Poll

What to focus on first?

Polish and mod completion (add special functionality to bugs and stuff that have been needing it)
Finish and release the MAS Magma Exo-suit
Finish the MAS Scarab-Wasp playertypes
Create more ASN (robotic) playertypes
Finish up and release the currently exsistant but unrelased bugs (the Tremormites, the two spiders, BugMod 3, ect)
Work on the remainder of the wasps
Work on new bugs!
Create more MAS weapons/suits/items/ect

Author Topic: The Bug & MAS Mods (Server coming maybe)  (Read 753653 times)

Hey army, are you hosting a server today? If so I would like to know what time you will be hosting it(E.S.T).

Also the new boomer bug looks awesome. I can't wait to try it out when you host a server.

Hey army, are you hosting a server today? If so I would like to know what time you will be hosting it(E.S.T).

Also the new boomer bug looks awesome. I can't wait to try it out when you host a server.

The server is up right now actually.

The legs look kind of flashy, or is that just me. Nope, not just you. The legs are brighter then the body

Also:1. I am credit to team. ;P Definitely C:

2. I see you are using some of my WIP stuff like the mighty roar and the WIP nanosuit...
That's okay. I shared them with you, so you may use that stuff if you like to do so.
However, i kind of stopped working on the Nanosuit and began working on the Advanced Combat playertype, which will be a bit like the nanosuit but with customization of the abilities and health for the players (abilities and health will be settable through events).
I think i had a custom cloaking ability done, but i am not sure.
Anyhow, it's okay, if i (once) shared it with you, you can use it all you want. ;)
kk cool


Give it a tail that looks like a fuse for a cartoony bomb.

I had a great time on your server armyunit. The fight me and you had was really fun, your a great fighter. Although I wasn't able to kill you while you were swifty, I still had a blast.

Hey, maybe the next time you host a server, I could play as swift for a while. ;) It's ok if you say no to that, I'll still be happy ether way.

Give it a tail that looks like a fuse for a cartoony bomb.
this


For those who were on my server when it suddenly shutdown, my silly laptop overheated and auto powered-off. :C
Which really sucks for me because I had just finished a veeery long tunnel (was playing on the Admin team as a TremorMite). I didn't even get to take pictures. ;_;


But anyway, the server was quite a success for the most part. When both sides are calling each other OP, you know the balance is about right.  :cookieMonster:

Just so you all know, I will be hosting today in about an hour (4:00 PM PST or 7:00 PM EST)


Aw, I won't be playing on your server this time. ;_; Will you be hosting another server tomorrow?

Bump from page two. :d

EDIT:

OK so last week's servers were very successful, and I've learned great deal about the current balance. And you know what that means: It's wall-of-text time!  :cookieMonster:



MAP BALANCE:

This time around, I actually played on MAS for almost a full round, and I gotta say, all the nerfs that I've preformed on MAS have really had an impact. Capping the Bug flag and defending your own is crazy hard atm (especially because of cheesy Mite tactics).

Over all I think the updated capping setup worked really well. For MAS, capping the Spider Cave was critical if they wanted to keep their flag safe, and it gave MAS a much better chance of taking the MAS flag. Holding the ASN/Tech room was also critical to MAS's successes, since only the Scarab-Wasps have a decent chance of taking the bug's flag (not counting squads of humans, which do really well). One tactic that I never say MAS use was digging a backdoor tunnel into the Bug's flag room. This would have really helped MAS, since they were having trouble getting to the flag with just the two main tunnels. To this date, I am the person I can think of that's actually used that backdoor opening. :d

For the Bugs, they also need to be cap all the points if they want to successfully take the flag. I noticed that they tend to have a much easier time getting the MAS flag because not only do they have more openings, but their primary flag snatchers (mites) are so small that they can quickly dig tunnels and cover them back up. I think the reason mites were so effective is that all the MAS classes that hard-counter them were nerfed (Security Scarab-Wasp and the Magma Exo-Suit). Mark my words you cheesy mites players (namely Mutalisk), your cheesiness will not go undealt with. In fact I have already buffed the Scarab-Wasp and the Exo-Suit slightly. (see below for the exact changes)

Also, someone suggested energy stations at one point. I personally really like the idea, so it will probably be implemented eventually.


