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Messages - Crystal King

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16
MM8BDM Discussion / Re: MM8BDM: Top Players Tournament.
« on: January 01, 2011, 03:59:52 PM »
I'm a little... skeptical about this. Why just duel? Sure, it might show who's the best as an individual, but perhaps a partners tournament is in order as well? Some people tend to work better with a team then by themselves. (for people with a kamikaze-esque way of approaching TLMS (like how I do sometimes))

Although, I think the person who's the luckiest with weapons choice will probably end up the winner. Really good players could end up "crippled" due to poor (for them) weapons choice.

I won't sign up yet because I'm not sure I can commit yet. I'll keep an eye on the topic, however, and maybe sign up in the near future.

17
MM8BDM Discussion / Re: MM8BDM Wiki
« on: December 31, 2010, 02:20:07 PM »
Quote from: "Ivory"
Well to add to this. One point I often seen missed is that MM8BDM isn't even taking away too many players from Doom. 99% of mm8bdm's community came from outside of the Doom/ST Community. There is no "loss of players". Sure some players may be playing it now, but it hasn't killed anything. If anything MM8BDM would bring new faces to the community.
Tis the story of how I played Ghouls vs Humans while I waited for 8BDM to come out. Then again, it wasn't just Ghouls vs Humans. It was also All out War, Zdoomwars, Levelmaster, and other great wads out there that really know how to kill any extra time you may have on your hands.

It's just the people who hate on Megaman and think it's "for kids." Quite frankly, it's a childish way of looking at a great classic.

18
MM8BDM Discussion / Re: The Unofficial Top-25 Players List
« on: December 31, 2010, 02:03:34 PM »
As I said on Skype...
Quote from: "Crystal King"
[8:45:44 AM] Crystal King: Eh.
[8:45:57 AM] Crystal King: The people you're mentioning are people I have beaten at one time or another.
[8:46:22 AM] Crystal King: So quite frankly it's just a popularity contest
[8:46:27 AM] Crystal King: not a best player contest
That's my story, and I'm sticking to it.

I say Teh Player is up there with the best and deserves a vote. In a TLMS server (forgot which map), I scored 21 frags, and teh player had even more at 26 (Which was almost triple Ashley's score, who's leading now, whose score was 9.)

Killerchair is a great partner in TLMS, I give him a vote too.

Kirbu has always had my back in Roboenza. Him and I managed an epic last stand in Bubbleman's stage, so he gets my final vote.

Edit: What do all these people have in common? They aren't on the list and they deserve to be. =D

19
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 26, 2010, 06:21:37 PM »
Quote from: "Eruanna"
I'm not happy about nerfing the Sjas at all. But I'll do it. I'll reduce his attack range by 3/4ths. To be completely honest, though, I think this is a bad move.
3/4ths is a little much. 1/2 at the most. I agree it needs a nerf, but I think that 3/4ths is overkill. I still think the two explosion idea Blox suggested would work better.

20
MM8BDM Discussion / Re: What if the Zombis Had Abilities?
« on: December 26, 2010, 05:39:49 PM »
My only complaint is the range zombies seem to have when standing still.  It should be consistent with the range the zombies have while in motion. It seems like I get so many BS infects from a zombie that's AT LEAST a couple meters away.

21
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 22, 2010, 11:46:46 PM »
On second thought, trap regain might not be such a good idea. Forget I mentioned it.

The snowball launchers alt fire needs to be WAAAAAAY slower. Forget the fact the Yurei's a joke with with fast of a projectile (Fight the Yurei's meteor storm with snowball gun's alt fire. Total joke.), it's also incredibly powerful. One alt fire pwns Creeper with some left to spare.

I think what Blox said would work, but I'm not sure the Sjas needs to be any more faster then he is. Currently, he's as fast as the hunter, who is the fastest human, which is fair because Sjas has more freedom of movement then the Hunter.

22
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 22, 2010, 01:45:48 AM »
If it takes a really long time for them to regen, like 10-12 seconds per trap, and it only regened up to certain number, like 3, and you could only have 3 traps on the field at a time, it wouldn't be so easy to camp. Fake the Ghostbuster into activating his traps, then chase after him. Since every ghoul can outrun the ghostbuster outside of creeper who can stun them anyways, I think it'd be fair, or at least worth experimenting with.
And as if the humans don't camp enough anyways. TLMS is one big human campfest nowadays. 4 humans (3 marines mind you) are reluctant to search out a single creeper and would rather be pilgrims. :roll:

23
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 22, 2010, 01:26:11 AM »
Quote from: "CarThief"
And of course there's the Lightning Arrow, thats now the new fad, apparently. Can it be a tad slower, or slightly less damaging, perhaps? Its absolute murder to even THINK of LOOKING at a Hunter as an Jitterskull. Let alone kill one without getting hit for over 1/2 hp with just one mistake. If not dieing while doing so.
I think we should just give certain classes lightning resistance. It is fairly BS for Jitter, but like I had said in an other thread, if you can hit a creeper with that small of a hit radius it should die. I still think that more ammo wouldn't have been needed for the Ghostbuster if we gave him regenerating traps. (At a really slow rate, mind you, and they would only regenerate if you were under a certain amount, like 3 traps (and you couldn't place more then a certain amount at a time)) Back when I played as GB, if I ran out of ammo, I'd place some traps in a circle, activate them, then stand still to regain some ammo. The ghoul could risk it and try to hit me (usually losing their life in the process, causing them to lose the frag they just gained.), or a patient creeper could time their ball correctly and still get me, but most ghouls aren't foolish enough to go charging into a vortex of doom. As for my opinions on some other weapons...

