The fact that we can play only default maps becuase ppl don’t know how to download tjw.
Mine is a “start” topic, where we can talk about those problem that could change the game.
I hope you guys will answer writing your ideas and suggestion.
Dretches are the last problem at s1. Normally in 1v1 a rifle wins against a dretch (5 bullets to kill it and 30 bullets in the magazine).
Plus a md well used can kill many dretches.
So I don’t think that floor head-bite is a big problem.
Marauder is an alien that I don’t know so much, but is more balanced than the goon (2 hit instead of 1 vs s1). Every alien can do strafe-jump, marauder is just an evolution of it.
I think, instead, that we should test a match with this setting (on test server ofc)
s1 aliens: Basi, adv Basi, Marauder, Adv Marauder
s2 aliens:Goon and Adv Goon
s3 aliens: Tyr (maybe with 350 hp)
s1 humans: Rifle with 20 bullets in magazine, no battery pack
s2 humans: battery pack plus other weapons\gadgets
s3 humans: same as the normal one.
I know that is similar to 1.2, but 1.2 has different game mechanics so I think that won’t be a big problem.
Anyway we should try, probably I’m wrong!
I agree. One-shot goons, despite being skilled, are fucking bullshit. You pretty much require helmets which aren’t available at S1, so (I’m second-guessing here) DarkLegion thought people would be forced to group up more. On the contrary (atleast from what I saw in pubs) people simply camped harder until they hit S2 or the goons died.
I disagree. ADV Maurader fucking wrecks shit and boosters pretty much buffs everybody. ADV Basi is a little on the flimsy side, but good Basi show that they will practically steal kills from solo engagements or use gas for Crowd Control. Trappers and Advanced Grangers also vastly improves alien bases to catch up with the more powerful S2 humans.
I’ll need to play more S3 again to decide on this. I do think that aliens at S3 have an insane amount of sustain that the human side seriously lacks, making alien rushes alot more common to see in pubs.
I agree.
The “new” Tremulous build will address this problem.
In my opinion, the reason I think balancing in Tremulous is a problem is because both sides lack mechanics that synergizes with cooperating teammates. One example of what I’m talking about is the Basilisk’s passive “auto-heal” that benefits everyone in an area. Another example is people building bases to help the team. I think thats about it.
The rest of the synergy is basically getting as many people with you as possible to rush structures, check for flanks and make sure you all survive. This turns balancing into a numbers game where the devs needs to constantly adjust how powerful/weak “x” is.
However, adding in new mechanics/passives that encourages people to work together to become stronger makes it so that nerfs are alot softer to take. Alot of ideas on this site like “deployables” makes it so that its alot easier to nerf human structures since humans don’t need to rely on their BP to succeed. Or reduce Dragoon pounces to that they don’t 1-hit anymore in exchange for Dragoons to be able to pounce higher/faster the lower their HP is.
Tremulous needs new shit to be actually coded in so we can tackle it’s problems outside the box, instead of buffs/nerfs.