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Messages - Mobius

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496
The Ghoul's Forest / Re: Which Jitternerf would you like to see?
« on: November 13, 2009, 04:11:29 AM »
Quote from: "DoomThroughDoom"
People don't know about teamwork. 2 Cyborgs acting together is way more powerful that 2 Marines or even 2 Hunters. Hunters are more solo, Marines go in a crowd with everyone, Cyborgs should go in couples <3.

Are you going to make a couple of cyborgs marry one another :P

Option 5 it is.

497
The Ghoul's Forest / Re: The balance of GvH in my point of view
« on: November 12, 2009, 02:06:18 AM »
Quote from: "CutmanMike"
I haven't done anything about Jitterskull yet, I still don't know what idea would be best!

Set a cooldown for their attack so it won't be spammed. That's about the ONLY thing I can see happening that won't effect a jitter much. Many times people miss one attack, they'll do another, and another, and another. I did a little experiment to determine why people attack consecutively without roaming around to setup a precise attack. The reason is that when you do one attack with a jitter, you're paused for about a second. That's fine. Then there is why they would rather attack again instead of just doing anything else
    Unless I am delusional, there is a 1/2th second difference between regular movement after a chomp and attacking again. Apparently you can recover from this stun within this difference by attacking again (provided you're holding on your attack/pressing attack repeatedly). Heh.
    Range of the attack shouldn't be measured by the attack radius, but by their movement from point A to point B. This is fine and all, but if you combine that with a lot of maps, in addition to the time lapse I mentioned, and you have an ideal escape/attack combo without penalty.
    Speed for a chomp is much more considerable than simple movement (by speed in this instance, I mean the ground it covers while traveling). Combine the speed with height leverage, time, and range then you got yourself an endless attacking jitter in close quarter. The peril for a human increases based on the number of jitters (or other ghouls) or objects versus their health and stun by the attack
    Health isn't expendable, but it is a commodity as well.The only threat to a jitter is a well timed ice arrow or plasma from a cyborg. It takes 2 to 3 DEAD ON shotgun shots to bring a Jitter down. This is assuming that the jitter doesn't just attack again and glide somewhere else or near a vulnerable enemy (ghostbusters having it the worst, but this gives ghostbuster players an incentive to play more defensively anyway). This is offset by simplying being still for a split second.
    Height level + Delay decrease for consecutive attacks and the jitter is unbound. Now imagine if you're running away and there's some stuff in your paths, you avoid the first jitter chomp but, oh wait, he just attacked again. You'll be stuck there while getting obliterated while he runs away unscathed. Another annoying bit is him going over objects to begin with minus trees (I think) or walls. I remember avoid 4 chomps before being cornered, and it's hard for a marine to get around said jitter too (either by radius of attack, objects, or corner).

I have nothing against the Jitter outside of the spam attacks. I would rather he keeps his health if it means to just deduce the amount of attacks people capable of doing. It's getting annoying on the ghoul front too because they throw creepers and sjas away from where ever it is they are heading towards. At first it's cute and all but with jitterape everywhere, it's very troublesome.

I just say you take away the ability to make consecutive attacks. You reduce the interval by a few seconds or two so jitter players are forced to time their shots more precisely instead of this whole, "I can dance all day," and miss constantly until they finally hit something. While they wait to unleash another attack, make it so they move around and that's it. In actuality, it's a little hard to hit a moving jitter than one standing still after an attack.

It is also hard to kill a jitter in most environments if they spam attack at you. Except for open field, but how often is that in gvh?

498
The Ghoul's Forest / Re: The balance of GvH in my point of view
« on: November 11, 2009, 07:13:15 AM »
The only time I can see this being a problem is if Cutman was too extreme in his debuffing. The only real problem I have with jitters is their attack spamming.

499
The Ghoul's Forest / Re: The balance of GvH in my point of view
« on: November 10, 2009, 10:30:58 PM »
Quote from: "Carthief"
Well, i do hope instead of an insult he can think of an reason why not, if he's against it. (Probaly every hunter player would be. :P)

You were referring to who?

