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Make various adjustments for the 1.3 Vanilla mode to better match 1.1 vanilla game play. #265

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dGr8LookinSparky opened this issue May 9, 2020 · 3 comments
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accepted issues that the core development team has accepted for inclusion alien team Specific to the alien team class specific to an existing or new class, and/or specific to classes in general. combat related to damage, health, armor, weapons, death, and/or gibbing. enhancement game mode Related to the game mode system or specific game modes human team specific to the human team movement/physics related to the movements of and "physical" interactions between entities. player models related to the custom player models and system team related to a specific team, or the team system in general ui related to menus and/or the HUD vanilla Related to the vanilla game mode (1.1 vanillaish game play)

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@dGr8LookinSparky
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dGr8LookinSparky commented May 9, 2020

  • Change the alien regen rates to 1.1 vanilla values.
  • Decrease the basic granger's jump magnitude to 195.0f
  • Decrease the Adv granger's jump magnitude to 270.0f
  • Decrease the basic granger's speed to 0.8f
  • Increase the Adv granger's speed to 1.0f
  • Fix the goon pounce so that it is more reliable, but also not too op like it was in gpp.
  • Add an option for the line check of the melee subcheck as optional. Then set the subcheck of the rant to 1, the goons to 2, the maras to 3, and the rest to 4. Allow a line check for the dretch, grangers, and basis.
  • Decrease the damage of the rant trample
  • Decrease the pulse rifle price to 400
  • Add a knockbackscale to the means of death attributes.
  • Fix the shotgun splatter prediction (this is actually game mode independent).
  • Improve the hovel menu description
  • Add kills to the scoreboard (game mode independent)
  • Decrease blaster damage to 9000
  • Have the mara movement behave more like it did in 1.1
  • Enable footstep sounds for the basi.
  • Fix the turret fire rate to better match that of 1.1 vanilla.
  • Adjust the stage threshold algorithm to better match that of 1.1 vanilla.
  • Don't activate the jet while completely under water
  • Add a cgame cvar that allows activating the jet instantly from jump, vs from just pressing jump while off the ground. Make the instant activation default.
  • Make sure that luci jumping works again.
@dGr8LookinSparky dGr8LookinSparky added enhancement game mode Related to the game mode system or specific game modes vanilla Related to the vanilla game mode (1.1 vanillaish game play) alien team Specific to the alien team human team specific to the human team class specific to an existing or new class, and/or specific to classes in general. team related to a specific team, or the team system in general ui related to menus and/or the HUD player models related to the custom player models and system movement/physics related to the movements of and "physical" interactions between entities. accepted issues that the core development team has accepted for inclusion combat related to damage, health, armor, weapons, death, and/or gibbing. labels May 9, 2020
@dGr8LookinSparky dGr8LookinSparky self-assigned this May 9, 2020
@quantumproducer
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Curious, what changed about the mara movement? And goon pounce?

Also please consider making the dretch hurtbox as small as its model

@dGr8LookinSparky
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@quantumproducer , regarding changes to the mara movement, there were two major overhauls previously made with it. GPP made a bunch of changes, and then more recently lamefun made some changes. A lot of 1.1 pro players have indicated that they would prefer a movement that is closer to the behaviour of the 1.1 version (although for the time being I'm planning on making that adjustment only for the Vanilla game mode, and not for the Swirl game mode).

Regarding the goon pounce, the original version from 1.1 vanilla was unreliable under certain situations. Gpp fixed those particular issues with the pounce, but as a result the gpp was super over powerful. For this 1.3 Vanilla mode, I redid the pounce algorithm to try not to be as glitchy as the 1.1 vanilla pounce, but at the same time not be overpowered to throw off the Vanilla game mode balance, although there are some new bugs with this algorithm that need to be addressed.

Regarding the size of the dretch, what if the model was made larger to better fit the bbox? A problem with making the bbox smaller in regards to the Vanilla mode is that would change the balance for the game mode, although we can have different bbox sizes (and model sizes) for different game modes. The problem with making the bbox of the dretch smaller on Trem 1.3 in any of the game modes is there could be existing maps where the dretch would then be able to fit in areas that it shouldn't fit (depending on how small the bbox is made).

@quantumproducer
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Great reply, thank you.
imo, In 1.1 I felt coordinated humans were best at 1,2, but A's S3 Tyrant demolished them.
It looks like you feel the Tyrant is too strong and the pulse rifle underutilized (which I agree with!)
I welcome any more thoughts you have on the asymmetry and how your views on game balance motivate the design.

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Labels
accepted issues that the core development team has accepted for inclusion alien team Specific to the alien team class specific to an existing or new class, and/or specific to classes in general. combat related to damage, health, armor, weapons, death, and/or gibbing. enhancement game mode Related to the game mode system or specific game modes human team specific to the human team movement/physics related to the movements of and "physical" interactions between entities. player models related to the custom player models and system team related to a specific team, or the team system in general ui related to menus and/or the HUD vanilla Related to the vanilla game mode (1.1 vanillaish game play)
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