FORUM
MANUAL
GET TREMULOUS
Tremulous forum
May 18, 2013, 04:29:13 PM
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News
: Come Chat with us live! Learn how
HERE!
Home
Help
Search
Login
Register
T R E M U L O U S
>
General
>
Announcements
>
Gameplay Preview Phase 7 Results
Pages: [
1
]
2
3
4
5
6
...
8
Go Down
Print
Author
Topic: Gameplay Preview Phase 7 Results (Read 36197 times)
Norfenstein
Turrets: +81/-77
Posts: 628
Gameplay Preview Phase 7 Results
«
on:
April 05, 2011, 02:10:44 AM »
Time for another update! This time with: two gameplay bug fixes, two minor balance tweaks, and an adjustment to stage thresholds in response to the change from last phase. See below for details, including why a few things
weren't
changed. Thanks to Dracone, kevlarman, Lakitu7, Meisseli, and Yarou for finding and/or testing the gameplay bugs fixed this phase.
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 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
Stage thresholds
The graphs are comparable to last phase, but a little worse for humans. It looks like fixing the stage counter bug in phase seven has made both teams stage up about 40-50% faster, but with practically no change in how fast games end overall. I'd say it's inconclusive whether the moderate dip in balance can really be attributed to this or not. In the interest of making that more conclusive, and in making the first two stages a more significant part of the game we're
increasing the default stage thresholds by 50%
. This is still a server setting though, so other servers can still make the thresholds whatever they like.
Armour and locational damage regions
We've adjusted the values for human locational damage and armour coverage so that the armour regions actually line up with the body regions, since it was previously possible to get helmet protection on top of the body modifier for a small region in which they overlapped.
The change was to extend the "head" region lower (from 0.9 to 0.8 standing, 0.86 to 0.7 crouching)
, so as a side effect this should make getting headshots slightly easier. I'm not sure how a big an effect this will have on gameplay, or if it will even be noticeable, but at least armour coverage won't be severely counterintuitive.
Trample
The trample previously interacted rather poorly with structures: on the first hit to any structure you would immediately lose your entire charge, even for structures that you could walk over. This also meant that a human standing on a telenode or medistation could never be hit by a trample. Now the
trample can hit any number of structures without abruptly stopping
, so you can rampage over multiple telenodes without interruption.
Structures still only take damage once per trample
, however (so no spinning on top of a tele to kill it). I don't expect this to affect balance.
Flamer
I think it'll be pretty uncontroversial to say the flamer is very underused; players on the EU server actually got more blaster kills than flamer kills this phase. As a defensive weapon it's relatively fine, but the usefulness of a purely defensive weapon is pretty low so I decided that the best thing for it was to
increase its projectile speed (from 300 to 500)
. This effectively increases its range and will make it a little easier to attack with (not to mention be less dangerous to the wielder). I guessed at how much to change this value though, so we'll see how big an impact it has.
Shotgun
Probably a little more controversial is the usefulness of the shotgun. Like the flamer, its damage output is respectably high, but its range just makes it too defensive and too dangerous to use. I've come to agree that, given the cost of the shotgun, the rifle is almost always a better choice. The best remedy for this that I can think of is to increase the effective range of the shotgun by
reducing its spread. So I took it from 900 (the same spread as the chaingun) to 700
.
Things not being changed (this phase)
Basilisk
- I've honestly been surprised (and pleased!) to hear people suggesting the basilisk is overpowered, since I've personally been worried about it becoming little more than a mobile medistation for aliens. It really hasn't been my experience that the basilisk is a more effective killer than the marauder or dragoon, or even that it's more powerful than its cost warrants, but I'll pay closer to attention to it in playtesting this phase. And I'll be interested to see if the shotgun buff makes any difference for the people frustrated by the basilisk.
Dragoon
- There's been a variety of complaints about the goon, the most legitimate of which I feel is that the bite is not useful enough in comparison to the pounce. I think the pounce should in fact be useful more often than the chomp -- since it's really what makes the goon fun and interesting -- but I'd rather it not be too imbalanced. In phase seven the ratio of player kills by pounce versus dragoon bite was about 2:1, which I think is just at the threshold of acceptable. I'm mostly reluctant to make changes with this because the goon is very clearly
not
underedpowered (and aliens in general are winning more), and I'd rather not weaken the pounce much from where it is. I haven't ruled anything out yet though.
