Considering the fact that you are the only one here who seems to have a problem with it, I'd consider it a non-issue."Only" if you considert those who actually talk about the random range in the forums. Because many speak of it in game.
Anyhoo, so THIS is the mod that's been keeping the servers dead all night? I'm eager to try it out.
And, when I tried to remedy some of those problems on my own, none cared.
1. Do not, AND DO NOT, host on mediafire. I cannot stress this enough. There are much better places to host files that do not give out pop-ups and they do not pose a security threat (I once had someone try to attack my computer trying to download a file from mediafire).
This is the best roboenza modification i've seen sence the release of this (as i kinda grew tired of the same slow & high-hp zombies).
as for suggestions... they seem more like "un-nessacery, but fun" ideas.
1.
Mabe two different fanfare musics for when the Roboenza is contained/has spreaded. Only reason i say this is because it can be difficult sometimes to tell that the last survivor/zombie has fallen, when the message at the bottom/ middle isn't enough
2.
Somehow code or script the mod so that fellow survivors will not respond to other survivors attacks (team games or CTF are good examples). It can get annoying when pharohshotravesgroups give away their location, due to how LOOUUUDDD they are... and the random "whoops-I-killed-a-survivor-with-hyper-bomb/crash-bomb-spam" insditence.
& 3.
Allow everyone to move around, and shoot after the game announces that survivors/infected won,so that I can stop spectating all the time, just to allow everyone to move, and i want to try it out myself.
I'm currently thinking about how to improve this based on feedback. Here are the current ideas I'm contemplating:Miscalculation: Player Speed gets a nerf in Roboenza as of ACS as I last checked. From 0.8 falls to 0.7. And the infect weapon is kinda like "OHKO", so the L4D logic wouldn't be a good. However the infect should be as close as possible to player speed, perhaps to the default speed of 0.8. It's too easy to lose control at Marine Speed. In the past, not many ran away. Everyone is good at something. For example, I'm better as camper/sniper or trapper. For direct combat, I'm trash. Why do you think I evade DM and LMS?
-Decrease zombie speed - Currently they are 20% faster than players. With only a few zombies this isn't a problem but it becomes completely impossible to deal with when there are more than 5. I may lower this to 10 or 15 and see how that goes. I actually WANT the zombies to be faster. This is to promote a change in tactics from running away to actively engaging zombies. I also want a player to be able to kill a zombie if they are skilled rather than it being at risk when they shoot them.
- Zombie health - I will try to adjust how health is given to the zombies. In the original the more players meant each zombie had less life (400 - number of players times 6). I reversed this by making the zombies stronger when there are more people, but I think this was a mistake as zombies quickly took over if more than 3 players were infected in most cases. I'm not sure giving zombies more health makes sense, but something about it needs to change, I'm just not sure yet.
-Change the roboenza projectile - Currently it fires out a short range invisible bullet. This leads to some weird situations where a player can be tagged at odd distances or missed at point blank. I'll see about using something that takes the players velocity into account. This shouldn't be hard as weapons such as star crash use this idea.
-Improve rage - I'm thinking that in addition to rapid fire, the player will have their ammo restored and given 3 more w-tanks.
-Raise the number of zombies required for rage to occur - I had this hard coded at more than 3 zombies would trigger this, but perhaps I will make it based on the playercount to zombiecount ratio or something like that so that it doesn't occur every single time in a large match.
Thoughts?
I'm currently thinking about how to improve this based on feedback. Here are the current ideas I'm contemplating:
-Decrease zombie speed - Currently they are 20% faster than players. With only a few zombies this isn't a problem but it becomes completely impossible to deal with when there are more than 5. I may lower this to 10 or 15 and see how that goes. I actually WANT the zombies to be faster. This is to promote a change in tactics from running away to actively engaging zombies. I also want a player to be able to kill a zombie if they are skilled rather than it being at risk when they shoot them.
- Zombie health - I will try to adjust how health is given to the zombies. In the original the more players meant each zombie had less life (400 - number of players times 6). I reversed this by making the zombies stronger when there are more people, but I think this was a mistake as zombies quickly took over if more than 3 players were infected in most cases. I'm not sure giving zombies more health makes sense, but something about it needs to change, I'm just not sure yet.
-Change the roboenza projectile - Currently it fires out a short range invisible bullet. This leads to some weird situations where a player can be tagged at odd distances or missed at point blank. I'll see about using something that takes the players velocity into account. This shouldn't be hard as weapons such as star crash use this idea.
-Improve rage - I'm thinking that in addition to rapid fire, the player will have their ammo restored and given 3 more w-tanks.
-Raise the number of zombies required for rage to occur - I had this hard coded at more than 3 zombies would trigger this, but perhaps I will make it based on the playercount to zombiecount ratio or something like that so that it doesn't occur every single time in a large match.
Thoughts?
An option I'm toying with currently for zombies is to give them a max of 300 health (vs 360 current max) but give them a regen rune.That would give some stratagy to this, if your low on health, you could escape hide a moment and come out again, I approve
hm, the rate of regen is pretty quick though. 5 health every 3 seconds. There must be a way to modify this. I hope.Try to get the code for Regenrune if you can.
The part I'm not sure about is how to adjust the actual regen rate. For speed/haste you can just say speed 1.2 or something, so regen must have something similar but I'm not sure what it is. In the meantime I'm using ACS to accomplish what I need. I've got it at 5 health every 5 seconds, though that may be a bit low. Probably will test both out and see how it goes.Quote from: "Messatsu"hm, the rate of regen is pretty quick though. 5 health every 3 seconds. There must be a way to modify this. I hope.Try to get the code for Regenrune if you can.
Part of the fun of the original though was overcoming the speed disadvantage to victory as a zombie.Everything you need to know is here.
Quote from: "SickSadWorld"Part of the fun of the original though was overcoming the speed disadvantage to victory as a zombie.Everything you need to know is here.
Actually the zombie killer part is the exact reason for Rage. I know that won't be everyone's cup of tea, but the goal of this mod is change it from a run away from zombies to an engage and destroy zombies style. I found zombies won if they infected a bunch of players right off the start, but lost if all the players ganged up immediately. So rounds tended to be very quick. I'm going to give Rage a buff, but reduce the frequency on which it occurs. The idea behind it is that when a player has very little chance of winning, there's a glimmer of hope.
An option I'm toying with currently for zombies is to give them a max of 300 health (vs 360 current max) but give them a regen rune.
