Well given the popular, if not controversial nature of my last suggestion post I've decided to propose a second, more moderate variety of changes.
1. On a variety of maps its a common theme to build lines of turrets, the most effective counter to which is to attack said line from the side. However when a turret takes critical damage, it doesn't explode instantly but rather lingers for several seconds before it explodes, forcing the alien to sit and wait or run and escape while waiting for it to explode. I propose that with a bit of extra damage beyond critical, say half the turrets original hp, that the soon to explode turret could be made to disappear instantly rather than exploding, so a third tyrant slash would cause the turret to disappear fully instead of wait and explode like only 2 would.
2. The nature of the battlesuit seems like it would negate any reliance on the stamina of the operator, but at the same time it seems to be if it was capable of sprint speed, it would operate at that speed all the time, therefore I propose that the battlesuit be incapable of sprint, but capable of unlimited jumping aided by the hydraulics or whatever makes the suit work.
3. I propose that dead humans remain on alien radar for the extent of the time that their body remains in the map(30 seconds?), just because you die doesn't mean you body goes cold, instead it would still register on infared scanners for quite some time after your death. This could also be applied to human radar depending on wether it operates based on heat as well or on motion. The major purpose of this would be to make it more difficult for aliens to camp multiple humans around the same corner, as the bodies would pile up and cause false positives on his radar.
4. As the suggestion of extra build points for a forward base seemed to be rather unpopular, what about a new building, that would cost 20-24 bp be available at s2, take half the time of a reactor to build, zap like a tesla, heal like a medpad, and provide power for itself and surroundings like a repeater. Such a device would do wonders to help the humans on large maps where its unreasonable to expect to get from human to alien base unscathed, giving the aliens a clear advantage by the time you get to their base.
5. Stamina for tyrant charge, I believe tyrants should have a delay between charges of about 5-10 seconds, thereby preventing the all too common super speed escape charge spam. Alternative to a static delay between charges would be a short delay that increases as the tyrant loses health, for example 2 seconds plus 2 more seconds for each 25% health the tyrant is missing, so a full hp tyrant would charge every 2 seconds, about what it is now, a 300-200 hp tyrant would be delayed 4 seconds, a 200-100 tyrant would be delayed 6 seconds, and a 100 or less hp tyrant would be delayed 8 seconds between charges. Inevitably someone will say, "but with that long of a delay how will a weak tyrant escape with charge?" to which I say: he won't, charge shouldn't be a viable escape method for a tyrant with sub 100 health and should be far less useful for a tyrant at half or less health.
6. The tyrant is far too powerful against naked rifles, as the luci is against dretchs. I propose that neither the tyrant nor the luci receives credit/evo for kills of free classes(granger,dretch, unarmored ckit/rifle) I believe this would curb camping of free classes for kills and would instead require more effective use of the most powerful weapons each team has to offer. I mean afterall, if you cant kill anything but dretchs or naked rifles with your tyrant or luci, do you really deserve another?
7. The Luci itself should be changed to be a more powerful seige weapon and less useful for spam, I propose that it only be capable of fully charged shots, which would consume 1 ammo each of a 4 shot maximum, have a cooldown of 4-5 seconds between shots, travel through the air at 50-75% of the speed it does now, and do roughly double the damage over double the radius that it does now. With such a long cooldown and slow velocity, it would become nearly useless for spamming, yet it would be devastating to anything that was unfortunate or fool enough to be anywhere around when it detonated.
And the following are just strange ideas that came to me that would probably have more place in tremx than vanilla trem but since im already here...
8. Chaingun turret. Just what it sounds like, a more powerful turret alternative to the tesla and not requiring a defense computer, aiming like a regular turret, but having the fire rate, and damage(6) of a chaingun, and enough health to require slightly more damage than 2 dragoon barbs to kill. It would have about 25% less spread than a chaingun wielded by a suit, ensuring that it cant snipe dretchs at maximum range every shot, but up close it would be a formidable defense.
9. Tesla gun. Also rather self explanatory, a human weapon costing 500 credits, available at stage3, only wieldable by battlesuit, that would have the cooldown, range, and damage(9) of a tesla, but would require aim similar to adv marauder zap, and would chain onto additional aliens nearby the target, dividing the damage between all affected like the adv marauder zap. Its primary purpose would be against smaller aliens, and would make a particularly nice compliment to the altered Luci proposed (see above)
10. Adv Granger spit, maybe at s2, the capabilities of the adv granger(wall walking and additional structures) should instead be added to the normal granger, and the adv granger should retain all said abilities but cost 1-2 frags, and its spit should freeze similar to a trapper.
11. Slower(tentative name for lack of better), the aliens could get a structure, available at s2, that would function similar to a trapper, but instead of freezing them it would slow their movement speed by 50%, an effect which would last until they touched a medpad, which would both slow a rampage through the alien base and allow aliens the chance of catching escaping humans. Alternatively it could be an area effect similar to the acid tube, that slows humans within its range of effect by 50%, leaving a lingering effect on them that continues to slow them by 25% after they leave its range until they touch a medpad.
Well thats all I could think of for now, and this time could we please refrain from posts by Europeans questioning the skill of a player they've never met over changes proposed to a game they clearly know little too little about to effectively comment on. You guys already killed gloom for us, can't you be happy with that and leave trem be?