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Messages - Zocker

Pages: [1] 2
1
The Ghoul's Forest / Re: Trying to update. Need your input!
« on: January 14, 2013, 03:11:48 PM »
Aw, I think you are right about all that... I wrote faster than I could think but I guess you already know my infamous suggestions :P
It's really hard to come up against the sheer mass of quantity NS...

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The Ghoul's Forest / Re: YOUR ideas for Ghoul and Human classes
« on: December 06, 2012, 06:00:37 PM »
What is it's name?
The Rifle Cultist

What is it's story?
He's from a different dimension where Ghoul's have already whiped out the whole population. He was one among the very lucky survivors who could flee through a slipgate which was used by the Ghouls to reap one dimension by another. Unfortunately they picked up his trace and followed him... to our dimension (mixed with my own thoughts about a possible GVH backstory ^^)

What does it look like? (feel free to post sprites/images)
What I could I magine is a combination of Caleb and the Acolytes he was fighting. He wears a long coat which is partially tattered and is always wearing  sawed-off shotgun.

How does it play? (physics, abilities)
His main weapons are some sawed-off shotguns which he is dual whielding. They aren't that strong and aren't very accurate but because it are 2, they reload quite fast. He has a lot of shells.
He also got a flair which doesn't do much damage but illuminates dark rooms and when sticked on Ghouls deals some damage over time.

He also got a special mana resource. On top of these 2 weapons he can also use some magic abilities which require nothing but mana. Mana reloads rather quickly but he doesn't have much of it (can't spam and needs to use them wisely). A Rifle Cultist regenerates his mana anywhere and every time.
He is not as fast as the Hunter but a bit faster than a Marine.

His magic abilities are:
 - Dead Hand: Places handpring somewhere near the player for a short time. If Ghouls come near the hand they will suffer damage.
 - Firewave: Releases a wave of 4 fireballs which. The fireballs are rather slow but have deal good damage. Unlike the fire arrows they do not cause AoE damage until they hit the ground.
 - Spellbinder: Casts a fast single green sickle which also homes for the enemy but only for a certain degree. It deals less damage than the firewave but excels in long range. http://realm667.com/index.php?option=co ... Itemid=193

Why does it belong on GVH?
I always had this mechanic of a strong magical user in mind who has access to good spells but is limited by mana. While trying to regenerate he flees and tries to keep enemies on distance (a bit of a hit and run character but not like Hunter). However, if they come close he can make use of physical weapons which gives him a nice dynamic.

Also, I think that the setting and mood of the character fits GvH quite well and another grim character wouldn't be too bad for the game. Also, I imagine this charcter basically as a nice transition between Hunter and Marine.

3
The Ghoul's Forest / Re: Trying to update. Need your input!
« on: December 06, 2012, 05:28:23 PM »
Hey Carthief ^^ cool to see you still working on this :)

Regarding the Engineer, what about changing saws so they can be picked up again? This and a slightly ammo decrease would be good for the class I think. As for the attack, they'd work like slower arrows but with more damage and traps can be layed and picked up as you want.

TBO I also felt that choke could need a slight rework. He's fast and melee what makes him strong but also very difficult to control, don't you think you could change his movement control so he stops immedietally if you don't move it? I hope you know what I mean, if you normally move fast and stop moving you still go a bit forwad because of the speed.

I know his attack really is very lethal but what if Choke would have a big higher range, a bigger attack degree (left and right) but with less attack power. I could imagine these changes to make him more controlable, while not making him too strong.

Just some old thoughts about an old mod ^^. But to really boost GVH's popularity I think it'd need some new content like new classes, maps or other dynamics... which would be a lot of work to do, especially for a sole person :/

4
General Gaming Discussion / Re: Video Game songs you love
« on: July 10, 2011, 09:26:45 PM »
Indeep from Red Alert 2. The first game I was really obsessed with.
This game has also the most epic install screen I've ever seen, featured with this song.
Frank Klepacki Rocks m/ :cool: m/

(click to show/hide)

But hey, since most post more than one ^^
Gotta love the whole soundtrack from Ratchet Deadlocked/Gladiator, especially this one.
Always turned the music volume to the maximum when I played it.

