1.2 the good and the bads.

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1.2 the good and the bads.

Post  QweefZilLa on Tue Feb 15, 2011 8:14 pm

facts on 1.2 (coloring this took forever !!!)
key red = dumbed down
green = made better
??? = Im not sure

# Aliens

* all alien values increased 20%
* regen off-creep and outside a healing aura is 1/3 normal
* partial frags - values for killing humans are no longer rounded to whole numbers
* default max build points increased 100 -> 150
* default max build queue timer 12000
* regeneration is now smooth - health always returns 1 point per tick but at varying intervals
* evolving no longer resets velocity (can now evolve mid-jump without just falling out of the air)

# Granger

* regular
o movement speed increased 0.8 -> 0.9
o FOV increased to advanced's value 80 -> 110
o has slash attack
* advanced
o movement speed reduced 1.0 -> 0.9
o bounding box reduced to regular granger size 50x50x50 -> 40x40x40
o model scale reduced to regular granger size 1.25 -> 1.0
o takes falling damage

# Dretch

* damage reduced 48 -> 36
* movement speed increased 1.3 -> 1.4
* base value reduced 175 -> 150
* regen increased 1 -> 1.25

* model scale increased 1 -> 1.2

# Basilisk

* both
o slash range reduced 96 -> 64
o grab range increased 64 -> 96
o jump magnitude increased 270 -> 310
o silent footsteps

o grabs no longer affects turrets
* regular
o health reduced 75 -> 60
o base regen reduced 2 -> 1.8

o healing aura x2
* advanced
o health reduced 100 -> 80
o base regen reduced 3 -> 2.4

o healing aura x3
o base grab time reduced to regular basilisk's time 450 -> 300
o slash and grab range increased to compensate bounding box increase over regular basilisk (+3 to regular values)
o gas range range reduced 200 -> 120
o gas repeat increased 2000 -> 2500 ??? I dont know if thats good or not
o gas effect
+ no longer poisons (even if boosted)
+ slows movement the same way creep does
+ affects armoured humans
+ slow lasts for 10 seconds minus a number of seconds for armour (3 bsuit, 1 helmet, 1 larmour)
+ aim muddling lasts for 2.5 seconds (not affected by armour)


# Marauder

* both
o base slash range reduced 96 -> 80
o slash width increased 12 -> 14
o jump magnitude reduced 400 -> 380
o can now walljump off entities and sloped walls
* regular
o bounding box reduced 50x50x38 -> 44x44x34 ????
o view height reduced 10 -> 8
o regen increased 4 -> 4.5
* advanced
o bounding box reduced 52x52x42 -> 48x48x38 ???
o view height reduced 12 -> 10
o regen increased 5 -> 5.25
o slash range increased to compensate bounding box increase over regular marauder (+2 to regular value)
o new zap - on a hit, chains to up to 4 targets within range of the first, instantly dealing 60 non-locational damage to all targets

# Dragoon

* both
o base bite range reduced 96 -> 72
o base pounce range reduced 72 -> 54
o pounce width reduced 16 -> 14
o pounce charge time increased 700 -> 800

o pounce never damages teammates/friendly structures, even with friendly fire on
o pounce now does knockback
o can no longer bite while pouncing
o the delay after pouncing and being able to bite (400ms) now applies after landing instead of after hitting
* regular
o bite repeat increased 700 -> 900
* advanced
o available at stage 2 same as korx
o bounding box reduced 64x64x67 -> 58x58x66
o model scale reduced 1.25 -> 1.15
o advanced bite and pounce range increased to compensate bounding box increase over regular dragoon (+3 to regular values)
o bite repeat increased 600 -> 800
o regen increased 7 -> 7.5
o barb changes
+ repeat increase 1000 -> 1200
+ regen increased 10000 -> 15000

+ splash radius increased 0 -> 75

# Tyrant

* view height increased 35 -> 64
* slash range reduced 128 -> 100
* slash width reduced 20 -> 14 (slash height kept at 20)
* slash repeat increased 750 -> 800
* healing aura removed
* health reduced 400 -> 350

