Author Topic: TJW new version of Tremulous  (Read 115514 times)

Plague Bringer

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TJW new version of Tremulous
« Reply #120 on: April 08, 2007, 12:53:07 am »
You cant do jack with the charge times now.
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AKAnotu

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« Reply #121 on: April 08, 2007, 04:55:38 am »
ok, i've just played even more games, now with the new update, and have tried out the new zap, gas, and trample

I now award tjw the AKAnotu's wtf this is screwed seal of approval
congrats!you are the first one to recieve this distinguished award!
please make one seffylight!

the new zap is supposed to be for base breaking, and for the super fast repeat time it's good for that. however, you also made it like (eggageration), 1dps. no seriously. i tried it on a dying (as in death screaming) POISONED battlesuit, and it didn't kill him, in fact, i was better off biting after the medkit, as it didn't even do enough damage to keep hurting during the 1hp a second stage of it. pathetic. the trample is now really hard to use as an attack, so i'll get back to you on that, but it's pretty creepy. the basilisk gas is kinda crappy, because after using it, you can't slash for a couple seconds, so how does it even work, as it goes away faster than you can slash again...however, the new bsuit look height is extremely fun, but makes it harder to saw things, as you have to look down (even for goons, lol) and can cause strange deaths because of that.
it's unbalanced, and in the endgame, can take ten muinits of boring camping to finish, ruining the fast paced action of trem that makes it so fun. it's kinda late, so i'll add more in an edit

Norfenstein

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« Reply #122 on: April 08, 2007, 05:50:09 am »
Quote from: "Plague Bringer"
Twice as long to fully charge a primary
Wrong, fully charged shots should take exactly the same amount of time as they did before. It's only less than fully charged shots that take longer. And it no longer has a minimum charge requirement. I think the secondary attack speaks for itself.

Quote from: "cephas"
I'll see if I can run some statistics over the numbers you have. Is that data available anywhere?
I don't know where or how Timbo/tjw keep that data. The best I can offer you is this for use with your own log files.

temple

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« Reply #123 on: April 08, 2007, 09:12:34 am »
After more playing and really trying to do things the new way...

Teamwork
I see where TJW and Norf are going with this and its okay.  Actually, my frustration has been with teammates that refuse to work together.  As aliens and humans, if people play specific roles, I can see them winning.

This is hardest for aliens because aliens are melee ranged and cannot see each other on their radar. The alien radar should show what classes are around so you can see find a basilisk (since aliens need them for mobile regeneration).  A team of 2-3 marauders or 2 advanced dragoons with a tyrant to defend their retreat forms a good base attacking party.  Throw in a basilisk or a forward egg, and you have sustainable attacks.  The key is having enough people together.  Without it, base attacks just don't work.  

I'm going to give run down on the basics

Aliens
Everything from structures to the classes need a boost in hit points.  With regeneration drastically decreased, aliens are too susceptible to risk-free 'pot shots' by humans.  Its cheap and it delays games.  If aliens have to adjust to Unlagged, humans need to something to counter balance it.  They need to commit to being aggressive rather than camp and chase down worn out aliens.  
FYI: Aliens haven't been getting evolution points for killing structures.  I know humans get them.  

Dretches
Pros:  Dretches are just right at Stage 1.  They can get in a human base and take out campers.  At Stage 2, a naked or weakly armored human can be instant killed with bite and poison damage (not considering medikits).  I had a lot of success with letting humans run the map and sneak attacking them.
Cons:  At human Stage 2, helmets make dretches less threaten due to being able to locate them.   I think dretches are pretty relative in power with rifle men and that's good.  

Basilisks/Advanced Basilisks
Pros: Basilisks are worth the 1-2 evolution points now.  They can actually kill something quickly and the gas effect is very helpful.  
Cons:  Team-killing.  It pretty fair considering humans can teamkill each other too but it makes the class less desirable.
Helmets and harassment.  Once humans get more experience, they will go after the basilisk first.  Maybe that's intended but it also makes playing a basilisk less desirable.  
FYI:  Basilisks haven't been getting evolution points for grabs.
Suggestion  I would like gas if it worked more like a projectile.  Something like hive swarm.  It wouldn't need long range, just long enough to keep advanced basilisks from getting sniped or hunted as much.