Course, it could always be interesting for different types of zombies. becoming a random zombie type when infected.
varying from fast but weak, to slow sponge(though maybe not vanilla roboenza slow). Maybe some sort of zombie with new abilities like a long range zombie that can throw it's arm(boomerang) to infect survivors, but suffers from long wait times to do it again and moderate-slow moving speeds to compensate for having a ranged infecting tool.
Well anyways, just an idea to consider.
Maybe some sort of zombie with new abilities like a long range zombie that can throw it's arm(boomerang) to infect survivors, but suffers from long wait times to do it again and moderate-slow moving speeds to compensate for having a ranged infecting tool.It'd be just like Super Mario Bros., with everyone (human) avoiding the Boomerang Bros. at all costs! And of course the Bros. would camp near each other so they could attack one at a time while the others recharge, allowing for non-stop boomerang buttrape action :p
v1c changelist -The being knocked away is a result of Rage mode, or at least it should be.
- Rage now blasts close zombies away when activated and gives the bearer an additional 3 wtanks
ZOMA A 0 A_SpawnItemEx ("InfectMorpher",cos(-pitch)*50,0,32+(sin(-pitch)*50), momx, momy, sin(-pitch),0,SXF_ABSOLUTEMOMENTUM,0)
should be:ZOMA A 0 A_SpawnItemEx ("InfectMorpher",cos(-pitch)*39,0,32+(sin(-pitch)*39), momx, momy, momz,0,SXF_ABSOLUTEMOMENTUM,0)
Why's that? Yours spawns too far, which can still make pointblanks fail. It should spawn at a distance that equals to playerpawn's raidus+projectile radius.ACTOR InfectMorpher : MorphProjectile
{
Damage 1
+RIPPER
Projectile
+FOILINVUL
MorphProjectile.MorphFlash ""
MorphProjectile.UnMorphFlash ""
MorphProjectile.PlayerClass "InfectedClass"
MorphProjectile.Duration 999999999999
MorphProjectile.MorphStyle MRF_FULLHEALTH|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYDEATH
Speed 25
Height 15
Radius 15
States
{
Spawn:
TNT1 AAA 1
stop
}
}
ACTOR InfectMorpher : MorphProjectile
{
Damage 1
+RIPPER
Projectile
+FOILINVUL
MorphProjectile.MorphFlash ""
MorphProjectile.UnMorphFlash ""
MorphProjectile.PlayerClass "InfectedClass"
MorphProjectile.Duration 999999999999
MorphProjectile.MorphStyle MRF_FULLHEALTH|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYDEATH
Speed 75
Height 15
Radius 15
States
{
Spawn:
TNT1 A 1
stop
}
}
And here is the worst mistake:Tsuki, I would like to kindly remind you I chose to do it this way. It just so happens that my implementation differs from your opinion on what it should be, but that does not make it wrong. Constructive criticism is fine, but you phrase it as if I had done something incorrect. Please stop this.
Maybe so, but if it says to play a sound effect, in which any number of skins has a different one with the same name, would it still not work?Possible, but the headache doesn't make it worth enough to add. Unless everyone shared the same sound, regardless of skin.
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.
Quote from: "SmashBroPlusB"Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.
I may consider this option actually. I was looking for a weapon to replace dive missile (Which is entirely useless even if homing worked in 1d) I think what I may do is replace skull barrier with flash stopper (brightman) and dive missile with freeze cracker. I like this swap, actually. Skull's more defensive and Dive's a finisher, so it works. I didn't change this originally since I wasn't sure if the flash actually affected zombies, but it does. May up the damage to zombies as well since I think it does like ...1 to players...yuck. LOL :lol:
I've been hearing conflicting reports about zombies being OP and being too weak. What has your experience been?
It really depends on the map and whether or not you have Rage. Without the Rage power, it's easy to get tagged by a zombie if you don't have a rapid fire or explosive weapon. Pretty much, if you get a crap wep selection like Blizzard Attack + Dive Missile + Top Spin then you're fucked (unless you're lucky with that Top Spin ;)).
With Rage, if you don't stop moving (or camp in a corner) and are a competent shooter then it's totally possible to win with said Spinning Dive Blizzard. Like I said, it's POSSIBLE, not guaranteed; getting Rage and camp-shooting at zombies doesn't mean you'll win every game, but it makes it a heck of a lot easier.
In short, if you get good weapons then skilled players can beat zombies. If you get "meh" weapons then 1337 players win. If three humans gang up on a zombie then the zombie dies. If the humans get crap weapons (and they're not 1337) then zombies win. If humans get crap weapons and at least one human is in fact 1337, then I'd say it's about 50/50. If you're not skilled at Roboenza and you're alone/vulnerable then you lose, no matter how good your weapons are. :p
Of course I don't play this game mode that much nowadays since Chaos was released, so for all you know this paragraph could be a big steaming pile of shit :lol:
You don't need to ditch the homing weapons completly. Just use the "NoPain" item to have it invoke A_ChangeFlag("CANTSEEK",1) That way the survivors and infect will have the ability to not be tracked by homing projectiles and said weapons could become something a little above busters.Quote from: "SmashBroPlusB"Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.
I may consider this option actually. I was looking for a weapon to replace dive missile (Which is entirely useless even if homing worked in 1d) I think what I may do is replace skull barrier with flash stopper (brightman) and dive missile with freeze cracker. I didn't change this originally since I wasn't sure if the flash actually affected zombies, but it does. May up the damage to zombies as well since I think it does like ...1 to players...yuck.
I've been hearing conflicting reports about zombies being OP and being too weak. What has your experience been?
The AltFire could be replaced by something else, like a charge-like attack, bracing to reduce the damage taken and nullify recoil...
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
It is dead and you know it is.Quote from: "Galaxy"tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
Quote from: "Galaxy"It is dead and you know it is.Quote from: "Galaxy"tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
Currently here's how captains work:
Captains are selected at random. If a captain dies before the other captain is selected then it continues until both teams have captains. When both teams have captains, each one is given a terminator artifact. This bumps up their damage x4 (their buster now does 10 damage x 4) and gives them armor (which is removed immediately). If a captain dies, the round is over. The person who kills the captain gets 10 frags as a result of the terminator artifact. If a captain suicides, they lose 10 frags. If a captain spectates or otherwise leaves, the game will attempt to select another captain and give that player the health the previous player had.
