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by freem
Sat Apr 17, 2021 8:17 pm UTC
Forum: Ideas & Suggestions
Topic: make spawning and artificial ammo cost money
Replies: 5
Views: 472

Re: make spawning and artificial ammo cost money

True.

Maybe we could have, instead of the free credit every few periods of time, a percentage of the credit for a kill dispatched to the team? That would even encourage team play, and help builders?
by freem
Sat Apr 17, 2021 8:13 pm UTC
Forum: Feedback
Topic: Build points considerations
Replies: 15
Views: 903

Re: Build points considerations

I think an important word here is: clanwar. I think clanwars needs a "dedicated" mod, with minor tweaks like that to improve the competition balance of the game, since I suppose clanwars are done with a powerful tool: mumble for most players, which helps greatly in establishing strategies....
by freem
Sat Mar 20, 2021 8:46 pm UTC
Forum: Ideas & Suggestions
Topic: Rebalance tyrants
Replies: 4
Views: 367

Re: Rebalance tyrants

illwieckz wrote:Does increasing mass give tyrant more self damage when falling from high? Does tyrant suffer from falling damage to begin with?


No. No alien suffer from fall damage IIRC, they all have "fallDamage 0.0" (I suppose it's a multiplier)
by freem
Sat Mar 20, 2021 8:41 pm UTC
Forum: General Discussion
Topic: Humans are complementary. What about aliens?
Replies: 5
Views: 638

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 > Adv Goon sniping and Tyrant defending/blocking enemys Tyrant will also prevent the goon to flee. Or the...
by freem
Sat Mar 20, 2021 8:34 pm UTC
Forum: Ideas & Suggestions
Topic: Rebalance tyrants
Replies: 4
Views: 367

Rebalance tyrants

I just did some tests, for fun. A marauder jumping on a telenode deals ~12 damages. A dragoon jumping on a telenode deals ~28 damages. A tyrant jumping on a telenode deals .... ~28 damages, again. I think a good way to make tyrants beasts you don't want to see in your base is, increase their mass (i...
by freem
Sat Mar 20, 2021 8:23 pm UTC
Forum: Ideas & Suggestions
Topic: make spawning and artificial ammo cost money
Replies: 5
Views: 472

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? There is currently a mechanism which gives players 200 credits every 2 minutes, so, in worst case, you'd need to wait. But I would see such idea (improved a lot, of course) as an "instadeath" m...
by freem
Sat Mar 13, 2021 7:25 pm UTC
Forum: Ideas & Suggestions
Topic: make spawning and artificial ammo cost money
Replies: 5
Views: 472

make spawning and artificial ammo cost money

Currently, dretch, granger, adv granger, naked human, rifle, and construction kit cost no money. The only reason you get some points when killing them is, there is a hard-coded minimum value. Few days ago, I was thinking "what if spawning had a cost, increasingly high as game grows older?"...
by freem
Sat Mar 13, 2021 7:06 pm UTC
Forum: General Discussion
Topic: Humans are complementary. What about aliens?
Replies: 5
Views: 638

Humans are complementary. What about aliens?

Humans have many valid tactical choices: * mobility versus resilience (jetpack+armour vs battlesuit) * slow but accurate high shots vs close fight weapons (mass driver, las gun, pulse rifle vs most weaons) This is nice, and fun, and combine nicely, making human teams fun to play. But, what about ali...
by freem
Thu Mar 04, 2021 2:10 am UTC
Forum: General Discussion
Topic: Gameplay explanations
Replies: 1
Views: 390

Gameplay explanations

I, for long, was confused about imbalance in unvanquished. I said that more than often on IRC, but its like a mandala: it's beautiful for few hours, and forgotten few minutes after. I think there should be a real «gameplay» definition, with the "what should be reached", the "how to re...
by freem
Wed Mar 03, 2021 11:41 am UTC
Forum: General Discussion
Topic: AI improvements
Replies: 6
Views: 524

Re: AI improvements

Places where bots can be stuck without navmesh deficiencies also exist. For example, exiting from the depicted human base to the right, there are some shallow holes which human bots can fall into. This one is worked around in parpax mini: there are grids to prevent the problem. Note that in origina...

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