Marauders/Advanced Marauders
Pros:  Wider claw range is better.   Advanced marauder zap is fun and a lot easier to use.  
Cons:   Honestly, I'm not impressed with basic marauders.  It feels like aliens are going to need 2 or 3 marauders zapping to hurt the human base.  I feel zap needs more damage per second.  Right now, it looks cool but feels like it isn't hurting structures and that may discourage people from playing the class.  

Dragoons/Advanced Dragoons
Pros:  Still powerful against stage 1 humans.  Advanced dragoons  fit stage 2 to me because it takes time to snipe a human base and stage 3 is too long to wait.  They add needed pressure to divide the human team between rushing and defending.  
Cons:  They are bigger and next to basilisks, I feel they are bad for getting picked on.   Humans can easily abuse their larger hitbox size.  Its balanced because a human can spend a lot of credits and get killed by a poisonous dretch or basilisk.  
Suggestion  I would give advanced dragoons (not regular dragoon) the old chomp range because they have to defend themselves. Since they can't pounce and regenerate like they used to, at least make so that advanced dragoons can stand their ground better.

Tyrants
Pros:  Trample is better now.  Its faster to charge and deals more damage.  A powerful combination is a basilisk hold a human still while a tyrant tramples them.   All in all, tyrants still have their most of their old power despite changes and make the best defender class.  They are in line with battlesuit/chaingun or battlesuit/lucifer cannon combination.  
Cons:  Trample is not all its cracked up to be.  In a fast fight, you can be killed trying to charge a trample.  It is easy to under charge.  The increased view height and decreased maul range makes mauling a challenge.  They cost 5 evolutions points and its going to take awhile before players develop the skill to use tyrants well.
By and large, tyrants cannot camp outside the human base because they are so easy to hit and have so much health to regenerate.  They have to be moving or close to a source for healing.

Poison/Boosters
Pros:  Its deadly and faster.  Hands down, I think poison is the best base defense the aliens have because it forces humans use the medikit and defending aliens can keep poison on them while at the base.  The regeneration factor makes boosters worth risking a forward egg.  I think it is balanced like the medistation.  
Cons:  The poison buff is lasts a shorter time.  I think makes aliens feel like they have to rush to use to before it wears off and it could lead to feeding or breaking away from the team.  
Suggestion  Aliens need something better than a time duration to control poison.  I would suggest aliens can use the medikit button/functionality to trigger when they will have the poison effect.  It could be balanced by only having 1 charge.  Humans can control when they use their medikit and they can control how much ammo they use.  Aliens should be able to control their poison buff better.  

Humans
Overall, the human team is more fun to play.  The stamina increase is too helpful.  Good base building is more rewarding with the new turrets and the need for tesla generators.  Before, humans would plop down a bunch of turrets and hope they last.  Players would gear up and pray to make it to the alien base.  The team feels more controlled.  

No comments on the blaster.

Rifles
Pros:  Unlagged makes them hit more.  The spread isn't as bad, though most players probably wouldn't notice.  They may not kill the bigger aliens by they can ward them off.  It is what it is, a good way to get credits for other weapons.
Cons:  Traditional drawback, no new issues.

Painsaws
Pros:  It has a longer range and is actually good at attacking.  Aliens are going to have a harder time abusing a painsawer trying to reach their base.  
Cons:  This isn't a substitute to a long range weapon against good aliens.  
FYI  Sprint and saw is a powerful combination.  Personally, I'm afraid of 'painsaw militias' defending human base.  Maybe the increased range is more powerful than people realize.  
Suggestion:  Maybe the cost of the painsaw should be looked at.  Overall, its not a huge issue but it worth keeping tabs on.  

Shotguns
Nothing new about them.