MAS TEAM BALANCE:

-Digger Loadout (Digging Tools, SMG Sentry, Punching): I still feel like this class is missing something, and I'm tempted to give it a melee weapon that's better then the punch. Thing is, I really don't want it to be able to fight on it's own. This is why I really like the sentry, as it allows this class to greatly contribute to the defense of an area, but not instantly.

-Assault Loadout (Bullpup, (MIGHTY) SPADE, (modified) Conc' Grenade): Overall a great class. It feels strong but not OP. At one point the bullpup was swapped for the battle rifle, and I'm still not sure which gun makes for a more balanced class.

-Medic Loadout (Classic Pistol, (modified) Syringe): The modified syringe is sooo much better. It still heals at a decent rate, so people don't stand around for too long, but at the same time it can't "uber heal" a friendly. The self-heal might be slightly OP, but that should change once the bugs get their own healing abilities.  Also the old machine pistol was swapped for the Classic pistol because I felt that the combination of the Machine pistol and the Syringe made it way too hard to kill for just a support medic. The new pistol allows this class to contribute to a battle, but makes it depend on allies for defense.

-Pusher Loadout (Pump Shotgun, Pepperbox): One of my favorite MAS classes (even though I didn't play as it much this time :d). This class is very strong in some roles and very weak in others. It's also somewhat skill-based, because you need good timing and aim to take out smaller bugs.

-Field Mechanic (Machine Pistol, (modified) Welder): Trinity has told me that this loadout feels weak, and I partially agree. On the other hand, this is supposed to be a support class. The welder basically allows this class to "uber" any sentry or ASN unit, and the Machine pistol is really quite a strong weapon in most cases. The uber ability actually doesn't even seem OP here, because this class can't heal itself. Taking down a ASN + Mechanic combo is still pretty tricky though, but this should change once the increased acid damage to ASN units is included.

-Ranged Support/Anti-Air (Dual SMGs, Dual Pistols, Punch, Pill): This class possibly preforms too well. It's really cheesy against large bugs, and it's quite good against smaller bugs. And poison tactics don't work well because it carries a pill. That being said, I'll probably just remove the pill. This class had too much staying power anyway.

-Sniper (Crossbow, Orb Launcher, Pill): Overall this is just a good class. It's great against tanky targets, bit it's has a harder time taking down smaller/faster bugs.

-Anti Bug Swarm (Bug Zapper, HHF, Modern Pistol) Many many people have asked me the nerf the HHF, saying that it's "OP". I mostly disagree with this. At most, I might increase the spread amount, and maybe MAYBE decrease the damage slightly (from ten to eight), this should keep the HHF strong against larger bugs, but should nerf it against smaller ones. BTW, poison is an excellent counter to this class.

-Magma Exo-Suit (Enhanced Plasma Cutter): This was rather underwhelming. Partly because I nerfed the damage output, but mainly because the recharge rate was so low. To fix this, I have already increased the recharge rate.

-Security Scarab-Wasp (Dual Zappers): Again, thanks to the nerfs, this class was rather underwhelming, but this time entirely because of the recharge rate. The recharge rate is now increased and to keep things from getting OP, the max energy have been reduced. All further pleas of this class being OP will be ignored if said pleas involve the ASN killing a small bug. The Security Scarab-Wasp is INTENDED to be OP against small bugs.

-Anti-Riot Scarab-Wasp (Dual Orb Launchers): I really like this class. Many people call it OP, but I really disagree. Earwigs and Jumping Spiders can take these down pretty easily if they play it right, and it is quite often that Anti-Riots fall to their own orbs in small areas. I will probably still tie the Orbs to energy though, since I don't like endless camping.



BUGS TEAM BALANCE:

-Bug (Bug Bite, Pill, Digging ability): Didn't play as one much, as usual. Bugs are still about how I want them though. Nothing to say here..

-Big Bug (Bug Bite, 2x Pill, Digging ability): In terms of balance, Big Bugs seem ok, but personally I'm unhappy with them, they need something more, and overall mites are better.

-Boomer Bug (Bug Bite, Bug Acid Spit, Self-Detonate, Digging ability): Overall these guys are good, though their melee is a tad strong. I didn't see many people self-detonating, but that's understandable because that feature is not done yet.

-Mite (Mite Bite, Digging ability): Normally mites are fine, but once Mutalisk gets in control of one, they become little round blocks of cheese with legs. As I've stated before, this is mostly because all of the hard counters were nerfed, which again, I am fixing. I'm almost temped to remove their digging ability until I can get a proper counter in-game.

