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Messages - Prophet

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Suggestions, ideas / Re: First impressions
« on: April 04, 2018, 10:49:04 PM »
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

Suggestions, ideas / Re: First impressions
« on: April 04, 2018, 10:24:07 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 was wondering about this as well, as it does affect the game quite a bit.  For example, upon hitting tab as humans I realized the enemy team was full of only granger.  This allowed me (on humans) to freely and safely get a successful base move early game. This ofc has huge implications on the result of the match. 

Personally I'm not a fan of this feature.  As I stated in another post one of my favorite aspect of gameplay is collecting information and decieving the opposing team.  Ideally I would love for this display to be changed to "last seen as" much like league of legends does with items, but if this is not possible or is difficult to implement I would prefer this display to simply be removed

Discussion / Re: What is the objective of the game?
« on: April 04, 2018, 10:08:48 PM »
Can I use it as base for objectives described in game?

You may certainly use it!  As Loki it probably should be edited to be a bit more formal.

Discussion / Re: What is the objective of the game?
« on: April 04, 2018, 04:01:54 PM »
To add on what Machine Medic said:  The goal is to make it so no enemy player is on the map OR able to spawn on the map.

There are a few basic strategies you can do to accomplish this...

For Aliens:
1.  Destroy the enemy reactor will make it so all buildings will stop functioning.  Humans are basically screwed here unless they are able to spawn a ckit a build a new one.
2.  Destroy the enemy armory(s) 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, this dooms the human team as they can not longer get any armor or weapons.
3.  Destroy the enemy medistation(s) and the human team cannot easily heal (I think you can still get medikit from armory though) During sudden death this ensures you can easily get resources to continue an attack as humans will constantly die and respawn.
4.  Destroy enemy telenodes directly.  This is very effective during sudden death.
5.  Destroy enemy turrets and other defenses to gain access to the above 4.

For Humans:
1.  Destroy 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 a granger and use low hp pitins to defend.
2.  Destroy the enemy booster will make it so that the aliens can't heal as fast and can no longer poison you.  This is generally priority one for me, especially if the alien base is far away from the human base.
3.  Destroy enemy defenses, in particular trappers and other slowing structures to give you access to overmind and spawns.
4.  Destroy eggs directly, can be effective in sudden death if you can find them all.

This just scratching the surface for the game, as there is a lot of other strategies that may come into play especially when it comes to coordinating with your team.  At high levels of play feint operations, rushes together as a team, and protecting your builder to create a forward base are all important factors that can lead your team to victory.  :)

Suggestions, ideas / Re: Admin Panel
« on: April 04, 2018, 04:53:53 AM »
Why am I not surprised this is happening already  ;D

6.   Alien sense cannot tell between structure and human... Sniffing doesn't seem to make a difference

I agree with most, sniffing however works

Perhaps it is bugged for me?  When I sniff it seems to turn all dots blue, not just humans but also structures so idk.

Even if it did work as expected it's really annoying tbh.  Since sniffing is spammable it serves no purpose other than just another button you have to press.  Unless it gets a cooldown or something there is no strategic value added.  Just spam sniff all day.

My suggestion would be to change it so that aliens can sense humans all the time (shown blue) and sniff be given a 10-15s cooldown and double the range of the alien sense ability.  That way you can use it strategically to call out human movements.  Intelligent teams with voice coms could even cycle the use of this ability to constantly get a read on human movements.  Some sort of "ward" or sensor thing that gets thrown for humans would be cool too.  I really like game play built around collecting information

Also, if a pitin gets too close to you when you're healing, your healing stops. (not sure if all the aliens, only noticed it on Tyran)

Yeah this bug is annoying, I reported it yesterday on the bug tracker so hopefully it gets attention

Suggestions, ideas / Turn off rant charge and gas tk and other things
« on: April 03, 2018, 03:53:03 AM »
One of the most infuriating things when playing aliens right now, especially in smaller maps like box field.

