy on a 1 by 1 basis. They're like that to limit the destructive power they have.

+ a Advance tyrant should be made that could shoot corrosive acid.

Entertaining, but no.

+ Force fields should be made as a protective barrier against chain lightning and barbs.

No. Depriving aliens of some of their best tools against the human base would be a very bad thing to do balancewise.


Also, look up TremX/korx. I think you might like it.
« Last Edit: October 03, 2010, 08:45:04 am by jez »

Haraldx

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Re: Tremulous Version 1.2 Feedback
« Reply #8 on: October 03, 2010, 04:15:39 pm »
Play KorX/TremX, not gonna allow to fuck up my trem with this bullshit. I have to especially disagree with the baricades - They are useful in some maps and you are just a noob, so you don't know how to properly use them. Only thing I agree - Jetpack. All other is just bullshit.
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

F50

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Re: Tremulous Version 1.2 Feedback
« Reply #9 on: October 04, 2010, 07:35:16 pm »
The suggestions of the OP are indeed generally useless, except, as has been said, the jetpack and dretch assertions. Idk much about the dretch, it doesn't seem too off-kilter for me, but meisseli is probably right. However

What's with jetpacks? Pounce+poison, or even ignore completely.

Jetpacks are balanced. There is no need to change it. Jetpacks are also not fun, for both jetpackers themselves and aliens. So it would be nice to change it. Tremulous plays too fast for the current jetpack to be fun IMO.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


superspirality

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Re: Tremulous Version 1.2 Feedback
« Reply #10 on: October 04, 2010, 08:52:30 pm »
and not even managing to damage me almost at all.
Damaging you is hard not only for jetpackers. :\
needs to be a nice round number. :P
42.
On topic - those tips fail.
Devs worked on balance not for goofing it all up one day.

3th4n

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Re: Tremulous Version 1.2 Feedback
« Reply #11 on: October 05, 2010, 02:04:04 pm »
I think conkits should heal double as much as it does in 1.1, thus making forward bases a viable option for humans. Also, the healing could be usefull when a goon is sniping things in the base.

Also, perhaps alien structures could heal faster in the presence of a granger, to help balance the conkit changes.

Meisseli

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Re: Tremulous Version 1.2 Feedback
« Reply #12 on: October 05, 2010, 02:26:45 pm »
I think conkits should heal double as much as it does in 1.1, thus making forward bases a viable option for humans. Also, the healing could be usefull when a goon is sniping things in the base.

Also, perhaps alien structures could heal faster in the presence of a granger, to help balance the conkit changes.
Improving the repair rate is bad since the current one encourages teamwork and makes rushes work better. What you're suggesting would also make DC even more useless.

swamp-cecil

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Re: Tremulous Version 1.2 Feedback
« Reply #13 on: October 05, 2010, 09:06:33 pm »
+ A grenade launcher gun should be made.
+ a Advance tyrant should be made that could shoot corrosive acid.
+ Force fields should be made as a protective barrier against chain lightning and barbs.

grenade launcher: dretch and alien base masacer.
adv rant and ff are KoR.
im not counter arguing, im just sayin'
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Calmarius

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Re: Tremulous Version 1.2 Feedback
« Reply #14 on: October 17, 2010, 03:54:54 pm »
There should be a flying alien class I think...

superspirality

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Re: Tremulous Version 1.2 Feedback
« Reply #15 on: October 17, 2010, 06:10:34 pm »
There should be a flying alien class I think...
Definitely.

Aelita

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Re: Tremulous Version 1.2 Feedback
« Reply #16 on: October 17, 2010, 10:17:54 pm »
+ A grenade launcher gun should be made.
+ a Advance tyrant should be made that could shoot corrosive acid.
+ Force fields should be made as a protective barrier against chain lightning and barbs.

grenade launcher: dretch and alien base masacer.
adv rant and ff are KoR.
im not counter arguing, im just sayin'

Somehow wondering how I missed this and didn't say anything about it. Because that hits KoR on the head.