Wow, so many arguments.
Teamwork might be better organized if there was a designated person to follow.
Maybe trem should get one of those pre recorded stuff like on L4D2 when you hold 'Z' or 'X' for that command/whatever. We need that /vsay on korx to work if we're gonna use that.
Normal grangers should be able to wall walk if on creep as transitions between a S1 alien base and S2 base is terrible.
Dude, look at 1.1 granger. You might as well be giving humans jetpacks and taking away dragoon.
Extend flamer range and make it narrower.
It ALREADY IS! In fact, i don't like the new flamer because it simply reaches too far. I think the general g_speed just needs to change down a bit, g_speed of 172 is pretty much 'realistic speed' if you look at the human model in slow motion. [set g_speed to 172, timescale to 0.1 or lower if it allows you to]
Give us some news on 1.2 development, every lawn needs to be watered from time to time.
Agreed. Two/three years before, there almost wasn't any news, for the fact there was almost never news. Like once a year?
Number key driven menus.
Possible, you could have another bindset for the menu just like one for aliens and one for humans, and that chat menu stuff from those custom HUD packs.
Remove 1 hit kills. Sorry...
Aliens in my opinion is de powered in lagged. I think they've done enough to the dragoon to make aliens miserable. Also, i want 1.1's adv marauder back! The zap is way to powerful in a way, because people just use them as a -hit and run- while 1.1's marauder you have to STAY CLOSE or the zap will cut off. Also, i'm wondering, they should fix the 'zap through wall' glitch since the zap's hold is actually a range thing rather than a shooting thing.
Revamp the CD in some way.
Erm...
Tyrant charge seems too effective at attacking base multiple structures at times, reduce charge deterioration when attacking structures.
Speaking of which, you could also do this in 1.1 although it is harder because the charge bar isn't there. Also, if you let go the charge button and quickly go to swipe and stop moving forward once you touch a structure, you can kill a medistat/turret practically instantly. I even have a demo/video of me doing that on youtube. This applies to both 1.1 and gpp.
Enhance basi swipe range.
Yer, i think they just need the 1.1 basi back.multiple reasons such as the longer swipe range and short grab range, the poison cloud actually poisons, the biggerhealth etc.] The new adv basi can't even survive in a battle with mass drivers and/or luci around. Also, the healing aura actually doesn't seem like it change much to the basilisk's healing speed itself when comparing the healing speed of 2/3 per second in 1.1.
Buff dretch health to take/almost take one more rifle round yet still die from one MD hit.
I think dretches are already overpowered in a way. I noticed that if you go to an australian server in 1.1, they are actually have pretty good rifle skills. I think the repeat rate should just be slowed down to help deal with dretches, it REALLY DOES help. I noticed how much it helped when i had my windows computer, the rifle speed was actually almost as slow as my lasgun, about 7 bullets per second, lasgun being 5.
From what we have seen of the new 1.2 weapon models, let us use the red dots some have (not zoom). they look to awesome.
I tried oticz custom HUDs, but that screwed my 1.1 trem. Anyways, the red dot HUD actually puts some colour into the crosshair, apart from that, it doesn't really do anything else.
balance chomp with pounce.
Play 1.1 and you'll see why it is slowed down. But i agree with you, the standard goon's chomp should at least the speed of the adv goon's, and the adv goon's the speed of a normal 1.1 dragoon. If not, the adv marauder could actually kill faster than a normal dragoon in terms of damage per second. (head bites from marauder do 40, since gpp's headbite is actually 1.5x not 2x, it does 60 although the head damage multiplier doesn't seem to be 1.5 in some cases. If you spam headbite, adv marauder does 180 damage/second on the head, while normal goon does 120.)
Also i would like to add these:
Unlagged: It doesn't work with pounce, zap, goon snipe and luci [againts the ground] for me. It seems to stay on the target/ground for a fair bit before exploding. Once i recorded a demo, i shot on the ground in front of the victim, and it didn't explode, the victim just ran over it, then it exploded. In the demo, it says i shot the barb late. [also the barb actually flies straight in a demo, does not go with gravity]. Also, if i do a similar thing with luci, i shoot a luci ball on the ground while running, i end up running over it, and if there's a dretch behind me, i end up killing it instead of luci jumping.
