Poll

What's your biggest annoyance, aside from griefers?

Team members blocking the way.
12 (25%)
Newbs discovering the e (erase) key.
4 (8.3%)
Foul language.
3 (6.3%)
People shooting structures when defending.
2 (4.2%)
Feeders.
7 (14.6%)
Base huggers.
1 (2.1%)
Bad teamwork.
2 (4.2%)
Builders who don't understand base building.
11 (22.9%)
The enemy.
2 (4.2%)
Something else.
4 (8.3%)

Total Members Voted: 44

Voting closed: April 12, 2006, 01:59:17 pm

Author Topic: Biggest non-griefer annoyance  (Read 17978 times)

Catalyc

  • Posts: 214
  • Turrets: +2/-0
Biggest non-griefer annoyance
« Reply #30 on: April 17, 2006, 04:35:05 am »
b0rsuk it seems you're annoyed by the whole game :o

Btw, you can turn off the popup windows in the options menu >_>

gee, I wonder how I can join a late game as dretch and get enough kills to evolve to adv marauder in ~10 mins. Wasn't on a newbie server either. Why go for the bsuit if theres always at least one light armoured human running around? Why evolve to basilisk (especially if you find that class useless) when you can save frags? why not  go granger and frag farm while building since you know what you're doing?

I hear people whining about nades being small and quiet, I always hear them. Maybe its because I use headphones? or my 100 ping?

I noticed base moving is pretty much useless unless a skilled/experienced/team player joins and helps me build/defend, otherwise I get classed about building by people who probably have never built anything more than a turret in a default spot because THEY didn't cover me when I spammed teamchat telling them you need to move the base in that map.

 I do agree about wasting up H build points on other unpowered structures, but killing telenodes and eggs gives you frags, so if a base is being moved you can attack right away. Not counting that whoring a spawn point is quite lame.

You probably wont even read this post anyways, but still comparing trem to ET? Come on!
ttp://tremmapping.pbwiki.com/

b0rsuk

  • Posts: 106
  • Turrets: +1/-0
Biggest non-griefer annoyance
« Reply #31 on: April 17, 2006, 09:10:17 am »
Quote from: "Catalyc"
b0rsuk it seems you're annoyed by the whole game :o

Not exactly. B0rsuk simply has a tendency not to speak about things he likes. There's no point in mentioning parts of tremulous which are fine and shouldn't change - especially in this topic.

Quote
? Why evolve to basilisk (especially if you find that class useless)

My point exactly.
Perhaps because basilisk is the only thing available to you if you have 1 kill. You can wait for points to come to you. but you have to agree it's rather illogical that you shouldn't actively help. You'd think you should help your fellow aliens to defend against humans attacking your base, but (unless team has no competent grangers) this can be counterproductive. Not to mention this "can't evolve so close to enemy" silliness. I guess it's ok when it comes to spawning tyrants in human base, but is very annoying when you are defending overmind or something of importance. You find yourself completely unable to evolve, and granger is not the best combat class. Humans may have their annoyances with armory, but they can equip no matter how close aliens are.

About grenades - I know they damage friendly buildings, but do they deal team damage if FF is off ? I think they don't. But they should, as a balance measure. Teamkillers wouldn't find it useful anyway, because you have to pay $200 for each and (I think) lose further money for teamkills.
Quote

 I do agree about wasting up H build points on other unpowered structures, but killing telenodes and eggs gives you frags, so if a base is being moved you can attack right away. Not counting that whoring a spawn point is quite lame.

Oh, so there suddenly _are_ cheap ways to play tremulous, it's not all tactics ? Deal with it :P. There are tactical reasons to spawn whore at remains of partially moved human base. This creates bottleneck at spawns, and what gives you more frags - destroying spawns, or spawn whoring - is questionable, it depends on situation.It also helps advance to higher stage. I already mentioned it forces marines to send patrol and dismantle things, and it locks human build points. They could be doing something else during that time, like defending new base from a dragoon.

