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Messages - Ru5tK1ng

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Events / Re: Wily's Iron Gauntlet - A 2v2 CBM Tournament!
« on: June 01, 2018, 02:57:32 PM »
Sounds like fun can't wait till everything is finalized. Do you have a discord for this?

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Good job with all your hard work, number crunching and code revising. It's good to see the core mod adapted some of your changes.

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Events / Re: [Official] CBL - Sign Ups
« on: January 20, 2018, 06:42:45 AM »
English isnt my first language so i couldnt read the rules well, it was my mistake to think it would be a regular tourney,
English isnt' my first language either....

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you have nothing to do with this so maybe you should keep yourself and your oh so grand ten years of playing doom mods out of it.
As a spectator, I can comment on whatever I want. Stop me if you can.

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It's no wonder some guys have some strong opinions about you people
Don't be mad at me just because you have the heart of a quitter....

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Events / Re: [Official] CBL - Sign Ups
« on: January 20, 2018, 03:40:55 AM »
then play something short and random with silly rules that don't make anything fun in the end.
You probably should have read the rules before signing up? Or do you just sign stuff without reading the fine print??????? Does this make too much sense?????

In over 10 years of playing doom and mods online, I've never seen a team dip out in any league after 1 loss... Oh well #notmytournament

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Rejected / Re: (Suggestion) LMS time limit
« on: September 22, 2016, 07:13:41 PM »
It's because the time counter doesn't work in (Team) Last Man Standing. I learned this the hard way; I've had to restart several fights over because bots got stuck after I died and the match never ended.
Unfortunately, that's a root cause of a lot of problems with TLMS game modes. I don't know how long it's been broken for, but I know at least since Zan 1.3. Mods like GvH and ZDoomWars drag on forever when played in Teams as a result.

There is a tracker ticket about it here: http://zandronum.com/tracker/view.php?id=2048

However due to the lack of discussion, it seems only a handful of people mind that the timer is broken.

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Closed / Re: Add team spawns to DM maps
« on: September 05, 2016, 06:09:36 AM »
Yes having team spawns makes things less chaotic and reduces if not flat out eliminates spawning with five enemies every round. It also helps when the server is packed. Non symmetrical maps are more difficult but it can be done. It's all about spreading things evenly across the map. Put a few teammates together, have a group here and there. It makes real coordination worthwhile.

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General Gaming Discussion / Mighty disappointed?
« on: July 02, 2016, 04:40:05 PM »
I ran across this while browsing the steam sale and I figured I'd share this just in case a few of you haven't heard of it.

20XX is the dream where Megaman meets Rogue.

Essentially, it's the classic MM platforming in a procedural generated level style of Rogue. However, it's still under development and there seems to be some issues with the generated levels/enemies being stupid.

Nonetheless, it's half the price (on sale) of No.9 and probably double the quality.

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MM8BDM Discussion / Re: So what's the state of CTF?
« on: June 26, 2016, 08:16:42 PM »
There are quite a bit of interesting points that have been brought up and I think I can see why CTF really isn't played much. First, regarding the maps, 20 is a fair amount of maps only if every map is at least average quality. It sounds like there are more than just 2 or 5 bad maps in the pack. In Doom, there are plenty of CTF map packs around and people generally gather a bit from each one into a compilation for a specific purpose ( public play, private, tournament, etc). Additionally, a mappack can literally make or break a mode or mod and I've seen it happen several times through the years. The quality of maps is rather important because if something isn't fun, people won't play it. An overabundance of gimmicks in a map is not really fun and also leaves a bad taste. But I'd say this is an issue with the least impact on CTF.

As for the problem of running away being to good of an idea, that is basically the fault of the weapons. Spawning and not being able to at least do chip damage is pretty frustrating. In Quake or Doom, you get a lousy low grade weapon that you can at least hit a few times with. Of course, the speed of the projectiles, as stated, doesn't solely affect the buster and reworking a group of weapons for CTF would probably be the best way to go about it.

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Aside from the usual norms of arena CTF maps, MM8BDM's huge variety of weapons means there are a lot of standards about what weapons to put on CTF maps, and where to put them. Not all of these standards are strictly necessary (though some are all but essential), and the nature of the game means that a lot of times, it can depend on the shape of the map.
I see that as a bit of a double-edged sword. On one hand you have issues where individuals disagree with what weapons should be featured on maps and what should not be (something like woodman's probably should not). On the other hand, this opens up options and allows for creativity for map authors and allows for spice to be added to gameplay. But regardless, it is a tough issue to address.

So another question needs to be raised. Is there a general consensus in the community against things that aren't canon or un-megaman like? I read a wiki page about disputes over classes and how people split over balance being canon or competitive based. How big of an controversy is this?

As for the health issue, I'm guessing this is because there is not only plenty of health all over the map but because players drop health on death? If flag runners are stalling and moving around the map collecting health, then part of the problem is that the map has too much health.

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I'd recommend hopping into a CTF server sometime to see how people play it, and also maybe observing some matches of the ongoing CTF tournament if you're ever around when a match goes down; these experiences will give you good (if varying) ideas of the ways MM8BDM CTF plays out.
I'd like to hop in a server some time and see some of these problems in action. Although, since I hardly ever see any CTF servers occupied, this might take a while...

