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Thread: Some Suggestions (and Balancing)

  1. #1
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    Some Suggestions (and Balancing)

    Hi,


    At first, lemme say how i love this Mod, you have really done a great job with this.

    Ok now,

    I've noticed that the normal Shotgun haves not enough Bullets compared to the Rifle.
    It has 27 Shells and the Rifle has got 5 Magazines with 96 Bullets.
    The Shells packs a punch, thats true but with the oncoming mass of aliens, you will run extremly fast out of ammo compared to the Rifle.
    With a good aiming, a Rifle Soldier kills around 40+ Aliens before he runs out of Ammo.
    And a Shotgunner must be the hell of a good Shooter to get 27 frags with all bullets or some more if he gets 2 or 3 Aliens with one Bullet.

    The problem is, there are mostly too much Aliens attacking at once and there are also coming more and more... and in most Maps, a Shotgunner will run out of Ammo before the half Map is passed.

    You have done a great Job with the Explosives Pumpgun and i would love it to see that the normal Shottie gets a 5 Shot Magazine and 5/8 Shots/Mags or higher the ammount of Magazines to 14.



    Second is,

    I think some Handgrenades for the Mini Slot (Special Slot) would be fine.
    As i said, there are always a lot of Groups of Aliens attacking at once and a Grenade could save up a lot of Ammo in some cases.
    So not only a Rifleman could have some, the rest of the Team could also have them.

    Ive seen some Guys today on the Server, discussing about Handgrenades and how cool it would be to have access to them through the Mini (Special) Slot.


    Third is,

    You could give the Explosives Specialists some sort of timed Explosive with a high ammount of Damage and a good blast radius for opening a Door without a Welder or waisting too much ammo.

    They could also use them to kill some engaging groups of Aliens ...



    And i noticed that the Vote System has a Bug in some situations.
    Ive seen today, that a Vote simply fails after 2 seconds everytime someone trys to start a Vote for something.
    The main problem with that was, that we were unable to kick an afk Leader or to change the Map so that the Server was practically blocked and it was impossible to play.


    I hope my Post will help you Devs, makeing the Mod better than it already is.

    greetings,

    Mordegar.

  2. #2
    Quote Originally Posted by Mordegar
    Ive seen today, that a Vote simply fails after 2 seconds everytime someone trys to start a Vote for something.
    I saw this earlier. Almost immediately after the vote was started, it would fail with a message that was something like "vote timed out" or "vote time exceeded" or something that seemed to imply a time-limit had been reached. I don't know if it's a bug or if the server admin just had the vote time set down too far. As a work around, everyone spammed "vote yes" repeatedly until we managed to get enough votes all at once in the 2 second time period.

  3. #3
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    Yes, the vote bug got past us. Will be fixed in the next patch hopefully. Sorry about that.

  4. #4
    Here's another one:
    When i play online with my modem, i sometimes get the saying: "speedhack detected" and it would move my soldier back a couple of times. Sort of like conventional lag so i can deal with it, just wondering if someone knows if that can be fixed.

    Also sometimes it still shows the auto of ammo msg on the character when he/she is dead

  5. #5
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    The speedhack detected thing is an ut2004 bug which epic announced to be fixed in the next official patch.

  6. #6
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    To start off, I swear to God, Alien Swarm is THE best mod I have EVER played for any game. And it was put out by 4 guys!? Thank you soOOOOOOOOOOOOOooo sooo much!!!! I absolutely loved the campaign, the movies and all the little extra features!

    Ok. Seeing as we're posting bugs and suggestions,

    1)I was looking through the RAR archive in the non-umod version of Alien Swarm and found 'AoBruteTextures.utx' in the 'Sounds' folder.

    2)Also, when playing through the campaign, I saw a definite need for a formation options for the squad. Apparently I'm not the only one who thought so either.(Phil's first post --- http://www.blackcatgames.com/forums/...ead.php?t=4083)

    3)The grenade thing mentioned above seems like a fun idea too.

    Again, great, awsome mod. I am forever in your dept guys.

  7. #7
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    Quote Originally Posted by ros_128
    1)I was looking through the RAR archive in the non-umod version of Alien Swarm and found 'AoBruteTextures.utx' in the 'Sounds' folder.
    Nicely spotted.