After having played against you and some other person. I am convinced that a jitter nurf will harm no one. The typical line of thinking is, "HE ISN'T SLOW! OH NO! A FAIR MAP IS TOO DANGEROUS FOR A JITTER! IT'S CALLED A JITTER RAPE," in which really means, "I am only half decent with this class."

I've seen some really good jitter players out there. I am sure they won't be hindered by a tweak.

500
The Ghoul's Forest / Re: The balance of GvH in my point of view
« on: November 10, 2009, 07:25:12 PM »
Quote from: "CarThief"
Just shut up. You havent played in ages and the only ghoul people say you play well is an Creeper. Even if so, you play humans most of the time, and that probaly wasnt even so recently, either. Hell, you didnt even bother to be on-topic. (Seriously, make your own view on the classes, i doubt you'd do any better.)

^RRRRRRRRRRRRRRRRRRRRRAAAAAAAAAAAAAGGGGGGGGGGGGGGGGGGGGGEEEEEEEEEEEEEEEE

lol u mad?

Quote from: "Carthief"
Well, i'd try to be on-topic, but all the other classes seem fine. Its getting close to being well balanced, i guess. Altrough balance pretty much is decided by the map in most cases. When GVH:CD comes, the new classes will probaly need some ajusting, possibily.
I'm sure the HP idea on Jitterrape should work out, provided the humans can manage to get the first attack, but that rarely is an problem if they know where to camp.

I thought the hatred stems from humans camping in the first place?

I don't feel like repeating what I repeated in the Hunter thread. You already know my points about the metagame.

501
The Ghoul's Forest / Re: The balance of GvH in my point of view
« on: November 10, 2009, 01:21:56 AM »
Oh, Wartorn. I love you like a homosexual lover can love another homosexual lover.. but you, by far, are the main disheartening factor of this forum :cry:

502
The Ghoul's Forest / Re: The balance of GvH in my point of view
« on: November 09, 2009, 11:28:29 PM »
So many wrong things I see, I don't feel like using quote tags to address them all.. but I am going to.

Quote from: "Zocker"
Ghostbuster: He’s ok, his ghost traps are very dangerous and the proton cannon is charging very fast too, all in one is he ok.

He's also situational. Ghost Busters are ONLY good in certain maps.

Quote from: "Zocker"
Marine: It’s good that you boost him, but now their shotgun is too strong, in melee it can kill almost every ghoul, the machinegun and the pistols are ok. I think grenades also have a bit too high damage radius.

I don't know what everyone has been talking about. I haven't noticed a single thing about the shotgun playing as a marine most of the time. It's like everyone saying he got buffered, but where? Really? I haven't noticed a single thing about it. It's funny, because now it looks as though his shotgun got more spread now when I started playing Opengl.

His grenades are fine. It keeps creepers from getting bold now, and you could now make an anti-meta sjas game involving potato throwing in a hallway viable.

Quote from: "Zocker"
Archer: A very evil comrade, if you can control him, all in one he’s ok, but you should make a mana limit for all his magic attacks,so they can’t spam around with fire-magic and freezing-arrows.

I swear, where does everyone get these from? Fire magic isn't that buff and Ice Arrows is fine. Even the teleport is fine.

Quote from: "Zocker"
Cyborg: Sure the plasma is slow, but because of the fact that ghouls normally attack in melee, they are hitting so or so (if there’s no noob playing)... I would say let him the power, but decrease his ammo and a bit of his RoFs.

You're a ghoul player. Since you do not play both, I can say where you'd pick up this sort of misinformation. Cyborgs are more potent than ever with their jetpack. No longer are they, "camp here and fire," kind of class. Now ghouls have to work harder in cornering a flying cyborg that doesn't want to stand still. This also gives him even MORE of a chance to fight off Sjas.

Quote from: "Zocker"
Sjas: Sometimes very hard to handle, because of his attack delay, but not overpowered. Only reflect isn’t very useful against good players.

Doomthroughdoom already tackled this, but I wanna throw in my own two cents.

