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Messages - Nomad

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1
Discussion / Re: How do we attract more players?
« on: April 21, 2018, 02:58:33 PM »
Quake Champions is being criticised for not having dedicated servers and a serverlist because that's what formed Quake - communities, servers you'd join and see the people you met before, get to know them, have fun, etc. a "Play" button was never a good idea and isn't going to be.

2
Discussion / How do we attract more players?
« on: April 19, 2018, 04:17:36 PM »
One thing Murnatan lacks are players. The biggest game I've played so far was 7v7 and the server crashed. We really need to somehow lure more players in. Could steam perhaps help somehow? I think if the game was on the front page for at least an hour it would drastically help. That would probably be impossible though.

3
Discussion / Re: Do I have an aimbot? XD
« on: April 11, 2018, 12:56:28 PM »
1v1 me in CS:GO I'll wreck ya nab

4
Suggestions, ideas / Wall-walking
« on: April 08, 2018, 04:26:12 PM »
It's completely broken, especially on that long elevator map. Trying to climb somewhere with an adv granger is nearly impossible, you either get stuck or thrown off if it's a 90 degree angle.

5
News / Re: Update: 0.1.577 (Team balancing)
« on: April 08, 2018, 01:04:49 PM »
yaaaaaaaa

6
Suggestions, ideas / Re: Misc. Suggestions
« on: April 06, 2018, 04:17:21 PM »
What is Team Surrender?

A vote to surrender to end the game

7
Suggestions, ideas / Re: Misc. Suggestions
« on: April 06, 2018, 01:55:28 PM »
Kills and score for building should be balanced, encouraging people to both kill and build, sounds cool right?

8
Suggestions, ideas / Grenades bounce too much
« on: April 05, 2018, 05:56:19 PM »
It's like they have no weight at all, nading anything is virtually impossible because you throw the nade next to an egg and it bounces off to human base on the other side of the map.

9
Discussion / Re: What is the objective of the game?
« on: April 05, 2018, 03:58:56 PM »
Here you go, fixed a few errors and edited the text with some additional info:

The goal is to make it so no enemy player is on the map AND able to spawn on the map (no eggs for aliens and no nodes for humans).
There are a few basic strategies you can do to accomplish this...

For Aliens:
1.  Destroying the enemy reactor will make it so all buildings will stop functioning.  Humans are at a big disadvantage at this moment because they have to spawn with a construction kit (ckit) and build the reactor (if nobody had a ckit on them the moment the reactor was destroyed).
2.  Destroying human armories will make it so humans cannot rearm or switch gear.  In smaller games it basically means a human needs to die to spawn with a ckit and build a new one.  During sudden death (when you can't build anymore), this dooms the human team as they cannot buy armor or weapons any longer.
3.  Destroying enemy medi pads makes the human team unable to heal (only with a med kit, which humans get when they spawn, it has one use and needs to be replenished on a medi pad). During sudden death this ensures you can easily get resources to continue an attack as humans will constantly be on low health, die and respawn.
4.  Destroying enemy nodes (spawns) directly.  This is very effective during sudden death, as they can't rebuild them.
5.  Destroying enemy turrets and other defenses to gain access to the above 4.

For Humans:
1.  Destroying the enemy overmind will make it so that enemies cannot evolve.  This gives you a steady flow of income to continue an attack as it forces the enemy to spawn as grangers or low hp pitins to defend.
2.  Destroying the enemy booster will make it so that the aliens can't heal as fast and can no longer poison you.
3.  Destroying enemy defenses, in particular trappers and other slowing structures to give you access to overmind and spawns.
4.  Destroying eggs directly can be effective in sudden death (as they can't rebuild them) if you can find them all.

This is just scratching the surface for the game, as there are many other strategies that may come into play, especially when it comes to coordinating with your team.  At high levels of play you feint operations, rush together as a team, and protect your builder to create a forward base. This creates momentum to help you overwhelm the enemy team.

10
Suggestions, ideas / Re: First impressions
« on: April 05, 2018, 12:11:50 AM »
I can't help but notice you're only mentioning basic pum here.  Does that mean you think the adv pum is fast enough already and the pum just needs to be brought more in line with the advance version?  The main reason to evolve from pum to advance are the Barbs and the 50 extra hp anyway so I'm not sure why there would be such a big difference in speed

Yeah the adv pum is alright. The basic one moves slower than a 100 year old grandma.

11
Suggestions, ideas / Re: First impressions
« on: April 04, 2018, 10:35:34 PM »
Basic Pum is completely useless
Narb is useless too


increase speed please :(

I feel the same way although I'm not ready to make for sure calls about balancing right now.  I have seen some players actually fairly successful with he current pum but I struggle with it.  I'm probably bad  ;D

Narb for sure needs a buff though, badly.  I think the new physics engine is completely breaking narb, as no matter how much I try I can't seem to build up speed on this alien.  Mara in tremulous was always an alien that mostly sucks if you're inexperienced but if you get really good with it is an absolute beast with an extremely high skill cap.  I hope this same feeling can be recreated in murnatan.

Edit: my current alien gameplay tends to get pitin/grabit spam till enough Evo for rant and then suicide rush to kill things, I don't actually spend a lot of time with the other aliens but I'm hoping to change that.  How about you?

I remember jumping over human heads with the old mara and just owning. Basic dragoon used to be good as well, but now it's just too slow.

12
Suggestions, ideas / Re: First impressions
« on: April 04, 2018, 09:22:04 PM »
Basic Pum is completely useless
Narb is useless too


increase speed please :(

13
You can see the enemy weapons/aliens too, is that intended?

14
Suggestions, ideas / Re: Admin Panel
« on: April 04, 2018, 08:57:35 AM »
So will there be different admins for different servers or just main admins for the whole game?

15
Suggestions, ideas / Re: Suggestions and Critics from a Trem fan
« on: March 29, 2018, 04:27:31 PM »
I would also appreciate to see how much players are connected on server from main menu. That would be great. :)

This. So much this. Game is unplayable right now because those players who are online (what's the average, like 14 at a time?) are connected to different servers. Every server has like three players and it's annoying.

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