«
Last Edit: April 07, 2011, 12:17:58 AM by Norfenstein
»
Logged
Norfenstein
Turrets: +81/-77
Posts: 628
Re: Gameplay Preview Phase 7 Results
«
Reply #1 on:
April 05, 2011, 02:27:56 AM »
Player kills by MOD, EU server
Code:
31102
MACHINEGUN
14539
CHAINGUN
11716
LASGUN
10769
LCANNON_SPLASH
10649
MDRIVER
8977
SHOTGUN
8800
LCANNON
5540
PRIFLE
3350
PAINSAW
3070
GRENADE
1838
BLASTER
1231
FLAMER
261
FLAMER_SPLASH
15485
MGTURRET
1971
TESLAGEN
1101
REACTOR
591
HSPAWN
25838
LEVEL0_BITE
13427
LEVEL3_POUNCE
8717
LEVEL2_CLAW
7999
LEVEL4_CLAW
7037
LEVEL3_CLAW
5168
LEVEL4_TRAMPLE
4500
LEVEL1_CLAW
4177
LEVEL2_ZAP
3489
POISON
2069
LEVEL3_BOUNCEBALL
296
ABUILDER_CLAW
222
LEVEL4_CRUSH
12
SLOWBLOB
1605
ATUBE
803
SWARM
278
OVERMIND
55
ASPAWN
289
FALLING
208
SUICIDE
157
TRIGGER_HURT
53
TELEFRAG
51
CRUSH
14
LAVA
Player kills by MOD, US server
Code:
243460
MACHINEGUN
116834
CHAINGUN
108309
LASGUN
107533
MDRIVER
89504
LCANNON_SPLASH
75074
LCANNON
71034
SHOTGUN
40891
PRIFLE
31423
GRENADE
24502
PAINSAW
12917
FLAMER
7828
BLASTER
2545
FLAMER_SPLASH
84986
MGTURRET
16973
TESLAGEN
6661
REACTOR
3786
HSPAWN
204617
LEVEL0_BITE
104749
LEVEL3_POUNCE
73145
LEVEL4_CLAW
56147
LEVEL3_CLAW
54107
LEVEL2_CLAW
45162
LEVEL4_TRAMPLE
30933
LEVEL2_ZAP
28409
POISON
27232
LEVEL1_CLAW
14578
LEVEL3_BOUNCEBALL
2027
LEVEL4_CRUSH
1391
ABUILDER_CLAW
85
SLOWBLOB
7186
ATUBE
6894
SWARM
1555
OVERMIND
307
ASPAWN
5637
TRIGGER_HURT
2971
FALLING
1644
SUICIDE
1542
CRUSH
1072
TELEFRAG
631
LAVA
119
WATER
Structure kills by MOD, EU server
Code:
5259
MACHINEGUN
5239
LCANNON
4306
GRENADE
3204
PAINSAW
2672
LASGUN
2213
PRIFLE
1681
CHAINGUN
1531
BLASTER
1061
LCANNON_SPLASH
920
MDRIVER
811
SHOTGUN
295
FLAMER
20
FLAMER_SPLASH
6464
LEVEL2_CLAW
4936
LEVEL3_CLAW
4421
LEVEL3_BOUNCEBALL
3992
LEVEL2_ZAP
3325
LEVEL4_CLAW
1890
LEVEL1_CLAW
1384
LEVEL3_POUNCE
1079
LEVEL0_BITE
720
ABUILDER_CLAW
180
LEVEL4_TRAMPLE
9
LEVEL4_CRUSH
8513
NOCREEP
532
DECONSTRUCT
Structure kills by MOD, US server
Code:
27192
LCANNON
26470
GRENADE
22124
MACHINEGUN
13793
PAINSAW
13176
LASGUN
9843
PRIFLE
8063
CHAINGUN
6592
LCANNON_SPLASH
4351
MDRIVER
3807
SHOTGUN
3573
BLASTER
1790
FLAMER
137
FLAMER_SPLASH
29212
LEVEL2_CLAW
23562
LEVEL3_CLAW
23049
LEVEL2_ZAP
22490
LEVEL3_BOUNCEBALL
18838
LEVEL4_CLAW
12221
LEVEL3_POUNCE
8035
LEVEL1_CLAW
6097
LEVEL0_BITE
2834
ABUILDER_CLAW
1140
LEVEL4_TRAMPLE
40
LEVEL4_CRUSH
31977
NOCREEP
3174
DECONSTRUCT
Logged
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: Gameplay Preview Phase 7 Results
«
Reply #2 on:
April 05, 2011, 03:16:44 AM »
Non-gameplay changes that happened to go live at the same time:
* Fix timestamps in games.log not resetting after a map_restart (thanks kharnov)
This was creating small bugs in tremstats where incorrectly long game lengths were given
(that's it; it hasn't been that long since I did the last non-phase-change update)
«
Last Edit: April 05, 2011, 03:26:24 AM by Lakitu7
»
Logged
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: Gameplay Preview Phase 7 Results
«
Reply #3 on:
April 05, 2011, 03:35:21 AM »
Hey folks, just to clarify something with the damage regions:
Prior to this fix, aliens were not getting full headshot damage unless you were aiming well above a human's head. If you aimed at the head, instead you were getting cheated by about 1/3rd of the damage, as the game applied a mix of headshot and bodyshot modifiers to the damage. This bug was corrected.