I think comparing tremulous and ET is allright. Both are team-based games with goals to accomplish, and they more or less require teamwork. They use different solutions, and we certainly can discuss how each of these solutions/mechanics affects gameplay.
....and Enemy Territory: Quake Wars will have multiple deployables.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Silverius

  • Posts: 167
  • Turrets: +0/-0
Biggest non-griefer annoyance
« Reply #32 on: April 17, 2006, 09:23:16 am »
Yaranaika: Transit isn't as rushable as it seems. If you look at the human base there's a balcony nearby. This balcony is well defendable against anything except tyrants. Moving the base there is quite easy if two people move and the rest stays around to defend. As the new base and the old base are adjacent the defenders can cover both, unlike with other relocations.

So far all the times my team tried this it worked.

b0rsuk

  • Posts: 106
  • Turrets: +1/-0
Biggest non-griefer annoyance
« Reply #33 on: April 17, 2006, 09:28:47 am »
(not an annoyance)
Transit: you can build your reactor near starting position in such way that it's reachable only for dragoons and maybe marauders. It's in the big white hole in the ceiling, and requires jetpack to reach. It can be tricky if you don't think twice, because once reactor is down jetpack stops to work. So you have to stand in the right spot before a teammate removes reactor.
Great help for stalemating.
------------------------
(annoyance)
Why can you select helmet, light armor, battery pack and probably battlesuit with your bracket keys (default) ? It's not like you can activate these items anyway.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
Biggest non-griefer annoyance
« Reply #34 on: April 17, 2006, 09:10:33 pm »
my biggest annoyance are, in descending order:

-bad placed turrets (running from a basiliks/marauder with health at 15 and condition at almost 0, and there, there you see the healthpad, the turrets will take down the basi. But NOOOOO got blocked by a turret and died from a basi-swipe)

-Teammates blocking the way (dragoon pounces you, you survive, unload half of your pulse into it, the goon starts running, you go after him and... NOOOOO again a teammate starts running backwards instead of hunting the goon, blocked, goone gone^^)

-Teammates shooting a full lucifer in your back (pushes you away very far)

-builders that only build turrets (you try to move the base, delete one spawn, the armory etc. you try to rebuild at the new location, and realize there is no power left because someone spammed turrets all over the place)

-Teammates that don't listen (they wont listen to anything you suggest "don't run there, acid tube there", they run into it, again and again)

Workaphobia

  • Posts: 13
  • Turrets: +0/-0
Biggest non-griefer annoyance
« Reply #35 on: April 18, 2006, 12:42:20 am »
Hi. I just started playing this game, coming from Nexuiz. While I like many aspects of it, there are a few things that really tick me off.

Mostly it's the balance. b0rsuk mentioned a lot of the points, so I'll just say that the aliens are unable to camp or to prevent the humans from camping, simply because they lack defensive structures and ranged attacks. I understand that this is not some oversight, that it is in fact an intentional aspect of the race, but really, what good are acid tubes, trappers, and hives, when most humans can destroy them so easily without getting their hands dirty? Meanwhile, we aliens cannot rush a human settlement with turrets until we have much stronger units than dretches.

The best example I have seen of the camping problem is the elevator room. Friday I played a game that lasted almost an hour and a half, and honestly I forgot how (or even if) it ended. ATCS is a nice small map but once a turret is built at the human entrance to the center arena, dretches have no power. I kind of like Uncreation aside from the horrible, horrible, bias, but that bias is present to some degree in every map.

Just today in Uncreation, we tried to hold on to our side of the curved hallway, but humans jet packed in and flew all the way to the ceiling. In a room that tall, there's just no counter. On the other hand, I also played a game today (on a much larger map) where we kept the pressure on them long enough to remove the necessity for base defenses. It's not all bad, but I just get the feeling sometimes that the developers of this game (or mod, or whatever you call it) don't play alien too often.

Other players have lamented that stage 2 is a joke for aliens. I agree, but having not played a single game as human so far, I can't compare it to an alternative.

That.. was actually the only major point I had. The menus are a bit annoying, especially when they pop up multiple times for no reason. There's also a spawn bug that allows you to pick a creature multiple times, and it'll transport you to a new egg when it becomes available after you're already on the move.

Oh and Chaos Weevil, I didn't see anything about changing your player name in that manual - not that I don't know how to by now, but I am curious as to how you add color to it. Is it the same as in Nexuiz, with ^# formatting?