You changed the NoHope theme for Roboenza...Why? I don't think the rain fits it at all. Sure it's creepy, but it also feels kinda empty...I got the vibe that a lot of others didn't like the song either since many people changed it. Figured to change things up a bit. Can't please everyone though I suppose.
Hey Mess, or anyone else, if it isn't too inconvinient, could you provide a mirror download for these modes on mediafire? This computer won't let me download anything on any website but Mediafire.Done, front page.
I'm having a problem with Rage Roboenza. Whenever I try to join any rage roboeza servers, the game won't let me. I'm using the EXCACT SAME WADS as the server; CSCMRemix_V2a and RageRoboenza-2c. It isn't the maps, beacause I got into an assasination server with CSCM, so the Roboenza WAD is the problem. What do I do?Order of the files in the command line. MUST BE IN THE EXACT ORDER.
Oh, is the expansion going to add Time/Oil/Charge to the LMS rotation?You already answered the LMS question with a "yes", but I'm asking mainly about RageRobo having the new weapons.
And regarding the above question, would you add Time/Oil to the RageRobo rotation as well?
If you're afraid of compatibility problems with RageRobo, then maybe a separate "Powered Up Rage" version?
actor RoboenzaWeapon : MegaBuster
{
Weapon.AmmoUse 0
Weapon.SlotNumber 1
Obituary "%o was eaten alive by %k."
Inventory.Pickupmessage "Infected!"
+WEAPON.AMMO_OPTIONAL
//inventory.icon "INFEWEP"
Scale 2.0
States
{
//Spawn:
//WEA2 Y 1
//loop
Ready:
ZOMA A 0 ACS_ExecuteAlways(998,0,255)
ZOMA A 0 ACS_ExecuteAlways(704,0,255)
ZOMA A 0 SetPlayerProperty(0,0,1)
ZOMA A 0 A_TakeInventory("PharaohCharge",1)
ZOMA A 0 A_SpawnItem("ZombieSound")
ZOMA A 5 A_ChangeFlag("NODAMAGE",0)
ZOMA A 0 A_JumpIfInventory("RoboenzaCount",1,"RealReady")
Goto Melt
RealReady:
ZOMA A 0 SetPlayerProperty(0,0,0)
ZOMA A 0 ACS_ExecuteAlways(708,0)
ZOMA A 1 A_WeaponReady
Goto Ready+6
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
ZOMA A 1 A_Lower
loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
ZOMA A 1 A_Raise
Loop
Fire:
ZOMA A 0 A_JumpIfNoAmmo("NoAmmo")
ZOMA A 0 A_FireCustomMissile("InfectMorpher1",0,1,0,0)
ZOMA A 0 A_GunFlash
ZOMA BCDEFG 3
ZOMA HIA 3
Goto Ready+6
AltFire:
ZOMA A 1 A_JumpIf(z-floorz>0, "RealReady")
ZOMA A 0 A_JumpIfInventory("RoboenzaCount",6,"SupaJump")
Goto Ready+6
SupaJump:
ZOMA A 0 A_PlaySoundEx("item/refill","Voice")
ZOMA A 1 ThrustThingZ(0, 75, 0, 0)
ZOMA I 1 A_TakeInventory("JumpCancler",1)
ZOMA H 1 A_TakeInventory("RoboenzaCount",5)
TNT1 A 10
ZOMA HIA 3
Goto Ready+6
NoAmmo:
ZOMA A 1 ACS_Execute(979,0)
ZOMA A 0 A_Refire
goto Ready+6
Melt:
ZOMA A 3 DamageThing(255)
loop
Flash:
TNT1 AAAAAAAAAAAA 2 A_FireBullets (0, 0, 1, 0, "ClimbChecker", 0, 43)
stop
}
}
ACTOR InfectMorpher1 : MorphProjectile
{
Damage 1
+RIPPER
Projectile
+FOILINVUL
MorphProjectile.MorphFlash ""
MorphProjectile.UnMorphFlash ""
MorphProjectile.PlayerClass "InfectedClass"
MorphProjectile.Duration 999999999999
MorphProjectile.MorphStyle MRF_FULLHEALTH|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYDEATH
Speed 10
Height 15
Radius 15
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("InfectMorpher2",(momx/10)*15,(momy/10)*15,(momz/10)*15,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)
stop
}
}
ACTOR InfectMorpher2 : InfectMorpher1
{
Height 10
Radius 10
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("InfectMorpher2",momx,momy,momz,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)
stop
}
}
ACTOR InfectMorpher3 : InfectMorpher1
{
Height 5
Radius 5
States
{
Spawn:
TNT1 A 1
stop
}
}
I've been playing around with my Team Assassination code a bit and had a question I wanted to pose. Without making the captains weaker (the idea is the captain is the team leader, not someone who needs to be escorted), how could this mode be improved? Right now I'm changing a few small things but am looking for other suggestions.
-Captains won't be selected unless there are 2 members per team. That way you won't have 1 vs 1 captain fights.
-Captains selection doesn't start till 10 seconds after the round starts. This is so that more people have time to join and thus can be made captain.
-Alt Fire is now 5 bullets instead of 3 thus freezes the player longer and has a bit randomness to it to make it unreliable over a distance
- Captain's do even less damage to each other (10 damage instead of 20) to encourage them to avoid fighting each other directly.
I like how you openly admit to spectating when you become alpha.It's not my fault if there was lag, the infect morpher works like crap and Kenkoru was almost 100 ms ahead of me. Also, the main problem people have with that behavior is when the infect doesn't even try. I tried tagging Kenkoru about ten times, someone else five.
Personally I think people have been complaining about that range too much. Now the infect weapon seems a bit TOO accurate. If I'm anywhere near a zombie I'm gonna get infected. I can scarcely jump over their heads anymore, 'cause they yank me down out of the air with little effort.I bet it is because of A_Explode.
But everyone else seems to be fine with it, so I'm just gonna have to get used to it. =/ It's going to be a lot harder for the survivors now.
-Use Shield Weapons more.
-Don't waste your Item 1 for camping.
-Run.
-I see the usage of holding down survivors/zombies as a BIG no-no. Now as a temporary block, yes. This will not change in my strategies.
-Yeah right, I'm going to get caught because the zombies move WAY too fast. This is the main reason that I will always like the old Roboenza over Rage. It's about as hopeless as running away from Sinistar in his game.