Sjas have a little bit of an absurd radius. They may be the most exposed compared to a lot of other ghouls, but he's absolutely fine. He isn't hard to control at all.

Quote from: "Zocker"
Choke: Well, I only play seldom with it, but I think that he could need a little “boost”, how about slow HP-regeneration, if he stands still? Also I would add a little splash radius for the bloodball, but with only 50% of the damage.

Standing still? You want to make Chokes broken? No. I believe regain is great if he makes successful bites. So if the damage he deals in a bite is, less say by chance, 20? He gets 20 of his health back (if he was below his maximum).

Just to prevent choke camp. They have 120 health.

Quote from: "Zocker"
Creeper: Currently it’s the weakest ghoul in my sight. Sure on some maps he has some advantages, but the most annoying thing is the time it needs to start his attack.

In what universe do you live in?

Quote from: "Zocker"
Jitterskull: The most complained ghoul ever, while n00bs say they are OP, pros just rip them off, because of their slowness. In previous versions I liked it very much, because of his “teleport” function, but now he’s just unplayable.

Again, what world do you live in? Don't answer that, I don't want to know.

Besides DoomthroughDoom's comment, I have a few to add.

Jitter-spam + Certain maps + most maps + inbalanced teams + chomp spam + teleport + radius + health = rape

Unplayable? Sure, if you aren't trying to win easily.

Quote from: "Zocker"
If you attack humans, they sometimes get pushed back

Fixed

Quote from: "Zocker"
and afterwards you receive a nice little arrow rain,

Well if you stay there, sure.

Quote from: "Zocker"
plasma/machinegun barrage (whatever) and can’t do anything about it because you are stunned, after it attacks.

IT'S THE ONLY WAY to get a guaranteed hit on a Jitter. As I have said in another thread involving Jitters, "You have to play like a matador." A Jitter's chomp is very frightening, powerful, fast, and have a lot of range. With all the abilities combined of a Jitter, why would you want them to make attacks without penalty?

Quote from: "Zocker"
But also while attacking you are very woundable because you can’t evade.

MOST players just attack again to avoid the split second paralysis. This makes jitters EXCEPTIONALLY more dangerous than just them moving away normally.

You ever been in a jitterape, son? You'd come out looking beautiful after you rage.

Quote from: "Zocker"
And on big maps humans just run away and shoot you from distance.

I hope you're joking. I sincerely hope you're just trolling right there.

In the off chance that you aren't -- I doubt it, I will answer you. You see. A human player, the guy that isn't a jitter, doesn't have enough health. So in order to, you know, stand a chance with his range weapons, because all ghouls are close quarter efficient, have to survive by, you know, running away. No one wants to stand still and die. So like, they need to kind of run. I mean, what would you like them to do? Jitters, have like, a lot of health and attack power. In a few seconds, a gang of ghouls could, like, destroy a human team standing still. It's only a Team Last Man Standing and all. It isn't like the human team runs to, well, live and stuff, right? They need to stand still because it will only help the enemy team, fighting the ghouls, win and stuff.

Quote from: "Zocker"
Please stop making them weaker, Jitterskulls is only as strong, as the skill of its player is, but most players just want to make them weaker to earn easier frags.

No.

Quote from: "Zocker"
But at least it has an epic taunt xD

And to all Jitter basher: Before complaining about Jitter play as it oneself and you will see what I mean!

No one intentionally post something like this. You're in a forum filled with players that play both classes equally.

Really? You're joking right?

503
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 05, 2009, 01:12:12 AM »
The half second between a bite and dodging? Yeah. I know about that. I just went on Gvh, solo play, to see the difference. I think that the range of a chomp is greater than normal movement, and that split second is crucial.

I suppose reducing the stop after a chomp by half a second to compensate the cooldown is good enough.