Anyway, thanks for the awesome game; I'm sure it'll continue to consume many hours from my week.

Silverius

  • Posts: 167
  • Turrets: +0/-0
Biggest non-griefer annoyance
« Reply #36 on: April 18, 2006, 08:01:02 am »
Time for some standard responses again ;).

If the humans can shoot your defenses from afar your defenses are badly placed.

You can prevent humans from camping, just sit a good end outside their base in a group.

You don't attack a base with dretches, you either wait a few minutes to get evo points or just lure the humans out.

The elevator room is indeed a recipe for boring games, but do consider it's a trap for humans too, they can't win very well from that position.

Aliens stage 2 is hard, but when aliens reach stage 3 the game is basically over for humans.

The popups can be turned off in the options menu, something like "don't show warnings".

In other words, it's not the game you're having problems with, you've just not seen it's full potential.

UnplayedNamer

  • Posts: 32
  • Turrets: +0/-0
Biggest non-griefer annoyance
« Reply #37 on: April 18, 2006, 06:27:47 pm »
Usually camping is OK and not a worry..and frequently leads to humans losing , but there are some areas where its nigh on impossible for aliens to  get into - just played a game on Niveus and the humans did the right thing by moving base early..but then went into one of the rooms with just one entrance..ho hum.

fuckknowshowmany turrets just pointing at the door in a semi circle..some humies popped out and ran about for a bit before getting slaughtered, but seemingly most of the others just sat and occasionally popped their heads out to shoot. 3 sacrifical tyrants went in there and made no impact.. it was beyond boring.
ootissimo / Footissimo@Ubuntu / UnplayedNamer / Footissmo@England (I get bored)

Silverius

  • Posts: 167
  • Turrets: +0/-0
Biggest non-griefer annoyance
« Reply #38 on: April 18, 2006, 06:34:25 pm »
The trick there is to keep the humans locked in while you build a forward base just outside theirs. Keep a few tyrants handy to kill humans getting out and buld four swarms around their door. The swarms will give the hummies a very bad time. A booster near the door can be useful too to give poison and extra regen.

Workaphobia

  • Posts: 13
  • Turrets: +0/-0
Biggest non-griefer annoyance
« Reply #39 on: April 18, 2006, 06:53:00 pm »
Quote from: "Silverius"
If the humans can shoot your defenses from afar your defenses are badly placed.

Every time they shoot them down I try to rebuild them a little further away from the door, along the wall. It's hard to tell how far away they can be placed and still be effective. But if there are two or three guys flooding your base with pulse laser fire, even if they're not hitting anything of value, it's still an intimidating position.

Quote from: "Silverius"
You can prevent humans from camping, just sit a good end outside their base in a group.

If you're lucky enough to have a team that actively tries to avoid feeding them, perhaps. But there will always be a few teammates who try to attack anyway (and sometimes I'm one of them). The humans simply don't *need* to be on the offensive to be effective. In every single game, all they need to do is sit tight and wait for us to come to them, because they know the battle will go better for them on their terms than it will for us on ours.

Quote from: "Silverius"
You don't attack a base with dretches, you either wait a few minutes to get evo points or just lure the humans out.

Sometimes they are smart and can't be lured. I think it would be awesome if the aliens were given early alternatives to dretches that were designed specifically to assault bases.

Quote from: "Silverius"
The elevator room is indeed a recipe for boring games, but do consider it's a trap for humans too, they can't win very well from that position.

I suppose so. It's just a pretty sucky stalemate. Next time it happens, I'm abandoning the match.

Quote from: "Silverius"
Aliens stage 2 is hard, but when aliens reach stage 3 the game is basically over for humans.

It's just that instead of this nice gradual buildup of technological power, we have a game where aliens are pathetic until they make 70 or so kills, and suddenly they're gods. It happens too often that stage three humans defeat stage one aliens.

Quote from: "Silverius"
The popups can be turned off in the options menu, something like "don't show warnings".

That only turns off the popups that tell you why you can't build in a certain area, etc. I'm also talking about spawning and building dialogs - very often I die as a granger because I'm clicking cancel instead of fleeing for my life, simply because I forget that my primary attack is a self-inflicted popup.

