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1.2 Gameplay Changes
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Topic: 1.2 Gameplay Changes (Read 155700 times)
Norfenstein
Turrets: +81/-77
Posts: 628
1.2 Gameplay Changes
«
on:
September 12, 2009, 04:47:39 PM »
Here's a mostly complete list of gameplay changes for 1.2. If you want something explained or justified feel free to ask, though for most of the number tweaks the answer is likely to amount to "it was a judgement call based on feedback and how the game was being played". At this point it's highly unlikely that anything else major (e.g. something getting added or removed) is going to change, but the beta period will most likely lead to some minor adjustments. See the following post for some preemptive explanations.
Distances are given in game units, times are given in milliseconds except where noted, regen rates are in health per second.
General
marked deconstruction
instead of instantly removing structures, deconstruct will now mark them as no longer needed
marked structures will be automatically removed when more build points are needed or when a marked structure is blocking the placement of a new structure
when reclaiming build points for a new structure, the first marked structure of the same type will be taken down; if none are marked, structures will be taken down in the order they were marked
unpowered human structures will be removed immediately instead of marked (since they use no build points to be reclaimed)
g_markedDeconstruct
0 - disable marking, structures are removed immediately (no build timer penalty)
1 - can't build over marked structures
2 - can only build structures of the same type over marked structures
3 (default) - no restriction on building over marked structures
build point queuing
structures destroyed by enemy players will not immediately become available for reuse, but instead enter a queue
build points will gradually leave the queue to become available again, at a rate proportional to the amount of points in the queue
the longest number of seconds between returning build points (i.e. when only 1 point is in the queue) is governed by g_HumanQueueTime and g_AlienQueueTime (default 8 and 12, respectively)
for humans, build point queuing only applies to structures powered directly by the reactor (including repeaters themselves), and only while the reactor is actually alive (see the section on zone build points under Repeater)
the timer for complimentary funds (governed now by g_freeKillPeriod, default 2 minutes) no longer resets on death nor on earning funds from other sources
new votes
nextmap - sets the next map without ending the current one
sudden_death - starts sudden death after g_suddenDeathVoteDelay seconds (default 180), requires g_suddenDeathVotePercent to pass (default 74, set to 0 to disable SD voting)
funds are kept when switching teams (and converted appropriately; see the section on partial frags under Aliens)
the credit for damaging a player or structure (used to distribute funds and points when a player or structure dies) is now cleared when the player or structure heals to full health
staging up is based on funds earned instead of kills
consequently, damage from structures no longer ever contributes to staging up
scoreboard shows "Score" instead of kills
score is based on funds earned, with large bonuses for killing enemy structures, and time-based points for builders
g_dretchPunt - dretches get knocked back by alien attacks (does no damage when friendly fire is on)
say_area - send a message to teammates within g_sayAreaRange (default 1000)
build timers now match up with structure build times
was: 17/12/17.5/15 seconds for all structures (double for Overmind/Reactor) built by a granger/advanced granger/construction kit/advanced construction kit
the HUD indicator is now 2.5 seconds per slice for both teams
Aliens
all alien values increased 20%
regen off-creep and outside a healing aura is 1/3 normal
partial frags - values for killing humans are no longer rounded to whole numbers
default max build points increased 100 -> 150
default max build queue timer 12000
regeneration is now smooth - health always returns 1 point per tick but at varying intervals
evolving no longer resets velocity (can now evolve mid-jump without just falling out of the air)
Granger
regular
movement speed increased 0.8 -> 0.9
FOV increased to advanced's value 80 -> 110
