* October 24, 2014, 11:06:49 PM
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Come Chat with us live! Learn how HERE!
 
   Home   Help Search Login Register  
Pages: [1] 2 3  All   Go Down
  Print  
Author Topic: Gameplay Preview Phase 4 Results  (Read 43614 times)
Norfenstein

*

Turrets: +81/-78
Posts: 628



« on: March 06, 2010, 08:45:17 PM »

Time for some changes!

Reading the graphs: Each cross is one game, the distance from 0 on the vertical axis indicates how close a game was to the mean duration for all games on the graph (the weighting for how much this affects the lines is half as much as we used in phase 1). The numbers in the bottom right are the min/median/max/standard deviation for stage up times and game duration.

Both servers combined


Euro server


US server


Compared to phase 3: worse ratio, better lines. I want the game to be able scale up well enough to higher playercounts, so I'm actually fairly pleased with this. It's probably safe to say friendly fire being on helped somewhat, but overall I feel the difference between the settings is minimal enough not to warrant specific changes for either. In other words: balancing with one is equivalent enough to balancing with the other.

Marauder (again)
While I don't agree with a lot of folks that the zap is an issue, I do think it's obvious that the air acceleration increase has had an effect on the balance. I was prepared for this however, and had planned on increasing the marauder's bounding box in response (since we want to keep the speed for the sake of fun). It'll still be smaller than the bounding boxes in 1.1.

Flamer (again)
The usefulness of the flamer seemed to take a dive with marauders being overpowered, but I'm still satisfied with its damage and everything else that's changed about it recently. The marauder change should help make it a little more attractive again, but I think its niche as a defensive weapon can still be improved by increasing its knockback. I don't know if x2 will be enough to really matter for anything, but I don't think it will hurt.

Other Stuff
Amid the pages of forum discussion about phase 3 were a handful of minor requests that I found myself amenable to.
  • Shotgun being weak against dretches - I think the shotgun's role is as an inexpensive, short-range weapon against alien players, and not being so great against dretches is kind of bad for that. I'm not sure how much of a difference this will make, but I believe adjusting its pellet count and damage-per-pellet can make it better against dretches while not affecting much else.
  • Teslas - The usefulness of teslas was actually something I wanted to address anyway, as it's become clear they're just not worth using instead of turrets in the majority of cases. I'm going to try spliting the difference between their current range and their 1.1 range.
  • Basilisk gas repeat - The repeat rate on this makes it so the gas can't really be used in combination with the slash unless you're only fighting one target. There should still be a choice to make about how you attack, but I think a slight reduction in its repeat could make that decision more interesting.

Dretch?
Gotten some feedback about the dretch being underpowered. I'm not going to change anything with it at this time, but I'll be paying close attention in this phase to see what, if anything, should be done about it.

The Changes
  • Marauder bounding box increased 44x44x34 -> 46x46x36
  • Advanced marauder bouding box increased 48x48x38 -> 50x50x40
  • Basilisk gas repeat decreased 2500 -> 2000
  • Shotgun damage/pellet count changed 4/14 -> 5/11
  • Flamer knockback increased 1.0 -> 2.0
  • Tesla range increased 150 -> 200
Logged
Lakitu7
Tremulous Developers
*

Turrets: +120/-73
Posts: 1002


Watch for spinys


« Reply #1 on: March 06, 2010, 09:02:05 PM »

This is live on both official servers now.
Logged
_Equilibrium_


Turrets: +96/-89
Posts: 1845


« Reply #2 on: March 06, 2010, 09:55:25 PM »

Thanks for the shotty change. In 1.1, I used it almost exclusively until s3. In 1.2 beta I had rarely used it at all due to the ineffectiveness against dretches. I'm hoping the 1 damage total decrease doesn't effect much against larger aliens though.
Logged
mooseberry
Community Moderators
*
*

Turrets: +666/-325
Posts: 3939


Hello.


« Reply #3 on: March 06, 2010, 09:59:30 PM »

This looks good. I can see you are really working, and I think your changes for next phase are very viable. Keep up the good work. Smiley

@equi: It's all a balance and trade off.
Logged

Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.
CreatureofHell


Turrets: +430/-126
Posts: 2401

Ash Nazg Durbatulūk, Ash Nazg Gimbatul.


WWW
« Reply #4 on: March 06, 2010, 10:17:10 PM »

Flamer (again)
I don't know if x2 will be enough to really matter for anything, but I don't think it will hurt.

