Author Topic: Aliens need more power.  (Read 19499 times)

*Desi*

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Aliens need more power.
« on: April 10, 2006, 09:24:01 pm »
I think the aliens still need a lil more power as of right now it takes about 3 to 4 bites to kill a person in the first form but after 2 or 3 kills the humans get an assortment of weapons to kill with. I think if you gave those lil wall climbers a little more power it would be more fair. Or even gave them a projectile to launch. I mean the humans can erradicate a base at level 1 but the aliens could only dream of doing that...just my 2 cents here. I love the aliens and all ...but right now it plays out that the aliens play mostly defence until tyrants and then go mass surging. maybe you guys designed the game to go this way i dunno but being on a team that plays defence until thwe very end kind of feels pointless. With a little more attack power maybe we could take out a turret or 2 with out having to be a dragon. I know the lowest stage cant attck turrets but how far is even that ...a human can come in with a rifle and blow away an acid tube or two but we cant get close to a turret let alone hurt one...just venting how i think things are a little unbalanced. one last thing is that it is unfair that a human can buy 2 or 3 upgrades off one kill but as an alien we get only 1 point for a kill that once use is done ...maybe a pointage increase for killing would be a better answer...TY for taking the time to read.
~Dezi~

[EVIL]Unknown

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Aliens need more power.
« Reply #1 on: April 10, 2006, 09:57:25 pm »
hmmmm i both agree with ya at some point and disagree at the same time...yeah i feel that in the beginning of the game it hard to take on a soldier with a dretch...but thats if ur doing it alone...i mean with skill that i have i can take on a few soldiers at a time nailing them with head shots and constantly moving..... so actually no i dont feel like their power less.....against turrets yeah really hard to nail them if theirs 1 turret no prob just run around the thing facing it so u hit it and ull destroy it no prob cause the turret turns slowly...a few turrets and dont count on getting close to the damn thing....perhaps a weak projectile...i dont know...

as for taking the human base while a stage 1 alien....it can be done...their called marauders...they can leap over turrets with ease and take on the base if ur skilled enough...grab a bunch of people with skilled marauders and u can spawn kill those suckers... just stand on telepod and when they spawn start biting then when u feel like it u can destroy the spawns and hunt down those builders cause thats all u need to do to win

so desi i think that its not that the aliens are weak its just that people dont know how to utilize them properly and again back to the COMMUNICATION!!!!!  people just look at things too plain as it is...im a small dretch i have 25 health a few bullets and im dead many bites and they're dead...nooooooo... i have 25 health and im frickin fast that they cant take it out....it takes a good head shot to take a marine down!!! i can take a few marines out using speed and accuracy...

 :D
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Norfenstein

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Aliens need more power.
« Reply #2 on: April 10, 2006, 10:09:57 pm »
Right now, overall, aliens are winning about twice as many games as human. Pre-standalone the balance actually seemed to favor humans so the running theory is that people just haven't learned how to play the game yet (humans require significantly more teamwork than aliens to reach their potential).

The dretch can kill an unarmoured human in two hits, you just have to attack their heads (a dretch headshot to someone without a helmet does 96 damage). Dretches can damage turrets too (and teslas, though they'll kill you first if they're active), in fact a lone turret is essentially worthless as it's trivially easy to just strafe around them doing damage (basilisks do even better since their grab ability slows turret rotation).

One frag for aliens is the equivalent of 175 credits for humans. The difference is aliens trade flexiblity for reliance on a structure to upgrade. They're supposed to be different this way.

*Desi*

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Aliens need more power.
« Reply #3 on: April 10, 2006, 10:15:59 pm »
as for taking the human base while a stage 1 alien....it can be done...their called marauders...they can leap over turrets with ease and take on the base if ur skilled enough...grab a bunch of people with skilled marauders and u can spawn kill those suckers... just stand on telepod and when they spawn start biting then when u feel like it u can destroy the spawns and hunt down those builders cause thats all u need to do to win
[/quote]


Yes but as a marauder you could take out a whole base but still have the problem of the turrets :cry: ....you cant take them out but humans can take out all of our bases structures  fairly easily if they are unprotected. Dont get me wrong though. Aliens are my favorite by far. Just harder to start as an alien than as a human is what i am guessing i am pointing out.maybe as aliens we need better defensive structures.... :wink:

*Desi*

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Aliens need more power.
« Reply #4 on: April 10, 2006, 10:38:08 pm »
Man norf kinda put me in my place. Well I am not saying alines cant win. I am just saying they have to wait until they have tyrants and dragons usually to do so..... How ever i like how you put running theory is people just dont know how to use them yet. I am pretty good with a alien but you guys have made me think about somethings so i will test some more and get back to you all.