has slash attack
advanced
movement speed reduced 1.0 -> 0.9
bounding box reduced to regular granger size 50x50x50 -> 40x40x40
model scale reduced to regular granger size 1.25 -> 1.0
takes falling damage
Dretch
damage reduced 48 -> 36
movement speed increased 1.3 -> 1.4
base value reduced 175 -> 150
regen increased 1 -> 1.25
model scale increased 1 -> 1.2
Basilisk
both
slash range reduced 96 -> 64
grab range increased 64 -> 96
jump magnitude increased 270 -> 310
silent footsteps
grabs no longer affects turrets
regular
health reduced 75 -> 60
base regen reduced 2 -> 1.8
healing aura x2
advanced
health reduced 100 -> 80
base regen reduced 3 -> 2.4
healing aura x3
base grab time reduced to regular basilisk's time 450 -> 300
slash and grab range increased to compensate bounding box increase over regular basilisk (+3 to regular values)
gas range range reduced 200 -> 120
gas repeat increased 2000 -> 2500
gas effect
no longer poisons (even if boosted)
slows movement the same way creep does
affects armoured humans
slow lasts for 10 seconds minus a number of seconds for armour (3 bsuit, 1 helmet, 1 larmour)
aim muddling lasts for 2.5 seconds (not affected by armour)
Marauder
both
base slash range reduced 96 -> 80
slash width increased 12 -> 14
jump magnitude reduced 400 -> 380
can now walljump off entities and sloped walls
regular
bounding box reduced 50x50x38 -> 44x44x34
view height reduced 10 -> 8
regen increased 4 -> 4.5
advanced
bounding box reduced 52x52x42 -> 48x48x38
view height reduced 12 -> 10
regen increased 5 -> 5.25
slash range increased to compensate bounding box increase over regular marauder (+2 to regular value)
new zap - on a hit, chains to up to 4 targets within range of the first, instantly dealing 60 non-locational damage to all targets
Dragoon
both
base bite range reduced 96 -> 72
base pounce range reduced 72 -> 54
pounce width reduced 16 -> 14
pounce charge time increased 700 -> 800
pounce never damages teammates/friendly structures, even with friendly fire on
pounce now does knockback
can no longer bite while pouncing
the delay after pouncing and being able to bite (400ms) now applies after landing instead of after hitting
regular
bite repeat increased 700 -> 900
advanced
available at stage 2
bounding box reduced 64x64x67 -> 58x58x66
model scale reduced 1.25 -> 1.15
advanced bite and pounce range increased to compensate bounding box increase over regular dragoon (+3 to regular values)
bite repeat increased 600 -> 800
regen increased 7 -> 7.5
barb changes
repeat increase 1000 -> 1200
regen increased 10000 -> 15000
splash radius increased 0 -> 75
Tyrant
view height increased 35 -> 64
slash range reduced 128 -> 100
slash width reduced 20 -> 14 (slash height kept at 20)
slash repeat increased 750 -> 800
healing aura removed
health reduced 400 -> 350
base regen increased 7 -> 8.25
trample changes
minimum charge time reduced 750 -> 375
maximum charge time reduced 1500 -> 1000
charge can be held without automatically firing for up to 2 seconds after fully charging
trampling stops after winding down to the minimum charge, instead of after winding down completely
can no longer be charged by walking into a wall
repeat reduced 1000 -> 100
damage increased 110 -> 111
no longer does locational damage
crush attack
damages humans and human structures when falling on top of them
120 + half falling velocity nonlocational damage, 500 repeat (only repeats for players, not structures)
trample and crush never damage teammates/friendly structures, even with friendly fire on
Egg
death splash radius increased 50 -> 100
no longer gives credits
Acid tube
damage increased 6 -> 8
repeat increased 200 -> 300
death splash radius reduced 300 -> 100
Barricade
cost reduced 10 -> 8
health increased 200 -> 300
death splash radius increased 50 -> 100
shrink when aliens try to jump over
Booster
death splash radius increased 50 -> 100
regen mod increased x2 -> x3
boost time reduced 30000 -> 20000
boost time can be reset when already boosted
poison changes
effect lasts 10 seconds
damage is per second, 5 minus modifiers for armour (3 bsuit, 1 helmet, 1 larmour)
poison can be reapplied (resets the 10 second counter)
medkits no longer give temporary immunity
no longer lost when evolving
Hive
bounding box reduced 70x70x50 -> 40x40x40
sense range increased 400 -> 500
fires at attackers regardless of range
repeat reduced 5000 -> 3000
no longer fires if the swarm won't be able to hit