I'm quite sure the flamer will still cause damage  Wink
Logged

{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good
Meisseli
Spam Killer
*

Turrets: +83/-25
Posts: 765


« Reply #5 on: March 06, 2010, 10:36:05 PM »

Nice changes, especially the tesla.
Logged

Liskey


Turrets: +7/-4
Posts: 111

Eats, shoots & leaves.


« Reply #6 on: March 06, 2010, 11:30:41 PM »

And especially the proximity nade - we had a hoot with that today!  Too bad it was a bug  Sad
Logged

SlackerLinux
Spam Killer
*

Turrets: +41/-62
Posts: 555

Linux User!!


« Reply #7 on: March 06, 2010, 11:47:41 PM »

And especially the proximity nade - we had a hoot with that today!  Too bad it was a bug  Sad

i was wondering what the grenade used  when i saw that code was removed Tongue anyway its a feature till its fixed(which it has been now) Smiley

btw changes sound good don't know about increasing mara bbox ill have to see how it goes ingame atleast its only by a few points
Logged

Slackware64 13.1
SlackersQVM/
_Equilibrium_


Turrets: +96/-89
Posts: 1845


« Reply #8 on: March 07, 2010, 02:20:36 AM »

After playing a few games, I am much happier with the shotgun now. I'm actually buying it in s1 instead of lasgun now.
Logged
SlackerLinux
Spam Killer
*

Turrets: +41/-62
Posts: 555

Linux User!!


« Reply #9 on: March 07, 2010, 06:56:12 AM »

had a game then dunno if its just me but somethings wrong any alien class i used felt slow and laggy in controlling it didnt seem to affect others
Logged

Slackware64 13.1
SlackersQVM/
Demolution


Turrets: +157/-64
Posts: 1198


« Reply #10 on: March 07, 2010, 10:11:33 AM »

Proximity nade is not fun. In a tight entrance where only one person can fit at a time there is absolutely no chance in hell that an alien is getting through when there is a human camping that same entrance waiting to asplode you right in the face. What I'm referring to specifically are the main entrances to a base.

Give aliens granger cannon to counter this.
Logged


Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.
Asvarox


Turrets: +41/-35
Posts: 573


« Reply #11 on: March 07, 2010, 10:16:49 AM »

It was actually pretty fun to explode Meisseli's face yesterday :>
Logged

I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  Angry
Conzul

*

Turrets: +78/-17
Posts: 1062

Seek One-ness, and you shall find all you seek...


« Reply #12 on: March 07, 2010, 05:50:22 PM »

I like all these changes. COOL!
Logged

Meisseli
Spam Killer
*

Turrets: +83/-25
Posts: 765


« Reply #13 on: March 07, 2010, 06:51:26 PM »

It was actually pretty fun to explode Meisseli's face yesterday :>
Sad
After playing a few games, I am much happier with the shotgun now. I'm actually buying it in s1 instead of lasgun now.
I still find the lasgun a lot more useful though.
Logged

Liskey


Turrets: +7/-4
Posts: 111

Eats, shoots & leaves.


« Reply #14 on: March 07, 2010, 07:03:43 PM »

What happened to sprint?   It used to move out, but now normal run is 320 and sprint is only 384.  Feels like mole asses.
Logged

Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #15 on: March 07, 2010, 08:04:31 PM »

The sprint modifier has always been 1.2.
Logged
duke


Turrets: +0/-2
Posts: 3


« Reply #16 on: March 07, 2010, 08:54:55 PM »

Protection against idiots-TKers-TeamBaseKillers is VERY URGENTLY necessary!!!
Logged
_Equilibrium_


Turrets: +96/-89
Posts: 1845


« Reply #17 on: March 07, 2010, 08:57:41 PM »

After playing a few games, I am much happier with the shotgun now. I'm actually buying it in s1 instead of lasgun now.
I still find the lasgun a lot more useful though.

I'm someone who likes getting in the mix of things, so a shotgun is more useful to me since I am often fighting aliens up close. Before these new changes, the shotgun was not effective against dretches, so the lasgun was better in most situations. However, the shotgun is now kills dretches consistently from close ranges, so its usefulness increased exponentially in my opinion.
Logged
Meisseli
Spam Killer
*

Turrets: +83/-25
Posts: 765


« Reply #18 on: March 07, 2010, 09:20:39 PM »

After playing a few games, I am much happier with the shotgun now. I'm actually buying it in s1 instead of lasgun now.
I still find the lasgun a lot more useful though.