Quote from: "Silverius"
In other words, it's not the game you're having problems with, you've just not seen it's full potential.

I'm sure I haven't, but that doesn't mean the game can't be improved. :)

Silverius

  • Posts: 167
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Biggest non-griefer annoyance
« Reply #40 on: April 18, 2006, 07:02:51 pm »
Quote from: "Workaphobia"
Every time they shoot them down I try to rebuild them a little further away from the door, along the wall. It's hard to tell how far away they can be placed and still be effective. But if there are two or three guys flooding your base with pulse laser fire, even if they're not hitting anything of value, it's still an intimidating position.


It is sometimes hard to position defenses, yes. And some maps don't make it easy to place adequate defenses near doors unfortunately.

Quote from: "Workaphobia"
If you're lucky enough to have a team that actively tries to avoid feeding them, perhaps. But there will always be a few teammates who try to attack anyway (and sometimes I'm one of them). The humans simply don't *need* to be on the offensive to be effective. In every single game, all they need to do is sit tight and wait for us to come to them, because they know the battle will go better for them on their terms than it will for us on ours.


Ah yes, that ancient nemesis of victory, the own team :D. Unfortunately public servers do indeed have an all too large share of players who don't understand tactics. That's life I guess.

Quote from: "Workaphobia"
Sometimes they are smart and can't be lured. I think it would be awesome if the aliens were given early alternatives to dretches that were designed specifically to assault bases.


That's what mauraders are for. If your team can manage to stay in safety for four minutes you can all get mauraders and make a big hopping fest in the human base. And remember that humans are very good at shooting their own buildings ;).

Quote from: "Workaphobia"
It's just that instead of this nice gradual buildup of technological power, we have a game where aliens are pathetic until they make 70 or so kills, and suddenly they're gods. It happens too often that stage three humans defeat stage one aliens.


Dragoons are pretty awesome though. Yes, aliens don't get as much new toys as humans at s2, but they start out stronger.

Greewi

  • Posts: 13
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    • http://greewi.free.fr
Biggest non-griefer annoyance
« Reply #41 on: April 18, 2006, 08:59:55 pm »
Something that people seem to forgot is that credit is given to those that dont feed any people if the dont kill any one... So they dont go out from their base ? Wait a moment, you will have credit... 8)
'm sorry for my poor language : it is not my native...

UnplayedNamer

  • Posts: 32
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Biggest non-griefer annoyance
« Reply #42 on: April 21, 2006, 03:52:47 pm »
Quote from: "Silverius"
My experience is that those who make those comments are not very experienced. If they were experienced they'd know that Trem is a team game and that teamplay doesn't mean insulting the team. Plus such folks never seem to actually do something to coordinate the team. Just disregard them.


Well, obviously its only a small subset of people, but I've just played a game with someone who is well-known and registered on here (and is a moderately good player), but starting with all the barking, complaining and even some 'noobying'.  Kinda annoying as he complained so much that I felt I had to go granger and that left only one person really making the kills.  If he'd actually bothered to look at the scorecard he would've realised that we had (at least) two noobie unnameds on our team who would've probably been helped if they were given proper instructions rather than 'FFS BOOSTER' and whatnot...i.e. "build booster in base / front / whatever plz"

In reverse, I played a game with 'Elvis', as human (which I very rarely do) and had to go builder and he explicitly gave instructions - I only needed to know where to build and the fact that there was a gap in the defence, but it was appreciated anyway..and what was a difficult game went to a draw (and was enjoyable).
ootissimo / Footissimo@Ubuntu / UnplayedNamer / Footissmo@England (I get bored)

b0rsuk

  • Posts: 106
  • Turrets: +1/-0
Biggest non-griefer annoyance
« Reply #43 on: April 22, 2006, 12:58:55 am »
I think when someone suicides, last player to damage him should get the kill. At least if the victim is poisoned/gassed.
I just had 3 or so rambo humans purposedly jump into 'wrong place' on arachnid to deny me gas kills. The fourth would-be-frag jumped from high ground, and again I got nothing.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

leilei

  • Guest
Biggest non-griefer annoyance
« Reply #44 on: April 22, 2006, 04:16:51 am »
me playing because i don't know how to play these