fires from the top of its bounding box
can have more than one swarm active at a time
swarm changes
damage increased 50 -> 80
no longer do locational damage
movement speed increased 240 -> 320
lifetime reduced 15000 -> 3000
no longer die from hitting a wall or being more than 6000 units from their hive
target the nearest human instead of chasing the same one until death
Hovel
removed
Overmind
no longer gives credits
Humans
headshot modifier reduced x2 -> x1.5
sprint changed from boost to +button8 - hold down to sprint, release to stop sprinting
cg_sprintToggle - change the behavior of +button8 to toggle sprinting
initiating a sprint is no longer disabled when blacking out (previously you could
continue
to sprint into a black-out, but couldn't
start
if you were already blacking out)
dodge
a quick, low jump: x0.5 vertical, x2.9 lateral (x0.9 when slowed), 500ms delay after landing before jumping/dodging again
+button6, hold down while strafing or moving backwards
jump stamina cost reduced 500 -> 250
unpowered structures will explode after 90 seconds
base view height reduced 26 -> 24
base crouching view height reduced 12 -> 7
firing an empty weapon makes a clicking noise (audible to aliens)
non-locational armour protection formula changed, amounting to following change in values:
old:
larm - 0.31
helm - 0.65
larm+helm - 0.2015
bsuit - 0.2
new:
standing
larm - 0.534375
helm - 0.812500
larm+helm - 0.346875
bsuit - 0.221875
crouching
larm - 0.585326
helm - 0.771739
larm+helm - 0.357065
Construction Kit
removed Advanced Construction Kit (regular kit now builds everything that's available)
repairing is done automatically when possible, without needing to press a button
deconstructing unpowered structures will immediately remove them, instead of marking them for deconstruction
displays local build points when in a repeater's power zone (see the section on zone build points under Repeater) and the reactor's build points when not
Blaster
damage increased 9 -> 10
projectile volume 10 cubed (against entities but not map architecture)
Painsaw
damage reduced 15 -> 11
range increased 40 -> 64
height of 8 (width is still 0)
Shotgun
pellet count increased 8 -> 14
damage reduced 7 -> 4
Mass Driver
damage increased 38 -> 40
Chaingun
spread reduced 1000 -> 900
damage reduced 6 -> 5
Flamethrower
cost reduced 450 -> 400
projectile speed increased 200 -> 300
projectile lifetime reduced 800 -> 700
muzzle offset lowered (can now fire in vents without self-immolating)
Pulse Rifle
cost increased 400 -> 450
clip size reduced 50 -> 40
max clips increased 4 -> 5
projectile speed increased 1000 -> 1200
projectile volume 10 cubed (against entities but not map architecture)
Lucifer Cannon
can no longer cancel charges with secondary fire
ammo capacity reduced 90 -> 80
projectile volume (primary and secondary) 10 cubed (against entities but not map architecture)
primary fire
projectile speed increased 350 -> 700
max charge time increased 2000 -> 3000
secondary fire
damage increased 27 -> 30
projectile speed increased 350 -> 1400
repeat increased 500 -> 1000
Jetpack
stamina now returns while moving in flight
Light Armour
no longer reduces the stamina taken by sprinting
Helmet
modifier increased 0.3 -> 0.4
Battlesuit
modifier for head region (0.8 - 1.0) increased 0.2 -> 0.27
viewheight increased 26 -> 29
Telenode
no longer gives frags
Turret
turning speed increased 8 -> 12
repeat increased 100 -> 150
sense range increased 300 -> 400
damage increased 4 -> 8
defense computer boosting removed
basilisk grabbing removed
spinup delay of 750 (delay between acquiring/reacquiring a target and firing)
Tesla
range reduced 250 -> 150
damage increased 9 -> 10
no longer require defense computers
fires from the top of its bounding box to the top of its target's bounding box (can now fire over turrets)
Defense Computer
no longer affects turrets
no longer required for teslas
repairs structures in its range 3 health per second, with a 2 second delay after taking damage (this effect stacks with multiple DCs)
range reduced 10000 -> 1000 (range affects what structures it heals and warns about)
fixed a bug that broke defense computers when built farther from the map origin than their range
Armoury
health increased 280 -> 420
Reactor
no longer gives frags
fixed a bug that made the defensive zap deal more damage when multiple targets were in range
Repeater
available at stage 1