RC range: I'm not sure how a overmind arm could reach two human standing lengths while a zap can only reach the length of a medistat beside the rc.
BP recovery rate: I know it is to prevent people from instantly building it back, but i think it s a little too slow, especially how the recovery rates don't stack when more buildables die (for example a nade base, killing about 40 bps worth of turrets, it would take 5 minutes to recover them, and speaking of which, KoRx's bp recovery is actually way too fast, it isn't worth it!)
SD: You should at least to be able to build one arm, medi, booster [now that aliens rely on it as a medical recovery spot], and the powersource [om/rc].
human buildable self distruct: This should have a bigger timer, and also because if humans are moving rc, and they mark everything in the old base, it is unlikely they'll finish replacing all of them, and they blow up, making humans wait for the bp to recover.
Alien buildable self distruct: I'd rather the one in KoRx, it is more realistic, a human would struggle for food instead of jumping of a bridge. [for those who do not understand, the alien buildables would struggle for a creep than killing itself.] This is to match the human buildables staying without power.
Normal Granger's view distortion: Not needed, but i liked the fact of exaggerating how slow the granger is by using practically no view distortion. [humans seem to have a little distortion]
/video: I want live recording back! I know it may have been removed due to unstable frame rate in-game and the actual video fast forwarding every now and then when you have a low fps moment, but please, i want it to be able to be used again without having to record a demo first. Also, it shows how you actually play, unlike demos, which seem you're spectating yourself. [see my complaint about demo lag. Also search me on youtube, find one of my LIVE recordings [seen by the shit video quality. Also won't have the 'play' symbol on the right. I know i can remove that symbol, but i purpously left it there. Also try to get the video with a server with unlagged on, ignore the KoRx ones because thats not unlagged.]
RAKninja-Decepticon link=topic=16024.msg227383#msg227383 date=1311466600]
let me ask you this, what can a rant break with one charge? how big is rantcharge splash? how much power does luci lose per unit of distance travelled? as we are talking about rant/luci vs structures, what do you base your claims on? hypocrite much? if you are bothered by my lack of evidence or basis, why do you stoop to my level, instead of showing me up? oh yea, because any evidence or basis either of us can show is anecdotal.
I'm not going to argue that tyrants or lucis are OP for a few reasons. The first being that they are incomparable. Why? They have different functions, different uses, different strengths, and are susceptible to different types of attacks. The luci can actually be used in a variety of different ways because of the different armors available to humans. Between the battlesuit, larmor & helm, battery pack, jetpack, and grenade, there are four+ different "classes" of luci, ranging from a light suicide unit to a heavy tank to an artillery unit. The second being that I have no evidence or opinion either way. I was not arguing against your points so much as I was your argument.
"Red dot sight" has been popularized by the COD series. And for the record, I think an ADS system would be completely and totally pointless/ridiculous/unneeded/etc etc in Tremulous. Aliens move too fast for it to be of any benefit in the classical implementation. Tremulous is an arcade game - not a simulator. Such things serve no purpose in arcade games.
[/quote]True...
although the last point - we could have a similar thing to the normal guns like what they've done to the KoRx's lasgun - two times scope or a 1.5x scope. But it probably encourage campers and snipers.
Also i think rant should have at least 375 hp because they seemed to lose their method of 'tanking in the human base just to kill one turret' method. You can't even run in a good-designed human base with a rant these days... only adv marauders (if possible in the situation) and adv goons usually do most of the base killing. Actually i got another idea. [oh noes, more text to read!]
Adv Goon's snipe: remove the explosion. 1,1's goon was already good enough. But if you do, do this as well:
Tyrant: If you're not gonna tank it back up like what the title 'tyrant' says, at least give it a bomb capability like 1/2 evo(s) per acid spit or something. It helps cope with the human nades. A reason for this is that if 5 humans have the guts to run into a good alien base and luci spam, the alien base would be doomed. If it was 3 humans, they would do critical damage. If 5 tyrants rush at once into a human base, they would die, killing probably only 5-8 turrets, or more.
To stop camping: Get humans a auto-healing system like in korx, but really slow. Like 1 hp every 5 seconds or something.
Also, add a portable solar panel to give ammo to energy weapons. Nah, joking. Ehe.