This should affect the goon pounce vs swipe balance as well, since headshots with swipe are now stronger (or easier to achieve, depending on where you are aiming), while pounce is nonlocational and has no such thing as a headshot.
Logged
F50
Turrets: +16/-26
Posts: 740
Re: Gameplay Preview Phase 7 Results
«
Reply #4 on:
April 05, 2011, 03:52:23 AM »
Quote from: Norfenstein on April 05, 2011, 02:10:44 AM
I think the pounce should in fact be useful more often than the chomp -- since it's really what makes the goon fun and interesting.
Alas. This is not the place for an in-depth discussion of that statement, but I figured I may as well draw some attention to it.
Logged
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law
Anonymoose
Turrets: +5/-17
Posts: 145
Re: Gameplay Preview Phase 7 Results
«
Reply #5 on:
April 05, 2011, 05:10:09 AM »
Is the disappearance of the aiming reticule for aliens a part of this latest change?
How was this ever seen as a good idea?
It is not such an issue if you're playing tremulous on a small 1024x768 screen but some of us have quite high resolutions and large monitors where the absence of a reticule is disastrous.
I don't want to have to draw on a dot in the center with a whiteboard marker like old times =).
Please don't take away my reticule!
Logged
Quote from: dobruiyyk on May 09, 2011, 10:56:58 PM
Don't you mind to tell me what you nickname meens, cause in my vocabulary there is only anon and a moose
Tremulant
Spam Killer
Turrets: +370/-58
Posts: 1037
It's not over 'til the tremulant sings...
Re: Gameplay Preview Phase 7 Results
«
Reply #6 on:
April 05, 2011, 05:34:43 AM »
What exactly did you do to the flamer, it feels extremely strange, i was just starting to get the hang of the previous stage's version and this one's thrown me, i guess it may appear relatively ineffective due to increased chomp strength of the goons i'm chasing. On the up side, it's much better for taking apart the alien base.
Logged
Quote from: Firstinaction on April 07, 2011, 02:36:46 AM
my knees by my face and my ass is being hammered
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: Gameplay Preview Phase 7 Results
«
Reply #7 on:
April 05, 2011, 05:45:44 AM »
Changes to the aiming crosshair, the sound of the granger swipe, and other cosmetic things like that were unintentional and are now fixed. I messed something up while making the pk3s; my bad.
Logged
Anonymoose
Turrets: +5/-17
Posts: 145
Re: Gameplay Preview Phase 7 Results
«
Reply #8 on:
April 05, 2011, 07:59:07 AM »
Quote from: Lakitu7 on April 05, 2011, 05:45:44 AM
Changes to the aiming crosshair, the sound of the granger swipe, and other cosmetic things like that were unintentional and are now fixed. I messed something up while making the pk3s; my bad.
Yay! That is a relief.
Thank you.
Logged
Quote from: dobruiyyk on May 09, 2011, 10:56:58 PM
Don't you mind to tell me what you nickname meens, cause in my vocabulary there is only anon and a moose
GeneralScott
Turrets: +3/-8
Posts: 291
Re: Gameplay Preview Phase 7 Results
«
Reply #9 on:
April 05, 2011, 11:34:15 AM »
I honestly thought the shotgun was a good bang for the buck.... It was a cheap weapon that was VERY effecting at gooning. I guess the reduced spread might help it against marauders.