-When we started the server, Charged Buster was a usable item that randomly appeared, and then it became default to have Charged Buster. Can it go back to an item in the rotation? I prefer not to use charged buster shots, because then I can't hold down fire and spam buster shots/buster wall, and if others want to use Charge Buster, they only have to use the item.Heck, you are very right. Charge Buster is way annoying if you DON'T want to use it and are forced to.
Things that needs to be dealt with:
Roboenza Weapon Behavior: As much as this one is so easy to infect with, it is WAY too easy if you don't need to move much, or if you are lazy to aim. Another major problem happens if you move AND fire. Radius and Behavior need a change.
This I can sorta agree with. It's really annoying when you dash by a guy and get insta infected.
Infected Class: Recoil needs to be halved, speed needs to be reduced to match the Megaman class. Recoil is the MAIN problem in cases such as Yamato Spear.
Umm, I don't think you get why this mode is called rageroboenza, Tsuki. It's supposed to have fast zombies. I mean, even the alpha had em.
Support Items: Treble is way too weak used alone and people rarely plans where to put it. Item 1 is more of griefing than anything, and can lead to game breaking (trapping an infect and hey spectate, causing the count not to change and getting stuck). A good replacement for Item 1 could be Super Rush Adapter or a custom item that makes the character jump again, even midair.
Honestly, I agree with TS, but for Item-1: NO. It's perfectly fine on it's own. And just take the item one likea mana Family man and wait to move, instead of ragespecing.
Weapons: One weapon in special needs an ammo buff: Scorch Whell. 4 uses and one bar is gone?
You can go bother CMM about this. Scorch wheel is mainly a run away weapon, and it's actually quite useful. Plus, you have like, 4 W-tanks.
More Preparation Time: Ten seconds. That is all the time people have to run around or whatever? I'd increase to 20 or 30 seconds, and perhaps have the one that will be the alpha infect KNOW beforehand and, should they suicide in preparation, a new one is choosen. This could give people more time to prepare themselves.
10 seconds is fine. 20 seconds/30 seconds? No. And that "suicide as alpha" is really cheap and would be incredibly unfair to both the players and the game, due to one guy NEVER having to be alpha zombie. So this is a BIG NO.
More Rage Types: Most of the time, the Rage mode only serves to stress the player and make them do silly mistakes. Not that they are bad, but some more would be interesting, like a "PowerStrength", "PowerDamage", "PowerSpeed" and "PowerInvisibility" (Or "PowerGhost", "PowerShadow")., and perhaps have a random chance of two types coming at once, as long as they were offensive and defensive.
Umm, honestly, I would say the rage is fine until you're either overwhelmed or get rage right up close to a zombie.
Quote from: "tsukiyomaru0"Things that needs to be dealt with:
Roboenza Weapon Behavior: As much as this one is so easy to infect with, it is WAY too easy if you don't need to move much, or if you are lazy to aim. Another major problem happens if you move AND fire. Radius and Behavior need a change.
This I can sorta agree with. It's really annoying when you dash by a guy and get insta infected.
Specially if they are not even aimming at you.
Infected Class: Recoil needs to be halved, speed needs to be reduced to match the Megaman class. Recoil is the MAIN problem in cases such as Yamato Spear.
Umm, I don't think you get why this mode is called rageroboenza, Tsuki. It's supposed to have fast zombies. I mean, even the alpha had em.
Messatsu agreed with me in-game before: Recoil needs reduction and speed needs reduction also.
Support Items: Treble is way too weak used alone and people rarely plans where to put it. Item 1 is more of griefing than anything, and can lead to game breaking (trapping an infect and hey spectate, causing the count not to change and getting stuck). A good replacement for Item 1 could be Super Rush Adapter or a custom item that makes the character jump again, even midair.
Honestly, I agree with TS, but for Item-1: NO. It's perfectly fine on it's own. And just take the item one likea mana Family man and wait to move, instead of ragespecing.
Messatsu has kind of agreed with me before. Item 1 has become fatally useless, and people can use it even to hand you in a silver tray to the zombies.
Weapons: One weapon in special needs an ammo buff: Scorch Whell. 4 uses and one bar is gone?
You can go bother CMM about this. Scorch wheel is mainly a run away weapon, and it's actually quite useful. Plus, you have like, 4 W-tanks.
3 W-Tanks, and you often find yourself stuck with the decision of using SW or that other, rapid-firing weaponI don't know why this limitation was added by CMM, but it could be reduced here.
More Preparation Time: Ten seconds. That is all the time people have to run around or whatever? I'd increase to 20 or 30 seconds, and perhaps have the one that will be the alpha infect KNOW beforehand and, should they suicide in preparation, a new one is choosen. This could give people more time to prepare themselves.
10 seconds is fine. 20 seconds/30 seconds? No. And that "suicide as alpha" is really cheap and would be incredibly unfair to both the players and the game, due to one guy NEVER having to be alpha zombie. So this is a BIG NO.
Even so? When someone doesn't want to be alpha, they either grief, ragecide or ragespec anyways.
More Rage Types: Most of the time, the Rage mode only serves to stress the player and make them do silly mistakes. Not that they are bad, but some more would be interesting, like a "PowerStrength", "PowerDamage", "PowerSpeed" and "PowerInvisibility" (Or "PowerGhost", "PowerShadow")., and perhaps have a random chance of two types coming at once, as long as they were offensive and defensive.
Umm, honestly, I would say the rage is fine until you're either overwhelmed or get rage right up close to a zombie.
There's only two types so far. What I'm saying is that it could have more, either the "only one type out of all those available" or the "attack-defense combo". Because not everyone can play in the offensive line. Example: I'm beter in hiding and keeping distance, so Speed and Invisibility would make it easier for me. Also, the rate of infect and survivor victory is more on the infect side.
It is Rage Roboenza, but now it is more like a Roboenza 3 or 4 than anything.
Even so? When someone doesn't want to be alpha, they either grief, ragecide or ragespec anyways...Like you? Just play roboenza. I've seen you suicide because "you had no chance".
I'm better in hiding and keeping distance, so speed and invisibility would make it easier for me.
Quote from: "tsukiyomaru0"I'm better in hiding and keeping distance, so speed and invisibility would make it easier for me.
Messatsu, himself, said the point of rage was to kill off the zombies. Not to wait for them to die out. It completely misses his original intention.
It'd be like making a sandwich for someone to eat, then instead using it as if it were toilet paper....or something.
