Search found 79 matches

by freem
Wed Mar 03, 2021 1:22 am UTC
Forum: Ideas & Suggestions
Topic: mine generator
Replies: 2
Views: 279

mine generator

I think turrets are way too strong for tier 0 and tier 1 defenses. I would like to make them tier2 and tier 3, respectively, and give humans a mine generator as tier 0 defense building. It would work like this: * generates a mine in a random place within a radius every few periods of time * mines di...
by freem
Tue Mar 02, 2021 11:06 pm UTC
Forum: General Discussion
Topic: AI improvements
Replies: 6
Views: 502

Re: AI improvements

tyrants really needs improvements:

* devolve when base attacked by a human playing "chat perché"
* don't go heal when allies are too close (block allies moves otherwise)

Also:

* bots should go inspect beacons (that seems easier to do than some team awareness improvements actually)
by freem
Tue Mar 02, 2021 4:59 pm UTC
Forum: General Discussion
Topic: AI improvements
Replies: 6
Views: 502

Re: AI improvements

Added to list:
Bots should not strafe when they are trying to go in melee and no enemy can see them. Can often be seen when running to base while wearing a radar: dretches take lot of time to hit you because... they strafe without reason.
by freem
Mon Mar 01, 2021 11:12 pm UTC
Forum: General Discussion
Topic: AI improvements
Replies: 6
Views: 502

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: 6508

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: 801

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: 16452

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: 9
Views: 1084

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: 9
Views: 1084

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: 716

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...

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