504
The Ghoul's Forest / Re: Sjas - The flying slaughtering machine
« on: November 04, 2009, 08:25:31 PM »
Quote from: "BloodRaven"
Nice Guide -  I pretty much agree with the title: Flying slaughter machine - its true :D
Sjas isnt effective only with his scream attack. Yesterday me and Tai did the same thing in 2 rounds. In GVH11, it was 3 hunters vs me sjas and i killed 'em all with ice arrows reflection, and won! Suck noobs. A round later Tai did it too bbut with 4 humans vs him (sjas). LOLOLOL Such noobs

Bragging thread is ------->Here

505
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 04, 2009, 08:16:00 PM »
Quote from: "CarThief"
Hmm... Pretty much speaking from experience, i do say Jitter charges around alot for alot of reasons, not just one charge means its gonna kill a human, or is even meant to do so. You might want to use it to get around faster, it does help.

That's true for the more experienced jitter players or maybe ONE jitter or two in a team where they don't feel comfortable about spamming.

Quote from: "Thief"
Often you end up missing, or they magically survive, or you just go past them. Hmm...

My matador statement hit it on the mark.

Quote from: "Theif"
I wouldnt mind an explanation on why 3-5 or so charges before the limit kicks in would still be considered overpowered.

Be a human and fight some of the maps for Gvh. Make sure it's a 12 or more person game and if you see a jitter-fest, you'll know why.

Imagine dodging ONE chump in close quarter to deal with five others from different and random angles. Imagine being stunned by the first but you can't move fast enough to dodge the second. Now picture this happening in a map with buildings or structures evading your aim or an enclosed environment. Now picture a group of 2 accompanying ghouls to feast on you, and they were all jitters that charged at you seconds ago and missed.

Quote from: "Thief"
I would find the above system rather annoying to actually use.

Some of us would see it as a curse still. One chump then a small cooldown, no chump limit. Set the limit to 1, cooldown, then they can chump again. This forces people to stop spamming and think about their attacks more preciously or wisely. Haha. Those last two words is a premium on skulltag.

At further thought, with their radius reduce and being a projectile in place -- they can use a shorter cooldown.

Quote from: "Thief"
But i dont see what is wrong with the original idea, is the limit too large? Is even 3 bites perhaps too large?
Hmm... Or was something else "insane"? I do wonder, do you have any idea's for Jitterskull, perhaps?

One limit chump cooldown and extensively test it to determine how many seconds is needed to balance it out. If the jitter can move during the cooldown then such a cooldown should be a bit longer than before because of Jitter's evasiveness. I am not subscribing minutes, a few several seconds shall suffice for humans to actually get away and worry about other ghouls as Jitters tend to be top priority over Sjas (as it should be, I guess).

Quote from: "Thief"
Oh, and with powerhouses i meant Jitter and Hunter, Marine would be really lucky to make quick work of an Sjas (in about the speed of an instant kill). And i mean with targets 100 hp and higher.

I am going to just speak from experience here.

Hunters are less threatening now more than ever. As a Sjas player, I target the hitscans over Hunters any day. Hunters use situational weapons and now firearrows need a little more accuracy (but needs a little less power in that radius). With the absence of a marine, I will target the Cyborg next because of plasma. I only go for Hunters when they are open for an attack and I can get away with it. I am not downplaying them any, but they aren't that powerful and seldom good players make use of them effectively.

Edit*

Quote from: "Thief"
I dont think Jitterskull would be actually usefull if the system was just like this: Lets say, he has 4 bites before cooldown kicks in, and it stays like that untill limit is reached. For whatever reason, he bites 3 times, he spots a human, he tries to bite it, and fails. Then what? He tries again, and it doesnt work, as much as he had the oppertunity or maybe had to bite to get away, he cant do anything but move, and might get hit while running, if unlucky.

Did he make successful kills with those chumps? Did he squander them on spamming or evading? Jitters were suppose to be a skill class. The idea is to NOT waste your chances, but nowadays it seems as though it doesn't matter. I think that is the debate here.

^ Had to add that part to the last part of my post. Somehow when you added the spoiler tags, it meshed the quote tags even when the spoilers were removed.