I agree with you, tails and Ken, most of these changes are mainly opinion based on by guess who >_>.It's four W-Tanks, Tsuki. FOUR.(click to show/hide)
I'm in the server pretty often, seeing as I have nothing better to do and no other servers are quite as populated, and I can say from experience, survivors win more than you think. You're in the server, what, 20 minutes a day? At most? If you were there more often, you'd see that survivors win pretty often. The game outcomes, most of the times, depend on maps and players skill level.
Now are we going to lose time discussing or are we going to come up with ideas for balance, because I feel I'm the only one coming with actual ideas.You know what? I'm tired of hearing how you think you're the one who comes up with things first, or how you have the best ideas ever. You don't, kbro? kbro.
Terrible ideas, at that ^
Ah, yeah, mind I'm the most active player in Roboenza since its release
This is a lie^
, so I know my deal. The visible range? Thanks me, I was the first to come with it.
lolno^
Spoiler to save space (yes, I think this banter is taking spaceO RLY?!)Have some experience with what you are working with before you rant. That's how you make a review good. That's how you criticize the right way. That's how you do a job better. Experience is part of anything you do, and it makes everything you do better. Rant with more experience in RageRoboenza. Try to play for an hour straight. You'll see the difference.Now are we going to lose time discussing or are we going to come up with ideas for balance, because I feel I'm the only coming with actual ideas.(click to show/hide)
There's plenty of time to fix stuff. It will just be minutes late. Isn't Mess the creator of this version of roboenza? I thought so. You're coming up with ideas that get lost in the forum. The only way for ALLof your ideas to come alive is to make your own version.
Ah, yeah, mind I'm the most active player in Roboenza since its release, so I know my deal. The visible range? Thanks me, I was the first to come with it.
...you're joking. You're not the most active. You RAGE QUIT every 20 minutes. Thus, you have NOTHING to back up your accusations. Visible range was Mess's decision. Mess makes his decisions on ideas on this topic, Skype, and on his own. Talk to him about it if you are too lazy to make your own roboenza. I don't mean Assassination.
Also, I do believe that it is somewhat ridiculous to put in Bass Buster. As soon as the alpha infects someone, they begin taking recoil and whatnot and become severe victims of this weapon. Seriously, it's like Yamato Spear except weaker and faster, and it has infinite ammo. And it is incredibly easy to push zombies into pits with it.
Did you forget the MegaBuster Coop CampQuote from: "Shade Guy"Also, I do believe that it is somewhat ridiculous to put in Bass Buster. As soon as the alpha infects someone, they begin taking recoil and whatnot and become severe victims of this weapon. Seriously, it's like Yamato Spear except weaker and faster, and it has infinite ammo. And it is incredibly easy to push zombies into pits with it.
^
The only thing worse than this is a Bass Buster + Yamato Spear Combo Camp. *shudders*
Thatguy, TheAnjo and some others: Your arguments are invalid because it is biased by yourNo they are not. We're giving logical arguments that you reject. It was based on actions YOU YOURSELF did.jealousy/envyhate toward me. I didn't count Mess' ideas because he is the one developing, so it is not just idea, it is addition/removal already,
[/discussion]
Thatguy, TheAnjo and some others: Your arguments are invalid because it is biased by yourjealousy/envyhate toward me. I didn't count Mess' ideas because he is the one developing, so it is not just idea, it is addition/removal already,
[/discussion]
Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.
(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)
Bold letters for the blind pplQuote from: "tsukiyomaru0"Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.
(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)
Cool story bro. But seriously, you point is what? You just rambled on about a subject, without a conclusion. You basically made useless knowledge with a useless meaning.
Quote from: "theanjo"Bold letters for the blind pplQuote from: "tsukiyomaru0"Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.
(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)
Cool story bro. But seriously, you point is what? You just rambled on about a subject, without a conclusion. You basically made useless knowledge with a useless meaning.
YadayadayadaAnjo, do you know how decorate works? NO. Do you know how SpawnItemEx works? Again, NO. Do you know how hard it is to make it work with 100% of accuracy? NO. Cutmanmike allowed me to post that version of Roboenza back then, and the only reason I didn't improve it further (and so to say, won't even put any effort into it again) is because no one cared. So, cut it out because you are only trying to find reasons to disapprove something that may work with more accuracy while I find a creative way to make it work FLAWLESSLY, something that I know that you won't be doing.
Terribly sorry to interrupt your argument, but I do have to partially agree with Anjo.I think Messatsu is getting too busy to check this topic, or he hates how some people use it to argue over my ideas without producing something.
You said that no one cared for your modifications to the infectmorpher. This is mainly because it seemed that no one believed it needed changing. I suggest PM'ing Mess about this coding thingamajig, since he doesn't seem to be responding to your posts on this topic. If he shoots the idea down, leave it be and don't waste further time trying to get his attention.
Quote from: "theanjo"YadayadayadaI like this part of your speech. Lol. You and your false accusations. Anjo, do you know how decorate works? Yes NO. Do you know how SpawnItemEx works? Again, NO. Got me there. But at least I have the balls to admit that. Do you know how hard it is to make it work with 100% of accuracy? NO Yes. Cutmanmike allowed me to post that version of Roboenza back then, and the only reason I didn't improve it further (and so to say, won't even put any effort into it again) is because no one cared. So, cut it out because you are only trying to find reasons to disapprove something that may work with more accuracy while I find a creative way to make it work FLAWLESSLY, something that I know that you won't be doing.
I think Messatsu is getting too busy to check this topic, or he hates how some people use it to argue over my ideas without producing something.
That's because all you're doing is fighting.
In fact, he DOES read. He just doesn't have time to reply, I think.
How hard is it to type for five minutes?
ifailYou do. Didn't you notice I edited my message? In that SHORT moment, I asked him. So, yeah, he checks the topic, but doesn't have time to reply. Deal with it.
Well you might want to stop. It's getting pretty annoying to be honest. It's how arguments start, hun.
Quote from: "theanjo"ifailOMG! You're running out of ammo aren't you? Just admit it. You've lost.You do. Didn't you notice I edited my message? In that SHORT moment, I asked him. So, yeah, he checks the topic, but doesn't have time to reply. Deal with it.
Now read my original message, your reply makes no sense. Logic is a good weapon. Try to fight with it. Your results will be much better. So what do you want me to deal with? It's not serious, nor disproving anything serious I'm saying.
as tails said:Quote from: "Tails_Hatsune"Well you might want to stop. It's getting pretty annoying to be honest. It's how arguments start, hun.
Now, moving on... he also explained why the (rofl you forgot an e) infectmorpher damages others of the same class. Small thing to make the oil canisters go "boom" when attacked.
