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1.2 Gameplay Changes
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Topic: 1.2 Gameplay Changes (Read 153213 times)
_Equilibrium_
Turrets: +96/-89
Posts: 1845
Re: 1.2 Gameplay Changes
«
Reply #450 on:
April 18, 2010, 09:17:29 PM »
Maybe dretches that are running in a straight line on the ground, but those who know anything about the game use some kind of movement to try and dodge gunfire. If rifles, lasguns, and chains were guaranteed dretch killers, humans would win at the beginning of the game every time, no?
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UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: 1.2 Gameplay Changes
«
Reply #451 on:
April 18, 2010, 09:33:29 PM »
Quote from: F50 on April 18, 2010, 07:47:21 PM
The inaccuracy of the chaingun means the dretch almost always dies at near point-blank range.
I've found that to be quite true, unless it's Meisseli holding the chaingun
Maybe your opinion is a little biased considering your skill level, I've found most other players much easier to reach with dretch, but then again maybe I only manage that because of my dretch skills...
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Ingar's NetRadiant
Meisseli
Spam Killer
Turrets: +83/-25
Posts: 765
Re: 1.2 Gameplay Changes
«
Reply #452 on:
April 19, 2010, 07:56:51 PM »
Quote from: _Equilibrium_ on April 18, 2010, 09:17:29 PM
Maybe dretches that are running in a straight line on the ground, but those who know anything about the game use some kind of movement to try and dodge gunfire. If rifles, lasguns, and chains were guaranteed dretch killers, humans would win at the beginning of the game every time, no?
Maybe I am exaggerating too much - but dretch is very easy to die with and requires always corners. A lot of games happen that the dretches have no chance against a good rifle team. Why the game doesn't end in the beginning - it's harder to kill buildings with rifles. A lot of nano games happen to be lasgun rushes though.
Was discussing the changes again yesterday in European server - came to the conclusion that +5-10 hp dretch, +50 hp tyrant, better DC and basi gas would make Trem awesome, in my opinion. Now it is really good already
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A Spork
Spam Killer
Turrets: +37/-230
Posts: 1010
rawr
Re: 1.2 Gameplay Changes
«
Reply #453 on:
April 19, 2010, 09:10:33 PM »
I don't think I've mentioned this, but you reminded me: what about thickening, as well as increasing the hang time(and maybe the area) of basi gas? Make it so it could almost double as a smokescreen. Would add an interesting aspect to it IMHO.
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Don't shoot friend
! Friend
only wants to give you hugz and to be your hat
Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
F50
Turrets: +16/-26
Posts: 740
Re: 1.2 Gameplay Changes
«
Reply #454 on:
April 19, 2010, 09:24:59 PM »
Hmm, but that would mean people effected by basi gass can't see, can't aim, and can't run away.
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"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law
A Spork
Spam Killer
Turrets: +37/-230
Posts: 1010
rawr
Re: 1.2 Gameplay Changes
«
Reply #455 on:
April 19, 2010, 10:00:50 PM »
I was thinking more of it as an escape tactic, so basi can gas and flee, so its harder to hit him...
I was thinking make it more like a fog, not quite as thin as it is right now, not so much about effecting those it gets.
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Don't shoot friend
! Friend
only wants to give you hugz and to be your hat
Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
kevlarman
Turrets: +291/-295
Posts: 2737
Re: 1.2 Gameplay Changes
«
Reply #456 on:
April 19, 2010, 11:14:02 PM »
the animation can be removed entirely with a cvar atm.
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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| #
|.@.-##
-----
Conzul
Turrets: +78/-17
Posts: 1058
Seek One-ness, and you shall find all you seek...
Re: 1.2 Gameplay Changes
«
Reply #457 on:
April 19, 2010, 11:27:53 PM »
Quote from: F50 on April 19, 2010, 09:24:59 PM
Hmm, but that would mean people effected by basi gass can't see, can't aim, and can't run away.
Yeah, but you could give it an insanely long repeat, like one gas every 20-30 seconds.
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My Alien FanFiction
My Alien Video Tutorial
Cadynum
Turrets: +29/-13
Posts: 222
Re: 1.2 Gameplay Changes
«
Reply #458 on:
April 20, 2010, 05:45:19 PM »
Wouldn't it be a good idea to create one thread for each issue??
