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« on: February 10, 2011, 11:10:45 PM »
Wasn't talking about the lightning arrow in particular. The damage reduction is just a bit... off. It took a whole minute for three other marines and myself to kill one Sjas (the Sjas player was lagging a little bit, but still). Four lightning arrows for a Jitterskull/Sjas may seem balanced 1vs1, but in a match with four players on each team or even more, balance will tip over into the Ghouls' favor completely. Also, lightning arrows are sort of a skilled player's last resort (not counting lucky ice shots) when a full-health Creeper is approaching them. If the player using the Creeper at that time isn't an idiot, he'll make sure he kills the hunter before he's able to fire the shot, or simply flees out of sight.
I've played a couple of v3b1 games on both European and American servers. 90% of human players consists of Marines constantly chucking grenades and dog-piling static Jitterskulls with riot, and winning. x/
Anyway, enough ranting and on to the supportive critique, lol. With quite a bit, but sadly not enough knowledge from v3b1 (stupid Oblacek server), I'd say:
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Marine
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One close up shot takes down half of a Jitterskull's hp. One mistake with two marines close by (or simply kill a player) and you're dead. x_x Wouldn't really know how to balance this myself (yet). Perhaps make the spread 1,5-2 times larger. It's meant for close combat, not for killing Creepers at long range.
Also, a max of 5 grenades and waaay more damage to self (like maybe 40-50) would surely tone down the nuclear holocaust that is GvH lately.
(Only downside: Ammar will then be rendered unable to play marine. ;P )
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Hunter
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Maybe have the normal arrow have some sort of use besides showing off aim, or annoying Ghouls with. (Poke, poke, poke... x) ) It'd also maybe be a good idea to increase the loading time of lightning arrows a bit. (Ouch, electricity hurts his hands!)
Also, four lightning arrow shots for a Jitterskull, eep. If you'd want to tone lightning damage down, I'd say make lightning have to hit Jitterskulls thrice, and boost ice's damage against them. Every class needs a weakness.
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Cyborg
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Near perfect. Only thing bugging me is the insane amount of damage one plasma ball -can- do. Sometimes they do 30, sometimes 70 (not kidding). Makes Choke's life hard.
Also, wasn't the charge supposed to make you invulnerable while using it?
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Ghostbuster
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Perfect, keep as is I'd say. (Also, please tell me how to fix invisible traps...?)
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Engineer
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Really nice touch on the nailgun there, waaaay better now. Only one thing: if you aim correctly (not hard to perform), you can cover the entire map in a monsoon of molten lava with about two/three other Engies. It'd be awesome if the range could get toned down just a tad. x)
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Santa
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Snowgun and star (the slow one) damage, nuff said. x_X
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Sjas
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Toning down the scream's damage to non-OHKO is a bit of a harsh punishment for the floating head. So much effort put into a scream, only to get killed right after.
Anyway, lol, I think it should have a high chance (like 80%) of killing instantly, at least when it's dead on close (meaning exactly like in v2b9), only with a slight, tiny decrease in range.
The only thing that annoys me quite a bit sometimes is the duration of the reflect. It takes sooooo long (even longer than its animation), and can be used nearly constantly (troll-Sjas vs cyborg/ghostbuster).
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Jitterskull
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Keep as is I'd say, almost. Just one thing: increased speed after a kill for one second (like triple speed, only for one second). Getting sort of an asterisk of lightning arrows perforated through you after every kill is quite demotivating. After a miss, sure, that's the Jitter's fault. x)
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Creeper
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Keep as is, along with the ball jump! Though, please don't overdo on its altitude, lmao. They're hard enough to spot as is, in general.
(Also, there's a tiny bug in his pain sound, making it really short while walking. Really easy to fix, though I can't remember how exactly. Something with "global" or something... can't recall.)
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Choke
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I think he be fine now.
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Frostbite
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One thing has been bugging me from day one he entered the arena: a single cloud can kill. If they'd disappear after doing a set amount of damage (30-50 maybe), this'd be fixed in a way humans'd appreciate, and ghouls would barely notice.
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Lastly: would you please be so kind as to ask the host of the Oblacek server to update it and enable spectator chat and votes? It's starting to become even more overshadowed by AOW that way. :P[/size]