Yea, the very first frame is a small explosion. It is possible to jump it but it's a bit tricky. The big pain in the ass with the infect morpher is that it is very hard to make something melee range that can also reach through shields. I think it's pretty good now as most people seem pleased but I'm always up for suggestions.
Also Muz, whatcha got for a suggestion?
Quote from: "Messatsu"Yea, the very first frame is a small explosion. It is possible to jump it but it's a bit tricky. The big pain in the ass with the infect morpher is that it is very hard to make something melee range that can also reach through shields. I think it's pretty good now as most people seem pleased but I'm always up for suggestions.
Also Muz, whatcha got for a suggestion?
Sorry for the lateness...
Buuuut....
ROUGH VERSION(click to show/hide)
SOMETHING ELSE(click to show/hide)
ORGANIZED VERSION(click to show/hide)
Spoilered, because there is alot of text...
...I actually sat, and took about an hour to type this out... Then another 30 minutes fixing it up...
Suggestion: Have the infected have an icon next to their name on the scoreboard
Bug: roboenza claw does damage and can kill infects.
Suggestion: Have the infected have an icon next to their name on the scoreboard
I don't know, but I don't like how humans can't pick up/use cures.
Then they would troll the zombies and nobody will like that >:
Also, some way for humans to pick up and use cures instead of having them lay around in obscure corners of the map would be nice. A new inventory item, that can be thrown to cure many zombies at once, perhaps...? I don't know, but I don't like how humans can't pick up/use cures.
I don't know about having survivors being able to pick it up. Currently I can think of that being very trolltastic. Really, I implemented it so that infected players aren't necessarily stuck as infected for the remainder of the round if they're lucky. It seems to work well and I don't want to alter that balance at the moment.
Curing a zombie means another ally! Only total jerks (Or those with an inventory malfunction) wouldn't use it.
Also, you wereIf you want your opinions to matter in any capacity, I would refrain from lines such as this one. I've stated from the very beginning of this that the intention was to make survivors engage the infected rather than constantly run away and hide. This change is in line with that original goal.dumbwilling enough to change the rage system...
If you want your opinions to matter in any capacity, I would refrain from lines such as this one.
I'm sorry if you took offense; all in all, it was pretty rude.
Script 225 (int NewMaxBots) NET
{
}
In the servers recently I've seen a lot of two kinds of behavior: survivors will see the cure and "guard it", attempting to kill anyone who approaches (especially if the zombie is the last one), or simply standing on the cure and waiting to be infected (so that they consume the cure before anyone else can).
I'm making a change in the next version in the way the cure is handled. The more infected players there are, the greater the chance it will drop. If there are only a few infected left, it won't show up, period. Hopefully this will encourage players to infect others as it will increase their chance of being cured. Of course I'm up for other ideas on how to tackle this.
And that's the problem with this community. Roboenza is fun, but no one ever really thinks to be more open to wads. X pack for example is a great map pack, but It has been left alone and no one will ever see it ever again. Team Assassination is also a good game mode, but no one thought about playing it. Seems to be that if it was advertised by Shagg, Pink, or played by CutmanMike, it is automatically the best thing ever. It's not. It got fame, but in reality, you are the one missing out. Don't judge a wad by other people, play it, then give your thoughts.
I'm elaborating on that chess idea
[snip]
The idea is to emphasize player "pairs" where two classes boost each other.
That's cool and all but I can see the Queen owning everyone else. Also lol at castling :p SUCH A PRO MOVE.
Of course, the numbers and attacks would have to be fine-tuned to make sure no class has a super-massive bonus over the others, but the "tiers" of power were part of the point; Queens are overpowered in chess, which makes them prime targets for anything and everything, with knights, rooks, bishops, and pawns each being lower on the ladder. (Also, Pawns have the massive advantage of being able to transform into anyone; if a Pawn takes out your queen, you have to deal with the enemy team having two queens!)
Also, castling is the sexiest move ever.
...Now that I think of it, Queens should probably have a melee attack of some sort instead of a ranged shot, in order to go with the "everyone has a melee attack" theme I had going with the rest of the classes...
My classes were more "balanced" and each class had a specific role meant for augmenting his or her team. By working collectively as a team much more can be accomplished.
Your classes were very good, but they didn't have the spirit of the chess pieces they were supposed to represent. Especially with the Queen being a support. Queens are supposed to kill things like a boss!
You know what, never mind. I'm pitching a better idea to Messatsu, WE SHALL HAVE SMASH FORTRESS 2.
...What?
Bot Apocalypse - v1a - http://httphttp://wadhost.fathax.com/files/Botapocalypse-v1a.zip
Quote from: "Messatsu"Bot Apocalypse - v1a - http://wadhost.fathax.com/files/Botapocalypse-v1a.zip
Dat link.
Congrats on beating me to Bot Apocalypse Mess.
I will kill children and lob grenades at their undead bodies if the above is not satisfied.
Yeah, they're different in terms of coding. I'll upload it real quick and send it over.Mind shooting me that link when you get the chance? I hear this is good but the link isn't working for me. Damn wadhost...
http://www.mediafire.com/?0pt08ld3zd1zbvbGood Idea, we don't want your inbox to explode XD.
I'll just post it here.
http://www.mediafire.com/?0pt08ld3zd1zbvb
I'll just post it here.
Description: A Deathmatch mod. Hunt down your target while avoiding being killed by player(s) targeting you.
Rules: Players score points by killing their target. Multiple people can have the same target. There is no penalty for killing anyone else currently. If you kill the player(s) targeting you, then you reset their target. The objective is to get to the pointlimit before other players, frags don't count.
I think there should be one, so people actually play the mode and don't go around killing random peeps. You could make it so they lose points, or punish them with effects like slow speed and other things. Other than that, this is a neat, fresh take on DM.
One thing I was thinking of doing was making it so the player gets 'shocked' like spark shock but without the damage. So they're immobile for just a moment.
Seen spread Super Adaptor? That stuff's absolute murder. Ya can't have spread lower on the list at all.and I only wondered.
Ever used spread gravity hold?I'm not sure, but I don't think spread works for AOE weapons.
There's actually a list of weapons that are extremely deadly in bot hands. I've found off the top of my head:
- Wind Storm: A Wind Storm bot that lands one hit on you is guaranteed to force you to use your Exit Unit. Because otherwise they will combo you infinitely to your death, juggling you in the air.