I suggest a separate forum about 1.2 balance changes to be created in which one issue go to one topic, for example:
The Dretch - Too weak
Defense Computer - Not doing enough
It would be much easier following different discussions rather than them being split between five "GPP Phase X" threads, this one, a whole bunch of "Persons X's opinion after playing Y hours", etc.
«
Last Edit: April 20, 2010, 05:48:13 PM by Cadynum
»
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David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: 1.2 Gameplay Changes
«
Reply #459 on:
April 20, 2010, 05:50:23 PM »
That's what the feedback forum is for
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--
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.
HellsAngelz
Turrets: +9/-32
Posts: 71
Re: 1.2 Gameplay Changes
«
Reply #460 on:
April 21, 2010, 01:39:53 AM »
Quote from: David on April 20, 2010, 05:50:23 PM
That's what the feedback forum is for
Basically they make forum discussions difficult to keep track of, and find, in order to keep unintelligent trolls and other nefarious mutanoids away from the important stuffs in the tremufloss community. That way the smart people don't need to make a novel about their idea on how to improve tremunests, and get a response back from 1.2SUCKSNINETHOUSAND saying "lol wut dat you say dawg, get some pussay plez man. no lief DooD"
and thus, he would be stealing MY Trolling job in this Tremulous community.
Hells would be very mad.
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your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: 1.2 Gameplay Changes
«
Reply #461 on:
April 21, 2010, 04:47:48 AM »
You aren't trolling, you are making a fool out of yourself trying. :/
I suggest taking it easy, and coming back after finding your missing marbles.
«
Last Edit: April 21, 2010, 04:51:08 AM by your face
»
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{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
HellsAngelz
Turrets: +9/-32
Posts: 71
Re: 1.2 Gameplay Changes
«
Reply #462 on:
April 22, 2010, 12:25:37 AM »
Quote from: your face on April 21, 2010, 04:47:48 AM
You aren't trolling, you are making a fool out of yourself trying. :/
I suggest taking it easy, and coming back after finding your missing marbles.
You're lucky this forum is my only place for entertainment, otherwise i'd say some very mean things which i'd get banned for.
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your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: 1.2 Gameplay Changes
«
Reply #463 on:
April 22, 2010, 12:32:20 AM »
Don't strain yourself.
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{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
HellsAngelz
Turrets: +9/-32
Posts: 71
Re: 1.2 Gameplay Changes
«
Reply #464 on:
April 22, 2010, 12:59:13 AM »
Quote from: your face on April 22, 2010, 12:32:20 AM
Don't stroke yourself.
Too late.
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your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: 1.2 Gameplay Changes
«
Reply #465 on:
April 22, 2010, 01:03:47 AM »
way2funny
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{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
andric123456
Turrets: +0/-0
Posts: 1
Re: 1.2 Gameplay Changes
«
Reply #466 on:
May 24, 2010, 12:06:23 PM »
i think that in 1.1 aliens is far stronger than human already...
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I like gpp =]
Deadbeat Engineer
Turrets: +9/-0
Posts: 105
I'm me, deal with it.
Re: 1.2 Gameplay Changes
«
Reply #467 on:
May 27, 2010, 12:39:15 AM »
I dunno, only problem(s) I have atm is with the shotgun vs. dretch and the dretch's strafe speed. But, I think those issues have already been brought up.
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Quote from: Toma on March 20, 2010, 12:31:36 AM
I herd u liek maras?
Quote from: CreatureofHell on July 07, 2010, 08:45:56 PM
This most definitely. I cannot begin to express how This this is.
rotacak
Turrets: +39/-64
Posts: 761
Re: 1.2 Gameplay Changes
«
Reply #468 on:
May 31, 2010, 10:01:01 PM »
Quote from: andric123456 on May 24, 2010, 12:06:23 PM
i think that in 1.1 aliens is far stronger than human already...
In match atleast 6vs6 and similar skilled players?