506
Cutstuff Discussion and Feedback / Re: Poll ideas
« on: November 04, 2009, 07:58:24 PM »
Quote from: "Possessed"
Gah he is more crap then the current ghostbuster give him uber buff!!!11111oneoneone

^ My vote.

507
Anything Goes / Re: Doom guy was on Mars before Doom
« on: November 04, 2009, 05:14:44 PM »
They say that a better screen resolution revealed it to not be a face.

It would have been awesome if it was.

508
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 04, 2009, 04:07:12 PM »
Quote from: "BloodRaven"
The only thing i can say after the topic title is:
... - overpowered?

Fixed*

Quote from: "Thief"
I'd say he's pretty slow compared to what a human can run at if say, they where both in a large flat area. Of course, a good use of enviroment to get around will get you there pretty fast, charging is a more risky form of movement.

With the amount of different terrain and obstacles Jitters can overcome, I think that is REMOTELY FAIR. Especially when said obstacles obstruct the path of a human trying to get away from the Jitter, but no, he is caught between a lamp and a wall and his only way out is the way he came.

A lot of fights resort to humans camping because they have to see where they are running to, but then they lose sight of the enemy and it gets worst (not to say this will stop camping). The goal of a human to kill a jitter is to be as far away as possible or play matador with a slime possibility of getting skimmed. Ever got stunted by a skimmed bite of a jitter? It's enough for the next chump to finish you.

"If you can see them, you're fine. If you can't see him, you're dead." <-- Fighting a Jitter.

Quote from: "Thief"
Meh, ok not that slow, but capable of being outrunned if the map allows for it. (Altrough most humans just lock themselves up in dead ends, waiting for the ghouls to invade.)

It is funny when that happens. Sometimes some dead ends have walls Jitters can scale over though, but anti-camping is great.

Quote from: "Thief"
Reducement of the radius would probaly lead to having hell on earth trying to catch an human out in open area's, not too sure if that'll work out.

A small price to pay to minimize the effort of a full blown jitterape. They have the charge speed needed to even evade people with the whole, "teleport here, chump over there," trick people do.

Quote from: Thief
Having a reduced charge rate seems only good to implement if he can charge like 3-4 times, or so, before having a cooldown.

Are you insane? That's enough jitter spam to do about a good third damage to a human team. I am exaggerating a little when I say that. I say a cooldown is fine if the Jitter can still move about. This way he can still keep his evasive movements while not having a team of jitters buttraping everyone.

Quote from: "Thief"
They're both powerhouses capable of instant kills

How so? Against creepers? or that really cheap fire radius luck shot on a sjas? The ice arrows?

Fire arrow > Creeper
Ice Arrows > Sjas and maybe choke
Ice Arrow > Jitter IF it is dead on.
Grenade > Creeper
Grenade > Only does a good amount of damage to a low flying Sjas
Shotgun > Sjas if you hit on dead center.. but getting that close is suicide a lot of the times.

The only classes I see not having one hit kills on the human fence is Cyborgs and Ghostbusters. Cyborgs need to hit opponents repeatedly with slow moving projectiles (normally 2 to 3 on certain ghouls or more). With lag shield, the projectile itself becomes 0 (I've experienced this myself as a sjas), and Ghostbusters need more (lag shield applied).

Ghouls can one shot anyone. The only exception are Chokes, because the blood ball has a radius (so if it isn't dead center or lag shield, you can live through it). Sjas can kill anyone with enough range (which I think needs a little reduce), creepers can just touch you and you die, and Jitters has already been discussed.

Hunters are fine. I've been seeing a lot of Cyborgs anyway.

509
Anything Goes / Doom guy was on Mars before Doom
« on: November 04, 2009, 02:06:44 AM »
http://www.youtube.com/watch?v=-Fh6KGf3TNo

^ Even though I would make a joke about it, I thought about sharing it with all of you.

That skull doesn't look exactly human either. I was thinking that with all the machinery around, or debris, that perhaps a space war did occur with mankind?

510
Anything Goes / Re: A bit of humor videos
« on: November 03, 2009, 09:54:52 PM »

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