* base regen increased 7 -> 8.25
* trample changes
o minimum charge time reduced 750 -> 375
o maximum charge time reduced 1500 -> 1000
o charge can be held without automatically firing for up to 2 seconds after fully charging ??
o trampling stops after winding down to the minimum charge, instead of after winding down completely
o can no longer be charged by walking into a wall

o repeat reduced 1000 -> 100
o damage increased 110 -> 111

o no longer does locational damage <- I know what this means but im not sure if its good or not
* crush attack
o damages humans and human structures when falling on top of them
o 120 + half falling velocity nonlocational damage, 500 repeat (only repeats for players, not structures)
* trample and crush never damage teammates/friendly structures, even with friendly fire on


^^^ korx has this

# Egg

* death splash radius increased 50 -> 100
* no longer gives credits

# Acid tube

* damage increased 6 -> 8
* repeat increased 200 -> 300
* death splash radius reduced 300 -> 100

# Barricade

* cost reduced 10 -> 8
* health increased 200 -> 300
* death splash radius increased 50 -> 100
* shrink when aliens try to jump over

# Booster

* death splash radius increased 50 -> 100
* regen mod increased x2 -> x3
* boost time reduced 30000 -> 20000
* boost time can be reset when already boosted
* poison changes
o effect lasts 10 seconds ???
o damage is per second, 5 minus modifiers for armour (3 bsuit, 1 helmet, 1 larmour) ??
o poison can be reapplied (resets the 10 second counter)
o medkits no longer give temporary immunity
o no longer lost when evolving


# Hive

* bounding box reduced 70x70x50 -> 40x40x40
* sense range increased 400 -> 500
* fires at attackers regardless of range
* repeat reduced 5000 -> 3000

* no longer fires if the swarm won't be able to hit
* fires from the top of its bounding box
* can have more than one swarm active at a time
* swarm changes
o damage increased 50 -> 80
o no longer do locational damage
o movement speed increased 240 -> 320

o lifetime reduced 15000 -> 3000
o no longer die from hitting a wall or being more than 6000 units from their hive
o target the nearest human instead of chasing the same one until death


# Hovel

* removed

# Overmind

* no longer gives credits




# Humans

* headshot modifier reduced x2 -> x1.5
* sprint changed from boost to +button8 - hold down to sprint, release to stop sprinting
* cg_sprintToggle - change the behavior of +button8 to toggle sprinting
* initiating a sprint is no longer disabled when blacking out (previously you could continue to sprint into a black-out, but couldn't start if you were already blacking out)
* dodge
o a quick, low jump: x0.5 vertical, x2.9 lateral (x0.9 when slowed), 500ms delay after landing before jumping/dodging again
o +button6, hold down while strafing or moving backwards
* jump stamina cost reduced 500 -> 250

* unpowered structures will explode after 90 seconds <--- could be good and bad
* base view height reduced 26 -> 24
* base crouching view height reduced 12 -> 7
* firing an empty weapon makes a clicking noise (audible to aliens) in korx too
* non-locational armour protection formula changed, amounting to following change in values:
o old:
+ larm - 0.31
+ helm - 0.65
+ larm+helm - 0.2015
+ bsuit - 0.2
o new:
+ standing
# larm - 0.534375
# helm - 0.812500
# larm+helm - 0.346875
# bsuit - 0.221875
+ crouching
# larm - 0.585326
# helm - 0.771739
# larm+helm - 0.357065


# Construction Kit

* removed Advanced Construction Kit (regular kit now builds everything that's available)
* repairing is done automatically when possible, without needing to press a button
* deconstructing unpowered structures will immediately remove them, instead of marking them for deconstruction
* displays local build points when in a repeater's power zone (see the section on zone build points under Repeater) and the reactor's build points when not


# Blaster

* damage increased 9 -> 10
* projectile volume 10 cubed (against entities but not map architecture)

# Painsaw

* damage reduced 15 -> 11
* range increased 40 -> 64
* height of 8 (width is still 0)

# Shotgun

* pellet count increased 8 -> 14
* damage reduced 7 -> 4

# Mass Driver

* damage increased 38 -> 40

# Chaingun

* spread reduced 1000 -> 900
* damage reduced 6 -> 5

# Flamethrower

* cost reduced 450 -> 400
* projectile speed increased 200 -> 300

* projectile lifetime reduced 800 -> 700
* muzzle offset lowered (can now fire in vents without self-immolating)

