Author Topic: Quitters and balancing teams  (Read 17775 times)

Raumkraut

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Quitters and balancing teams
« on: June 13, 2006, 06:01:24 pm »
A few times recently, I've been playing good ~8v8 games when, half-way through, most of one team just quits (usually mine - do I smell or something?), leaving the remaining players fighting a desperate battle against all the odds. While it can make for a good yarn, or an epic poem, a 2v8 game is more often just frustrating. :(

My suggestion:
Prevent players from spawning while the number of living players on their team outnumbers the total number of players on the opposition team.

Provided the smaller team can whittle down the numbers of the opposition, this should help prevent a suddenly larger team from simply overrunning the stalwarts with a constant stream of attackers, nei?

Neo

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Quitters and balancing teams
« Reply #1 on: June 13, 2006, 06:51:43 pm »
yeah, it normally happens at S3, when they could actually do something useful. Just pressing F when you have a tyrant will normally make any new humans, within earshot, disconnect immediately.

Another new lame exploit to add to this team business is that people use /team spec to switch out before dying and then join back later.

Kattana

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Quitters and balancing teams
« Reply #2 on: June 15, 2006, 01:16:49 am »
Why use /team when they can just shoot themself in teh feet and kill you both.

This game seriously needs to balance humans out, I tried getting someone to play it but after one game of human camping/spamming/still winning they they went to play a game that isnt pre-alpha quality and easily exploitable by just sitting still and clicking in the general direction of the aliens.
Those scatterplots of game balance are BS, maybe if both teams were "Good" and knew the maps, and knew what they were doing and didnt feed then it would be balanced, but that never happens and a human n00b beats a alien n00b *every single* time.

Human pricing needs some work, aliens need multiple kills to evolve into anything that can survive more than a couple hits, humans can suit up for 1 kill, armor and a weapon, and all the spam ammo is free.

If humans played smart they would never lose, they could lockout the aliens from ever getting a kill by camping and picking them off untill they hit s3 and then spam with battlesuits and wipe them out, it wouldnt take long either humans get s3 twice as fast as aliens 90% of the time.

[db@]Megabite

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Quitters and balancing teams
« Reply #3 on: June 15, 2006, 02:02:46 am »
You obviously have played this game for a long, long time...  :P

Danny
url=http://www.tremulous.info][/url]


phaedrus

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Quitters and balancing teams
« Reply #4 on: June 15, 2006, 03:18:18 am »
Quote from: "Kattana"
Why use /team when they can just shoot themself in teh feet and kill you both.

This game seriously needs to balance humans out, I tried getting someone to play it but after one game of human camping/spamming/still winning they they went to play a game that isnt pre-alpha quality and easily exploitable by just sitting still and clicking in the general direction of the aliens.
Those scatterplots of game balance are BS, maybe if both teams were "Good" and knew the maps, and knew what they were doing and didnt feed then it would be balanced, but that never happens and a human n00b beats a alien n00b *every single* time.


Yes, if you pit two teams of n00bs against each other, the humans will always win.  There is a very good reason for this, and it cannot be fixed.  This has been stated in many many different places, but humans and aliens play vastly differently.

They both have learning curves, however, anyone who plays FPS games regularly, will find that they've already climbed the hard part of the learning curve for humans.

Unfortunately, every other game and mod in the FPS genre is basic training for the humans.  The only thing that I've found to be even vaguely close to running amok as an alien is using the gauntlet in Q3A--mildly entertaining, but not a winning strategy.  It's a big difference.  It also means that anyone playing aliens has to figure out the quirks of the Trem RTS stuff as well as just figuring out how to get close enough to a hummie to kill the poor meatbag. I play alien as much as I can, but I'm way more deadly as a human.  This is, again, simply because I play other FPS games, and the movement and aiming as a human player is much the same as other FPS games (in fact, fighting against the aliens is a lot like fighting fiends in Quake1, particularly dragoons.  They have the same jump and slash behavior, and taking them down with the chaingun takes just a bit longer than taking down a fiend with the super nailgun, but the tactics are exactly the same, and work about as well).  

After a little practice, I find that playing as aliens is the real gem in this game.  I also find that games where both humans and aliens have a mix of players (each have a couple skilled players, a few solid linemen (where I usually fit), and a few n00bs), then the game is exceptionally well balanced.

Simply put, there is no way to fix this without turning aliens into exactly like humans, just with different models and different ranged weapons.  I would also catagorize this as being in the "not a bug, it's a feature!" catagory.

Jeff
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