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Messages - ThaMarine

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31
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 01, 2009, 08:41:42 PM »
Quote from: "Mobius"
I don't know what you have seen if ghouls walk over them without a problem. Perhaps you were looking through the wrong camera angle, lag, or a combination of the two?

Angle? Are you f***ing me? It wasn't too laggy either. I saw a Creeper going through a tight corridor filled with Hollytraps undamaged (and I'm 100% sure he stepped on at least 3 of them).

32
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 01, 2009, 06:07:28 PM »
Well, the "ship map" is okay, but when we talk performance the FPS is so low it turns GvH into a turn based game.

What is the Hollytrap supposed to do? I filled a corridor with 'em, a Creeper passed through and it didn't even hurt him.

Honestly, what is the purpose of the hollytraps?

What does the Star launcher do? It does more damage to the people who fire it than than to the one who is hit.

33
The Ghoul's Forest / Re: Like Santa?
« on: November 30, 2009, 09:12:22 PM »
I think there could be room for "I don't like it, but it could've been worse" and "He's good" options.

34
The Ghoul's Forest / Re: Are Humans underpowered in the current Beta?
« on: November 26, 2009, 03:06:44 PM »
That was last night. I remember that, and it was 2 maps in a row. But that's the only time I(I don't know about you or the others) ever seen them win (without the Ghouls being horribly outnumbered).

I find the Ghouls too easy to play as after playing a few minutes ago.

But I wish not to argue about this anymore, it's obvious I won't accomplish anything.

35
The Ghoul's Forest / Re: Are Humans underpowered in the current Beta?
« on: November 26, 2009, 02:34:40 PM »
/me admits defeat (but still thinks the current Beta is way too unbalanced) and is thinking about retirement from GvH.


EDIT: One last question about the current balance: Doesn't anyone find it odd that Humans almost never win a map?

36
The Ghoul's Forest / Re: GVHv2b6 released
« on: November 25, 2009, 06:49:09 PM »
Quote from: "Lighting"
I think that something that you should allow to us, is the option of chose the yurei map when you iniciate the game, why do we have to get trough all the fucking game if we just want to fight yurei? especially the "Arcade Souls" level THE FUCKING CREEPERS ARE ALWAYS CAMPING IN A STREETLIGHT OR A GREEN TORCH!, and one time the sjas got stuck into a corner of that level, PLEASE, FIX THAT LEVEL, QUIT THE CREEPERS AND ADD MORE JSKULLS

And another thing, Choke must have a bit more of power, it takes 5 bites to kill a human, untill the human just need a fire arrow, a 2 shotgun shots, or 5 cyborg plasma's, I think that it must be powered to kill a human in 3 bites.

Agreed. But you'll have to wait for Choke changes, Cutty's not gonna' touch him 'til Endless War 2 (which is gonna' be a subject of his labour in 2010).

37
The Ghoul's Forest / Re: Are Humans underpowered in the current Beta?
« on: November 25, 2009, 06:47:55 PM »
The things I'm proposing are not so radical, there's just alot of text that makes you think so.

Undoing the Creeper changes (Cutty said he didn't intend to make the Creeper move silently).
Slightly faster Marine running.
Beefing up the Hunter magic so the Ghouls actually care to dodge it (even the old magic system would be better IMO)
Cyborg plasma balls slightly faster and to the dash option to be responsive to clicking (the way it should've already been).

Am I asking for so much?

I believe these small changes would bring back balance to GvH.

38
The Ghoul's Forest / Re: Are Humans overpowered in the current Beta?
« on: November 25, 2009, 04:17:34 PM »
Quote from: "Qent"
The topic title is "overpowered," but the poll question is "underpowered." You'd better change something before you get a bunch of useless results. ;)

Oops! Thanks, fixed.


Quote from: "CutmanMike"
The Hunter's magic attacks aren't meant to directly kill Ghouls, but merely as a "get away from me" message to them. I must admit I think I screwed the lightning over as it's very hard to hit things with. Even a orgy of Ghouls rushing at you will probably avoid the lightning without even trying.

Well, the magic is too weak to scare 'em off. Would you be scared off if something took away 10 HP when you were on the top if it? I know I wouldn't be.  ;)

I know it shouldn't be able to directly kill, but it's too weak. How are Hunters going to fight when they run out of arrows?

Quote from: "DoomThroughDoom"
Everything is fine.

No, it's not fine. When was the last time you saw Humans win those 5 matches (without Ghouls being heavily outnumbered)?

39
The Ghoul's Forest / Are Humans underpowered in the current Beta?
« on: November 25, 2009, 03:16:08 PM »
I know the 90% of people who ever played with me think I am a whiny f**k, but please just, please read this before voting.

I thought it was just my (lack of) skill that made me think Humans are underpowered, but after playing as a Ghoul (and pawning, despite having almost no skill at Ghouls) I've decided to make this poll because I am tired of playing The Ghoul's Pawnhouse.

I'm just really sick of being cannon fodder, living for averagely 20 seconds, being outrun by Sjases who should catch you by being smarter than you, never seeing the HUMAN-WIN picture, Creepers I can't either hear or see and arrows that can't hit shit.

By the way, since of 2B5, GvH is loosing popularity and I don't want it to die.

What do I want?

First, I want people who play Ghoul and think they're not overpowered to try to play Human for a change and see how it is (and then vote on this poll). I know you have fun effortlessly pawning humans but try to understand it's only fun to you.

I would also like to see a small Beta that is using one of the options I am proposing (buffing the Humans or nerfing the Ghouls) and if people like it, then it stays, but if they don't like it, undo the changes.