~Desi~

[EVIL]Unknown

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Aliens need more power.
« Reply #5 on: April 10, 2006, 10:40:45 pm »
Quote
es but as a marauder you could take out a whole base but still have the problem of the turrets ....you cant take them out but humans can take out all of our bases structures fairly easily if they are unprotected. Dont get me wrong though. Aliens are my favorite by far. Just harder to start as an alien than as a human is what i am guessing i am pointing out.maybe as aliens we need better defensive structures....


1. most people make turrets surround base and put none next to spawns or other structures so u can jump over them and not have to worry about them when inside

2. humans have tough time also if u can place the acids well enough so they cant shoot them from afar and have to get in close or cross doorway to get a shot where u can then try to kill them distracting them and they end up dying

3. aliens dont need better defensive structures they need people defending them...have u seen humans...while people reload and buy stuff at the armory they are at their base so when their under attack they can jump in and also shoot along with turrets to kill people...as for the aliens they dont have an armory and can evolve anywhere so there is no need for them to hang around base so thats y there not much of a defense cause there not much people hanging around base like the humans do..
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b0rsuk

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Aliens need more power.
« Reply #6 on: April 11, 2006, 07:05:39 pm »
First of all, aliens need to make some _investment_ to be able to hurt bases at all. Humans don't really need, they can attack with machineguns if they feel like it. Humans have much easier time attacking a base. And don't forget about grenades. Grenades can really slaughter bases, you don't even need the line of sight. Other than bases, they're not very good (cost-effective) unless used in bottlenecks against entire alien swarms. Throw it at attacking dragoon, there's a good chance he'll be caught in explosion on his way back, when he's too excited about killing someone to use caution while retreating.

My experience is that aliens totally own humans with tyrants UNLESS humans abuse certain base spots. There are places which easily lead to a draw (basically inaccessible by tyrants). These places are... ummm.... how do you call this map.... the one with some snow outside, and small elevator room. Elevator room human base can sucessfully defend against tyrants and lead to total stalemate/draw.

Another recently discovered base spot, on another map (I have NO IDEA why no one tried it before) is the one above big room with crates. The platform above crates. You find this place by going through upper human base entrance (initial). It's the map with lots of pillars near initial alien base. Once I actually got my team to try the spot, we laughed at tyrants, and alien team was clearly pissed off. Multiple coordinated dragoons and marauders had very hard time jumping up there. I'm confused, because this place clearly looks like made for building a base, and I haven't seen anyone build there before.

Other than these 2 spots/maps, humans seem to HAVE TO rush to win. Each time I see tyrants, humans fall sooner or later. Except perhaps Uncreation, but that map is totally broken in favor of humans (with big teams). Jetpacks and lucifer spam....
Even on transit. It might look like humans would have easy time there, because it's full of empty spaces and you can really abuse jetpacks. But marauders are almost unkillable there, and tyrants eat what's left.

I have to say aliens are much harder to adapt initially. With dretches, you should use wallwalking as much as possible, otherwise you're too easy to hit.

As basilisk, you should evolve to another lifeform, period. Prove me wrong. Not as fast as dretch or marauder, not as tough as dragoon, marauder or tyrant, and attacks are unimpressive. Very ineffective against battlesuits AND jetpacks. Something should be done about basilisks, they're especially ineffective with bigger teams/games.

My suggestion: either make basilisks tougher (probably not a good idea), or make them better opportunists.
Making them better opportunists would include:
Enable basilisks to see health bars of enemies. This would make it easy to judge if there's any point in attacking a battlesuit or just enemy in general.
Make basilisk's 'hold' ability work as well on battlesuits as on regular marines. They really don't deserve to be so crappy against battlesuit, one attack is totally useless against them, and basilisk's melee is already weak enough. All other aliens are easier to play.
Make basilisks more silent, especially jumping sound.
Perhaps give them short-ranged wallhack ability of some sort.
Basilisks really need a boost, you know.

