Search found 160 matches

by Gireen
Fri Apr 23, 2021 3:56 pm UTC
Forum: Feedback
Topic: Build points considerations
Replies: 15
Views: 1776

Re: Build points considerations

So turrets would rust and acid tubes would rot. :grin: The need for maintenance might be an interesting idea on its own. That turrets lose a bit health when they deal damage. But back to the topic. @Marietto so your suggestion would be to abandon the miners and have the same principle of eggs and r...
by Gireen
Thu Apr 22, 2021 9:32 pm UTC
Forum: Feedback
Topic: Build points considerations
Replies: 15
Views: 1776

Re: Build points considerations

With the current system miners get less efficient over time and the recovery of bp becomes slower. That ends most of the time with many negative buildpoints, which is intended as replacement of Sudden Death. But i think no one knows how this really works or when it happens, making it more of a slow ...
by Gireen
Sat Apr 17, 2021 9:56 pm UTC
Forum: Ideas & Suggestions
Topic: Request credit
Replies: 6
Views: 542

Re: Request credit

I thought that would be possible. :confused:

Is it only if one lagged out/crashed or also if you normally disconnect and reconnect again?
by Gireen
Sat Apr 17, 2021 9:53 pm UTC
Forum: Ideas & Suggestions
Topic: Alien siege weapons
Replies: 8
Views: 1891

Re: Alien siege weapons

No the effect is everywhere the same. But if both teams are affected its split to 50% for each team. I tried this tactic a few times and it indeed works quiet well against a turtlebase. Aliens can disable human bases with leech spam. :grin: The problem with this would be that its not possible to see...
by Gireen
Sat Apr 10, 2021 8:30 pm UTC
Forum: Feedback
Topic: Build points considerations
Replies: 15
Views: 1776

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: 15
Views: 1776

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: 5
Views: 1326

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: 5
Views: 730

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: 5
Views: 1326

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: 5
Views: 730

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?

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