Search found 146 matches

by Gireen
Sat Apr 10, 2021 8:30 pm UTC
Forum: Feedback
Topic: Build points considerations
Replies: 3
Views: 26

Re: Build points considerations

For what maps would you see this as problem? Or witch maps do you consider as large? It seems the problem lies more in playing large maps with few players, witch obliviously increases the time one can run around without seeing enemys. But humans can also build more so they could secure bigger parts ...
by Gireen
Fri Apr 09, 2021 9:24 pm UTC
Forum: Feedback
Topic: Build points considerations
Replies: 3
Views: 26

Re: Build points considerations

What would be the benefit of eggspam?
humans can just destroy them and aliens waste there build points.
by Gireen
Sun Mar 21, 2021 1:18 pm UTC
Forum: General Discussion
Topic: Humans are complementary. What about aliens?
Replies: 4
Views: 320

Re: Humans are complementary. What about aliens?

Tyrant will also prevent the goon to flee. Or the goon will prevent tyrant to attack or retreat. Most corridors are wide enough for both only doors are the bottleneck. It requires some teamwork to be efficient but it can work quiet well. Barbs takes ages to regenerate, and humans have bigger range ...
by Gireen
Sun Mar 21, 2021 1:07 pm UTC
Forum: Ideas & Suggestions
Topic: make spawning and artificial ammo cost money
Replies: 3
Views: 204

Re: make spawning and artificial ammo cost money

There is currently a mechanism which gives players 200 credits every 2 minutes Wait, really? Is this space socialism? :smile: The problem would be the missing instant in this "instadeath". Sitting in spawn queue and waiting is no fun. It happens already at the end when all spawns are dest...
by Gireen
Sun Mar 14, 2021 12:57 am UTC
Forum: General Discussion
Topic: Humans are complementary. What about aliens?
Replies: 4
Views: 320

Re: Humans are complementary. What about aliens?

Aliens can cooperate as Adv Goon sniping and Tyrant defending/blocking enemys Adv Marauder can harass zap and depleate laser weapons or jetpack i think.
and in 0.52 the granger can trapp enemys
by Gireen
Sun Mar 14, 2021 12:44 am UTC
Forum: Ideas & Suggestions
Topic: make spawning and artificial ammo cost money
Replies: 3
Views: 204

Re: make spawning and artificial ammo cost money

What happens when one player of a team runs out of money? :bugeyes:
And what when he dies then?
by Gireen
Thu Mar 04, 2021 7:52 pm UTC
Forum: General Discussion
Topic: Gameplay explanations
Replies: 1
Views: 189

Re: Gameplay explanations

You are talking about this https://github.com/Unvanquished/design-document right? Or at least its the source for the pdf. All "historic" gamplay discussions can be found in ideas & suggestions Viechs design document is probably the most "complete" text there is to this topic....
by Gireen
Thu Mar 04, 2021 6:21 pm UTC
Forum: Ideas & Suggestions
Topic: mine generator
Replies: 2
Views: 148

Re: mine generator

As new building its interesting.
As replacement for turrets in early game not so good. It would make it to easy to destroy a human base.
by Gireen
Thu Mar 04, 2021 6:17 pm UTC
Forum: Ideas & Suggestions
Topic: make low aliens dangerous in their base, even to battlesuits
Replies: 9
Views: 788

Re: make low aliens dangerous in their base, even to battlesuits

How would a second hit affect the length of the poison time?
Would the doubled poison only overlap for a short time until the first infection is over?
by Gireen
Thu Feb 25, 2021 6:35 pm UTC
Forum: Community Development
Topic: [mod]Experimental Gameplay
Replies: 20
Views: 15638

Re: [mod]Experimental Gameplay

I think its more something for a smaller update after 0.52. For once i am not sure if it is a good idea. In games with low player count its definitive good but with more players a dedicated builder reduces the positive effects. The process of waiting to continue building could also be needed for a p...

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