As for my favourite alien, it would be marauder. Fairly resistant, very quick (as long as you jump around like an idiot, you're almost unkillable, even if you can't hit anything). Chain lightning is nice against crowds, flamers, painsaw, and clusters of buildings. Marauder isn't very good in vertical jumping/travel, but everything comes at a price. Their horizontal speed more than makes up for that. Marauder is probably the easiest alien for a newbie.
--------------------------

One last thing: alien defensive structures are unimpressive. Acid tube is good. Trapper is very situational, and requires some knowledge to use. But I have to say it can be suprisingly effective, for example when combined with acid tube in ATCS middle of map building. Hives are just disappointing, attack only one enemy at a time, deal unimpressive damage, and, what's unforgivable - COST MORE than acid tube. They should cloud victim's vision or something.
Oh, yes, and the barricades. I almost forgot about them, which probably proves how pointless and underused they are.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Norfenstein

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Aliens need more power.
« Reply #7 on: April 11, 2006, 10:08:24 pm »
Quote from: "b0rsuk"
Another recently discovered base spot, on another map (I have NO IDEA why no one tried it before) is the one above big room with crates...

Two reasons: A competent alien team would never allow a human team to relocate mid-game and that base just isn't very good in practice (playing against a lousy team doesn't count). Besides the fact that it's wide open on more than one side and too small to space turret fronts far enough way from vital structures, goons can damage structures from below where they can't be shot at in return.

There are lots of very strong base locations for humans - every map has at least one decent spot (almost none of which correspond with the default locations). I doubt there are very many left that experienced players haven't found yet though.

Quote from: "b0rsuk"
As basilisk, you should evolve to another lifeform, period. Prove me wrong.

No one has to prove you wrong, it's fine if you don't see the value of a class. Basilisks are cheap and simply not meant for end games. They're not worthless, but they're not necessary either. The battlesuit costs 400 credits and offers nothing except increased damage resistance. The basilisk's grab attack makes damage resistance irrelevant; once you stick someone they're dead unless they have a teammate with them. The grab used to have the same effect on all humans but it was very easily abused and thus changed. It's not going to be changed back either because a 1 or 2 frag class should not make a 400 credit investment nearly worthless.

I like your idea of making them silent though, and do wish they were a little more useful in end games.

Quote from: "b0rsuk"
One last thing: alien defensive structures are unimpressive...

In general alien bases are supposed to be weaker than human bases since it's so much easier to relocate and rebuild (they will always be more mobile than humans so this isn't really going to change). That and bases just aren't as important to aliens as they are to humans.

Supa

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Aliens need more power.
« Reply #8 on: April 11, 2006, 10:14:30 pm »
Hi again,

Quote from: "b0rsuk"
As basilisk, you should evolve to another lifeform, period. Prove me wrong.


I'd *love* to, but I need to fix my system up a bit before I can play Tremulous again.

Quote from: "b0rsuk"
Something should be done about basilisks, they're especially ineffective with bigger teams/games.


I disagree. One of the situations the Basilisk shines in is in larger games where a smart Basilisk can immobilize humans to make it easier for other teammates to get kills. Immobilizing humans in the early game so your Dretch teammates can get easy kills is a good way to get real popular with your teammates real fast. =)

Quote from: "b0rsuk"
basilisk's melee is already weak enough. All other aliens are easier to play.
Make basilisks more silent, especially jumping sound.


Stealth, stealth, stealth (ad infinitum..). Use your walk key to move silently, attack from behind, use hit and fade attacks to confuse humans, go around the entire map if you need to in order to strike at humans from behind. Also don't forget to use your gas attack as an Advanced Basilisk to make life even harder for your targets.

Quote from: "b0rsuk"
Hives are just disappointing, attack only one enemy at a time, deal unimpressive damage, and, what's unforgivable - COST MORE than acid tube.