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nubcake
Turrets: +49/-85
Posts: 529
Re: 1.2 Gameplay Changes
«
Reply #469 on:
June 01, 2010, 05:14:31 AM »
1.1 is very balanced, its more map dependant than anything. Heres some statistics from Aussie Assault, 24 player max server
1. atcs
Times Played: 5228
Alien Wins: 2380 (45.5%)
Human Wins: 2691 (51.5%)
Draws: 157 (3%)
Avg. Game Length: 22:43
2. tremor
Times Played: 1820
Alien Wins: 696 (38.2%)
Human Wins: 1087 (59.7%)
Draws: 37 (2%)
Avg. Game Length: 16:20
4. niveus
Times Played: 1224
Alien Wins: 638 (52.1%)
Human Wins: 565 (46.2%)
Draws: 21 (1.7%)
Avg. Game Length: 18:18
5. karith
Times Played: 883
Alien Wins: 549 (62.2%)
Human Wins: 296 (33.5%)
Draws: 38 (4.3%)
Avg. Game Length: 22:46
8. nexus6
Times Played: 622
Alien Wins: 334 (53.7%)
Human Wins: 254 (40.8%)
Draws: 34 (5.5%)
Avg. Game Length: 22:19
10. arachnid2
Times Played: 547
Alien Wins: 336 (61.4%)
Human Wins: 185 (33.8%)
Draws: 26 (4.8%)
Avg. Game Length: 19:08
Basically, the smaller a map is, the more even it is. The larger it becomes, the more alien bias it becomes. The more open and straight it is the more human bias.
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FisherP
Turrets: +31/-32
Posts: 295
No, I'm not a Potatoe
Re: 1.2 Gameplay Changes
«
Reply #470 on:
June 03, 2010, 09:44:02 AM »
Quote from: nubcake on June 01, 2010, 05:14:31 AM
1.1 is very balanced, its more map dependant than anything. Heres some statistics from Aussie Assault, 24 player max server
...
Basically, the smaller a map is, the more even it is. The larger it becomes, the more alien bias it becomes. The more open and straight it is the more human bias.
Sorry nubcake, here I have to disagree with you (we may have to agree to disagree) If the game (as a whole) was balanced it wouldn't matter the size of the map. The win/loss stats of procyon should be the same as atcs. What I am talking about?... take UrT, the sides are equal to the point that the only serious difference is the color, everything is else is the same. The only thing in that game that can tilt the outcome is the skill of the individuals. Ergo, UrT is balanced, it wouldn't matter what size map u're playing the stats would show it's balanced. The fact that trem is a game where the stats are affected by map size points only to the fact that the game play is biased in favor of the aliens.
I agree with you about the openness of the maps some are way too open and humans totally win, but this is more to do with the contrasting style of fighting between the two teams. This is where maps need to be closely designed to offer two paths, one open and one that offers protection for the aliens. The team that can command their path the best will obviously be the dominate team.
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UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: 1.2 Gameplay Changes
«
Reply #471 on:
June 03, 2010, 10:18:54 AM »
I have to agree that the larger the map, the more it favors the aliens, but smaller maps are more human biased, not more balanced. Or in other words, the further the 2 bases are from each other, the better for aliens. Which is why humans should always when possible move their base towards the middle of the map and/or make an outpost near aliens, and the aliens should move further if possible. Also, once again, Procyon is not that big
the distances between bases are very similar to niveus/nexus6/karith, sometimes even smaller.
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Ingar's NetRadiant
Meisseli
Spam Killer
Turrets: +83/-25
Posts: 765
Re: 1.2 Gameplay Changes
«
Reply #472 on:
June 03, 2010, 10:54:45 AM »
Quote from: FisherP on June 03, 2010, 09:44:02 AM
Quote from: nubcake on June 01, 2010, 05:14:31 AM
1.1 is very balanced, its more map dependant than anything. Heres some statistics from Aussie Assault, 24 player max server
...
Basically, the smaller a map is, the more even it is. The larger it becomes, the more alien bias it becomes. The more open and straight it is the more human bias.
Sorry nubcake, here I have to disagree with you (we may have to agree to disagree) If the game (as a whole) was balanced it wouldn't matter the size of the map. The win/loss stats of procyon should be the same as atcs. What I am talking about?... take UrT, the sides are equal to the point that the only serious difference is the color, everything is else is the same. The only thing in that game that can tilt the outcome is the skill of the individuals. Ergo, UrT is balanced, it wouldn't matter what size map u're playing the stats would show it's balanced. The fact that trem is a game where the stats are affected by map size points only to the fact that the game play is biased in favor of the aliens.
I agree with you about the openness of the maps some are way too open and humans totally win, but this is more to do with the contrasting style of fighting between the two teams. This is where maps need to be closely designed to offer two paths, one open and one that offers protection for the aliens. The team that can command their path the best will obviously be the dominate team.
Comparing Tremulous to a game with two teams
exactly the same
is quite a feat. It almost sounds like you want Tremulous to evolve to a game with two identical teams.
Map size yes tilts the balance. That's normal. Humans should have a base as close to aliens as possible, and vice versa for aliens.