(click to show/hide)

5
Forum Games Archive / Re: Defeat something with something else!
« on: July 10, 2011, 09:16:46 PM »
Genesis?
Taste my raw calculation power of 40k bucks!


6
The Ghoul's Forest / Re: the addon classes!
« on: July 10, 2011, 09:11:27 PM »
IMO he needs to prove his sense for balance first.
Just played some matches with the addon classes and humans were ridiculously overpowered and besides Misty Ghouls don't really have anything harmful.

7
The Ghoul's Forest / Re: What's your favorite Class in GVH
« on: July 07, 2011, 02:56:31 PM »
Guess what?

8
The Ghoul's Forest / Re: GVHv3b2 Beta
« on: July 07, 2011, 02:54:49 PM »
Isn't the idea of the Sjas to have an all terrain-death-from-above-Ghoul which can be heard and avoided from distance?
Well, when I am playing human I have a hard time hearing him and when I do it's mostly too late and don't get a chance to prepare.

The first thing I would do is to increase the radius where you can hear him and turn up the sound of his movement-scream a bit.
It's not the final solution but a first step.

9
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: February 18, 2011, 12:06:46 AM »
I and Carthief shared some thoughts about the Frostebite and here are some of my ideas referring to him.

Currently he is very stereotypically balanced, since it can be an horrendous foe if you camp in small rooms or a vent but it is also easy as hell to run from him away and prevent any damage at all if you play on big maps.
Neither Frostbite's speed nor his breath are as fast as a human.

While his bite is strong and quick it can be hard to control on all ranges and you must be very good at controlling him to hit a second time in a row to kill a human.

This makes him neither underpowered nor underpowered but somehow a bit unbalanced.

Increasing his speed would make him more useful in open areas but it could also make him too strong since he could evade projectiles easier in addition to his already thick armor. And increasing the range of his bite would only make it less controllable.

So I had the simple idea to change his breath. Instead of slow, inaccurate clouds of death they are now rather a support attack.
They are faster and have a freeze effect that slows humans down and make them easier to be bitten.
But in return they are less damaging and last less long (to keep his range).

This should make the clouds far less fatal in small areas because currently a lot damage comes from the bounced clouds that do high damage and hit humans over and over again.

The more a human gets hit by the clouds the slower he/she will be, down to a minimum of let's say 60% of the original speed.

For example if you encounter a human on Castle Ghoulenstein a Frostbite normally has no chance, the humans will keep running away and shoot him from distance (if it's not a noob).
However with his new breath it will be easier to hit and bite them afterwards. Maybe the armor should go down a bit if the Frosty uses his breath to make him a bit more vulnerable.

Of course all these new variables would need testers and I would volunteer as one of them.

It would also be great if you could add that freeze death from Heretic/Hexen if a human dies because of his breath ^^.

10
The Ghoul's Forest / Re: Has GvH Ever Made You Jump?
« on: February 17, 2011, 09:43:53 PM »
Quote from: "Callum Sanderson"
Quote from: "Hodge-1053"

Zocker does it to me all the time as Jitterskull...

Freakin Hell, that dark green jitter... I tell ya, he like teleports.. I can never predict his moves and made me jump 3 times in 1 round.  :evil:







11
The Ghoul's Forest / Re: YOUR ideas for Ghoul and Human classes
« on: January 02, 2011, 04:59:22 PM »
I had the idea about a radioactive ghoul.

The ghoul I call Irradiator has a resistance to damage but he's not a tank like the Frostbite.
For his attack he use fast radiation beam that is rather weak but hard to dodge.
And the more he uses his attack the more he will heat himself up and is more woundable to damage, but the generated heat and radiation cause damage to every nearby human too.

If the Irradiator dies he blows up in a small explosion that can harm humans as well.
This ghoul has a normal movement slower than a choke, but still faster than a Frostbite.

History:
I dunno maybe something with a reactor incident.