Hives also have a long range of effectiveness *and* the swarm will chase humans around corners. =)

b0rsuk

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Aliens need more power.
« Reply #9 on: April 12, 2006, 01:14:57 am »
About basilisks: you seem to be forgetting that even fairly newbish players tend to go around in groups. Grabbing someone esentially makes you a stationary target.
It might work in early games to certain extent, but probably a waste of time in Stage2 (jetpacks, jetpacks everywhere). And it doesn't get better with Stage3.
When Stage3 starts, pretty much every group has battlesuits in them. Light armors prefer to hide behind heavies... it's not easy to sneak past a heavy, and don't mention flamers, please. One of dangers of attacking group of marines from behind is that there's a high chance that you will be shot in back by another advancing marine. And when that happens, you're not nearly as resistant as tougher aliens, and you tend to be stationary when you grab someone.
Even a group of light marines is very dangerous for a basilisk - if they can easily kill dretches, something bigger and slower is not a problem.

Don't forget you can kill Tyrant with machinegun/shotgun. But basilisk ? 2 point Marauder is worth much more than Advanced Basilisk can ever give you.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Chaos Weevil

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Aliens need more power.
« Reply #10 on: April 13, 2006, 11:52:11 pm »
Quote
Place a "thumbs up" and "thumbs down" icon next to their name on the scoreboard. Clicks on them add and subtract karma points. You can't add more than you have (maybe getting more for kills or karma that gets assigned to you?) and you can't subtract more than you've given.


:o

HELL NO!
The griefers themselves would use this to lower the Karma of respectable people.  You could make "Karma-Voting" high-karma only though...

Now that I clicked "Post Reply" instead of "New topic" it should show up here... :oops:
ot changing this sig until I get Spore

Silverius

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Aliens need more power.
« Reply #11 on: April 14, 2006, 09:42:55 am »
I've been considering how to create an alternative, but more complex implementation of karma that doesn't have such a problem. Maybe it's interesting in this discussion:

Code: [Select]
This karma calculation system is reasonably simple but has the property that
it can be recalculated on the fly with good performance and with a decent
degree of correctness.

The system is based on karma levels. Each level has an associated threshold
and weight. Here's an example that will be used in this document:

LEVEL           THRESHOLD           WEIGHT
==========================================
  5               1000               100
  4                100                10
  3                 25                 3        
  2                  4                 1
  1                  0                 0
  0                  4                 0

Each user can be conceptually seen as having a trust savings account with one
box for each level:

   0     1     2     3     4     5
+-----+-----+-----+-----+-----+-----+
|     |     |     |     |     |     |
+-----+-----+-----+-----+-----+-----+

When user A certifies user B at level C the box C of user B is increased by
the amount that's listed as the weight of the level of user A. For example,
this is Barney's account:

   0     1     2     3     4     5
+-----+-----+-----+-----+-----+-----+
|  1  |  6  |  4  |  0  |  0  |  0  |
+-----+-----+-----+-----+-----+-----+


So if Fred (level 3) certifies Barney at level 2 Barney's account becomes
this:

   0     1     2     3     4     5
+-----+-----+-----+-----+-----+-----+
|  1  |  6  |  7  |  0  |  0  |  0  |
+-----+-----+-----+-----+-----+-----+

The algorithm that decides what level somebody has is a tad complex. Roughly
put the level is the level associated with the box with the highest value in
it. However boxes with values in them that are below the thresholds of the
associated level don't count (so if you have 980 in box 5 and it's the highest of
all values you still not are a level 5 as the threshold for that is 1000). In
case of a tie the highest level is chosen. For Barney that means he has gone
from level 1 to level 2.

The reason the example has a level 0 with a higher threshold than level 1 is
to demonstrate how a "bad karma" level can be set up. In the example people
start at level 1 (threshold 0, so open to all), but can be demoted into level
0. It is expected that at level 0 a ban would be applied.

juice

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Aliens need more power.
« Reply #12 on: April 14, 2006, 06:59:22 pm »
basilisks are designed for people to exploit non-attentive humans.  this makes them extremely good for defense as they'll have other things on their minds and most likely not looking straight up when they come out of the hallway into the alien base; instead focusing on eggs, overmind, and apparent aliens.

basilisks are very handy for taking down even the heaviest of humans.  like with many things in tremulous, it simply requires patience and timing.