-Poison Mite (Poison Mite Bite, Digging ability): Not as cheesy as the mite because it's not as fast. Also I forgot to mention before that the poison isn't lethal (it can't kill anything, but it does decent damage).

-Tick (Mite Bite): Haven't used these guys enough to say anything about them.

-Firefly (Firefly Bash, Firefly Flash, Pill): These guys are really powerful atm, thanks to the Flash. I'm thinking of reducing the flash amount dealt to ASN units to counter this. A welding mask item for humans might be pretty neat also. Also the Flash doesn't seem to be working 100% perfectly yet, some times I won't even see the firefly that blinded me. :/

-Caterpillar (Caterpillar Acid Spit, Scorpion Claws[temp], 3x Pill): I camped with a Caterpillar for a good 10-20 minuets at one point. :D  I know camping is generally frowned upon, but I think counter-camping is really what the server needs, as it should (hopefully) encourage MAS to dig side tunnels and such. But again, I will defiantly tie the acid spit to energy, because of endless camping.

-Spider (Spider Bite, Pill): I'm finally starting to see these guys more often. For the most part they seem balanced.

-Vein Spider (Vein Spider Bite): The poison needs some adjusting, but overall these guys are perfect. Also, these guys are considered "small enemies", so zappers deal huge damage to them.

-Jumping Spider (Jumping Spider Slash, Jumping Spider Bite): These guys are on the border between OP and powerful. From what I've seen, the sheer numbers of these guys is mostly at fault here (facing 4-5 at a time is crazy hard), so I might add a delay between when Jumping Spiders can be fielded.

-Earwig (Earwig Bite, Earwig Pinch, Pill): Seems balanced enough, and they are a joy to fight (unless you are a digger). But again, these guys are not quite done, as they are missing their pincer grab ability.

-Sand Parasite (Sand Parasite Bite, Pill, Digging ability): As great as ever. <3  From what I've seen, these guys are excellent at countering MAS's sniper class (assuming the Sandy player is smart).

-Scorpion (Scorpion Claws, Scorpion Sting, Pill, Digging ability): Slightly lackluster in the trenchdig server at times. I think mostly because they are so fat for their speed.

-Worm (Worm Smash, Pill, Digging ability): Nothing to say here, except best defense ever.
« Last Edit: August 28, 2012, 05:25:34 PM by ArmyUnit »

Wait, acid spit was used? O_o

Wait, acid spit was used? O_o

No, I'm talking about the simpler acid spit weapons that are basic projectile weapons with "poison" dealing explosions.
I suppose to reduce confusion I could rename those weapons to "Acid Ball" or something along those lines.
Or we could rename the molotov like acid to Acid spray.

Wait, acid spit was used? O_o
The basic acid spit, not whatever you two were cooking up.

And to reiterate my issues from before, so others may argue at leasure:

1. Jumping Spiders, the biggest issue was, because they spawned so fast, it easily led to zerg rushes of 4-5 large, high-health, poisonous enemies that under normal circumstances weren't too crippling and it basicly lead to MAS getting roflstomped for a good half hour by Jumpers until someone made the front door too small for them to get in with dirt. I don't think they're too OP as they seemed in those circumstances though, but I agree: Because of where they spawn and how strong they are, they should be on some form of event delay. (I suggest SetEventTimeOut -> 10 or 15 personally. Just enough time for a spider to clear the spawn, but still time so if they do wanna rush it'll take them a bit and let MAS catch it's breath.)

2. Welder's biggest issue is one weapon, no real supportive extra once it runs out of Pistol ammo, and if it's accompanying a ASN entourage it'll often get killed first. Additionally, we had many people focusing too hard on repairing sentries instead of ASNs, so maybe some clarification is needed at next hosting, I dunno :S Though I guess in the sake of fairness if the Field Mechanic gets a 3rd item, so should the Medic.

3. Much like the welder, some clarification notations on the MAS grouping when it comes to the HHF and Bug Zapper's bonus damage to large and small bugs respectively would help people use them more efficiently

4. An unfixable problem, but at least one recorded time we had someone griefing sentries by using the HHF's splash damage to damage them, repeatedly. I managed to spot him and kick him, however considering the factors I dunno how we'd fix it, as the raycast damage is pretty much a requirement for the HHF to function :S

Hmm.
Overall the damage doing of weapons to their own teams sentries was happening before.
I am not sure why and how, but we can look into it.