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Messages - Rex

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1
Discussion / Taunt mute is a bit excessive.
« on: June 06, 2018, 10:54:40 PM »
Okay, so the current way of preventing taunt spam is to have the system mute the player's text communications.
I think that's a bit unnecessary, as it then means they can't communicate or vote just because they spammed the taunt a few times.
Would it be better to have a "cooldown" period for the taunts after excessive use? Since even after the mute, the player can still taunt spam.

2
News / Re: Update: 0.1.580 (Rotcannon)
« on: May 06, 2018, 05:56:15 PM »
We're going to see Rotcannon? Woo!

3
Discussion / Re: Who's active?
« on: April 18, 2018, 08:19:38 PM »
I've been caught up in university, but hopefully next week I'll be able to get back to nomming me some marines.

4
Discussion / Re: What is the objective of the game?
« on: April 06, 2018, 12:41:06 PM »
damn you native speakers! when will we get the powers you have!

*Laughs in Imperialist*

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Discussion / Re: What is the objective of the game?
« on: April 05, 2018, 02:27:34 PM »
To add on what Machine Medic said:  The goal is to make it so no enemy player is on the map OR able to spawn on the map.

There are a few basic strategies you can do to accomplish this...

For Aliens:
1.  Destroy the enemy reactor will make it so all buildings will stop functioning.  Humans are basically screwed here unless they are able to spawn a ckit a build a new one.
2.  Destroy the enemy armory(s) will make it so humans cannot rearm or switch gear.  In smaller games it basically means a human needs to die to spawn with a ckit and build a new one.  During sudden death, this dooms the human team as they can not longer get any armor or weapons.
3.  Destroy the enemy medistation(s) and the human team cannot easily heal (I think you can still get medikit from armory though) During sudden death this ensures you can easily get resources to continue an attack as humans will constantly die and respawn.
4.  Destroy enemy telenodes directly.  This is very effective during sudden death.
5.  Destroy enemy turrets and other defenses to gain access to the above 4.

For Humans:
1.  Destroy the enemy overmind will make it so that enemies cannot evolve.  This gives you a steady flow of income to continue an attack as it forces the enemy to spawn a granger and use low hp pitins to defend.
2.  Destroy the enemy booster will make it so that the aliens can't heal as fast and can no longer poison you.  This is generally priority one for me, especially if the alien base is far away from the human base.
3.  Destroy enemy defenses, in particular trappers and other slowing structures to give you access to overmind and spawns.
4.  Destroy eggs directly, can be effective in sudden death if you can find them all.

This just scratching the surface for the game, as there is a lot of other strategies that may come into play especially when it comes to coordinating with your team.  At high levels of play feint operations, rushes together as a team, and protecting your builder to create a forward base are all important factors that can lead your team to victory.  :)

May I use this as a basis for a tutorial video explaining the objectives?

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Discussion / Re: What is the objective of the game?
« on: April 04, 2018, 12:29:52 PM »
It could definitely do with a quick tutorial (Even just a message box on the main menu to begin with) because it's not exactly clear for non-Trem players to get the objective.

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Discussion / Re: Sniper Rifle Damage
« on: March 30, 2018, 09:30:35 PM »
If that's the general consensus, then I stand corrected! :P

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Discussion / Re: Sniper Rifle Damage
« on: March 30, 2018, 01:53:08 PM »
imo you should NOT be able to take on a pum with a sniper rifle on your own

Ah, ok.
What would you say is the ideal environment for it? So far my only successes with it have been the corridor in Boxfield and Jettarding in the open spaces in Tenura.

9
Discussion / Sniper Rifle Damage
« on: March 30, 2018, 01:02:48 PM »
Okay, so in the current version the sniper rifle does 38 damage. Great for dealing with Pitins and the occasional stray Granger, but right now it's useless at dealing with a Pum (200hp) unless there's another player supporting.
Were the damage values for the Mass Driver in 1.1 the same? Because right now it's a little underpowered.

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Suggestions, ideas / Re: Suggestions and Critics from a Trem fan
« on: March 29, 2018, 05:21:29 PM »
I would also appreciate to see how much players are connected on server from main menu. That would be great. :)

Number of players in-game and server ping would be a godsend. Especially since there are a tonne of servers now (considering how early it is since release).

11
Discussion / Re: Amazing Expiernce!
« on: March 28, 2018, 03:23:26 PM »
Without our grangers we would lose once, much sooner. This is what i wanted from this game and this is exactly what i get.

Those were ALWAYS the best matches in Trem. Great builders keeping everybody going while they chip away at the enemy team's bases. I can't wait to see how many of those happen again!

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Suggestions, ideas / Re: Pitin is OP
« on: March 28, 2018, 03:18:42 PM »
I'd agree that Pitin is OP at the moment. They're really effective against armoured players even in S3. (A boosted Pitin is the ultimate annoyance to a lucisuit).

13
News / Re: IndieGoGo campaign for future development
« on: March 26, 2018, 01:04:41 PM »
It's payday next week, so I guess I found a reason to be broke for all of April :P

I'm a bit worried about this, because this could possibly lead to griefing.

14
News / Re: Update: 0.1.565 (Armoury menu, crashes)
« on: March 25, 2018, 04:48:12 PM »
That was fast!

15
Suggestions, ideas / Re: First impressions
« on: March 24, 2018, 12:08:47 PM »
Ooh, a first impressions thread. Here we go:

The core gameplay feels like Trem, which is a big plus. Building is straightforward and the little info panel on the CKit is a nice touch.
The maps currently in rotation are okay but a little flat. I'd love to see some maps based on the default Trem ones (with a little artistic flare or imagery that hints at a plot).
Pitin and Blaster are actually quite powerful, which I'm not sure if I like but it's definitely interesting! :D
The main downside I find are the crashes that happen when I buy stuff from the Armoury.

The main menu music is ultra chill. It's incredible.

Suggestions:
  • Add longer descriptions to some of the buildings.
  • Add a delay to the voice taunts to keep them from being spammed/overlapping.
  • Fix the bug where the Armoury screen stays over the GUI (so far I can only solve it by exiting and going back into the game).
  • As mentioned above, increase the gravity. Narbatucker doesn't feel very fast at all.

It's still more polished than most games that make it to early access!

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