But there's a lot more to it than map size too. Nano has really challenging corridors for aliens for example, and worse base than in ATCS for example. Good maps are made balanced with small tricks, like you said.
«
Last Edit: June 03, 2010, 10:58:21 AM by Meisseli
»
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FisherP
Turrets: +31/-32
Posts: 295
No, I'm not a Potatoe
Re: 1.2 Gameplay Changes
«
Reply #473 on:
June 03, 2010, 12:11:49 PM »
Quote from: Meisseli on June 03, 2010, 10:54:45 AM
Comparing Tremulous to a game with two teams
exactly the same
is quite a feat. It almost sounds like you want Tremulous to evolve to a game with two identical teams...
Sorry, but that's not what I was trying to get at, not at all. Merely that imho well balanced gameplay on maps that are decently design should be balanced regardless of size. This is not what we find in Trem 1.1
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Meisseli
Spam Killer
Turrets: +83/-25
Posts: 765
Re: 1.2 Gameplay Changes
«
Reply #474 on:
June 03, 2010, 12:40:29 PM »
Quote from: FisherP on June 03, 2010, 12:11:49 PM
Quote from: Meisseli on June 03, 2010, 10:54:45 AM
Comparing Tremulous to a game with two teams
exactly the same
is quite a feat. It almost sounds like you want Tremulous to evolve to a game with two identical teams...
Sorry, but that's not what I was trying to get at, not at all. Merely that imho well balanced gameplay on maps that are decently design should be balanced regardless of size. This is not what we find in Trem 1.1
I see, but yeah, that's a hard thing to pull off. I'd say it's easier if mappers do balanced maps by testing them and looking at the stats.
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FisherP
Turrets: +31/-32
Posts: 295
No, I'm not a Potatoe
Re: 1.2 Gameplay Changes
«
Reply #475 on:
June 03, 2010, 09:00:45 PM »
Quote from: Meisseli on June 03, 2010, 12:40:29 PM
I see, but yeah, that's a hard thing to pull off. I'd say it's easier if mappers do balanced maps by testing them and looking at the stats.
I think/hope that Norfenstein has made an effort to balance out the game play for 1.2 so that the bias is not related to map size.. I could be totally wrong since I haven't played the GPP much.
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A Spork
Spam Killer
Turrets: +37/-230
Posts: 1010
rawr
Re: 1.2 Gameplay Changes
«
Reply #476 on:
June 03, 2010, 10:06:23 PM »
AFAIK the balance is pretty good regardless of map size, unless it's blatantly biased as a map towards 1 team(librelous anyone?)
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Don't shoot friend
! Friend
only wants to give you hugz and to be your hat
Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
F50
Turrets: +16/-26
Posts: 740
Re: 1.2 Gameplay Changes
«
Reply #477 on:
June 03, 2010, 11:25:50 PM »
Quote from: FisherP on June 03, 2010, 09:00:45 PM
Quote from: Meisseli on June 03, 2010, 12:40:29 PM
I see, but yeah, that's a hard thing to pull off. I'd say it's easier if mappers do balanced maps by testing them and looking at the stats.
I think/hope that Norfenstein has made an effort to balance out the game play for 1.2 so that the bias is not related to map size.. I could be totally wrong since I haven't played the GPP much.
Well you're talking as if there is no way for a mapper to compensate for map size. Of course map size will effect map balance somewhat, but that is by far not the most important issue to consider. Consider hallway size, for instance.
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"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law
Norfenstein
Turrets: +81/-77
Posts: 628
Re: 1.2 Gameplay Changes
«
Reply #478 on:
June 04, 2010, 03:13:22 AM »
Quote from: FisherP on June 03, 2010, 09:00:45 PM
I think/hope that Norfenstein has made an effort to balance out the game play for 1.2 so that the bias is not related to map size.. I could be totally wrong since I haven't played the GPP much.
Correct, and it was a very high priority for me. The repeater change, for instance, was something I felt had to be done in order for large maps to be playable, and making aliens more dependent on their bases (mostly via the regen change) was also partially because of this.
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jm82792
Turrets: +9/-34
Posts: 627
Re: 1.2 Gameplay Changes
«
Reply #479 on:
June 04, 2010, 04:39:22 AM »
The Repeaters are nice for this..
Each repeater gives you 20 BP.
Now do 3 repeaters somewhere and you can have a beefy outpost and have a strong main base.
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