# Pulse Rifle

* cost increased 400 -> 450
* clip size reduced 50 -> 40
* max clips increased 4 -> 5
* projectile speed increased 1000 -> 1200

* projectile volume 10 cubed (against entities but not map architecture)

# Lucifer Cannon

* can no longer cancel charges with secondary fire
* ammo capacity reduced 90 -> 80

* projectile volume (primary and secondary) 10 cubed (against entities but not map architecture)
* primary fire
o projectile speed increased 350 -> 700
o max charge time increased 2000 -> 3000
* secondary fire
o damage increased 27 -> 30
o projectile speed increased 350 -> 1400

o repeat increased 500 -> 1000

# Jetpack

* stamina now returns while moving in flight

# Light Armour

* no longer reduces the stamina taken by sprinting

# Helmet

* modifier increased 0.3 -> 0.4 ???

# Battlesuit

* modifier for head region (0.8 - 1.0) increased 0.2 -> 0.27 ???
* viewheight increased 26 -> 29

# Telenode

* no longer gives frags

# Turret

* turning speed increased 8 -> 12
* repeat increased 100 -> 150
* sense range increased 300 -> 400
* damage increased 4 -> 8

* defense computer boosting removed
* basilisk grabbing removed
* spinup delay of 750 (delay between acquiring/reacquiring a target and firing)

# Tesla

* range reduced 250 -> 150
* damage increased 9 -> 10
* no longer require defense computers
* fires from the top of its bounding box to the top of its target's bounding box (can now fire over turrets)


# Defense Computer

* no longer affects turrets
* no longer required for teslas
* repairs structures in its range 3 health per second, with a 2 second delay after taking damage (this effect stacks with multiple DCs)

* range reduced 10000 -> 1000 (range affects what structures it heals and warns about)
* fixed a bug that broke defense computers when built farther from the map origin than their range

# Armoury

* health increased 280 -> 420

# Reactor

* no longer gives frags
* fixed a bug that made the defensive zap deal more damage when multiple targets were in range

# Repeater

* available at stage 1
* cost increased 0 -> 4
* no longer explode if not powering anything for 90 seconds
* zone build points
o repeaters provide a pool of 20 local build points that can only be used in their power zone
o points from the reactor's pool can no longer be built outside the reactor's zone
o power zones may overlap, but repeaters can not be built inside an existing zone
o if a structure is built in the overlap of a repeater's zone and the reactor's zone, it will only take power from the reactor

# Medistation

* restores 30 stamina per 100ms
* cures poison to anyone that touches one regardless of who is being healed



I think they dumbed down the aliens to much made them slower with less range ...
tyrant only has 350 health while the luci shoots alot faster :/
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Re: 1.2 the good and the bads.

Post  DucTape on Tue Feb 15, 2011 8:56 pm

Nice list, I already read most of the stuff elsewhere personally, but this would have been pretty useful.

QweefZilLa wrote:
o jump magnitude reduced 400 -> 380
Should be green, lower jump magnitude means tighter jumping.
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Re: 1.2 the good and the bads.

Post  KingNickolas on Tue Feb 15, 2011 9:02 pm

Good job Qweef. This is very factual. o_o
Plus, I'm sure this took quite a long time to do, so i applaud your patience...

and I do agree. They dummed down the aliens a bit TOO much in gpp... >_>
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Re: 1.2 the good and the bads.

Post  QweefZilLa on Tue Feb 15, 2011 9:18 pm

I got the info from the tremforums I just colored it which sucked because on this forum it brings you to the top of the page every time you color something .... so much scrolling down lol
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Re: 1.2 the good and the bads.

Post  Menace13 on Tue Feb 15, 2011 10:37 pm

One problem here...








You used an older QVM. A lot has changed. You get points for being basi, as basi has the healing aura now instead of rant. Shotty is 5dx11p, 5 damage per pellet, 11 pellets. Also, a lot of things are colored wrong. You had the dretch model size increase as a bad thing. All they did was make the model more closely fill the hotbox. They changed the look, not the actual size.

Also, mara goon and rant are all able to be considered as OP. Rant charge, fully charged, against a human crushed against a wall, does ~3350 DPS. Goon pounce now does damage based on velocity, and you can keep a pounce going by jumping (keeps momentum, keeps pounce). 1hits nude, 2hits larm no helm, 3 hits larm helm, 5 hits bsuit. Chomp isn't as good, but amazingly OP pounce makes up for it. A reac-hopping goon should pounce the reac rather than chomp for faster kill. Mara is extremely OP. Not only is it extremely fast attacking as well as jumping, it also has the zap which can in 4 hits kill every ret and tesla and medi and dc in human base.

