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Author Topic: Ghouls vs Humans NES  (Read 78921 times)

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July 11, 2014, 02:05:59 AM
Reply #195

Offline Korby

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Re: Ghouls vs Humans NES
« Reply #195 on: July 11, 2014, 02:05:59 AM »
can confirm he is hilarious and interesting to play

July 11, 2014, 02:08:00 AM
Reply #196

Offline Ivory

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Re: Ghouls vs Humans NES
« Reply #196 on: July 11, 2014, 02:08:00 AM »
(click to show/hide)
Eyesore does not know how to use snowboards properly

July 11, 2014, 04:06:45 AM
Reply #197

Offline tsukiyomaru0

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Re: Ghouls vs Humans NES
« Reply #197 on: July 11, 2014, 04:06:45 AM »
Need more spider legs I guess? he looks like he got squashed or something... But man Eyesore was an eyesore back in my days in Skulltag Invasion

July 11, 2014, 05:55:14 AM
Reply #198

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Re: Ghouls vs Humans NES
« Reply #198 on: July 11, 2014, 05:55:14 AM »
ArmageddonV2 is always fun, yes.

So I guess Eyesore will be the Ghoul's Sakugarne now, given that you have to land on people.

July 15, 2014, 04:45:55 AM
Reply #199

Offline LeotheMage

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Re: Ghouls vs Humans NES
« Reply #199 on: July 15, 2014, 04:45:55 AM »
After trying out gvhbdm-v1b_pb2, I noticed that the marine doesn't get the plasma rifle anymore. Why was it removed?

Also, I love the new marine skin.

July 15, 2014, 12:34:01 PM
Reply #200

Offline Russel

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Re: Ghouls vs Humans NES
« Reply #200 on: July 15, 2014, 12:34:01 PM »
Snowball effects aren't a good mechanic in any game type unless the game is designed around such effects...they make a player more outstanding than they should be and skew the balance of this mod in very negative ways.

Also Rukifelth made the Marine skin, along with several of the assets used in this mod. Kind of a shame he vanished again.

July 15, 2014, 05:46:16 PM
Reply #201

Offline SmashTheEchidna

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Re: Ghouls vs Humans NES
« Reply #201 on: July 15, 2014, 05:46:16 PM »
Quote from: "Isaac940"
As I've been playing I've noticed something odd. When playing as Choke, your healthbar appears not to move as you get hit for a while and then works as intended around 70ish hp. The only thing I can think of is that I think Creeper has a 70hp healthbar so the 70hp display was given to Choke on accident instead of the 100hp display he should be using.
Last I played, Eyesore had this same problem.

Also, remind me again why you removed Cacodemon and Marine's fists?

July 15, 2014, 05:48:50 PM
Reply #202

Offline Darkpaladin109

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Re: Ghouls vs Humans NES
« Reply #202 on: July 15, 2014, 05:48:50 PM »
I assume the fists were removed because they weren't really very useful. Cacodemon was propably removed because he's not really a ghoul, at the very least.

July 15, 2014, 05:52:59 PM
Reply #203

Offline Korby

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Re: Ghouls vs Humans NES
« Reply #203 on: July 15, 2014, 05:52:59 PM »
Cacodemon didn't really fit in the definition of a ghoul, being primarily raaaaaaaaaaaaaaaanged. Most people who just shoot his fireballs unless people somehow were near him.

The fists were removed for a similar reason. You rarely want to be in melee range of a ghoul.

July 15, 2014, 09:25:01 PM
Reply #204

Offline LeotheMage

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Re: Ghouls vs Humans NES
« Reply #204 on: July 15, 2014, 09:25:01 PM »
Still, the fist was nice just to humiliate someone.

July 15, 2014, 09:30:38 PM
Reply #205

Offline Russel

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Re: Ghouls vs Humans NES
« Reply #205 on: July 15, 2014, 09:30:38 PM »
It was also pointless...

July 16, 2014, 05:41:36 AM
Reply #206

Offline ice

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Re: Ghouls vs Humans NES
« Reply #206 on: July 16, 2014, 05:41:36 AM »
welp, we came to the conclusion that jitterskull lacks a cooldown and the aircon makes sjas impossible to escape

Edit: Also Arthor's axes give the screw crusher obituary

July 16, 2014, 08:54:17 AM
Reply #207

Offline Kapus

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Re: Ghouls vs Humans NES
« Reply #207 on: July 16, 2014, 08:54:17 AM »
Eyesore is pretty cute.

July 16, 2014, 11:46:55 AM
Reply #208

Offline Russel

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Re: Ghouls vs Humans NES
« Reply #208 on: July 16, 2014, 11:46:55 AM »
Quote from: "ice"
welp, we came to the conclusion that jitterskull lacks a cooldown and the aircon makes sjas impossible to escape
I figured these two things out already.

The axe obit will be addressed too.

The problem with Sjas though is that all I can do is further reduce his range or the reduce the explosion damage, which is 100 over a 115 radius.
I guess reducing the damage is a safe thing to pull, but there's already a high degree of risk involved in trying to bumrush someone as Sjas because of his squishiness.

Jitterskull will be given a cooldown accordingly [easy enough to apply.]

July 16, 2014, 03:00:59 PM
Reply #209

Offline ice

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Re: Ghouls vs Humans NES
« Reply #209 on: July 16, 2014, 03:00:59 PM »
On the old (and possibly dead) subject of cacodemon, one thing I could of seen done with it was make it move a bit faster, drasticly speed up the fireballs but lower the rof and give it ammo for the fireballs that only recharges if you stay still so you couldn't spam it all day. As for the pit camping thing (Sjas can be guilty of this too but to a lesser extent), this is most likely an unnecessary suggestion, but, think it's possible to have it work on a timer, if you stay over a pit for too long you fall sortof like Astroman

(As for the argument of it being ranged, Choke has a strong raged attack, but a VERY low rof, frostbite has one that rips and fills hallways, but has a shortish range and runs on ammo, and the creeper has one that stuns but again, runs on ammo)