Lasguns
Pros:  With Unlagged, more stray shots land.  Not really a huge benefit to a weapon that is hitscan.  
Cons:   Honestly, bigger aliens don't fear lasguns and shouldn't.  It only going to kill dretches and other stage 1 aliens.  Using it when aliens are stage 3 and somewhat at stage 2 will be a liability
FYI:  It is more accurate and excellent at pelting aliens from a distance without risk, thus forcing aliens to regenerate more often.  Aliens are finding that using a dretch isn't as useful and the dretch is not threatening the whole game (and they shouldn't be).  

Mass Driver
Pros:  Its accurate, reliable at long range, and powerful.  This is becoming a long range shotgun.  
Cons:  Traditional drawback, no new issues.
FYI:  Due to slow alien regeneration, the mass driver has been powerful in combination with the helmet to snipe and chase down attacks.   Tabs need to be kept on it because a good  mass driver shooter, or worse a pair of shooters, can be brutal.  It only takes 3 dretch kills for a helmet, light armor, and mass driver (excluding the battery pack).

Chainguns
I don't understand the changes between the old and the new chaingun.  I don't want to comment until I understand the changes better.  

Pulse Rifles
Nothing new about them.

Grenades
Nothing new about them.

Flame Throwers
Pros:  Longer range and less self damage because the flame moves faster than a human can run.  The flame thrower is a lot more fun to use and feels useful instead of suicide.  
Cons:  Maybe its just me, but the flame spread seems smaller, so it will need to be aimed more accurately.  
FYI:  It seems unfair to me that dragoons and tyrants get their range reduced but flamers get their range increased.  Maybe it is just me.  

Lucifer Cannons
Pros:  Faster secondary shot is great for ammo consumption.  The lucifer cannon isn't such a ammo hog and dretches can't waste your ammo before you get their base.
Cons:  2 second cooldown between primary fire shots.  No more spam happy dretch killing fun.  This lowers the rapid fire use in the alien base to harass them.  Personally, I've played on the SST server when players were forced to charge for 2 seconds before firing the lucifer cannon.  It doesn't really affect the damage per second of the weapon and  I think it is an improvement.  Humans aiming at their feet to kill dretches over and over was lame.  Now, players have to pay more attention.  

Turrets
Pros:  More power and more range.  These turrets are very good at discouraging large aliens and forces aliens to do more than rush the base.  They add more risk the alien attack and encourages teamwork to overpower the turrets.  
Cons:  Turrets take longer to start firing on an alien.  Some say this allows dretches to run around and get kills in the human base.  Humans will not have an run-to savior anymore when staying inside the base.  The new turrets force human builders to do more than clump them up and force defenders to take a more active role.  I think this is an improvement in the overall gameplay of Tremulous.

Tesla Generators
Pros:  These are actually needed now because of the slower turrets.  The defensive computer is no longer needed to build them.  Tesla Generator have a second lease on life.  
Cons:    Easy to snipe or swipe.  
FYI:  I know I had complained about their range but now I think its okay for an stage 3 structure with a slightly higher build cost.  They should be good at killing dretches.  

Reactor/Defensive Computer
I don't know all the details of this improvement so I could be off a little.
Pros:  The reactor can super zap with the defensive computer.    Since this is available at stage 2, humans have a version of the telsa generator.  The defensive computer also gives alerts when the base is attacked.
Cons:  Requires a defensive computer and not that useful past stage 2.  At stage 3, humans get tesla generators and they serve the same role with more range due to positioning.    As for the alerts, human will probably have a defender in the base anyway.

Past Objections and comments
With the exception of details about damage or ranges, I stand behind what I said in past posts.  The only wild card in my opinion is the user interface improvement hinted at by TJW.  

With both teams being base dependent, humans will have dedicated alien defenders and more aliens in the base from the need to regeneration when attacking  They will have to use teamwork and numbers to attack the alien base.  With aliens, they will have to use teamwork and numbers due to the deadliness of the human base and weakened individual power (and because the armory is about twice as strong and can't be killed as easily).  