And face it. Hovel was never used for anything important other than as a free short cade. It was more problemsome due to the glitches:
•When buildables could be placed close to door, if hovel fully built and then the door was held open, hovel would die (like all buildables) but then would never stop exploding, locking the door permanently and lagging out that room with endless spews of bile acid.
•Build hovel. Get in hovel. Revert hovel. Leave hovel. Teleport? o0
•Grangers could be killed out of hovel if they take enough damage to kill them in one hit. If they die while in hovel, hovel can never be gone into again, until rebuilt. Granger is a tangible floating invisible entity.
•Hovel let people get underneath alien default on ATCS into an invincible room.

While most if not all of those were fixed, 1.2 started with the official QVM (1.1 at the moment of release, revision1) so none of those implementations were kept.



Moreover...



KoRx STOLE a lot from 1.2/old MGdev serv. Any similarities started in 1.2. Trust me on that. I've been around long enough to know what I'm talking about.

Also, 1.2 has a friendlier community with better players. Old SST players might remember K13pto, WarLock, Paradox, Rezyn, Slacker, Revan, blowFish, or OnionofDoom (I've probably forgotten somebody): THEY ALL PLAY 1.2! Term devs (Ingar, Rezyn, Lakitu7) also only play 1.2, for good reason: when 1.2 is released, they will kill 1.1. Be prepared for the crossover, and you might as well get ready by getting used to 1.2. Oh, and unlagged FTW!


Oh, and when 1.2 is released, it will have new models Very Happy

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Re: 1.2 the good and the bads.

Post  QweefZilLa on Tue Feb 15, 2011 10:58 pm

new models dont make for better game play ... I never said korx didnt take there stuff from 1.2 they took the good stuff and added more. As for the hovel if you weren't one of those asses that glitched then it was good plus admins would kick you if you were glitching anyways you think 1.1 and korx have such mean people, maybe if you weren't such an ass people would have liked you.

I think most of the people in 1.1 are friendly at least to me because im nice to most people that are not noobs and I dont play like a noob (anymore) face it korx has put more work into there mod then the developers have in 1.2 more weapons more aliens ect...
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Re: 1.2 the good and the bads.

Post  Dr.Pain on Wed Feb 16, 2011 1:42 pm

QweefZilLa wrote:facts on 1.2 (coloring this took forever !!!)

# Construction Kit

* removed Advanced Construction Kit (regular kit now builds everything that's available)
* repairing is done automatically when possible, without needing to press a button
* deconstructing unpowered structures will immediately remove them, instead of marking them for deconstruction
* displays local build points when in a repeater's power zone (see the section on zone build points under Repeater) and the reactor's build points when not


# Blaster

* damage increased 9 -> 10
* projectile volume 10 cubed (against entities but not map architecture)
OMG I wanna go on 1.2 after reading this ^ Upgraded blaster and ckit.... This is a dream come true! cheers
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Re: 1.2 the good and the bads.

Post  swamp-cecil on Wed Feb 16, 2011 4:14 pm

Grangers are NOT meant for battle. NO evos to kill a guy with prifle and full armour and helmet is OP.
Id have to say, dretches have gotten a lot weaker. The model scale was increased, not the hitbox. It may be faster, but its weaker, so the dretch takes considerable skill.
The basilisk is not decent. Many say its too weak or too strong, but it depennds on the player more thann any other class. The fact that its a medic is very useful in rushes. Gas was definetly fixed. Since it did damage, they slowly died if the bassy ran away. Gas is also more effective now that it can be used on ANY
human.
dont even SAY the mara sucks. The KooRx zap was OP because you can zap people you dont look at and the barbs killed instantly. If you mastered the headbite, you are one lucky dude.
Goon still has some debate on it. The ONLY thing BAD about the goon is the pounce. OP
Tyrant, meh im to lazy to complain anymore.
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Re: 1.2 the good and the bads.