Terror of the East

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Aliens need more power.
« Reply #13 on: April 14, 2006, 07:56:20 pm »
I have one request and one request only. Aliens need an effective splash class. This used to be Marauder, prior to chain lightning, but it needed signficant toning down, thus the chain was introduced.

     I like the chain, but I have one qualm about it. I see the necessity for a drop off of damage in each successive chain, but the current damage drop off significantly limits the advance marauder's base killing ability.

     I propose that chain lightning has no drop off in damage when chaining metallic units (turrets and battlesuits) i.e. suppose 3 turrets are chained: the damage output would be 100%, 100%, 100%. Now if an organic unit is chained then the damage would be decreased according the current formula.

Arcozelo

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Aliens need more power.
« Reply #14 on: April 15, 2006, 05:16:06 am »
While I don't think aliens need more power that bad, I do agree that basilisks are just worthless as they are. I mean sure, the whole theory behind using a basilisk seems sounds, but in practice it's impossible to pull those marvelous exploits off.
For starters, grabing humans from behind while you are making lots of noise skittering with your feet is nigh on impossible. The human player would have to be listening to heavy metal or be extremely drunk to not notice something strange going on behind him.
Second, even IF you get lucky and grab him, it takes ages to kill him with the basilisk's wimpy attack. Even if he was travelling alone, odds are that one of his teammates will casually show up and blow you up.
Quite frankly, I can't think of a single situation where you'd be better off with a basilisk rather than with a dretch. And since dretches are free and basilisks deplete your tyrant saving pool, using basilisks makes no sense at all.

I know balance issues are very complex to deal with, but I propose just a small change to try and bring the basilisk a little closer to the spotlight - eliminate their movement noise. If they are supposed to be sneaky, then make them sneaky. Make them similar to the dretches: running makes no sound, jumping makes a little noise. As to the grabbing sound, I suspect disabling that might unbalance things too much, so it's probably best to leave it be.

b0rsuk

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Aliens need more power.
« Reply #15 on: April 15, 2006, 06:15:33 pm »
One of things I consider a problem with basilisks is that they're fairly easy to hit (not so fast, mediocre jumping, bigger targets than dretches and wallwalk is no longer so good for dodging like it it s for dretches). And because they're relatively easy to hit, they spend a lot of time regenerating. I suppose if basilisks were too resistant, it would be too easy to just rush a human and eventually take him from behind, receiving a lot of damage in process.
But how about increasing basilisk regeneration speed while keeping max hp the same ? Basilisk would still die quickly under fire, but could attempt attacks more often.

I still think basilisks should be able to prevent battlesuits from rotating. If someone is so stupid he goes alone with $800ish of money, (hardly ever happens anyway) he should be in danger.It's not like killing flamers and pulse rifles, lucifers, even painsaws is so easy anyway.
In a theoretical situation when basilisks holds a battlesuit, battlesuit can shoot ground with lucifer or use grenade. And you'd need like 20 seconds of holding him to kill him - More than enough time for an enother marine to come.

Simply give basilisk a purpose. Basilisk is in Tremulous what flametrooper is in Quake 3 Fortress - pointless.

I got an idea - how about making basilisk invisible on scanner ?
--------------------------
And while we're discussing karma - players leaving a losing team should lose karma. Leavers/losers suck, if you think you don't have a chance initiate a vote for next map.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Terror of the East

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Aliens need more power.
« Reply #16 on: April 16, 2006, 03:29:19 am »
I happen disagree with any basilisk naysayers. In the right hands a basilisk can own any human without a bsuit. And those with a bsuit it can definitely hinder long enough for some goons to come by and swat them. As far as basilisk making noise, there's a neat little run/walk toggle usually bound to the key "shift" if you hold it down, you'll notice the basilisk produces no noise. Voila! That trick also works with any other class. If you were truly skilled you could walk around a bsuit user continuously and slash at the head.

The main reason I say to give basilisk a chance is because it is very similar to the drone class in Gloom. As much as I hate to make comparisions, people that have difficulty with the drone usually say the class sucks, when in fact the opposite is true. All you need is a little practice. Don't say a class sucks when there are skilled people using it very effectively.