- Mirror Buster: There is a specific manner to deal with this one more or less safely, but no matter which route you take, it's an extreme risk to attack a bot who has infinite ammo always and has this up. You don't know when they'll take it down, forcing you to use trap weapons like Danger Wrap and Hyper Bomb, then getting out of their sight. Just hope it's buddies don't shoot him when that happens, because you can be sure it will still be aiming at you.
- Knight Crush: You'd be surprised how quickly you can die at the right range. No, really. It's something you must experience to understand. I don't know about you all, but everytime I've met a Knight Crush bot, they ALWAYS seem to land the perfect hit to OHKO me. And with the long range of the weapon, that isn't much of a problem.
That's it for now. I thinking I'm missing one or two. I'm tired however, so I can't be bothered to think much. >_>
Quote from: "Knux"There's actually a list of weapons that are extremely deadly in bot hands. I've found off the top of my head:
- Wind Storm: A Wind Storm bot that lands one hit on you is guaranteed to force you to use your Exit Unit. Because otherwise they will combo you infinitely to your death, juggling you in the air.
- Mirror Buster: There is a specific manner to deal with this one more or less safely, but no matter which route you take, it's an extreme risk to attack a bot who has infinite ammo always and has this up. You don't know when they'll take it down, forcing you to use trap weapons like Danger Wrap and Hyper Bomb, then getting out of their sight. Just hope it's buddies don't shoot him when that happens, because you can be sure it will still be aiming at you.
- Knight Crush: You'd be surprised how quickly you can die at the right range. No, really. It's something you must experience to understand. I don't know about you all, but everytime I've met a Knight Crush bot, they ALWAYS seem to land the perfect hit to OHKO me. And with the long range of the weapon, that isn't much of a problem.
That's it for now. I thinking I'm missing one or two. I'm tired however, so I can't be bothered to think much. >_>
To pick up where you left off,
- Yamato Spears: Probably the worst rapid fire weapon a bot can have, and one of the worst weapons to have to face up against. Infinite Yamato Spears can be dangerous even in the most incompetent hands. Give em to an auto aiming bot, and you probably won't last much longer than 5 seconds out there without an exit unit.
- Rolling Cutter: Like Knight Crush, bots almost always seem to get a perfect shot on me. But it's not just because of the weapon itself, it's because of the other bots backing him up. If there's at least one other bot over there that's seen you, then you're in trouble.
- Oil Slider: Oh dear god, Oil Slider. If a bot comes sliding at you, unless you have something that kills quickly or instantly, you have no chance to survive.
- Ballade Crackers: Probably to be expected, since these are always dangerous. But I can never seem to avoid it from a bot. They always hit just enough to stun me for another hit, and pretty much hold me down till I'm dead.
Oh, I don't know if it's just me, but it appears as if the bots only change weapons after using their current armament for a certain period of time. Would it be possible to have the bots randomly cycle through their weapons if they're just running around?
Mess, can you make the targeted player in "The Hunted" glow or something?I will try to look into it. The biggest issue is making something that only a single player can see. Korby suggested something that I will look into and see how feasible it is.
I spent 5 minutes looking for a player and came in third after having a 6 point lead.
Earlier on the Hunted server today, it seems like this mode uses "old Time Stopper". This means that if you run around collecting ammo, you can have it go on for nearly a minute before the failsafe kicks in. I'm not sure if this is a problem with The Hunted or if it's a CSCC issue (as the server was running them both) but I'd definitely look into it.I'm gonna go with CSCC if only because Hunted doesn't really touch weapons in any way.
...I honestly have no idea what's causing this. CSCC doesn't affect the vanilla weapons at all. ...Or, at least, it shouldn't.Quote from: "SmashBroPlusB"Earlier on the Hunted server today, it seems like this mode uses "old Time Stopper". This means that if you run around collecting ammo, you can have it go on for nearly a minute before the failsafe kicks in. I'm not sure if this is a problem with The Hunted or if it's a CSCC issue (as the server was running them both) but I'd definitely look into it.I'm gonna go with CSCC if only because Hunted doesn't really touch weapons in any way.
Quick question: you said that if a player uses a certain inventory item, the game will check for the certain amount of medals to spend it on, right? Will all the players start out with all of said inventory items? How will they get these inventory items?The special "Red Items" are starting inventory items that everyone begins with. Though they can't be used without Medals, all players are free to scroll through them in order to prepare for a purchase. Red Items won't disappear from a player's inventory because each use will spend Medals instead. However, even if a player has enough Medals, sometimes a Red Item won't be usable for a different reason (like trying to buy HP Regen if you already have it), and sometimes using a Red Item will remove the effects of a different Red Item (like replacing Rapid Fire Rage with Spread Shots).
I've mentioned this about eight hundred times in Skype but I never bothered to post it
WELL NO MORE
PRESENTING "ROBOENZA HARDCORE" (a.k.a. Survival Versus)
At first glance, the mode seems to be normal Roboenza: players attempt to defeat other infected players to avoid becoming infected themselves. However, there are quite a few differences that distinguish this mode from standard Roboenza, such as multiple lives and a global timer instead of individual infect timers.
When the round starts, an alert is displayed that notifies players of the impending Roboenza virus. Though there might be (and most often will be) a single "alpha" chosen, with large player pools their can be multiple alphas selected. The new "zombie" players try to attack the others with their claw melee, while the players avoiding tagging blast the zombies with everything they've got. Successfully fragging a zombie will remove them from the game... for about 10 seconds. Yeah, zombies will respawn at certain intervals (e.g. following a "respawn timer") and the players will have to exterminate them all over again. Thankfully, the zombies in Roboenza Hardcore don't have nearly as much health as they do in Roboenza or Rage Roboenza.
Zombie players will notice three main differences: the global timer, the changed claw attack, and the Bonus system. I'll get to the global timer in a minute, so let's bring up the other two items. With the claw attack, the functionality is mostly the same: swipe with Fire, it has short range, and use it on a wall to climb it. The weapon's alternate attack also remains the high jump, though it now drains health instead of time due to the global clock. Hitting a player, however, will inflict partial damage to them. "Damage?", you might ask. Yes, players now take damage from zombie attacks. This is one of the big differences: zombies must hit players multiple times. The claw deals 50 damage as a basic attack, though charging the claw stores a dash; release the charge to sprint forward and deal four 25-damage swipes when (and if) you bump into something.
