Search found 56 matches

by freem
Mon Mar 01, 2021 11:12 pm UTC
Forum: General Discussion
Topic: AI improvements
Replies: 0
Views: 19

AI improvements

Hello. I want to improve bot's AIs, so that they would be less a burden when at high skill level, and ideally, make them useful even without cheating (seeing through walls). There's a lot to do, of course, some changes won't be easy, but some can be trivial. I would notably like to discuss (and impl...
by freem
Mon Feb 22, 2021 3:18 am UTC
Forum: Feedback
Topic: Humans are way OP
Replies: 3
Views: 5983

Re: Humans are way OP

For the record, so that this thread can be answered because those concerns are common. We didn't promise anything like that, because the gameplay is not as broken as both of you suggest. We have played tournaments and lots of development games since we diverged from the somewhat balanced Tremulous a...
by freem
Mon Feb 22, 2021 2:59 am UTC
Forum: General Discussion
Topic: Here are some things I hope we can acheive in 0.52.0
Replies: 4
Views: 420

Re: Here are some things I hope we can acheive in 0.52.0

1. Easier Public server hosting - add join by I.P. 2. Fix Spectating (for tournaments etc.) 3.add missions/story lines 4. get more audience 5. more voice ques/quips (I can do voice acting) 6. enable passworded lobbies to work 1) agree, would be easier, but requires mostly documentation, not UI chan...
by freem
Mon Feb 22, 2021 2:45 am UTC
Forum: Community Development
Topic: [mod]Experimental Gameplay
Replies: 20
Views: 14983

Re: [mod]Experimental Gameplay

quick answer to say that this experimental gameplay makes playing as a granger a lot less boring. In 0.51 standard, I hate grangering around, because grangers are slow, weak, and basically can't have fun. With current experimental, grangers can plant a set of buildings (humans can too), and so it's ...
by freem
Mon Feb 22, 2021 2:39 am UTC
Forum: Ideas & Suggestions
Topic: make low aliens dangerous in their base, even to battlesuits
Replies: 5
Views: 468

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

I like your ideas but you are wasting time with your suggestions here. Just have to deal with it how it is or move on to another game, like me. The devs maybe answer your ideas but nothing more happens. Well, me writing here is to have feedback from players, not from devs. Because, well, I am also ...
by freem
Sat Feb 06, 2021 9:42 pm UTC
Forum: Ideas & Suggestions
Topic: make low aliens dangerous in their base, even to battlesuits
Replies: 5
Views: 468

make low aliens dangerous in their base, even to battlesuits

A naked human with a rifle is easily able to kill a tyrant in his base. A dretch or a granger in their base needs a lot of suicides to kill a battlesuit user, feeding said user. I think this is a problem. A solution to prevent that would be to make poison ignoring armor. Actually, it deals 5 damages...
by freem
Sat Feb 06, 2021 9:35 pm UTC
Forum: Ideas & Suggestions
Topic: preventing flamer kamikaze
Replies: 0
Views: 259

preventing flamer kamikaze

I would like to suggest a way to prevent flamer kamikaze. Humans with 100 momentum become suddenly highly dangerous for alien's bases, because they unlock a deadly combination: flamer + jetpack. This combination allows one to play the "flamer kamikaze" tactics, for only 570 credits. Aliens...
by freem
Sat Feb 06, 2021 8:51 pm UTC
Forum: Ideas & Suggestions
Topic: Alien siege weapons
Replies: 4
Views: 702

Re: Alien siege weapons

A simple "siege" weapon would be a building which acts like a leech, except with:

* a lot broader range
* have a cost
* affect both teams

Would be used to drain enemy's BPs, and thus, disable defenses if humans choosed to turtle
by freem
Tue Feb 02, 2021 10:17 pm UTC
Forum: Ideas & Suggestions
Topic: Have Human v Human battles or Team-deathmatch
Replies: 4
Views: 322

Re: Have Human v Human battles or Team-deathmatch

what gamemodes except team deathmatch? I can imagine at least one, inspired from the default mode of battlefield 2142: control and defend. Teams would have a building which can only be placed at specific places and are "overmind/reactor"-like, plus spawn. At the end of a time or if all ta...
by freem
Wed Jul 24, 2013 1:49 pm UTC
Forum: Ideas & Suggestions
Topic: Redefining alien movement
Replies: 10
Views: 5124

Re: Redefining alien movement

Saying the dretch is not more dangerous than previously must be pure irony... More hp and speed for a pure contact class, which is very small makes it indeed more dangerous. But maybe the pounce has been reduced last week, I did not played those last days. If you want to make tyrants more dangerous,...

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