Catalyc

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Aliens need more power.
« Reply #17 on: April 16, 2006, 04:16:17 am »
Have to keep in mind that the basilisk is one of the most difficult classes to master (i'd say its the most difficult..), I've seen good basi players taking on 3-4 humans and killing at least 2 of them (not a group of only noobs either), stealth is the key, after the human is grabbed you can strafe and jump aruond him, best to jump on their heads for headshots. Basilisks can play a great support role for bigger aliens in end games, as was said before.
ttp://tremmapping.pbwiki.com/

b0rsuk

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Aliens need more power.
« Reply #18 on: April 16, 2006, 10:39:23 am »
Ok, name some good basilisks players and I'll spectate them (you can search servers for specific player).

About basilisk: good luck trying to basil bsuit/flamer or bsuit/lucifer. Are we talking about 1 vs 1 games here ?
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Catalyc

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Aliens need more power.
« Reply #19 on: April 16, 2006, 02:24:18 pm »
Quote from: "b0rsuk"

About basilisk: good luck trying to basil bsuit/flamer or bsuit/lucifer. Are we talking about 1 vs 1 games here ?


We're talking about games where the basi isn't stupid enough to hit the bsuit on its own, but if theres a goon trying to get him the basi can *really* help him, especially if its s2 vs s3.

As for good basi players, Supa and Norf come to mind, though I haven't seen Supa playing in a while.
ttp://tremmapping.pbwiki.com/

b0rsuk

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Aliens need more power.
« Reply #20 on: April 16, 2006, 06:49:12 pm »
Any chance you have a demo of a good basilisk player NOT playing against newbies ? I played a bit of basilisk, and ended up having most kills, BUT marines were clearly ramboing. They were going around alone and with just machineguns. (the map with elevator room). No glory about that.
I think something's broken about basilisk poison cloud. Somehow it's very unreliable, and often doesn't hit where swipe would hit. For this reason I learned to avoid using it. Swipe is usually better, and not countered by medikit most people use anyway after taking damage.

My observation is that alien players start getting lots of kills once they evolve to a bigger alien. For some reason good marauders aren't too common, but good dragoons can be found. As it is, a good dragon often has more frags than other aliens combined - in the beginning, at least.
It seems there's a threshold for killing with aliens. Once you get past that point and get marauder/dragoon, you can attack multiple marines at a time, and eat a turret or two.
The problem is that dretch is one of hardest classes to play, and it's the only one available on start. (grangers aren't too easy, either). When newbie player chooses alien, he has just dretch at his disposal, and it may take several deaths to evolve to marauder.

My suggestion: allow aliens to transfer points, with some drawbacks. Simply trasfering points with no penalty would be abusive, because you could get 3 dretches to produce 1 dragoon at the start of the game. Or you could have tyrants forever. So how about:

- Pay 4 points to give another alien 2 points
Sounds fair to me. You could transfer points you don't need to someone else. It wouldn't allow for earlir dragoons or tyrants. But you could supply players who feel uncomfortable as dretches.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

SLAVE|Mietz

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Aliens need more power.
« Reply #21 on: April 16, 2006, 07:18:27 pm »
@b0rsuk

nice suggestion, but personally I think this would be too complicated.

Dretches are nice like they are right now, they are annoing in groups.

And another point is that Trem is not about kills but teamplay, so 20 wrecked dretches to get a tyrant or goon is not a sign 4 noobnes.

I play Aliens because the "atmosphere" is right, I like annoing humans with dretches and wall-walking, because they waste a lot of ammo to hit me (and then anyone can pounce them in the reload phase^^ )

b0rsuk

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Aliens need more power.
« Reply #22 on: April 16, 2006, 07:29:59 pm »
Quote from: "SLAVE|Mietz"
@b0rsuk

Dretches are nice like they are right now, they are annoing in groups.

And another point is that Trem is not about kills but teamplay, so 20 wrecked dretches to get a tyrant or goon is not a sign 4 noobnes.