Once a normal player is fragged (either by an infected or due to stage hazards) they will wait through the respawn timer, and re-enter the match... as an infected player. Yep, death means zombie in this mode. If a cured player dies, they're a zombie. If an infected player dies... well, that's more zombie. Zombies can't carelessly risk their lives, however, as every infected player's death will automatically give Medals to surviving players. A player's earned Medals are seen on the HUD similarly to Beat Call or Rush Jet, and by using special inventory items the Medals can be spent on power-ups. For example, the Red W-Tank is a unique item that never leaves your inventory. Trying to use it will check if the player has enough Medals, and if they do, their current weapon will be refilled and the Medals are spent. However, the opposite is also true; a cured player being fragged will benefit the infected team. When a player is downed (by zombies or stage traps) and becomes a member of the zombie squad, extra time is added to the global clock, in order to give the infected a better chance of winning. The first new infect won't add much time to the clock, but as the survivor numbers dwindle each new infect grants a larger bonus to the game's time (since the surviving players will usually be tougher to take down at this point in the game).
Finally, let's talk about the new timer. The global clock is a way to (hopefully) prevent matches from "going too quickly" or "dragging on forever". The global clock doesn't budge until a round begins, but once there is an alpha (or alphas) it begins to count down. The goal of the non-infected players is to outlast the clock by defeating, evading, or otherwise sneaking past the team of infected. As mentioned before, the death of a non-infected will add seconds to the timer. If all players become infected, then the zombies win. However, if the round's time is depleted and there is at least one cured player remaining, all zombies instantly explode and the non-infected team claims victory. The global clock can be set through server variables, though it automatically adjusts due to the player pool. (Setting the time limit to 0 will enable a sort of "endless" mode, where the timer counts UP instead of down. Bonus time is ignored; player actions won't affect the timer at all. The goal is to see how long you can last against your fellow man/woman/zombie/wartortle, and if the survivors can "time out" the clock a special message will be displayed and the round will end.) Only a few players occupying a server will reduce the time, while a server filled to the brim will greatly increase the time. Here are some proposed values for clock adjustments:
Few Players: x0.8
Average Size: x1.0
Many Players: x1.25
Server Busting: x1.5
In summary, Roboenza Hardcore has a lot of changes that separate it from other Roboenza modes, and even any modes currently offered in 8BDM. Though the zombies are now tougher to take down due to their constant respawning, a timer that can be refilled, and the new charge slash, their job is made tougher by the added defense of non-infected players and the new Medal system, which can give things like theoretically infinite ammo or powerups like rapid fire. The survival aspect of the mode makes the game feel faster paced and adds a stronger emphasis on teamwork instead of just piling into a hallway and spamming Water Wave. Overall, I think the new mode will please fans of Roboenza as well as those looking for something new to try out.
I've already brought this up with Mess (several times, actually) but I kept forgetting to post it for his reference. With the recent bump, I finally have an excuse to put this here. Feel free to suggest things, make comments, or give compliments. Especially that last one. Boy, I sure do love some positive reinforcement.
In Skulltag if a player is 'morphed' and no skin is defined then it uses whatever skin the player was using (so, I'd be Metal Man for example) but in Zandronum, I revert to a Mega Man skin.
Well, claw range is still long, cure should be handled whether or not it should spawn and the ratio by a custom variable the host can define (Actually I'd rather NEVER see the cure anymore), perhaps you could fix Item1 by removing the "ThruGhost" as it is what causes the crashes, some weapons can teamkill (Flashbomb).Plus, terrible news: The crash IS NOT exclusively tied to Item1. Go figure.
DING: Also, try to make everyone "start out unable to move" until the Alpha is morphed. This prevents the alpha from morphing over a pit.
Now is there any way that this can be made to not happen?Possible, if someone decyphers the Zombie Horde mod.
It's not really fun for me when asomewhatfun mod makes it so one person can still "win" the game.
- Infected players are 20% faster than normal players. Alfire is a super jump (like Rage Robo) on the ground. In the air, it's a boost in the direction you're aiming. It takes about 15% of your current health to use.There's a triple wrong there. 20% encourages infect rushing recklessly, super jump should not be needed because no camp is 100% safe in a DM due to respawns and air dash is more like flying zombies. What are they?! L4D Hunters?!
- Infected players do not infect others on touch like in Rage Robo. Infected players must kill surviving players. On respawn or late joining, players are infected automatically.The claw damage is still VERY inconsistent, added their fire rate, which also adds for reckless charging. Inconsistency can be easily fixed by having the pain.infectclaw (or something) give a powerprotect to infectclaw for X tics (being X how long the attack lasts) in the first action of the painstate with a frame length of 0 tics.
- Rage rules still apply (2 infected kills -> Rage, 5 kills -> spread) This may change in future versions.I'd rather see this as actual "runes" that may spawn when an infect is killed but can only be picked by a survivor, in case infects DO get nerfed.
A swarm does not calculate its every move and have Godly strategy. That is an army. A swarm is a giant ball of death that will chase you to the ends of the earth and demolish you.There's a difference between reckless by being overly favored where there's no headshot and being reasonably favored (slow but doesn't feel pain, or fast but recoils when hurt). Anyway, came here again to post about something amusing:
I'm pretty sure the zombies being reckless is intended.
Melee weapons have an innate advantage over ranged weaponry[/spoiler](click to show/hide)
3. Some weapons are useless. Leaf Shield is the worst offender, being just a garbage item. Perhaps have Leaf Shield "take damage for their owner" (When attacked while shield is up, ammo decreases and the health doesn't drop).
Then don't use them
The only thing I agree with in the entirety of Tsuki's wall of text is the inconsistency.I think it just SEEMS more inconsistent due to it's small range. The attack is actually a hybrid projectile / explosive.
Zombie Claw is even less consistent than its parent weapon, Slash Claw. And that's saying something.
Everything else, though, I agree with Rozark.
having it behave as a clone of Star Crash would not be a good ideaare
It's called "thinking ahead", so no one suggests "Oh, make Leaf shield do hug damage". And making the projectile a ripper... Is similar to Star Man's Star Crash! I was accidentally correct on the "behave as a clone of Star Crash" guess, if you consider the Classes.Quote from: "tsukiyomaru0"having it behave as a clone of Star Crash would not be a good ideaare
are you okay
do you have a fever or something
because really show me ONCE where ANYONE said "Leaf should do hugging damage" ANYWHERE in the thread
at this point I'm inclined to agree with Messatsu and Rozark
More accurately...(click to show/hide)