cost increased 0 -> 4
no longer explode if not powering anything for 90 seconds
zone build points
repeaters provide a pool of 20 local build points that can only be used in their power zone
points from the reactor's pool can no longer be built outside the reactor's zone
power zones may overlap, but repeaters can not be built inside an existing zone
if a structure is built in the overlap of a repeater's zone and the reactor's zone, it will only take power from the reactor
Medistation
restores 30 stamina per 100ms
cures poison to anyone that touches one regardless of who is being healed
«
Last Edit: December 06, 2009, 10:13:59 PM by Norfenstein
»
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Norfenstein
Turrets: +81/-77
Posts: 628
Re: 1.2 Gameplay Changes
«
Reply #1 on:
September 12, 2009, 04:51:53 PM »
Some preemptive explanations / frequently asked questions.
omgwtfhovel
This was a matter of editing. Hovels served no purpose not covered by other structures, and we couldn't think of and didn't receive any good ideas for it, so I decided the best course of action was removing it altogether. Think of it as an extra model for modders to use.
What's with the weird alien regen values?
Alien health doesn't return in chunks one a second at a time anymore, it now returns one point at a time at varying intervals. Since this allows for greater precision in defining regen values, I defined them in terms of percentage of a class's max health per second:
Granger - 4%
Dretch - 5%
Basilisk - 3% (not counting their healing auras)
Marauder - 3%
Dragoon - 3%
Tyrant - 2.5%
Attack width? Height? Repeat?
Width and height are basically how accurate you have to be in order to hit with a melee attack. For most attacks the width is used for both the horizontal and vertical axes, but the tyrant slash and painsaw now have a separate vertical value so that tyrants can still hit teles/medis with their shorter range and battlesuits can now finally saw dretches. Repeat is how long you're forced to wait between attacks, so lower means you can fire/slash/etc. more frequently.
Those non-locational damage modifiers make no sense.
Well, they make more sense than they did before. I didn't want any armour to be of wildly different value for locational and non-locational damage so we made the formula for non-locational damage take into account what regions a piece of armour covers. Light armour, for example, leaves you vulnerable to non-locational damage because it doesn't cover your head, so I didn't think it was appropriate that it quadrupled the number of pounces you could take before dying. And now a battlesuit is actually better than wearing light armour with a helmet. Crouching produces different modifiers because light armour and helmet have different
locational
modifiers/coverage when crouching (the old formula just averaged everything together). I felt that having a formula that used the locational modifiers was better than arbitrarily maintaining two different sets of numbers.
Why no fund reward for destroying structures?
The tradeoff with awarding funds for structures is that it allows builders to feed, badly. At one point in development we awarded funds for all structures with the hope that it would encourage players to be more aggressive, but it didn't really accomplish that enough to warrant severely punishing teams for trying to build forward, or for just trying non-standard bases.
We might have kept funds for spawns/reactor/om, but the choice seemed arbitrary. Overmind/reactor might be equivalent enough to each other, but if the reactor goes down it's very unlikely that the 3 frags it'd award would make a difference in the outcome of the game. Eggs and telenodes are not equivalent since aliens need to put eggs in harm's way if they want forward bases. I could maybe see doing it for repeaters in addition to eggs and telenodes, but I'd rather see builders unafraid of being aggressive (especially since one successfully aggressive builder can set up a platform for numerous teammates to go on offense, as opposed to giving one reward to one attacker for killing an enemy structure).
«
Last Edit: October 27, 2009, 09:29:30 PM by Norfenstein
»
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Colynn'
Turrets: +28/-35
Posts: 308
<°))))<
Re: 1.2 Gameplay Changes
«
Reply #2 on:
September 12, 2009, 05:06:18 PM »
The hovel can be used as second barricade. Just it's a lower one.