I don't know if that will be more fun.  Consider the experience on a public server.

Right now, TJW's server plays mostly standard maps.  These maps are smaller than many of the newer maps.  When aliens have to fight on a larger battlefield, the loss of regular regeneration and dependence on their base will be a hard transition.  

The underlying 'ranged versus melee' issues between humans and aliens will continue to frustrate players.  Hit points, Hit points, Hit points.  Think of the alien hit points.

Ceaser342

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« Reply #124 on: April 08, 2007, 02:26:00 pm »
I have to agree with temple and the hit points.  Unlagged makes even 300 pingers deadly to an alien.  Couple that with no regen it hurts badly.   I just think your putting to much trust on the tremulous community to work as a team in public servers.

Team work is already hard enough right now because you have to type your messages.  Voice communication or hotkey commands like in battle field are a huge must have.  Team Speak is only practical in clan matches.  If your going down the team play root at least help us improve communication.  There just isn't enough keys to make all the binds you need and have there where there easy to get too.
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Plague Bringer

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« Reply #125 on: April 08, 2007, 02:52:47 pm »
Quote from: "Norfenstein"
Quote from: "Plague Bringer"
Twice as long to fully charge a primary
Wrong, fully charged shots should take exactly the same amount of time as they did before. It's only less than fully charged shots that take longer. And it no longer has a minimum charge requirement. I think the secondary attack speaks for itself.


You're just making thing confusing now.
Things are getting too fucking complicated, this is a pointless change. Luci should beep when it's fully charged, not 2 seconds after.

Along with the Tyrant charge meter you need a luci charge meter, or make the damned thing beep when it'll shoot a fully charged blast.

And, do you mean that the longer you hold luci the weaker it gets?

Here's what I mean
Code: [Select]
++++*---o


LEGEND
+ = charging (getting stronger)
* = fully charged
- = loosing charge (getting weaker)
o = beep
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kevlarman

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« Reply #126 on: April 08, 2007, 06:38:50 pm »
Quote from: "Plague Bringer"
Quote from: "Norfenstein"
Quote from: "Plague Bringer"
Twice as long to fully charge a primary
Wrong, fully charged shots should take exactly the same amount of time as they did before. It's only less than fully charged shots that take longer. And it no longer has a minimum charge requirement. I think the secondary attack speaks for itself.


You're just making thing confusing now.
Things are getting too fucking complicated, this is a pointless change. Luci should beep when it's fully charged, not 2 seconds after.

Along with the Tyrant charge meter you need a luci charge meter, or make the damned thing beep when it'll shoot a fully charged blast.

And, do you mean that the longer you hold luci the weaker it gets?

Here's what I mean
Code: [Select]
++++*---o


LEGEND
+ = charging (getting stronger)
* = fully charged
- = loosing charge (getting weaker)
o = beep
luci has a longer repeat on the primary attack, the firing rate remains the same if you fire fully charged blasts, but you have to wait longer if you don't charge to full, so whether or not you release a full blast, you start charging the next one at the same time.


@temple: goon+ range 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.
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techhead

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« Reply #127 on: April 08, 2007, 07:15:38 pm »
An interesting take on the MD follows.
Dretches don't care if you boost the MD damage, a one shot kill is a one shot kill.
Increase the damage to at least 40, but increase the cooldown to give it a nearly equivalent DPS.
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Ceaser342

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« Reply #128 on: April 08, 2007, 09:50:52 pm »
Here is how I think the game stacks up.

s1vs1=alien advantage due to crappy start base and new turrets.

s2vs2=human advantage due to unlagged and helmet.

s3vs3=Humans win hands down.  The new chainsuit is deadly.

s2 H vs s1 A=humans win in no time at all.

s2 A vs s1 H=Bout the same as s1 vs s1 but tipped toward aliens due to poison

s3 H vs S1 A= human win.  Not questions asked.

s3 A vs S1 H= if the humans have there base built right this game is still to close to call since tyrants die the moment they enter and a few MD shots will send a adv goon running for cover.