Suggestions for default settings (if these things are customizable)

1.   Rant charge/Grabit gas/narb zap should not deal damage to allies.  If not full immunity maybe half damage
2.   Increase booster range significantly, only one alien can use it at the time atm.  maybe healing too
3.   narb zap is useless.  The narb jump is all vertical, need some forward velocity
4.   Overmind/Reactor needs damage indicators, no idea if its low or not. 
5.   Default bp might be a bit too high
6.   Alien sense cannot tell between structure and human... Sniffing doesn't seem to make a difference
7.   Both aliens and humans really need to jump higher.  Grabit cannot even jump on a human's head like in Trem
8.  You should be able to kill the enemy RC or OM during sudden death... I'm not really sure why this is a thing.  Currently all you have to do to build a good base is hide everything behind your invincible RC/OM and survive till SD
9. Rant crush when you get on top of a human?  I don't remember if this was a thing in 1.1

Discussion / Re: Sniper Rifle Damage
« on: March 31, 2018, 02:43:39 AM »
If that's the general consensus, then I stand corrected! :P

yeah well that's basically the way MDs worked as roles back in Trem, especially in clan wars

Those were the days, I hope we get a competitive community going again

Discussion / Re: Sniper Rifle Damage
« on: March 30, 2018, 08:53:56 PM »
The sniper (mass driver in tremulous) was always a tool for catching out small aliens and finishing off big ones that were running away.  Never was it useful for chunking down a lot of hp.  In group of 3-4 humans attacking there would only be one sniper user who's sole responsibility is to control small aliens that attack in numbers.  Larger targets and structures are targeted by the rest of the group: shotguns, chainguns and the like

Discussion / Re: Thr truth about Rotacak and his 'Projects'
« on: March 30, 2018, 03:24:12 AM »
Damn, what a bad ass.  He had to sell his house to fund his game so he BUILT A NEW ONE HIMSELF.  Jesus, can you imagine?  Probably cut the logs himself.  All the architecture, design, plumbing, and other shit you need to do to build a house while developing a game at same time?  What a hero.

On a more serious note:  He's not charging to to play the game, just asking for donations.  There really is no harm in that.  If you don't want to support the project, just don't.  Personally, I would love to see a tremulousish game be successful, so anyone willing to put the hours in towards that has my support.  Tremulous? dead.  Unvanquished?  1.3?  Nothing there.  Licensing prevents any real sort of development.  You need money to make things work, that's how things work in the real world.  Tremulous died to to very open source license that gave birth to it.

I've already decided to contribute, but I haven't settled on how much yet.  As someone who wants to relive the old days, I'd say this project is the best damn chance we got.  If Murnatan doesn't at least get a little bit of traction, do you think any other developer would take a chance in building a game with the Tremulous experience?  Hell no.

Suggestions, ideas / Re: Suggestions and Critics from a Trem fan
« on: March 29, 2018, 05:13:18 AM »
Hello Draikonz.   :)

I want to say I definitely agree with some of the points you made, however I'm not even sure we're at the stage where we can even begin to talk about game balance.  I think just general fixes and polish needs to happen first.  I would love to play some games 5v5 or 10v10 with actual trem vets instead of steam randoms before I make any judgement calls there.

However I do have to agree with Narbatuker... Right now I skip that evolution completely.   A buff is already in the works according to rota.   On the tyrant, they are strong, but I think it's actually because they're too small rather than because of their stats.  This tyrant is actually not much bigger than a battlesuit and fairly slim.  I suspect it would feel more balanced if they were bigger.

I have you tried messing with your settings at all?  Maybe turning down some settings as I don't think I'm experiencing the same input lag issues as you do.

EDIT: Also the models are actually growing on me... And sad... shooting at alien builders = shooting puppies.  Goons are goats.  That is all

Suggestions, ideas / Re: Pitin is OP
« on: March 28, 2018, 10:33:23 PM »
Edit:. The game feels to me like tremulous 1.1 numbers right now but I'm not 100% sure.  It would be nice if all the damage values would be published

yep most if not all damage values are exact copies of 1.1, apart from the pitin, I think

because the headbites are much easier to get here in UE4 than in ioq3

Ah I see.  To be honest I can't really comment on balance at all right now till I the community gets a bit more developed.  Can you comment on how it's easier to head bite in ue4?  Keep in mind that even in tremulous once you learned to aim above the human rather than at the humans getting headbites are fairly trivial as well.  The other thing that factors in is that jumping as a human is by far more expensive for stamina and seems weaker too.  Jumping used to be a very powerful way to combat dretches.  Now it seems jumping is something you only want to do if you need to get over terrain

Suggestions, ideas / Re: Pitin is OP
« on: March 28, 2018, 05:16:23 PM »
Dretches and rifles both need to be fairly strong otherwise it would be too easy to win with a snowball.  You should be able to recover from a bad situation by killing an expensive investment with a free spawn.  Remember that the rifle does 150 damage each clip if fired perfectly as well.  That means just 5 shots needed to land on the dretch and just 3 guys need to unload their clips into a rant to get him.

Edit:. The game feels to me like tremulous 1.1 numbers right now but I'm not 100% sure.  It would be nice if all the damage values would be published

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