Option A (buffing up the Humans):

The Marine is the closest to actaully being balanced, maybe just a little faster running (3-5% increrase would do the trick)

The Hunter has a bunch of abilities that look useful, however they only look useful.

Thunder? WTF is that? I tried it against the Doom monsters. It can barely kill a zombieman and it's slow as f**k. I propose to replace it with a weaker variation of Yurei's attack in the Yurei attack (deadly, but easy to dodge).

The ice spikes and the flame vortex are not as useless, but still not much better. I propose making the Ice spikes much more powerful, but make the effect last much shorter, but I'm not sure how to help the fire vortex without just buffing it up the old fashion way.

If you think this is quackery, why don't you try to remeber when was the last time you saw anyone getting a frag by using one of these magic attacks.

I know the fire arrow was overpowered in 2B3, but now it's underpowered. The fire arrows radius was too cheap, but removing it totally is not the solution, it's not useful anymore.

The lightning is OK, but I thing Jitter should be slighly more vulnearable to it.

Ice arrows should have a slightly larger spread and it's speed should also be slightly bigger.


The Cyborg

The dash is too non responsive (it takes 3-4 clicks to activate) and the plasma balls should be a little (5%) faster.

Option B (nerfing the Ghouls)

Sjas

I've thought the hit box should be bigger, but I realised he wouldn't fit tight corridors and wents, so I think his speed should be decreased, but if it's possible his strafing and ascending and descend speed should be the same.

Jitterskull

The Jitter is actually much more balanced as of the cooldown (I din't realise that until I played as a one), but he should have a slightly longer delay between the... how to call 'em(?)... teleports (can't think of a better word).

Creeper note that this is a must, Cutty, whether you (if you do) pick the option A or B

The Creeper is more silent in 2b5 and 2b6 than in 2b3, I don't know did Cutty intend to ever do this, but that should be reverted. (Cutty, if you think this is not true, try playing GvH 2b3 in 97D5 and the current Beta in 98A and compare the loudness of the Creeper's sound).

---------------

Note that I'm not asking for both the option A and B at the same time, because it would make the Humans overpowered.

Both of the options should balance GvH, however the Option A buffs up the Humans and makes the game more dynamic, but the option B nerfs the Ghouls and should make the general amount of firepower lower, so it would make the people more rely on tactics and make it friendlier for newbies.

Sorry for bad english.

40
The Ghoul's Forest / Re: GVHv2b6 released
« on: November 23, 2009, 05:10:59 PM »
Quote from: "Blox"
Since nobody (as I've seen) has suggested this, then; Why can't the hunter fire a fast and bouncy lightning as a altfire? (Almost like the ones Yurei fires, but faster and with a limited lifetime.)
Yes, I'm probably going to get yelled at. L:

Oh Jesus Christ, I thought about the same thing (but I thought I was gonna get crucified).

41
The Ghoul's Forest / Re: GVHv2b6 released
« on: November 23, 2009, 04:42:20 PM »
Quote from: "CarThief"
Oh come on, even more Hunter improvements!? Seriously, he's the only human class capable of an instant kill and pretty much is an all-rounder too, he's even the fastest. He's fine by now! Any professional hunter could destroy half the enemy ghoul team before being killed, unless the ghouls are quite skilled or plain everywhere.

In short, i find him strong enough. Buff up some other classes, ones that might need it, ghouls havent gotten any love in ages. :P

So far the nerf does its job to reasonable limits. Altrough i'm used to killing rapidly instead of hit and run, altrough instead, i'll stick around and avoid their shots, ussually. And i'm not sure, but when i killed 2 humans in one bite, it seems the munching did not occur after killing the second human. One of the two could have been a ghostbuster.

Lets see how long it takes untill some yells SJASRAPE!!!!! :P

Guess how many times have I seen this pic since the introduction of 2b5?

(click to show/hide)

Honestly, try to guess.

42
The Ghoul's Forest / Re: GVHv2b6 released
« on: November 22, 2009, 03:57:57 PM »
Another argument to support my claim that 2b6 is unbalanced: Check the servers with the new Beta, you will see that 90% of the time the Ghouls are in the lead.

43
Anything Goes / Re: What is your avatar from/of?
« on: November 21, 2009, 09:32:31 PM »
My avatar? Just wanted something that everyone hates.

44
The Ghoul's Forest / Re: GVHv2b6 released
« on: November 21, 2009, 09:29:43 PM »
How come humans get owned 80% of the time then? Did the Ghoul players magically become all pros?

45
The Ghoul's Forest / Re: GVHv2b6 released
« on: November 21, 2009, 06:34:06 PM »
Tighten ur seatbelts!!! ThaMarine is preparing to whine...

1(seatbelts tightened)...

2(insults prepared)...

3(ready)...

GO!!!


Oh hello guys, I just got (angrily) back from a GvH game with many things to whine about.

First, the Creeper is too silent. If you don't believe me, Cutman, you should try to compare the loudness of the Creeper in GvH v2 Beta 3 with the loudness of the Creeper in Betas 5 and 6 (you should do it ingame).

If we can't see the Creeper, we should atleast hear it if he's close.

The Jitter is still an overpowered motherf**ker, despite the cooldown. As there are 4 other Jitters in proximity, it doesn't really help. I have a better idea against Jitter swarms. Why wouldn't we have a class limit, so only a 1/3 of the Ghouls can be Jitter.

Sjas is too impossible to hit if he has ANY skill, so I think his Hitbox should be SLIGHTLY bigger.

In general, I still think the Humans are underpowered when compared to Ghouls. Ghouls should be nerfed, instead of Humans being buffed up (though I think the Ghostbuster should be) in order to create a gameplay where tactics are more important than gunning and chasing.

P.S. Sorry for my English being poor.

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