S3 H vs S2 aliens= Still a human win.  TY for the deadly chain suit.

S3 A vs S2 H= balanced could go either way.

My point is the game is not getting any closer to balance.  Aliens win easily if they rush at the beginning.  But after humans hit s2 its goes down hill.
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Mispeled

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« Reply #129 on: April 09, 2007, 02:03:04 am »
Quote from: "Ceaser342"
Here is how I think the game stacks up.

...

My point is the game is not getting any closer to balance.  Aliens win easily if they rush at the beginning.  But after humans hit s2 its goes down hill.

That's all extremely theoretical speculation and can't touch concrete evidence. These two graphs were linked to in one of Norf's posts:
previously alien to human wins ratio is about 1.7
now alien to human wins is about .88

BabyAlien

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« Reply #130 on: April 11, 2007, 07:09:18 am »
Quote from: "Mispeled"
Quote from: "Ceaser342"
Here is how I think the game stacks up.

...

My point is the game is not getting any closer to balance.  Aliens win easily if they rush at the beginning.  But after humans hit s2 its goes down hill.

That's all extremely theoretical speculation and can't touch concrete evidence. These two graphs were linked to in one of Norf's posts:
previously alien to human wins ratio is about 1.7
now alien to human wins is about .88


Call me ignorant, but isn't 142/150 = .94?

... maybe the chart has changed since you posted it...
ah, that wasn't a tyrant you killed, it was just a baby tyrant.

AKAnotu

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« Reply #131 on: April 11, 2007, 09:52:53 pm »
actually, as people keep saying, FUN BEFORE BALANCE!!  even if it's balanced, most games i play on the tjw servers have long portions of camping and credit starving depending what team your on, making the game less fun, if none at all. you should pm random  players asking if they enjoyed the game during and after to get a chart of fun as well. just saying

Plague Bringer

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« Reply #132 on: April 11, 2007, 10:11:45 pm »
Quote
previously alien to human wins ratio is about 1.7
now alien to human wins is about .88


Well, that's certainly more balanced. The problem is, that change is HUGE! You must've either nerfed the aliens a lot or buffed the humans a lot (or both) to get a large chagne like that so quickly.

A large change like this is bad, you should've taken it slowly.
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Henners

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« Reply #133 on: April 12, 2007, 03:50:07 am »
Quote
actually, as people keep saying, FUN BEFORE BALANCE!!


Hahahaha hahahaha hahahaha

I cant believe people are seriously posting this.
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Harry Joe

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« Reply #134 on: April 14, 2007, 01:29:46 am »
I've only played with these changes a bit, but i made sure to try both human and alien to get a feel for things. I didn't play much though because the changes are pretty shitty for overall game balance.

I'm not writing an essay on this but IMO too many of the changes are basically made to give unskilled players a much bigger chance against the skilled. I don't know, or particularly care who has a say in the changes, but it's obvious they are trying to compensate for lack of skill on their end with most of the changes.

Basically, a human team that doesn't completely suck ass is going to win a huge majority of games. Any alien victories will be because of a quick rush, or because of a mistake on the humies part.

kevlarman

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« Reply #135 on: April 15, 2007, 06:58:18 pm »
Quote from: "Plague Bringer"
Quote
previously alien to human wins ratio is about 1.7
now alien to human wins is about .88


Well, that's certainly more balanced. The problem is, that change is HUGE! You must've either nerfed the aliens a lot or buffed the humans a lot (or both) to get a large chagne like that so quickly.