  8. #8
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    Quote Originally Posted by Mordegar
    I've noticed that the normal Shotgun haves not enough Bullets compared to the Rifle.
    It has 27 Shells and the Rifle has got 5 Magazines with 96 Bullets.
    The Shells packs a punch, thats true but with the oncoming mass of aliens, you will run extremly fast out of ammo compared to the Rifle.
    With a good aiming, a Rifle Soldier kills around 40+ Aliens before he runs out of Ammo.
    And a Shotgunner must be the hell of a good Shooter to get 27 frags with all bullets or some more if he gets 2 or 3 Aliens with one Bullet.

    The problem is, there are mostly too much Aliens attacking at once and there are also coming more and more... and in most Maps, a Shotgunner will run out of Ammo before the half Map is passed.

    You have done a great Job with the Explosives Pumpgun and i would love it to see that the normal Shottie gets a 5 Shot Magazine and 5/8 Shots/Mags or higher the ammount of Magazines to 14.
    Standard shotty is meant to be a backup for the rifle, in no way is it really meant to be an offensive tool, 3 shots before reload kinda indicates that the game designers did not want the marines toting shotguns all the time (even tho a team of shotty wielding marines might lend it that redneck feel ).

    However, an increase from 3-6 shells for the straight shotty would make it a world more useful in it's given role, and give medics a secondary option as opposed to just resorting to the rifle all the time.



    Quote Originally Posted by Mordegar
    Second is,

    I think some Handgrenades for the Mini Slot (Special Slot) would be fine.
    As i said, there are always a lot of Groups of Aliens attacking at once and a Grenade could save up a lot of Ammo in some cases.
    So not only a Rifleman could have some, the rest of the Team could also have them.

    Ive seen some Guys today on the Server, discussing about Handgrenades and how cool it would be to have access to them through the Mini (Special) Slot.
    Frag grenade packs would be an interesting idea, I would be quite keen on something like a nervegas grenade, which messes the aliens up and keeps a corridor covered for about 10-15 seconds so the team can race forward without the immediate need to cover their backs.

    Would also be a good deterrent for friendly fire as well, chuck these suckers right into the middle of your group and watch them die horribly

    Quote Originally Posted by Mordegar
    Third is,

    You could give the Explosives Specialists some sort of timed Explosive with a high ammount of Damage and a good blast radius for opening a Door without a Welder or waisting too much ammo.

    They could also use them to kill some engaging groups of Aliens ...
    They already get the plasma mines, altho a door breach bomb akin to what you are suggesting could be fun, so that when you blow the door it neatly cakes any bugs sat behind said door, would mean you would have to get your team well clear to make it happen, but again, could be fun

    Nova

  9. #9
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    Jeah, a doorbreach explosive would be usefull incase both of your technicians would've been killed and you have noone who can open them.

    As for grenades... seing as most of the action seems to happen up front, conventional grenades would be a poor choice of weaponry, as they'd take out just as many marines as they would aliens. A different type of grenade that only affects the aliens would be a better idea indeed.

  10. #10
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    I was also thinking about some sort of Toxic Dart Rifle/Pistol for the Medic with a special Nerve Gas that kills an Alien like it is set on flames but you cant hurt an Marine with it because its harmless for Humans.

    Just give it 1-3 shot Magazine and about 20-25 Shots in Magazines.
    But it needs to pack a punch against Aliens or it wouldnt be better than a Pistol.

    And that only useable by Medics.

  11. #11
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    I have been playing explosives a lot and i don't think they need any door buster explosives. The assault shotgun is GREAT for opening doors.

  12. #12
    I think a "Bug Extracter" (pardon the many bad references) would be nice. Have it take up a mini slot for medics. Have it instantly cure infestation up to a certain ammo amount. (5?) and does not heal the patient.

    About the FF:
    I think a good solution is to have it so team mates cannot kill you, but they CAN get you to 1 hp. and then its bugs job to finish you off. Making the guns to half as much dmg to humans as they would bugs be very helpful. Or a FF Guard option. Have it protect the marines for 2 seconds from FF and a loud beep sounds. It gives players time to react and stop firing for a second. The recharge timer can be 15-30 seconds.

    Really having formations would be lovely! Its hard to micromanage everything esecially if there is some lagg.

    Please making those stupid parasites easy to see some how. In some maps, you just cannot see them at all. Esecially in some where you almost have to memorize their locations where they just jump out and infect you.