What about hovel teleportation for grangers?
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Currently working on: REAL LIFE STUDIES BULLSHIT
Norfenstein
Turrets: +81/-77
Posts: 628
Re: 1.2 Gameplay Changes
«
Reply #3 on:
September 12, 2009, 05:23:22 PM »
Quote from: Colynn' on September 12, 2009, 05:06:18 PM
The hovel can be used as second barricade. Just it's a lower one.
Quote from: Norfenstein on September 12, 2009, 04:51:53 PM
Hovels served no purpose not covered by other structures...
I don't see a reason to have two structures for a team that serve exactly the same purpose.
Quote from: Colynn' on September 12, 2009, 05:06:18 PM
What about hovel teleportation for grangers?
Was discussed. Seemed to me like all it'd accomplish would be to make egg/granger-hunting an order of magnitude more aggravating.
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Colynn'
Turrets: +28/-35
Posts: 308
<°))))<
Re: 1.2 Gameplay Changes
«
Reply #4 on:
September 12, 2009, 05:39:22 PM »
If hovel works only if an OM is up, I don't really think it will encourage egg spaming.
Because first, you have to build an egg, than an hovel (that is long to build), then build a second hovel. An human with psaw can destroy the Overmind if he found it before the second hovel is built.
Btw, I'm a bit disappointed that nodes/eggs/OM/RC don't give credits anymore. Why was this removed?
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Currently working on: REAL LIFE STUDIES BULLSHIT
Norfenstein
Turrets: +81/-77
Posts: 628
Re: 1.2 Gameplay Changes
«
Reply #5 on:
September 12, 2009, 06:11:05 PM »
The tradeoff with awarding funds for structures is that it allows builders to feed, badly. At one point in development we awarded funds for all structures with the hope that it would encourage players to be more aggressive, but it didn't really accomplish that enough to warrant severely punishing teams for trying to build forward, or for just trying non-standard bases.
We might have kept funds for spawns/reactor/om, but the choice seemed arbitrary. Overmind/reactor might be equivalent enough to each other, but if the reactor goes down it's very unlikely that the 3 frags it'd award would make a difference in the outcome of the game. Eggs and telenodes are not equivalent since aliens need to put eggs in harm's way if they want forward bases. I could maybe see doing it for repeaters in addition to eggs and telenodes, but I'd rather see builders unafraid of being aggressive (especially since one successfully aggressive builder can set up a platform for numerous teammates to go on offense, as opposed to giving one reward to one attacker for killing an enemy structure).
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Asvarox
Turrets: +41/-35
Posts: 573
Re: 1.2 Gameplay Changes
«
Reply #6 on:
September 12, 2009, 08:12:37 PM »
Making our grangars hovel
l
ess is really mean, but yeah, it was almost always used as free barricade. It also allowed builders to go to places where they shouldn't be, or leave the map altogether (at atcs, niveus, thanatos, and many, many more).
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NOT SUCH HIPPIE THINGS
SlackerLinux
Spam Killer
Turrets: +41/-62
Posts: 555
Linux User!!
Re: 1.2 Gameplay Changes
«
Reply #7 on:
September 13, 2009, 01:37:40 AM »
i would've liked some form of fueled/timed jetpack use to be included to stop people who stay in air constantly in places where it is next to impossible to get them down. the hovels only use was to glitch im happy its gone.
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Slackware64 13.1
SlackersQVM/
your face
Community Moderators
Turrets: +109/-407
Posts: 3534
really your face here
Re: 1.2 Gameplay Changes
«
Reply #8 on:
September 13, 2009, 01:58:47 AM »
^^
timed jetpack with fuel would win at life, also, it shouldn't be so steady
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{NoS}
Y
our
F
ace
Quote from: codercon
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(11:53:30 AM) Koragg: Oh god all channels red
Helix.