Ok, so you can care about teamwork , attack in groups, win stage2 and take losses in the process.
Or you can train  your rambodragoon skills and kill 15 people while nearest dretch has 5. (I've seen more extreme examples, but I'd like to be more casual/realistic this time). One good dragoon can outperform several dretches.
Humans rely on teamwork to get to stage2. Aliens rely on one, two good dragoons (essentially rambos !) to do the same. If anything, aliens are less reliant on teamwork. Majority of kills go to dragoons.

I admit I'm not a good dragoon, I don't even try playing fat aliens. I don't like being slow and easy target. I prefer marauder.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Catalyc

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Aliens need more power.
« Reply #23 on: April 16, 2006, 11:00:59 pm »
No offense, but get some skill, a dretch is a fucking deadly alien in s1, 96 damage in a headshot. Once humans start getting decent weapons I go dretch instead of goon since its less expensive and more annoying, as for marauders, they're excellent base destroyers when people don't build correctly. I dont have any demos prior 1.1.0 RC testing (for the promo vid), however back then, there weren't that many n00bs and 9 out of 10 players knew what they were doing. There are a lot of good dragoon players untill humans get stage2 since a dragoon can kill light armour very easly, marauder is all about bouncing above humans and getting headshots.
ttp://tremmapping.pbwiki.com/

Arcozelo

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Aliens need more power.
« Reply #24 on: April 17, 2006, 01:02:11 pm »
Well played, dretches are absolutely deadly. Hell, even not-so-well-played... I once took on a hunting group of 4 humans in s1 as a lone dretch, and killed them all. 1 dretch vs 4 humans. And I had been playing the game for less than a week.

My only grief with walking with the basilisk is that walking is (or must be) slower than running. So if the human is walking without knowing you are there, you can keep walking silently behind him but will never actually catch up to him. I haven't tried this out yet, so I might be completely wrong.

chompers

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Aliens need more power.
« Reply #25 on: April 17, 2006, 05:36:55 pm »
Quote from: "Supa"
Immobilizing humans in the early game so your Dretch teammates can get easy kills...

Yes. That is an excellent use for the basilisk.

Since they do less damage than a dretch, you should just keep the human occupied by grabbing and hitting their legs while your dretch buddies come leaping in for headchomps.

Not just in the early game, but any time when you have lots of points up while some of your teammates are stuck as dretches.

WolfWings ShadowFlight

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Aliens need more power.
« Reply #26 on: April 18, 2006, 02:28:12 am »
Quote from: "Norfenstein"
The dretch can kill an unarmoured human in two hits, you just have to attack their heads (a dretch headshot to someone without a helmet does 96 damage).


I personally think that the locational-damage multipliers are too drastic right now. Having a four-fold increase in damage if you simply know to jump to attack someone versus if you don't know that and simply rush against their legs is a little harsh.

I think the multipliers should be a little more concentrated, perhaps 0.75/1.00/1.50 so it's only twice as effective to get a headshot versus a legshot. Still rewards skill without making skill or simply raw knowledge what seperates an effective alien from a Basilisk that's pissed off that they chewed on a 'held' player for twenty seconds without killing them. :-)
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

Catalyc

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« Reply #27 on: April 18, 2006, 03:01:40 am »
Quote from: "The tremulous [url=http://www.tremulous.net
manual[/url]"]
The Dretch is the alien team’s weakest offensive class. Its only attack is to make forward contact with a human player or human defensive structure. The amount of damage dealt to a human depends on what armour they were wearing and where they were hit, with headshots resulting in the most damage. Dretches can also wallwalk; toggle it by pressing the Crouch button.
ttp://tremmapping.pbwiki.com/

Terror of the East

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« Reply #28 on: April 18, 2006, 04:41:13 am »
Headshots have drastic damage multipliers because well... they are drastically damaging in real life. If you get shot in the head with gun, you're not going to be complaining about unfair damage multipliers because you're going to be dead. The only qualm I have with head shots is that it's only fair for aliens to have "heads" as well. If I recall correctly, aliens taking damage is treated the same regardless of where damage is dealt.

Silverius

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Aliens need more power.
« Reply #29 on: April 18, 2006, 08:56:21 am »
But would alien heads be as vulnerable as human heads? They're aliens after all.