Logged
Nux
Turrets: +257/-69
Posts: 1733
Re: Gameplay Preview Phase 7 Results
«
Reply #10 on:
April 05, 2011, 12:42:06 PM »
All good changes.
I'd still like to know how bias is calculated.
Quote
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.
That only tells me half the story and doesn't explain why sudden death crosses are dotted all round rather than at and beyond some fixed distance from 'average duration' like it should be. If you could just post the code used to calculate it that would be fine.
Logged
http://img826.imageshack.us/img826/4831/sigflamew00t5.png
'Nux sux'.. Man, that's catchy!
Asvarox
Turrets: +41/-35
Posts: 573
Re: Gameplay Preview Phase 7 Results
«
Reply #11 on:
April 05, 2011, 12:54:33 PM »
The problem with shotgun is that it feels completely different than any other weapon - you can get all the bullets into a dretch (that means, no marks on the surface, just a lot of "alien blood") and in fact you didn't hit it at all. IIRC you need to aim slightly behind it (or predict where it will go, can't tell when I'm not playing
) to actually deal the damage. Basically it feels like it isn't affected by unlagged.
Logged
Quote from: J3lackStar on July 14, 2011, 08:14:42 PM
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS
Dracone
Turrets: +138/-278
Posts: 1076
Re: Gameplay Preview Phase 7 Results
«
Reply #12 on:
April 05, 2011, 01:12:34 PM »
Imo the shotgun was fine, I was able to kill anything besides overminds and alien structures at distances with it. You just had to time your shots better than you had to in 1.1. Dretches definitely had to be closer to get one shot kills though. With a spread reduction I can see myself killing everything with shotty, but we'll see. Haven't tried it yet.
«
Last Edit: April 05, 2011, 01:30:21 PM by Dracone
»
Logged
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!
GeneralScott
Turrets: +3/-8
Posts: 291
Re: Gameplay Preview Phase 7 Results
«
Reply #13 on:
April 05, 2011, 01:20:23 PM »
I tried it all out. I don't even see a difference in the flamer, really. The flamer will never be a good weapon until it is good at range... the fact is, the cheaper weapons (Shotgun, Lasgun, MD) are almost as good or better at dretching, and they are also good against the higher classes. Because of the range, it will always be completely useless againt rants and adv goons, who can stand the fire long enough to deliver a killing blow.
The only way to make the flamer good is to lessen the damage and increase the range. It's all in the range. However, then it's not good against buildings. Hmph.
IRL flamers don't really have big range limitations, they would be able to fire from one end of the ATCs hall to the other. What the flamer should be is an arc range like the granger spit, except do lots of damage, the closer the flamer the more the damage. Just saying, the only thing a close range high damage flamer will ever be good for is dretchwhoring.
The shotty is more powerful by a bit, due to the spread being better for shooting maras.
«
Last Edit: April 05, 2011, 01:28:43 PM by GeneralScott
»
Logged
Qrntz
Turrets: +204/-12
Posts: 846
BE VIGILANT
Re: Gameplay Preview Phase 7 Results
«
Reply #14 on:
April 05, 2011, 02:33:14 PM »
Quote from: GeneralScott on April 05, 2011, 01:20:23 PM
IRL flamers don't really have big range limitations, they would be able to fire from one end of the ATCs hall to the other.
I don't even.
Logged
Quote from: {FoT|PeDrO} on December 14, 2011, 02:07:41 PM
You make up Qrntz, u always angry, just calmdown.
Quote from: Loki on March 13, 2013, 10:27:57 AM
I am stupid idiot who dares to open mouth and start debating
GeneralScott
Turrets: +3/-8
Posts: 291
Re: Gameplay Preview Phase 7 Results
«
Reply #15 on:
April 05, 2011, 02:43:00 PM »
No, just one segment, silly.
Logged
Dracone
Turrets: +138/-278
Posts: 1076
Re: Gameplay Preview Phase 7 Results
«
Reply #16 on:
April 05, 2011, 04:02:37 PM »
IT HAS BEEN SPOKEN.
The flamer shall be altered so as to have a range of "ATCS hallway." If obstacles get in the way, the flames shall seek the quickest possible route around said obstacles.
Logged
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!