    So far this game gave my friends at our LAN party quite a few yucks but it really needs more to keep people playing. Maybe some outside daytime maps? where its like total war or something? Maybe the outside missions could be when you press "Move-to" there your team is outside your camp and you have to make it alive to the mission or something.

    Thanks for all the fun!

  13. #13
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    Quote Originally Posted by -=V12US=-
    Jeah, a doorbreach explosive would be usefull incase both of your technicians would've been killed and you have noone who can open them.

    As for grenades... seing as most of the action seems to happen up front, conventional grenades would be a poor choice of weaponry, as they'd take out just as many marines as they would aliens. A different type of grenade that only affects the aliens would be a better idea indeed.
    I was thinking of a nerve gas grenade arrangement which seals up a chunk of corridor making it impassable to aliens (they die) and extremely painful / lethal to marines, useful to cover your back and allow you to focus firepower in one or two directions for a limited period of time (a couple of corridor sections spring to mind where such things would be amazingly helpful).

    E.g :

    Nervegas grenade - Requires special weapons or explosives

    Duration 15 seconds - Instantly fatal to parasites and bugs, damaging to anything bigger. High DOT to marines if they are dumb enough to walk into the cloud.

    Adv. EMP flashbang grenade - Requires Tech

    Duration instantaeneous - Knocks out any electrical elements in a given area (computers inclusive, in the case of door computers it means an auto unlock), incuding laser tripmines, existing plasma mines and sentries if they are caught in the blast radius.

    Any organic matter inside the blast radius is subject to an extended version of the stun grenade (duration 8 seconds) giving plenty of time for marines to level firepower at the target.

    Gel grenade - Requires medic

    Creates a gel "block" similar to a crate, although destructible, several of these can be used to wall off sections of a map and create chokepoints for more heavily armed marines to work efficiently.

    Nova

  14. #14
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    Hi people.

    First, i want to say that i love this mod, i would even PAY for it, but then it would need MUCH MORE MAPS !
    The single player mode sucks, beocuse you can not control all the Marines at once like you would need to. It would maybe be better, to make the Bots use some formations or something. Maybe make it possible, to select the teammates with the mousewheel, so up to next marine and down to the one bevore?
    Or do it like in the last Space Hulk PC game, there you had a time bar, and you could do pause the game for a certain time, and then give orders(like "move to that point"). Once in the mid game again, the bar fills itself up again, so that u can take a "out time" again. But then you would need to be able to give the Bots better commands.

    For the Grenade, i dont think its good to have more Grenades then the ones from the Rifles. They are already good enought(and they not hit marines, i think?).

    For the Shot Gun . . . Hmmm . . . i not really understand, why the "Model 35 Pump-action Shot Gun" has only 3 rounds with 8 Clips, while the "M42 Assault Shot Gun" has 14 rounds and 5 Clips and 6 Grenades. I would say, to give the Normal Shot Gun the same ammount of rounds, and as much clips as well as the Assault Shot Gun has, becouse the only REAL difference should be the Grenades(and these CAN make a BIG difference).
    Then every Marine would have the choice between a Assault Rifle, a Flamer or a Shot Gun.
    The Assault Rifle is a good all round weapon, for nearly every situation.
    The Flamer is . . . let me say it this way, very good at killing Adult Aliens, Behemoth Aliens, Snake Parasites, Buzzers, Eggs, barrels and fellow Marines, and it mainly is sometimes . . . tricky to use it(a Adult is in front of you, but a fellow Marine too . . . should i fire or not? Thats the question . . . ).
    And then there would be a Shor Gun, it has a great punch, no one denys it, but it has also a slow rate of fire(and a chance that u get kicked becouse of your . . . "Miss~aim" sometimes . . . LOL).
    Anyway, I would give the normal Shot Gun 14 rounds, and 5 clips, just for the variation. Right now it does NOT make me want to use the normal one, becouse of the rounds and clips. I WOULD use it, if i play a Medic or a Soldier, as main weapon or as second hand weapon(As Soldier to have a Flamer and a Shot Gun is not that bad trade off of the Minigun, as long as u know HOW to use the Flamer and Shot Gun . . . ).

    Oh, one lasy thing . . . you should really NOT make this game THAT dark, i mean by that, it is ok if there r dark places, but it would be nice if the places where lamps hang around would be REALLY visible and BRIGHT, and i would not need to turn on my Brightness and Contrast that much ><". The lamps not help that much either, but the flares r good.
    Anyway, great mod, ~Momoka~

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