wat
Hmm, how about giving the marauder health?
Speaking of basilisk, I was tihnking of:
1: Remove grab (because it is very latency biased) and replacing it with something like a delayed damage attack with primary attack
2: Increase basilisk damage to about 38-ish and have it deal unavoidable poison regardless of boosted state (negating the requiremvent for a booster as a basilisk, allowing it to be the assasin it was made to be) however increasing its wait period between swipes
3: Gas can be “spat out” at a target with a high cooldown (Perhaps it would be “chargable” like the luci and have an independant timer of its own?) and very low damage (but a long duration) but shouldn’t slow targets down like they do currently (which induces client-side prediction errors also experienced as warping with higher latencies)
4: Marauders should have damage-over-time style zaps as they honestly are kinda “felt” OP simply because they were instantaneous. However once the zap is connected the range shouldn’t matter (in 1.1 I had an unlagged related bug with chasing a human because my server-side would be out of range so I’d only deal 1 damage per zap while chasing a human when I’m not close enough)
5: Increase spread of turret shots and increase damage of Teslas, and remove the DC requirement as it is buggy, and it kinda makes teslas worthless like in 1.1 again
6: Tyrant trample needs to properly have 1.1 style trample to increase its anti-base effectiveness (in 1.1 you can hit as many structures as you want, ignoring GPP-style trample damage timers, currently you can only hit two structures in a trample)
7: Advance Dragoon could have hitbox-based pounce as it is supposed to, the Tyrant Trample works on hitboxes anyway
8: Dragoon pounce damage dealing could be based off speed upon contact
9: Dretch needs a secondary attack activated by mouse (it has the animation for it afterall) which could be something like a long range poison effect, but bite damage could be reduced to back of what GPP had
10: Adv Granger spit could do more damage than it does currently (~10 damage to match up to the blaster), and perhaps an area-effect (with negative knockback? I’ve tried it and it works well) with the usual slow effect rather than requiring a direct-hit. If it gets OP in anti-base, we could always make it so you have a stock of something like 6 barbs…
We could also re-implement the human impregnation feature from Cuboid too
11: Adv Granger swipe could get a boost in width and range since it is hard as fuck to hit with
12: Humans could use a rocket launcher like such:
- Fairly inaccurate wihle moving or standing up
- Very Strong damage (could be made t osometihng like 350)
- Has a 1 second “targetting” delay which can be cancelled
- No self-damage protection
- Long reload and only 3 rockets
13: Dretches There could have an energy-based self destruct ability where it disables power for 5 seconds and depletes energy weapon ammunition with something like 100 damage at the center of the explosion
14: We could use an advance tyrant, 6 evos with 450 hp (nothing like KoRx’s 600hp tyrant) which can make use of acid bombs similar to KoRx (requires booster to recharge, recharges every 30 seconds)
15: Humans could get a “wearable” pack (can be worn with battpack/jetpack/bsuit) capable of auto-regeneration (Regneration Curved like in my GPP-1-1 mod: 3hp/sec at 0hp and 0.8hp/sec at 100hp?) for 200 credits, which gives humans a better chance of survival