A large change like this is bad, you should've taken it slowly.
the change didn't happen quickly, it happened over months, you just didn't care enough to pay attention to it. first aliens had no regen at all when not on creep, then 1hp/sec for all aliens, then 1/3 normal regen (as it is now), tyrant aura was changed from 2x regen to giving surrounding aliens normal regen, but not the tyrant himself (and tyrant regen buffed from 7 to 9), booster regen changed from 2x to 3x, tyrant aura moved to regular basi, and the aura affected the basi itself, as well as a 2x aura on adv. basi, the basi auras changed from 1x and 2x to 2x and 3x. after that i can't remember the specific order of the changes, but each of those changes was tested for a couple weeks before the next one, and each of them made the game a lot more fun (well, after 1hp/sec, that one sucked pretty badly for balance, but now that i think about it, more because none of us had adjusted to it at the time)
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| #
|.@.-##
-----

Lava Croft

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« Reply #136 on: April 16, 2007, 08:54:18 am »
If people like Akanotu do not like the changes, Norfenstein and tjw have done a good job. Now we can only hope they will push on and make sure people like Akanotu actually stop playing Tremulous and just leave.

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« Reply #137 on: April 16, 2007, 10:19:27 am »
Quote from: "techhead"
An interesting take on the MD follows.
Dretches don't care if you boost the MD damage, a one shot kill is a one shot kill.
Increase the damage to at least 40, but increase the cooldown to give it a nearly equivalent DPS.


If you increase the damage and cooldown you make it less useful vs swarms and more useful for camping. Well that is my opinion anyway.
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techhead

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« Reply #138 on: April 16, 2007, 09:05:40 pm »
Hey, he fixed the dretch bounding box issue.
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PHREAK

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« Reply #139 on: April 17, 2007, 12:17:30 am »
While I voiced my opinion very early about these changes, I kept the later comments to myself due to the alpha nature of the TJW testing server.

After having played for a few days on it I feel inclined to repeat my early feelings about the changes.

The core idea behind the changes is what's wrong here.
I do agree that Trem needed change. It needed balance and a slight change of pace.

However, I also believe that aliens were close to perfect from day one and started to go downhill with the TJW and R1 changes. All changes, not just the recent ones.

One main problem is that people have continually nerfed the aliens instead of increasing human power.
Trem needs a monster tyrant, it needs alien regen, it needs kamikaze drethches, etc. All humans need is something to counter it.
I like the new H base changes a lot, but not with nerfing large aliens on top of that. IMO, either do one or the other, preferably NOT nerf aliens.

By nerfing the aliens rather then simply giving humans a fighting chance, you are killing the core fun part of playing Trem.

Before, alien S3 meant "oh shit" to humans. Now it's "cool shit, faster creds". If this isn't a 180, I don't know what is.

What needed to be done IMO is make higher alien clases more expansive, so you avoid having a 90% Tyrant team.
Get rid of the silly sharing system.
Give humans more powerful weapons (not lucy powerful but chaingun powerful, e.g. dependent on skill rather then stupidity) and a good base (one change I like)

I hope you guys get the idea.

Don't get me wrong, not all change is bad. However, having TJW and god-knows-who be in charge of development is pure shit.
No disrespect to TJW, as I appreciate you hard work. But it's mod material. Not core game.
I'd just rather have Timbo, Jex or any other original dev give two shits about this game.

Having a "3rd party" do the game you take credit for is very weak as well as very "3rd party" biased. TJW currently decides what he likes and puts it in. Not the devs.
Instead of an open source, open community development style that a game like Trem deserves, you have chosen to do close to nothing behind closed doors for over a year.

There is a reason why the core population of Trem has moved on.
Yelling at team mates since 2006!

kevlarman

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« Reply #140 on: April 17, 2007, 12:40:38 am »
Quote from: "PHREAK"

I'd just rather have Timbo, Jex or any other original dev give two shits about this game.

Having a "3rd party" do the game you take credit for is very weak as well as very "3rd party" biased. TJW currently decides what he likes and puts it in. Not the devs.
Instead of an open source, open community development style that a game like Trem deserves, you have chosen to do close to nothing behind closed doors for over a year.

There is a reason why the core population of Trem has moved on.
last time i checked, norf was an "original dev", he is responsible for almost all of the balance changes.
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.
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temple

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TJW new version of Tremulous
« Reply #141 on: April 17, 2007, 01:39:21 am »
Quote from: "PHREAK"
While I voiced my opinion very early about these changes, I kept the later comments to myself due to the alpha nature of the TJW testing server.