Turrets: +23/-72
Posts: 386
Re: 1.2 Gameplay Changes
«
Reply #9 on:
September 13, 2009, 06:51:23 AM »
This should be fun.
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N.U.K.E.
Turrets: +5/-9
Posts: 79
Re: 1.2 Gameplay Changes
«
Reply #10 on:
September 13, 2009, 09:02:33 AM »
About the hovel, try it before you say "no it makes for retarted egghunting". I know of at least one server that has it, and it's mainly used for aliens to switch quickly between attack/defense, or get tyrants to previously unreachable spots such as the higher platform in arachnid2.
Btw, vent flamer is epic win
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Norfenstein
Turrets: +81/-77
Posts: 628
Re: 1.2 Gameplay Changes
«
Reply #11 on:
September 13, 2009, 01:47:55 PM »
Quote from: N.U.K.E. on September 13, 2009, 09:02:33 AM
About the hovel, try it before you say "no it makes for retarted egghunting". I know of at least one server that has it, and it's mainly used for aliens to switch quickly between attack/defense, or get tyrants to previously unreachable spots such as the higher platform in arachnid2.
It's not just egghunting. Aliens already have a significant advantage over humans in terms of mobility -- switching between attack and defense is already easier for them than for humans. I don't think increasing that advantage would benefit the game.
Quote from: SlackerLinux on September 13, 2009, 01:37:40 AM
i would've liked some form of fueled/timed jetpack use to be included to stop people who stay in air constantly in places where it is next to impossible to get them down.
This is a very common request, but I disagree that skycamping is a problem. It's useful sometimes -- and I want to keep it useful sometimes -- but people that do nothing but sit in the air simply don't contribute as much to their team as they could by doing other things. The proper response is to
ignore them
and go attack their base. I'm sure there are maps for which it really is a significant problem, but it's also possible to turn other benign things into major problems with questionable map design.
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Demolution
Turrets: +157/-64
Posts: 1198
Re: 1.2 Gameplay Changes
«
Reply #12 on:
September 13, 2009, 05:03:17 PM »
As far as tyrants being able to reach previously unreachable places, the barricade now shrinks to allow aliens to pass over it, so you can just use that instead of the hovel.
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Helix.
Turrets: +23/-72
Posts: 386
Re: 1.2 Gameplay Changes
«
Reply #13 on:
September 13, 2009, 05:03:30 PM »
Jet pack's are only useful to me for building. I'm sure some of us feel that way as well.
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Quote from: Whales.
I personally recommend placing your computer in a pentagram drawn in fetus blood, then perform ritual goat sacrifice
Quote from: solar`
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D@ve
Turrets: +9/-2
Posts: 21
Re: 1.2 Gameplay Changes
«
Reply #14 on:
September 13, 2009, 06:36:58 PM »
Nice, really nice. This should stop people to use only dretch/goon till s3.
Just a question, what is "repeat"? Is it the time between two attacks? I don't understand well.
For hovel, I always thought this building was a non-sense so...
For jet-campers, I already ignore them.
I'm wondering, when 1.2 will be officially released, will the servers display their version in serverlist? Like "base1.2" instead of "base" or something?
I think it's important to being able to know what version the server is running without using the Server Info thing.
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David
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David
Re: 1.2 Gameplay Changes
«
Reply #15 on:
September 13, 2009, 07:03:01 PM »
1.2 will have a new client, and has changed the network protocol.
So you will only see servers for the client you are running.
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Any maps not in the MG repo? Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone. I can't speak for anyone else, and there is no one who can speak for me. If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev. Nothing I say counts for anything.
Plague Bringer
Turrets: +147/-187
Posts: 3812
Re: 1.2 Gameplay Changes
«
Reply #16 on:
September 13, 2009, 07:23:15 PM »
Quote from: David on September 13, 2009, 07:03:01 PM
1.2 will have a new client, and has changed the network protocol.
So you will only see servers for the client you are running.
Will 1.2 have an integrated GUID system?