Post  KingNickolas on Wed Feb 16, 2011 5:39 pm

Grangers are NOT meant for battle.
I agree, they're better for defense. But I mean really, if they WEREN'T meant for battle, then why would they be given barbs and claws? >_>

NO evos to kill a guy with prifle and full armour and helmet is OP.
No... Getting no evos for battling it out with a human with full armor and a prifle because some random guy popped out of nowhere and struck the finishing blow.

Gas is also more effective now that it can be used on ANY human.
Well yeah, obviously. But that's bad for the humans. Say your battling it out with a rant, and some random lisk pops out of nowhere, traps you, gasses you so you can't run anymore, and makes you die. You had a ton of creds invested in your last suit, and now you have nothing because of a random noob. >_>

don't even SAY the mara sucks. The KooRx zap was OP because you can zap people you dont look at and the barbs killed instantly. If you mastered the headbite, you are one lucky dude.

The mara sucks. In gpp, you can shock people who you don't look at too. In fact, you can take out a whole human base with one mara in gpp... >_>

Tyrant, meh im to lazy to complain anymore.

Agreed. But just for kicks and giggles, I'm gonna do that anyways. >_>
The rant sucks. It's only got 350 health, which makes it really easy to kill. It's much shorter than the adv rant, so you can barely get anywhere with it. The only good thing about it is the new trample abilities. It's now much faster to get around. But that hardly makes up for anything. I only ever used headbite with the rant anyways.
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Re: 1.2 the good and the bads.

Post  Dr.Pain on Wed Feb 16, 2011 5:55 pm

I sense that Swamcecil is about to Troll...
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Re: 1.2 the good and the bads.

Post  swamp-cecil on Wed Feb 16, 2011 6:00 pm

kingnickolas wrote:
Grangers are NOT meant for battle.
I agree, they're better for defense. But I mean really, if they WEREN'T meant for battle, then why would they be given barbs and claws? >_>

To spit on hummans to sow them down and deal light damage. Not stop them in their tracks.

NO evos to kill a guy with prifle and full armour and helmet is OP.
No... Getting no evos for battling it out with a human with full armor and a prifle because some random guy popped out of nowhere and struck the finishing blow.

NO evos as in it costs no evos to do it. You get lik 5 evos for one lucky shot
Gas is also more effective now that it can be used on ANY human.
Well yeah, obviously. But that's bad for the humans. Say your battling it out with a rant, and some random lisk pops out of nowhere, traps you, gasses you so you can't run anymore, and makes you die. You had a ton of creds invested in your last suit, and now you have nothing because of a random noob. >_>

Take it lik a man if you have no creds. Being gassed doesnt realy do much. Its just disoriented vison. Its only good on dretches. When gassed, you can easily kill the bassy. And being grabbed while ranting, cant you also do that in KoRx? I may be harder, but the bassy grab isshorter but th invis is less chance of being shot.

don't even SAY the mara sucks. The KooRx zap was OP because you can zap people you dont look at and the barbs killed instantly. If you mastered the headbite, you are one lucky dude.

The mara sucks. In gpp, you can shock people who you don't look at too. In fact, you can take out a whole human base with one mara in gpp... >_>

But to take out the whole base in GPP requires a LOT of skill and luck. Even when you are on the RC, there are usually other people in the base. You also have to look at the target in 1.2 Get some evidence


Tyrant, meh im to lazy to complain anymore.

Agreed. But just for kicks and giggles, I'm gonna do that anyways. >_>
The rant sucks. It's only got 350 health, which makes it really easy to kill. It's much shorter than the adv rant, so you can barely get anywhere with it. The only good thing about it is the new trample abilities. It's now much faster to get around. But that hardly makes up for anything. I only ever used headbite with the rant anyways.

350 health and STRONGER. You cn charge a gu in a croner, practicly trapping and charging them todeath, and if they still live oneslash should do it. The heaalth reduction was also to make it a lot more balnced iinstead of a 600HP jesus with acid bombs and ultraslashes.

Menace, get the hell over her and help me troll!
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Re: 1.2 the good and the bads.

Post  KingNickolas on Wed Feb 16, 2011 7:19 pm

I don't even play trem anymore... >_>

Anyways, I think we should just agree to disagree. Both mods are fairly balanced, but require much different tactics. Which is why I dislike 1.2. Cause I can't use my old awesome tactics. Plus there are too many pros to have fun on 1.2... >_>

We could go A LOT further with this debate. But I don't feel like getting my feelings hurt, so I'm just gonna drop it. ;D
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Re: 1.2 the good and the bads.

