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Search found 177 matches

by Gireen
Wed Jul 07, 2021 11:45 am UTC
Forum: Feedback
Topic: Nerf the flamethrower already...
Replies: 11
Views: 359

Re: Nerf the flamethrower already...

Wth, how does this continue happening to me : I didn't realise i could devolve !! Its a recent change :grin: The communication how the gampleay works is probably something we need to improve more :bugeyes: Would it help if you can give bots instructions where they move/defend/attack ? @freem, i don...
by Gireen
Sun Jul 04, 2021 10:20 pm UTC
Forum: Feedback
Topic: Nerf the flamethrower already...
Replies: 11
Views: 359

Re: Nerf the flamethrower already...

We all are crazy :bugeyes: If all buildings would be fire resistant the flamer became useless, but only the barricades for example could be interesting. Another way could be to reduce the damage burning does to buildings but let it last longer. That buildings slowly lose health and give more time to...
by Gireen
Fri Jul 02, 2021 4:37 pm UTC
Forum: Feedback
Topic: Nerf the flamethrower already...
Replies: 11
Views: 359

Re: Nerf the flamethrower already...

Not sure if i understood it right but:

A bot burned down your alien buildings?
Where all buildings close together?
Do you know that grangers can extinguish fire?

We had discussions about changes to the flamer but there is nothing decided yet.
by Gireen
Fri Jul 02, 2021 4:29 pm UTC
Forum: Ideas & Suggestions
Topic: Change layouts for less moving around at start
Replies: 11
Views: 364

Re: Change layouts for less moving around at start

layouts which are destroyed by bots in warmup Thats something that could be fixed by someone that is working on bot improvements :wink: They have access to time in the Behavior tree so one could let them idle during warmup and play defensive during the first few minutes. I think the best way to int...
by Gireen
Tue Jun 29, 2021 8:21 pm UTC
Forum: Ideas & Suggestions
Topic: Change layouts for less moving around at start
Replies: 11
Views: 364

Re: Change layouts for less moving around at start

There is no rule that there can only be one layout per map.

You can make some layouts that are optimized for bots or low playercount and have them selected in maprotation depending on the number of real players.
by Gireen
Mon Jun 21, 2021 8:38 pm UTC
Forum: Ideas & Suggestions
Topic: My thoughts on how humans could be more balanced in Unvanquished
Replies: 5
Views: 287

Re: My thoughts on how humans could be more balanced in Unvanquished

So that means every item would have 2 types of penaltys attached to it one for the team when unlocked and one for the carrier. That could maybe differ depending on how powerful they are. But the penalty would only affect the rewards for killing enemys? or also the gains of momentum? ( collected to u...
by Gireen
Sun Jun 20, 2021 10:13 pm UTC
Forum: Ideas & Suggestions
Topic: My thoughts on how humans could be more balanced in Unvanquished
Replies: 5
Views: 287

Re: My thoughts on how humans could be more balanced in Unvanquished

Thanks for for posting your ideas :thumbup: Whats the difference between 1 and 3? 2. Is an interesting approach for the healing problem. We could maybe have a mini booster grow out of corpses which dies after a short time or it its destroyed by humans. Also, killstreaks! I cant wait to hop around as...
by Gireen
Mon Jun 14, 2021 8:11 pm UTC
Forum: Ideas & Suggestions
Topic: mine generator
Replies: 6
Views: 1083

Re: mine generator

If aliens rush humans will camp. And why shouldn't they? Its the best move they can do. Camp until they unlock stronger weapons. And what if the bases becomes weaker? They will camp even more, which is understandable because the only safe spot will be sitting on the reactor and shooting dretches tha...
by Gireen
Mon Jun 07, 2021 10:50 am UTC
Forum: Ideas & Suggestions
Topic: mine generator
Replies: 6
Views: 1083

Re: mine generator

The question is should it be possible to destroy a base in earlygame?
I think only if a team makes a great blunder. The best tactic for aliens seems to ignore the human base and only contain them in an area of the map until they reach a higher stage.

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