Menace13
Turrets: +12/-41
Posts: 518
Proud Sir| Clan Member
Re: Gameplay Preview Phase 7 Results
«
Reply #17 on:
April 05, 2011, 10:32:53 PM »
Quote from: Norfenstein on April 05, 2011, 02:10:44 AM
I decided that the best thing for [the Flamer] was to
increase its projectile speed (from 300 to 500)
. This effectively increases its range and will make it a little easier to attack with (not to mention be less dangerous to the wielder).
If it effectively increases the range does that mean it will overreach the flame model itself? I played a server (X? I can't recall...) where Flamer range was extremely large, and it overreached the model by about 3x its length. Will that be a problem now?
Edit: Checked it, and I'm right. It does indeed overreach its model. It should go more or less 2/3 of the model (from where it comes out of the flamer to when it disappears) further than the model. Simply, it is 5/3 longer, but the model wasn't edited to show this.
«
Last Edit: April 05, 2011, 10:51:53 PM by Menace13
»
Logged
Quote from: amz181 on September 08, 2011, 11:32:07 AM
but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.
GeneralScott
Turrets: +3/-8
Posts: 291
Re: Gameplay Preview Phase 7 Results
«
Reply #18 on:
April 05, 2011, 11:02:22 PM »
Did you guys increase the size of the tyrant or something?
Logged
jm82792
Turrets: +9/-34
Posts: 627
Re: Gameplay Preview Phase 7 Results
«
Reply #19 on:
April 06, 2011, 02:12:44 AM »
Like the new flamer, it actually keeps stuff away from me instead of having a goon pounce me or roasting myself.
Shotgun is more offensive, I like it. I can go out with it and not have to be 2 inches from something to kill it.
Logged
Menace13
Turrets: +12/-41
Posts: 518
Proud Sir| Clan Member
Re: Gameplay Preview Phase 7 Results
«
Reply #20 on:
April 06, 2011, 02:32:26 AM »
Also, when will the Phase 7 results include kills, deaths, and efficiencies, if ever?
Logged
Quote from: amz181 on September 08, 2011, 11:32:07 AM
but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.
ziplocpeople
Turrets: +23/-20
Posts: 345
Re: Gameplay Preview Phase 7 Results
«
Reply #21 on:
April 06, 2011, 03:12:22 AM »
Shotty is the new MD.
Flamer is the new /god.
Basi is still op.
Goon still needs tweaking.
but finally, thank god, bsuits can actually die for the first time in 1.2 history.
Note: These are only my feelings after like 6 games of this phase.
Logged
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
मैं स्पैम बॉट समर्थन
मैं हिन्दी का समर्थन
~The Medistation
Tremulant
Spam Killer
Turrets: +370/-58
Posts: 1037
It's not over 'til the tremulant sings...
Re: Gameplay Preview Phase 7 Results
«
Reply #22 on:
April 06, 2011, 03:16:43 AM »
Quote from: ziplocpeople on April 06, 2011, 03:12:22 AM
but finally, thank god, bsuits can actually die for the first time in 1.2 history.
Logged
Quote from: Firstinaction on April 07, 2011, 02:36:46 AM
my knees by my face and my ass is being hammered
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Gameplay Preview Phase 7 Results
«
Reply #23 on:
April 06, 2011, 03:37:43 AM »
Quote from: ziplocpeople on April 06, 2011, 03:12:22 AM
Note: These are only my feelings after like 6 games of this phase.
Were you playing drunk?
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
NotYarou
Turrets: +27/-2
Posts: 76
Re: Gameplay Preview Phase 7 Results
«
Reply #24 on:
April 06, 2011, 04:42:43 AM »
For the first time ever, I actually enjoyed playing GPP.
I really feel that these balance changes are excellent; GPP no longer feels as slow as it used to.
You've managed to capture the deathmatch style I loved in 1.1, while still keeping the greater focus on teamwork introduced in GPP.
Logged
I support 1.2, as should you. |
GPP Summer Olympics
|
AA
THE SELF-PROCLAIMED "BEST" PLAYER IN TREMULOUS (January 2010)
Nux
Turrets: +257/-69
Posts: 1733
Re: Gameplay Preview Phase 7 Results
«
Reply #25 on:
April 06, 2011, 09:53:53 AM »
Quote from: Menace13 on April 05, 2011, 10:32:53 PM
It does indeed overreach its model.
Yes, and then they had the audacity to apply the change to
real life
as well.
Misunderstood.