Post  mark00s on Thu Feb 17, 2011 3:12 am

I want hovel! T_T They do easiest think what can do... Delete.

PS

Like 10-15% of things is compied from KoRx ^^
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Re: 1.2 the good and the bads.

Post  Menace13 on Thu Feb 17, 2011 4:51 am

mark00s wrote:Like 10-15% of things is compied from KoRx ^^

Actually, KoRx stole them from 1.2/MGdev server (old server that had something like what 1.2 would be before 1.2 was even announced).

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Re: 1.2 the good and the bads.

Post  The Hovel Humper on Thu Feb 17, 2011 9:17 am

Menace13 wrote:
mark00s wrote:Like 10-15% of things is compied from KoRx ^^

Actually, KoRx stole them from 1.2/MGdev server (old server that had something like what 1.2 would be before 1.2 was even announced).

KorX was built from TremX which was made by Wireddd, If you want to judge that KorX stole all the stuff go ahead. But It didn't.

P.s. Why is this even relevant? Everything is open source.

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Re: 1.2 the good and the bads.

Post  swamp-cecil on Thu Feb 17, 2011 8:06 pm

Menace13 wrote:
mark00s wrote:Like 10-15% of things is compied from KoRx ^^

Actually, KoRx stole them from 1.2/MGdev server (old server that had something like what 1.2 would be before 1.2 was even announced).

This
Hovels, is a project for future moders. It was useless, so we keep it gone.
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Re: 1.2 the good and the bads.

Post  Menace13 on Fri Feb 18, 2011 5:09 am

The Hovel Humper wrote:
Menace13 wrote:
mark00s wrote:Like 10-15% of things is compied from KoRx ^^

Actually, KoRx stole them from 1.2/MGdev server (old server that had something like what 1.2 would be before 1.2 was even announced).

KorX was built from TremX which was made by Wireddd, If you want to judge that KorX stole all the stuff go ahead. But It didn't.

P.s. Why is this even relevant? Everything is open source.

I'm not saying it's relevant. I'm just stating the fact that mark00s was incorrect, and correcting his fact. Also, I already know that TremX became KoRx. I used to play TremX. I was perma-banned by Wireddd. And I guess "stole" isn't the right word. KoRx copied those things from 1.2. Maybe 1% of them was the other way around.

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Re: 1.2 the good and the bads.

Post  The Hovel Humper on Fri Feb 18, 2011 9:15 am

Menace13 wrote:
The Hovel Humper wrote:
Menace13 wrote:
mark00s wrote:Like 10-15% of things is compied from KoRx ^^

Actually, KoRx stole them from 1.2/MGdev server (old server that had something like what 1.2 would be before 1.2 was even announced).

KorX was built from TremX which was made by Wireddd, If you want to judge that KorX stole all the stuff go ahead. But It didn't.

P.s. Why is this even relevant? Everything is open source.

I'm not saying it's relevant. I'm just stating the fact that mark00s was incorrect, and correcting his fact. Also, I already know that TremX became KoRx. I used to play TremX. I was perma-banned by Wireddd. And I guess "stole" isn't the right word. KoRx copied those things from 1.2. Maybe 1% of them was the other way around.

My point for my last post was that KoRx was out a long time ago 1.2, not so much. (How could they steal it)

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Re: 1.2 the good and the bads.

Post  Sephiroth on Fri Feb 18, 2011 9:30 am

How can you steal from something that isnt made yet?

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Re: 1.2 the good and the bads.

Post  Menace13 on Fri Feb 18, 2011 4:10 pm

The Hovel Humper wrote:
Menace13 wrote:
The Hovel Humper wrote:
Menace13 wrote:
mark00s wrote:Like 10-15% of things is compied from KoRx ^^

Actually, KoRx stole them from 1.2/MGdev server (old server that had something like what 1.2 would be before 1.2 was even announced).

KorX was built from TremX which was made by Wireddd, If you want to judge that KorX stole all the stuff go ahead. But It didn't.

P.s. Why is this even relevant? Everything is open source.

