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« on: December 09, 2010, 06:40:58 PM »
Marines
General Thoughts: Can be quite overpowered, if used by someone that can shoot properly that is.
Grenades: Ten grenades can last for a while in TLMS, in TDM; however.. Spamityspamspam? They're very powerful too, which makes spam just worse.
Dual Pistols: They are kinda useless nowadays, back in the day they have been useful. But now.. I don't know what should be done about them. Higher damage perhaps?
Riot Gun: Moderate accuracy, high damage, unlimited range and 50 shots. Lower the ammo to 25? Or increase the amount of tracers, but decrease damage?
Machine Gun: It's useless, upping the damage a bit could help. Or just give it some more tracers. I don't know, since I can't see what it can be used for.
Cyborg
General Thoughts: Very overpowered, especially against Choke.
Flight: It's okay as is. Maybe increase the 'dive' lenght by a little bit. Though you may want to do a bit of hax. That is, make the cyborg check for whenever it's not on the ground. And lower its' gravity if it has a special item. Just so that 'bunny-jetting' will be less effective.
Plasma: The damage is way too high, at times it gets up to 70 a shot. +STRIFEDAMAGE should balance it a bit. (Or a custom damage randomizer.) Choke's doom. You can't take down a cyborg as a choke. (Unless lucky/VERY cowardly)
Hunter
General Thoughts: A pretty nifty class, though quite annoying when used by them cowardly hitandrun players that only pull out the time. (See: Camping, then running)
Default Bow: Could be a bit faster/stronger, but just a bit. Quite useful against sjas, but other arrows usually outperform it. The magic could do with a BIT bigger range. (Maybe two explosions, one small and strong. Another 'relatively' big and 'relatively' weak.)
Lightning Bow: Quite useful at times, but only if you're lucky to not have your aim suck ATM. I'd agree on being a bit kinder to jitterskull, as two instant arrows on a big target is a bit too cheap. Altfire should be a horizontal lightning though, as the ceiling one is just nightmarish to get right.
Fire Bow: Fine as is, maybe a tiny bit faster. As it's pretty 'weak' compared to the other magical arrows. I have no idea what to do with the altfire.
Ice Bow: I'd say fine, but the altfire is EXTREMELY weak. As everything can jump and avoid it. And even if you hit all the spikes, it'll do 25 damage. Maybe make it a 'freeze ball', like the creeper's. But have a shorter effect, as we're talking about ranged weapons here. (Not melee)
Ghost Busters
General Thoughts: Pretty useless, but at (very rare) times - it's the best class ever.
Default Plasma: Drains ammo up really fast, and doesn't do a lot of damage unless you hit with most of it. Maybe make the 'useammo' flag a "random(0,1)"?
Traps: Quite useful, though useless against cowardly (AKA the majority of) ghouls. Useful against jitterskulls anyway.
Soul Plasma (ex-creeper): Very useful, but it drains ammo too quickly. I'd say make it drain 3-4 ammo per shot. (Not 6) A great tool for picking off Sjas(fags)'.
Bone Cannon (ex-jitterskull): The ultimate weapon you'd strive for.. Unfortunately, it takes a second to fire for the first time, and the ammo usage drains your ammo very quickly. Nothing to change here.
Sonic Echo (ex-sjas): It's very useless, to be honest. The ammo usage doesn't really make it better. Maybe make it spread out radius damage?
Blood Spreader (ex-choke): The ultimate weapon when it comes to NOT wanting to have it. It's blantally useless; low damage, close range. A blood cannon would be cool though. A chargable shot of blood that is. The more you charge it, the more ammo it uses, while at the same time damages more (and flies faster?)..?
Ice Fountain (ex-frostbite): A great tool for picking off sjas, and ghouls in general. It's almost as hard/harder to get than the bone cannon, so it's worth the effort. An alternative would be to make it a frost-air/shard gun. Although this is cool too.
Engineer
General Thoughts: Pretty balanced guy, with one flaw.
Nail Gun: The unholy grail of spam, this piece of damn has unlimited ammo. All while it has hardly visible projectiles, a fast rate of fire AND no reload of any kind. UGH, a reload would be appreciated.
Steam Cannon: Pretty funky and useful, but a bit too powerful if you fire it above the enemies. (DEATH FROM ABOVE) Maybe limit the range of the stuff that falls down?
Saw Launcher: A very nice and balanced weapon, though hardly usable. I don't know, more ammo?
Sjas
General Thoughts: Up-Down zig-zags are faggish, not to mention that they screw with the actor definition. As in, I have multiple times shot a sjas dead-on, yet it didn't hit because they were doing this. Though this can't be fixed. I'd prefer to have this as some sort of 'support' class.
Normal Scream: A bit too powerful, to be honest. If you're experienced with the controls, positions and timings; you're unstoppable. Again, I'd personally prefer having this as some sort of support/chaser class. (Low damage & health, (very) high speed.)
Reflective Defense: Pretty cool, but it bugs up at times. I would recommend to make the 'stop' last a bit less, because if a cyborg is firing right at you; there's a chance that you'll get hit.
Jitterskull
General Thoughts: Pretty funky, though a bit annoying that you don't get anything from the killing delays. (HEALTH NOM) Shotguns and lightning arrows make 'us' RRRASDFRR though.
Charging Attack: The only thing I dislike about it is that damn pushback, and the (at times) absurd range of the insta-kill part.
Creeper
General Thoughts: A pretty nice class, though very annoying in TDM. (When someone ONLY uses it.)
Direct (melee) attack: Not much to say here. Though I'd wonder if the range could be dynamic. (More health = a bit less range)
Curse Ball: The creeper should have a very low mass, so that pretty low values of A_RadiusThrust would make it possible to 'balljump'. Otherwise, I'd say the cursepain should cause A_Gravity(10) to the target.. Unless it's not in the air. (Then apply it if it lands in the time it lasts?) As that would prevent jumping.
Frostbite
General Thoughts: A hard tank, though a bit slow. Painful to kill with some classes (Ghostbuster, engineer) - too easy to kill with others (Marine, cyborg).
Charging Attack: It's okay, except the extremely LAGGY movement it causes. If that wasn't the case, it would be so very fine.
Freezing Wind: It's okay, if not a bit too powerful.
Choke
General Thoughts: Very weak, only good for chasing down fags.. Er, 'cowardly players'. Unless it's one of those (very) rare cases, where you're just ace at everything (and utterly slaughter everything). Too weak against plasma.
[b]Chomping Attack:[/b] Kinda weak if you have any kind of delay. But at the same time a bit too strong in close quarters. Pretty fine by me, but it's kinda annoying without a source of health. As you're going to get QUITE the beating because of the aspect of this attack.
Blood Ball: Funky, but hardly usable. If it was somehow more useful, all while it drained life; it would be cool. Of course, Choke would need regeneration if that was the case.
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Quick edit: Made it more readable.