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MM8BDM Discussion / So what's the state of CTF?
« on: June 26, 2016, 04:38:47 AM »
A few people in a server earlier mentioned that CTF needs love and attention in the map department. Although our group of dashing young lads have experience with CTF such as Velocity CTF and RageCTF, I'd like to know what's been done and what's the status with CTF these days. Being new, I'm not entirely sure of any history and I'd like to get a feel of the situation before considering anything. What's good about it, what's bad about it ('all of it' isn't an acceptable answer)? Any standards or norms?

10
Projects & Creative / Re: Class based modification (v8c)
« on: June 26, 2016, 12:39:57 AM »
Quote from: "MusashiAA"
A team of well coordinated players (ranging from 2 to 4-5) using the same weapon/class can and most likely will curbstomp matches back to back to back, barring some exceptions, and unless some counter coordination sparks from the opposite team. Sadly, this is something I wouldn't recommend balance to be driven by, since it could lead to classes being individually incompetent for the sake of fixing class stacking as a balance issue. Doesn't mean we shouldn't try, but I don't have much hope about it.
You are correct. Any type of team coordination is usually going to destroy the opposition, however, as Orange pointed out, the cases that are more like to happen in the server aren't really in the category of 'well coordinated'. In my observation, teams spawned together, went to the best spam area, or simply performed monkey-see monkey-do. Of course, I don't believe a class has to solely be balanced according to instances such as this, but there is always room for some level of mitigation.


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As for Magnetman himself as an individual, and most homing classes in general IMO, their deadlyness falls short when they face a relentless assault at close range, where their projectiles lose their prime effectiveness, or when opponents make use of their abilities to navigate through the battlefield and make use of cover to lead projectiles into them. IMO, I'd still consider an ammo-related nerf for Magnetman himself, so that his deadlyness at long range is gated by ammo, but damage nerfs are also an option, even though I still believe an individual Magnetman can't fend off a consistent offensive tactic.
An ammo related nerf is probably the best route to go if the current behavior of the projectile is to stay the same. Additionally, there could also be a reduction in the firing rate if a damage nerf isn't really desired. From my experience, adding or removing a couple of ticks can actually make a difference.

@IamaMedalHunter

That's a good idea, but not for this case. Changing a class that much inherently brings in a whole slew of new issues to tackle.

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Projects & Creative / Re: Class based modification (v8c)
« on: June 25, 2016, 05:16:16 PM »
I haven't had a chance to play as some of the other homing classes, but speaking on Magnetman, there are two good options:

1. Nerf the homing capability
2. Keep the current homing and cut down the projectile damage (maybe 5?).

With the first option, you force players to be more selective in their shots and aim rather than make it easy to sit at one spot and spam all day. Going with the second option, you have the opposite of slow and strong: fast and weak + homing. Even if a team were to have 3 Magnetmen, at 5 damage, it would be the equivalent of the current damage if all 3 hit you. This is far more manageable than 45 damage flying at you which is what we currently have.

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Projects & Creative / Re: Class based modification (v8c)
« on: June 25, 2016, 01:51:26 PM »
I'm sure this has been an issue for a while and I don't want to beat a dead horse, but Magnetman needs his power level dropped. Last night a team with ~4 magnetmen dominated matches back to back to back. Eventually the game became 'whoever had more magnets on their team wins'. Sure it's funny for a bit, but it does get stale rather quickly. Someone stated it's a case for class limits, but I disagree because the issue is with the class itself. Consider QuakeLive for a minute. If an entire team of 5 only use the lightning gun, they are going get destroyed by the team that has the versatility of rockets, plasma and rails. In the case of Magnetman, that 5 man team is using the lightning gun and dominating. The issue isn't that 5 guys get to use 1 gun, the issue is the LG needs a damage reduction.

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Anything Goes / Re: New to Cutstuff? Post here.
« on: June 25, 2016, 01:40:54 PM »
That's a fair assessment from anyone who read that topic, and it's pretty much why I set out to get away from the people and environment of compet Doom. So, I'm definitely not looking for any type of clan play or scrims. My clan basically joined a server on a whim and actually had a good time. Depending on how invested into MM some of us get, there may be some type of mappack put out from us, but I don't want to make any promises.

The atmosphere on the servers is definitely more chill and when people rage and bicker it usually doesn't last long and everyone just goes back to playing. As long as we all make the effort to get along as you said, everything should be a-ok.

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Anything Goes / Re: New to Cutstuff? Post here.
« on: June 25, 2016, 01:10:54 AM »
Hello, I'm a drifter from the other parts of Zandronum. Most of you probably don't know me, but it's ok, I just map, mod and play stuff.

After some, unsightly events, I decided to break away from the norm and try something new and fresh (for me). Despite the stigma that gets attached to MM8B, I thoroughly have enjoyed my short playtime. I don't know if any of the usual players from the servers post here, but I look forward to more MM matches.  :mrgreen:

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