I'm someone who likes getting in the mix of things, so a shotgun is more useful to me since I am often fighting aliens up close. Before these new changes, the shotgun was not effective against dretches, so the lasgun was better in most situations. However, the shotgun is now kills dretches consistently from close ranges, so its usefulness increased exponentially in my opinion.
I guess it's just that I fail with weapons such as massdriver and shotgun a lot with unlagged turned on. Lasgun and chain make up for it though and they are good weapons to chase aliens with.
Logged

wolfbr


Turrets: +5/-25
Posts: 222


« Reply #19 on: March 09, 2010, 01:47:58 PM »

nice, but, tt seems to be widely used, and mara still appears to be the strongest class  Huh?
Logged
FisherP


Turrets: +31/-32
Posts: 295

No, I'm not a Potatoe


« Reply #20 on: March 09, 2010, 07:25:03 PM »

Good work yet again Norf, I just wish the other devs were as transparent as you.
Logged

rotacak


Turrets: +39/-64
Posts: 761


« Reply #21 on: March 11, 2010, 01:10:06 AM »

Anyone else have problems with grenade with vms-gppr1980.pk3? Exploding on impact?
Logged

Demolution


Turrets: +157/-64
Posts: 1198


« Reply #22 on: March 11, 2010, 01:47:01 AM »

Anyone else have problems with grenade with vms-gppr1980.pk3? Exploding on impact?

Read the above posts. Smiley
Logged


Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.
rotacak


Turrets: +39/-64
Posts: 761


« Reply #23 on: March 11, 2010, 02:08:56 AM »

Ah.. Proximity... my english.

That means it is not fixed yet?
Logged

SlackerLinux
Spam Killer
*

Turrets: +41/-62
Posts: 555

Linux User!!


« Reply #24 on: March 11, 2010, 03:07:59 AM »

Anyone else have problems with grenade with vms-gppr1980.pk3? Exploding on impact?

my main issue with phase 4 is moving feels slow i cant play at all now the game doesnt feel right gonna try recompiling the vm's later hopefully that will fix the issue i have already checked my settings/deleted extra/old files out of gpp folder
Logged

Slackware64 13.1
SlackersQVM/
A Spork
Spam Killer
*

Turrets: +37/-230
Posts: 1010

rawr


WWW
« Reply #25 on: March 11, 2010, 03:22:33 AM »

I've gotten a few errors in my console lately in the middle of games saying something about me having compiled ioquake3 with a buggy compiler.

Umm....?
Logged

Don't shoot friend Basilisk! Friend Basilisk 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
Basilisk    Basilisk    Basilisk
Demolution


Turrets: +157/-64
Posts: 1198


« Reply #26 on: March 11, 2010, 04:58:49 AM »

I've gotten a few errors in my console lately in the middle of games saying something about me having compiled ioquake3 with a buggy compiler.

Umm....?

Happens to a lot of people's clients from what I understand. Dev told me to ignore it.
Logged


Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.
Conzul

*

Turrets: +78/-17
Posts: 1062

Seek One-ness, and you shall find all you seek...


« Reply #27 on: March 11, 2010, 04:56:59 PM »

I have a couple of ideas to improve the dretch, nothing serious:

Increase its left/right strafe speed? That way we can keep our eyes on the MD and still be sufficiently hard to target...
Reduce size...
Increase HP to 30....
or
Bring value from 150 to 120 or 100...
or
give it a dash ability (basically a clone of human sprint, just less of it)

I think it needs something, because for a starting class it doesn't do as much damage to advanced enemies as human starting classes do to advanced aliens. (=imbalance).
Logged

Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #28 on: March 12, 2010, 12:08:10 AM »

Fixed QVMs, courtesy of Lakitu: http://downloads.mercenariesguild.net/gpp/vms-gppr1982.pk3
Logged
KoreanKiller997


Turrets: +0/-1
Posts: 6


« Reply #29 on: March 20, 2010, 04:03:44 AM »

I'm sure someone has asked this question, but I don't really have the diligence to go look for it. With that being said how many "phases"  are there going to be?
Logged
Pages: [1] 2 3  All   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
TremPlus theme by Ingar, based on AF316 theme by Fedhog
Valid XHTML 1.0! Valid CSS!