12
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 26, 2010, 09:42:42 PM »
Santa is really broken, but if it's only over the holidays I can live with it (even if he made me quiet mad sometimes >.>).

Besides that the Ghostbuster's Plasma Weapon has turned into a spam weapon. Why did you double the ammo, in my opinion it was fine?
If it's a problem that he is rather helpless if he has no ammo I'd think about a little gameplay change on the Ghostbuster.
We could give him a slow, but constant plasma ammo regeneration and that should solve the problems. A combined solution of this and the still standing regeneration could work too.

I wouldn't say that the bloodsprayer is useless, it can be quiet powerful. A higher spread range could make it more useful though.

What Carthief said about the Creeper jump is interesting, but this would need some testing to see whether it's overpowered or not.

Besides that it's more or less OK, some classes could be tweaked a little like the Frostbite but other things have priority.

13
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: September 16, 2010, 07:31:56 PM »
Yes the grenades are a problem in TDM, how about changing them to say 4 but you gain 1 additional nade for each kill?
So a Marine can't really spam around but still doesn't run out of them if he survives longer.

But the worst thing about nades is when you charge them and throw them against a ceiling so they will bounce off and explode on the surface like a bomb with no chance to evade.
That is just overpowered.

Also the MG is too weak (TLMS, and TDM), consumes a lot of ammo, by far not as strong as the Riot and for long distances you just use pistols...

Of course the Engineer can spam with his steam cannons but I'd suggest to add a little "cooldown" (or a heat meter idk) so you can't spam with them around.

The Cyborg, Hunter and Ghostbuster are fine imo, maybe speed up the Cyb Plasma projectiles and decrease the damage a little bit.

The Sjas itself in TDM is not the problem but a good Ghoul Player can frag much faster because he doesn't have long to wait until he reaches the next human. Because of the respawning players you will always find some in short time thus the more chaotic gameplay in TDM makes it even more easy to ambush them.

I think the Jitter is a bit too weak if many people are playing. Not the attack or the HP the Jit is the problem, it is the digest that makes him very woundable.
Especially in TDM where more people are playing is he an "easy to frag Ghoul" without fear to get crunched for this time.

I think many of you underrate the Creeper in TDM, you might think it's easy to kill him and a Creeper won't make much frags... you are wrong.
As mentioned before TDM is much more chaotic and since the Creeper is already in TLMS difficult to detect he can ambush humans easily.
Of course he doesn't make as many frags as a Jitter or a Sjas but on the other hand he doesn't die that often.

Well I'm not a fan of the Choke, but if you give him the bite regen and reduce the charging time of the bloodball a bit I'm sure that I'd give him a shot (espacially in TDM).

I think the Frostbite is a bit unbalanced, not overpowered but unbalanced.
Because of his slowness he is absolutely helpless against long range attacks but in small rooms (like the ventilation shaft in GvH11) he is overpowered as hell.
I know that he is a close combat Ghoul but I would change the Breath attack bit to make him less overpowered in rooms and more dangerous by speeding the chills up and lowering the damage.

I mean on some maps it would be plain stupid to play as a Frostbite because the bite is a melee attack only and the chills are very easy to dodge (they could be more accurate too).
I don't know if that is intended to be but could you lesser or eliminate the cooldown of the breath attack?
Because if you're attacking with it but a human comes closer and you'd like to finish him with the bite attack you can't attack with the bite for about 2 seconds after you stopped attacking with the breath because of the mentioned cooldown above.

Just some things I wanted to say ^^

14
The Ghoul's Forest / Re: Frostbite and his spam
« on: April 12, 2010, 03:32:06 PM »
Sometimes I play Frostbite (it's kinda fun) and but on some maps I feel a bit op with it. In small rooms the breath will hit humans up to 4 times and that deals A LOT of damage.
While it can be totally useless in wide maps (like Ghouelstein) my suggestion is to make to "breaths" a bit weaker but also a bit faster. For close combat FB still has his bite.

15
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 14, 2009, 08:02:28 PM »
So you are going to make Humans stronger and Ghouls weaker with each new verision?

And about the new maps, less is more...

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