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U R A Q T
David
Spam Killer
Turrets: +249/-273
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David
Re: 1.2 Gameplay Changes
«
Reply #17 on:
September 13, 2009, 07:34:13 PM »
GUID (and all of g_admin etc) has been in trunk for ever.
EDIT: Should point out that this is just balance changes, lots of other things that have already gotten into trunk that aren't on this list. (EG voip and ipv6 and a million bug fixes)
«
Last Edit: September 13, 2009, 08:03:56 PM by David
»
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Any maps not in the MG repo? Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone. I can't speak for anyone else, and there is no one who can speak for me. If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev. Nothing I say counts for anything.
Hendrich
Turrets: +168/-147
Posts: 879
When I visit this forum, I feel old.
Re: 1.2 Gameplay Changes
«
Reply #18 on:
September 13, 2009, 08:01:51 PM »
All of these changes sound great, it shows that you've put alot of thought into it.
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ghostisback
Turrets: +8/-1
Posts: 139
Re: 1.2 Gameplay Changes
«
Reply #19 on:
September 13, 2009, 08:55:33 PM »
My opinion.
Hovel
Take away it from alien team is not so good cause aliens are an alien race so have strange structures, like hovel. And use it to go out from map , bah, just in some boring or funny games, not in normal.
About Humans
Dodge = s**t, sorry but i dont really like it.
Ckit is now useful
Flamer MUST take damage to you
Lucifer cannon is really overpowered
Turrets have a lot of damage and basilisk grab was useful to help mates to run away from them.
Tesla are really more useful now
DC mmhh i have doubts about its help
Repetears at stage 1 is not funny.
About Aliens
Really depowered.
About Servers and clients
I hope new version servers can be listed in old clients too.
End of My Opinion.
I think that a larger collaboration and more discussions between devs and players in the whole Tremulous Universe will help you and us to reach better results. Anyway thanks for your work guys.
Greetings.
[!!!]ghostisLoL.LSD
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Plague Bringer
Turrets: +147/-187
Posts: 3812
Re: 1.2 Gameplay Changes
«
Reply #20 on:
September 13, 2009, 09:20:25 PM »
@ghostisback: The client will determine what resources you can run the game with. That's code, models, animations, and anything regarding how the engine runs (physics calculations, map entities, etc). You will not be able to run 1.2 on the 1.1 client since 1.2 brings a lot of new things that are unavailable to 1.1.
«
Last Edit: September 13, 2009, 10:41:54 PM by Plague Bringer
»
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U R A Q T
mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Re: 1.2 Gameplay Changes
«
Reply #21 on:
September 13, 2009, 10:35:20 PM »
Quote from: Plague Bringer on September 13, 2009, 09:20:25 PM
@ghostisback: The client will determine what resources you can run the game with. That's code, models, animations, and anything regarding how the engine runs (physics calculations, map entities, etc). You will not be able to run 1.2 on the 1.1 engine since 1.2 brings a lot of new things that are unavailable to 1.1.
It's the same engine...
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
मैं हिन्दी का समर्थन
~Mooseberry.
Plague Bringer
Turrets: +147/-187
Posts: 3812
Re: 1.2 Gameplay Changes
«
Reply #22 on:
September 13, 2009, 10:43:00 PM »
Quote from: mooseberry on September 13, 2009, 10:35:20 PM
Quote from: Plague Bringer on September 13, 2009, 09:20:25 PM
@ghostisback: The client will determine what resources you can run the game with. That's code, models, animations, and anything regarding how the engine runs (physics calculations, map entities, etc). You will not be able to run 1.2 on the 1.1 engine since 1.2 brings a lot of new things that are unavailable to 1.1.
It's the same engine...
Blah blah blah. Typo. Point is, 1.2 brings new things to the table that 1.1 doesn't support. It'd be like trying to play Trem on Nexuiz.
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U R A Q T
David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: 1.2 Gameplay Changes
«
Reply #23 on:
September 13, 2009, 10:43:18 PM »
Mostly the same. There are a few small changes (eg net code) that means that 1.2 and 1.1 wont be compatible.
Thus all the crap with backports.