The new Marine is a little better then the other one, but I still find that the grenade's radius hates me when I play creeper (Which is most of the time now that nobody wants to play ghouls that much anymore).

Everything the Cyborg has is fine. Maybe a jetpack regen (but will only regen up to a certain amount, like 40, so they can still boost but can't stay in the air too long.)

The Engineer... As one user put it... "Your nail launcher sounds like spam spam spam." I agree with a reload.

Hunter has always been a wildcard to me (sometimes I can fail terribly and other times I can kick ass). I feel the ice magic isn't as good as fire and lightning but it is made up for the ice arrows being great at close range and magic is only useful for close range. Fire arrows are great for Sjas. Lightning is too powerful vs Jitter but just right for other classes such as Creeper.

Ghostbuster, I believe I said everything I wanted to on the matter on my beginning paragraph, to sum it up: Possible trap regen (to a certain amount), and if so, they don't need that much extra ammo. On an extra note, Blood Spreader is somewhat useless, but perhaps it could work more like a trap? For instance, the blood it spawns stays on the floor for a little bit and deals damage. It would help in taking down the ghouls who like to spin in circles.

As for ghouls...

Creeper is fine, possible balljump addition would be welcome.

Choke is better now that he regains health, but still can't stand up to Cyborg unless caught by surprise. I suppose that's fine though, because Choke is silent.

Frostbite is fine. Maybe a slight frozen wind nerf could benefit, but I'm fine with what we have now.

Jitterskull is pretty good, But I think the addition of a way for him to om nom upwards might lead to some interesting results (in particular getting rid of those annoying flies we call cyborgs) Lightning resistance is also welcome for the Jitterskull.

Sjas only needs a range reduction.

Santa's alt fire snowballs seems to fire really fast. I can't see the point in using normal snowballs when the alt fire is so much faster. (Which is why Santa owns the Yurei.)

I also found something really strange in the bowl map...
(click to show/hide)
Is this supposed to happen? I activate the elevator and this section comes down. I also notice that there's some missing linedefs on the sides of where this section comes down. (not shown in this picture).

There's my thoughts. All in all, the balances being done appear to be going in the right direction. Keep up the good work.

24
MM8BDM Discussion / Re: V1C discussion and poll
« on: December 15, 2010, 06:11:28 PM »
Quote from: "TailsMK4"
Hyper Bombs badly need a nerf. They should be powerful, but not instant kill in DM. I often got killed just by being near a bomb and AT full health.
My suggestion is a decrease in range. It should still OHKO you up close.
(click to show/hide)
Power Stone is fine the way it is. Unless you can somehow increase it's damage output as it extends then it doesn't need a buff.

Blizzard Attack, I'm half and half. It's a decent corridor blocker, but works terrible in close quarters. Maybe have the snow pellets start closer instead of farther apart instead of just upping the damage.

25
MM8BDM Discussion / Re: Camping
« on: December 11, 2010, 10:41:57 PM »
I'm perfectly fine with camping, except in a couple of instances.
I'll use a recent GVH battle I had as an example.

I was Creeper, against 3 marines and an engineer. My teammates were dead, and they were all camping. I said "I refuse to go out there unless you guys stop camping." I almost thought I was gonna get kicked with the reaction I got, but they did at least stop camping, and luckily I didn't get kicked. I mean seriously, Marines camping? Your grenade is an instant freaking kill on a creeper. Instances like this is when you should get off your pilgrim asses and go frag that last person.

Camping in Roboenza maps is fine, because as long as you have OpenGL, there is no possible place for survivors to be invincible. Heck, I'm pretty sure Cutmanmike said himself (don't quote me on this, but iirc he said this.) he might work on a way to have zombies climb things. (Such as the pillars in Crystal Man's stage's 1st floor, another popular camping spot)

26
MM8BDM Discussion / Re: Roboenza Frendly Maps
« on: December 07, 2010, 09:43:44 PM »
Quote from: "copycat"
(click to show/hide)
I lol'd. Sometimes we pile up to 4-6 people in that spot. Some roboenza friendly maps would be nice, but honestly if you want them you should make it yourself.

27
MM8BDM Discussion / Re: Screenshots
« on: December 06, 2010, 11:51:35 PM »
Darkman squad, assemble!
(click to show/hide)
Best one is the first one.

28
Skins & Bots etc / Re: Megaman X Music Wad! Get it now!
« on: December 04, 2010, 02:32:05 PM »
Did you use the changemus command? changemus is how you switch the song to one of the MMX ones (because I didn't want to replace the other tunes)

For example, putting this in the console:
Quote from: "Console"
changemus MMXKUWA
Will make Boomer Kuwanger's theme start to play. If you want a list of the music codes for the other songs, they're in my first post.

29
Skins & Bots etc / Re: Megaman X Music Wad! Get it now!
« on: December 04, 2010, 02:34:55 AM »
I'll see if I can do 2-6. I'll try and release them in a steady fashion. And of course, I'll be sneaking in a couple of bonus songs each time.

You could also add music packs via the launcher, like I do. -file "MMXMUS.wad" in the extra command parameters, but it's probably best you just toss it in your skins folder.

30
Skins & Bots etc / Megaman X Music Wad! Get it now!
« on: December 03, 2010, 11:27:08 PM »
By request of a few people, I decided to make a Megaman X music wad. I apologize for the fact that the songs don't loop they way they should (The song will fade after awhile but start back up again from the beginning), but I couldn't do that without making it sound strange, like bits of the song were cut off if I tried it.
List of songs:
(click to show/hide)
Oh, and a couple of hidden songs too ;)
EDIT: Doh, had Mandrill's codename listed wrong. It's fixed now.

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