After having played for a few days on it I feel inclined to repeat my early feelings about the changes.

The core idea behind the changes is what's wrong here.
I do agree that Trem needed change. It needed balance and a slight change of pace.

However, I also believe that aliens were close to perfect from day one and started to go downhill with the TJW and R1 changes. All changes, not just the recent ones.

One main problem is that people have continually nerfed the aliens instead of increasing human power.
Trem needs a monster tyrant, it needs alien regen, it needs kamikaze drethches, etc. All humans need is something to counter it.
I like the new H base changes a lot, but not with nerfing large aliens on top of that. IMO, either do one or the other, preferably NOT nerf aliens.

By nerfing the aliens rather then simply giving humans a fighting chance, you are killing the core fun part of playing Trem.

Before, alien S3 meant "oh shit" to humans. Now it's "cool shit, faster creds". If this isn't a 180, I don't know what is.

What needed to be done IMO is make higher alien clases more expansive, so you avoid having a 90% Tyrant team.
Get rid of the silly sharing system.
Give humans more powerful weapons (not lucy powerful but chaingun powerful, e.g. dependent on skill rather then stupidity) and a good base (one change I like)

I hope you guys get the idea.

Don't get me wrong, not all change is bad. However, having TJW and god-knows-who be in charge of development is pure shit.
No disrespect to TJW, as I appreciate you hard work. But it's mod material. Not core game.
I'd just rather have Timbo, Jex or any other original dev give two shits about this game.

Having a "3rd party" do the game you take credit for is very weak as well as very "3rd party" biased. TJW currently decides what he likes and puts it in. Not the devs.
Instead of an open source, open community development style that a game like Trem deserves, you have chosen to do close to nothing behind closed doors for over a year.

There is a reason why the core population of Trem has moved on.

I agree 100% on all your points.  This change is more political than necessary.  

The sure fire 'magic bullet' change to Tremulous would be an anti-tyrant weapon.  But its easier to play with with the tremulous.h file than code and model a new weapon.  I'm sure a lot of people would help but I don't think some developers want anyone touching their game.  So, instead we get a change that greatly slows down the game in the name of speeding it up.  All that is sped up is killing aliens.  That's fun to some people.

Its ironic personally because I don't even like playing Aliens any more but in order for me to have fun, I like to know both teams are balanced.  Honestly balanced.  Handicapping the Alien team isn't achieving balance or fun.  

If you think aliens were broken before 1.20, give me some of what you are smoking. Tyrants were overpowered, that's it.

PHREAK

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TJW new version of Tremulous
« Reply #142 on: April 17, 2007, 01:58:52 am »
Quote from: "kevlarman"
last time i checked, norf was an "original dev", he is responsible for almost all of the balance changes.


I was talking about TJW and R1ch.
Norf has only recently started working in conjunction with TJW.

@temple

As far as the anty tyrant weapon goes, Dyin and I have been working on it for a while now and I have posted about it somewhere in this forum.
The gun code is close to finished and model is 100% done, however I'm quite reluctant to continue work on it or release it considering the new changes.

We'll see what comes out as 1.2
I'll make a decossion then.

Fact is, while messing with the current code is easier and faster* then introducing new stuff from scratch, it's worth the effort IMO.
This game shouldn't have come down to half assed ideas and lazy face lifts that take away from the original and quite cool idea.

So many unofficial gameplay changes have been introduced and accepted as the norm over a period of over a year that the game has become very frustrating to play. That's quite a huge change from the initial standalone release.


*apparently not that fast since there hasn't been one single official release since the the standalone.
Might be just my experience with OpenSource and GLP games, but I'm used to official bug fixes and changes on a monthly basis.
Yelling at team mates since 2006!

temple

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TJW new version of Tremulous
« Reply #143 on: April 17, 2007, 03:05:50 am »
Quote from: "PHREAK"
Quote from: "kevlarman"
last time i checked, norf was an "original dev", he is responsible for almost all of the balance changes.