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Any maps not in the MG repo? Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone. I can't speak for anyone else, and there is no one who can speak for me. If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev. Nothing I say counts for anything.
KillerWhale
Spam Killer
Turrets: +63/-26
Posts: 469
I'm a whales
Re: 1.2 Gameplay Changes
«
Reply #24 on:
September 13, 2009, 11:07:23 PM »
I like most of the changes; they may feel a bit weird, but I can see myself playing it.
There is only one change I despise: Why can't we have sprint stay "boost" and dodge be a separate command?
I have heard no good answer on this, it seems to just be ignored.
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David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: 1.2 Gameplay Changes
«
Reply #25 on:
September 13, 2009, 11:10:33 PM »
They are different commands.
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Any maps not in the MG repo? Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone. I can't speak for anyone else, and there is no one who can speak for me. If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev. Nothing I say counts for anything.
UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: 1.2 Gameplay Changes
«
Reply #26 on:
September 13, 2009, 11:43:51 PM »
"unpowered human structures will be removed immediately" should be "will be removed instead of marked" to make it less arbitrary.
Does complimentary funds timer reset to max when u earn less then the amount u would get from it?
Building: "the HUD indicator is now 5 seconds per slice for both teams" you mean 2.5?
Basi: "slash and grab range increased to compensate bounding box increase over regular basilisk (+3 to regular values)" I guess that only works if you are looking straight, but diagonally to corner of bbox increase is 5.19. Same for goons; 3.46 for maras.
Tyrant trample: "can longer be charged by walking into a wall" you mean "no longer"? And what is minimum height to kill RC in 1 hit?
And what is the max alien regen modifier? x3x3=x9? in base near booster and +basi?
Booster poison: "lasts 10 seconds" should be "damage lasts 10 seconds"
What about building eggs on walls?
Hovelport wouldn't increase alien mobility much if only grangers can use it...
Backwards dodge is longer then avg strafejump :,( meaning mappers can't add simple strafe jump obstacles for humans.
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Ingar's NetRadiant
kevlarman
Turrets: +291/-295
Posts: 2737
Re: 1.2 Gameplay Changes
«
Reply #27 on:
September 14, 2009, 01:03:07 AM »
Quote from: KillerWhale on September 13, 2009, 11:07:23 PM
I like most of the changes; they may feel a bit weird, but I can see myself playing it.
There is only one change I despise: Why can't we have sprint stay "boost" and dodge be a separate command?
I have heard no good answer on this, it seems to just be ignored.
because boost ends up wasting a ton of bandwidth and doesn't allow the behavior most people expect it to have (hold button->run faster)
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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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|..d| #
|.@.-##
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Cadynum
Turrets: +29/-13
Posts: 222
Re: 1.2 Gameplay Changes
«
Reply #28 on:
September 14, 2009, 01:06:01 AM »
Quote from: Norfenstein on September 12, 2009, 04:47:39 PM
the timer for complimentary funds (governed now by g_freeKillPeriod, default 2 minutes) no longer resets on death (only on earning funds)
I haven't commented on this before as I thought it was a bug.
I don't see how it makes sense to punish earning credits. Especially since you can now earn partial evos as well.
Take the two following examples:
Player#1 Kills someone for 1e, then after less than 2min earns 1/2e.
Total: 3/2e
Player#2 Sits and waits all the time instead.
Total: 2e
Thus it's better to in certain cases just sit and wait, just like with the old camper evos.
My suggestion would be to completely skip any "resets".
(Oh i just love pointing out those things even though I doubt it'll ever affect the gameplay in an actual game)
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kevlarman
Turrets: +291/-295
Posts: 2737
Re: 1.2 Gameplay Changes
«
Reply #29 on:
September 14, 2009, 02:11:15 AM »
Quote from: Cadynum on September 14, 2009, 01:06:01 AM
(Oh i just love pointing out those things even though I doubt it'll ever affect the gameplay in an actual game)
actually it's just norf's wording. you get credits every 2 minutes regardless of whether you killed anything or not.
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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| #
|.@.-##
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