I'm not saying it's relevant. I'm just stating the fact that mark00s was incorrect, and correcting his fact. Also, I already know that TremX became KoRx. I used to play TremX. I was perma-banned by Wireddd. And I guess "stole" isn't the right word. KoRx copied those things from 1.2. Maybe 1% of them was the other way around.

My point for my last post was that KoRx was out a long time ago 1.2, not so much. (How could they steal it)

Sephiroth wrote:How can you steal from something that isnt made yet?

To answer both your points, MGdev server was out before KoRx, having basically what 1.2 became. 1.2 has been out for around 2.25 years now, MGdev was up at LEAST half a year before that, probably earlier.

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Re: 1.2 the good and the bads.

Post  swamp-cecil on Sat Feb 19, 2011 6:24 am

I just want to get this straight: 1.2 is NOT unbalanced. You probably just played on tremor. THAT is 100% human biased.
a team is only OP if the players are OP. its balanced except for the players.
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Re: 1.2 the good and the bads.

Post  KingNickolas on Sat Feb 19, 2011 8:13 am

swamp-cecil wrote:I just want to get this straight: 1.2 is NOT unbalanced. You probably just played on tremor. THAT is 100% human biased.
a team is only OP if the players are OP. its balanced except for the players.

I just played tremor. And you're right man. We had a few of the best players on Aliens that time (while I was building pretty sexily) and we still lost. >_>
The alien default base sucks. Next time I'm gonna try to move the base to the tunnels under ground to see what happens.
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Re: 1.2 the good and the bads.

Post  Menace13 on Sat Feb 19, 2011 12:30 pm

kingnickolas wrote:
swamp-cecil wrote:I just want to get this straight: 1.2 is NOT unbalanced. You probably just played on tremor. THAT is 100% human biased.
a team is only OP if the players are OP. its balanced except for the players.

I just played tremor. And you're right man. We had a few of the best players on Aliens that time (while I was building pretty sexily) and we still lost. >_>
The alien default base sucks. Next time I'm gonna try to move the base to the tunnels under ground to see what happens.

The only reason Tremor isn't balanced is because aliens are too busy trying to nom the humans in front of their base to sneak around and rape h default. A single basi could win. That's the only reason humans really ever lose: aliens flank. A good human team with 1 builder and 1 defender and any number of semi-decent attackers could easily win. Unless Iabz is being a marawhore again.

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Re: 1.2 the good and the bads.

Post  swamp-cecil on Sat Feb 19, 2011 10:14 pm

Menace13 wrote:
kingnickolas wrote:
swamp-cecil wrote:I just want to get this straight: 1.2 is NOT unbalanced. You probably just played on tremor. THAT is 100% human biased.
a team is only OP if the players are OP. its balanced except for the players.

I just played tremor. And you're right man. We had a few of the best players on Aliens that time (while I was building pretty sexily) and we still lost. >_>
The alien default base sucks. Next time I'm gonna try to move the base to the tunnels under ground to see what happens.

The only reason Tremor isn't balanced is because aliens are too busy trying to nom the humans in front of their base to sneak around and rape h default. A single basi could win. That's the only reason humans really ever lose: aliens flank. A good human team with 1 builder and 1 defender and any number of semi-decent attackers could easily win. Unless Iabz is being a marawhore again.

You mean L*abz?
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Re: 1.2 the good and the bads.

Post  Menace13 on Sun Feb 20, 2011 10:21 am

swamp-cecil wrote:
Menace13 wrote:
kingnickolas wrote:
swamp-cecil wrote:I just want to get this straight: 1.2 is NOT unbalanced. You probably just played on tremor. THAT is 100% human biased.
a team is only OP if the players are OP. its balanced except for the players.

I just played tremor. And you're right man. We had a few of the best players on Aliens that time (while I was building pretty sexily) and we still lost. >_>
The alien default base sucks. Next time I'm gonna try to move the base to the tunnels under ground to see what happens.

The only reason Tremor isn't balanced is because aliens are too busy trying to nom the humans in front of their base to sneak around and rape h default. A single basi could win. That's the only reason humans really ever lose: aliens flank. A good human team with 1 builder and 1 defender and any number of semi-decent attackers could easily win. Unless Iabz is being a marawhore again.

You mean L*abz?

Yes. L*abz.

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Re: 1.2 the good and the bads.

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