«
Last Edit: April 06, 2011, 11:05:34 PM by Nux
»
Logged
http://img826.imageshack.us/img826/4831/sigflamew00t5.png
'Nux sux'.. Man, that's catchy!
ziplocpeople
Turrets: +23/-20
Posts: 345
Re: Gameplay Preview Phase 7 Results
«
Reply #26 on:
April 06, 2011, 07:20:45 PM »
Quote from: NotYarou on April 06, 2011, 04:42:43 AM
For the first time ever, I actually enjoyed playing GPP.
I really feel that these balance changes are excellent; GPP no longer feels as slow as it used to.
You've managed to capture the deathmatch style I loved in 1.1, while still keeping the greater focus on teamwork introduced in GPP.
I agree with this statement (Except I liked the gpp beforehand as well.)
Though, I think that the flamer is really easy to abuse (Especially with the model not matching the particle.) Upon further play, the shotgun is not as strong as I thought it was, though I haven't played enough to really see if the spread is too little.
As for my bsuits comment, I was referring to the fact that I can actually kill chainsuits with a Mara now, like I could in 1.1. I couldn't in earlier phases (for the most part.)
EDIT: Cool, thanks for the update Lak (and thanks for looking at it Norf)
«
Last Edit: April 06, 2011, 08:27:08 PM by ziplocpeople
»
Logged
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
मैं स्पैम बॉट समर्थन
मैं हिन्दी का समर्थन
~The Medistation
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: Gameplay Preview Phase 7 Results
«
Reply #27 on:
April 06, 2011, 07:27:38 PM »
The mismatch between flamer range appearance and the new change is known and Norfenstein said he would look at it later today.
Logged
Menace13
Turrets: +12/-41
Posts: 518
Proud Sir| Clan Member
Re: Gameplay Preview Phase 7 Results
«
Reply #28 on:
April 06, 2011, 10:11:52 PM »
Quote from: Lakitu7 on April 06, 2011, 07:27:38 PM
The mismatch between flamer range appearance and the new change is known and Norfenstein said he would look at it later today.
Thanks! It's annoying not being able to tell how far flamer will shoot :3 I accidentally bled teammates a bunch due to it.
Logged
Quote from: amz181 on September 08, 2011, 11:32:07 AM
but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.
Norfenstein
Turrets: +81/-77
Posts: 628
Re: Gameplay Preview Phase 7 Results
«
Reply #29 on:
April 07, 2011, 12:39:08 AM »
Sorry about the flamer glitch (and for taking two days to fix it), Lakitu has the fix up on the servers now.
Quote from: Dracone on April 05, 2011, 01:12:34 PM
Imo the shotgun was fine
I agree, if you ignore its cost (which is easy to do for such a cheap weapon). My opinion was that it was no better than the rifle (and that there was room to make it better without needing to change anything else).
Quote from: GeneralScott on April 05, 2011, 01:20:23 PM
Because of the range, it will always be completely useless againt rants and adv goons, who can stand the fire long enough to deliver a killing blow.
Not every weapon is supposed to be equally good for all purposes. The flamer's niche is intended to be clearcutting lower-level aliens. If you want to attack structures or kill tyrants or goons (instead of just defending yourself from them) I suggest you travel with a teammate that has a different weapon.
Quote from: NotYarou on April 06, 2011, 04:42:43 AM
For the first time ever, I actually enjoyed playing GPP.
I really feel that these balance changes are excellent; GPP no longer feels as slow as it used to.
You've managed to capture the deathmatch style I loved in 1.1, while still keeping the greater focus on teamwork introduced in GPP.
Have you not played in a while, or were these relatively small changes enough to make the difference? Either way, <3
Logged
Pages: [
1
]
2
3
4
5
6
...
8
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
General
-----------------------------
=> Announcements
=> General Discussion
=> Troubleshooting
=> Feedback
=> Official Servers
-----------------------------
Community
-----------------------------
=> Servers
===> Server Admin Contacts
=> Clans
===> Individual Clan Threads
=> Strategies and Tactics
=> Mod Ideas and Desires
=> Off Topic
-----------------------------
Media
-----------------------------
=> Mapping Center
=> Map Releases
=> Modeling Center
=> Other Tremulous Media
-----------------------------
Mods
-----------------------------
=> Modding Center
=> Mod Releases
===> HUDs
===> Gameplay Changing
===> Non-Gameplay Changing
===> Tools and Utilities
Loading...