I was talking about TJW and R1ch.
Norf has only recently started working in conjunction with TJW.

@temple

As far as the anty tyrant weapon goes, Dyin and I have been working on it for a while now and I have posted about it somewhere in this forum.
The gun code is close to finished and model is 100% done, however I'm quite reluctant to continue work on it or release it considering the new changes.

We'll see what comes out as 1.2
I'll make a decossion then.

Fact is, while messing with the current code is easier and faster* then introducing new stuff from scratch, it's worth the effort IMO.
This game shouldn't have come down to half assed ideas and lazy face lifts that take away from the original and quite cool idea.

So many unofficial gameplay changes have been introduced and accepted as the norm over a period of over a year that the game has become very frustrating to play. That's quite a huge change from the initial standalone release.


*apparently not that fast since there hasn't been one single official release since the the standalone.
Might be just my experience with OpenSource and GLP games, but I'm used to official bug fixes and changes on a monthly basis.

Are you talking about the gun with the 'sweet spot' fire.  Cause that would be good.

tsurano

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« Reply #144 on: April 17, 2007, 03:06:36 am »
If your going to make all these changes add these too

1. Acid tubes and trappers are now combined, no more trappers just tubes
2. Humans only have 75 life, 100 with bsuit
3. Luci full charge only does 150 damage
4. Humans move slower
5. Medikit works slower
6. Acid tubes have more range
7. Lucispam shots fire slower and do less damage

I bet all the human players would go berserk over this... I play humans and aliens and I would hate the new changes.  Camping humans already make rushing enemy base harder, but with superturrets and slower regeneration alien team is just gonna go on suicide missions.  Please dont make these changes :granger:  :granger:

PHREAK

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« Reply #145 on: April 17, 2007, 03:51:01 am »
Quote from: "temple"

Are you talking about the gun with the 'sweet spot' fire.  Cause that would be good.


Yes, that's the gun.
Dyin kindly nicknamed it "Fivelink".
You'll have to ask him why  :wink:
Yelling at team mates since 2006!

kevlarman

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« Reply #146 on: April 17, 2007, 06:55:32 am »
Quote from: "PHREAK"
Quote from: "kevlarman"
last time i checked, norf was an "original dev", he is responsible for almost all of the balance changes.


I was talking about TJW and R1ch.
Norf has only recently started working in conjunction with TJW.
the only change to gameplay that r1ch made was reducing pounce damage to 99 iirc, the only changes tjw made to gameplay were the goon nerf (no chomping midpounce), a slight poison buff (which norf then buffed much more) and dretchpunt. the rest of the changes were made with the knowledge of the devs.
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| #
|.@.-##
-----

techhead

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TJW new version of Tremulous
« Reply #147 on: April 17, 2007, 09:00:47 pm »
Quote from: "janev"
If you increase the damage and cooldown you make it less useful vs swarms and more useful for camping. Well that is my opinion anyway.

Exactly what I mean.
Running up to a mass-driver as a dretch with your buddies has become analogous to running up to a flamethower. Complete and utter suicide. Except that mass-driver has an unlimited range.
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Ceaser342

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« Reply #148 on: April 18, 2007, 12:54:51 pm »
But its fun to camp at one end of transit and pick off the dretchies >.>
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techhead

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TJW new version of Tremulous
« Reply #149 on: April 20, 2007, 08:43:17 pm »
Just in, your build timer now equals the build-time of what you just built.
However, this raises 2 concerns with me.

1. No more faster timers on Advanced builders, they both have the same now. Not the big worry, though.

2. Human buildings often take less than 10 seconds to build, while alien buildings usually take more than 15. Humans can now set up their bases much quicker than aliens.
In the time it takes to set up an egg and a booster, Humans can build a Repeater, Armory, and Medistation. (30 seconds)
In the time it takes to set up a barricade (Buffed now, 8bp 300hp) and two acid tubes, humans can set up 5 turrets... (50 seconds)
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