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Messages - ThaMarine

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61
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: October 30, 2009, 08:04:36 AM »
Quote from: "Ivory"
I'm get I abit annoyed at the wrong terms being used. Lightning arrows ARE super accurate. It's a railgun essentially after all. Your complaining more about the time it takes to use it, I think. None the less, I rarely ever see people use Thunder Arrows right. You don't aim at where the Ghoul is, you aim at where there going to go. It's all about prediction, same way you use Chokes Blood  Ball efficiently. Also never trust the crosshair, everything tends to fire about two or three crosshairs under the crosshair, sometimes I even get it bottom right of the crosshair. Doing some testing, it is in fact bottom right of the crosshair. Know these facts, predict the movements, and Thunder Arrows have deadly Efficiency.

Accuracy is measured by the percentage of how many arrows have hit out of how many have you fired, which is for lightning, terribly low.

62
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: October 29, 2009, 06:54:36 PM »
Well, I have to say I disagree with many things you said here.

First things first: Lightning arrows aren't super accurate. To the contrary: they're super innaccurate (and not many people were using it in 2b3), the only thing they're capable of hitting is a Jitter (but right after he chomps, because of the delay you actually have time to aim). Sometimes I use them against Creepers (again, in 2b3), but that's just because I think in 2b3, fire arrows were overpowered against Creeper.

Next thing, I almost never use the Ice arrows (not even in tight spaces), because I find them (honestly) a waste of ammo.

I have to agree with the fact fire is slightly overpowered even now, but it's the only thing that I can succesfully use against Sjas (because the Sjas has a too small hitbox, and because all other arrows are unefficient against him).

Now, about the magic thing: the Ice and Fire magics look more dangerous than they really are, IMHO.

Again, I haven't played alot of 2b5, so I can't say. Actually, the Hunter looked quite underpowered (but that's just because I played 2b5 once, against D'Sparil, well known for hacking in GvH).

63
Anything Goes / Re: What's your name on Skulltag?
« on: October 27, 2009, 06:46:52 PM »
[HOD]ThaMarine

64
The Ghoul's Forest / Incoming problem with the new GvH Betas
« on: October 27, 2009, 12:41:27 PM »
No, this isn't something of a technical nature.


I'm already seeing the Human team being much larger than the ghoul team.

In the beginning of GvH, many more players were interested as playing Ghouls as they were a radical change in gameplay, looks and intensity. They used to be fighting gun-to-gun in other mods, but melee-to-gun was a totally new experience for them (unlike humans, who were still a gun-class). According to an old poll, ghouls were much more popular humans.

Now, the humans keep getting new abilities, while the Ghouls are basically unchanged for a while now (so they get old).  

What am I trying to say?

The new additions to the human classes will have a terrible impact for the team balance, as people are going to be very interested in the new human abilities and will not care for balancing the teams so much.

The Marine gets the "adjustable" grenade throw, the Hunter gets 3 new magic abilities and the Cyborg gets the dash and the separated jet and plasma ammo.

Changes in the Human classes: 6
Changes in the Ghoul classes: 0

Do you see what am I trying to say?

If you do, you will probably ask: "What would you do about that?"

My answer: a) add some new abilities to the Ghouls b) Cutman tested some teambalance WAD some time ago, maybe he should work on it some more and use it.

65
The Ghoul's Forest / Re: YOUR ideas for Ghoul and Human classes
« on: October 21, 2009, 06:11:11 PM »
The name: Commander

Although this is my idea and I think it's cool, I also think it would not work in Doom.

The story: A WW2 British commander. Known for his strategical skills, he was sent to fight the Nazis by commanding a squad of elite Britigh soldiers (I couldn't think of anything better). Few months after being sent to a German town held by the Allied to command the troops from there, he and his asistant were captured by Russians because they were mistaken for German Nazi spies.

Russians used the two of them as subjects for testing their time machine prototype in a secret underground military lab. They locked them in the time machine chambers and set the timers so they spawn at the same place 20 seconds later. As the generators powered up the time machine, everything blacked out and the whole lab exploded. The experiment was, obviously, a failure. However, the commander and his asistant were sent through time, but not 20 seconds in future... but rather 100 years later.

The two of these elite commanders have spawned in the 20st century, however, the destination was not the ruins of the lab. They have spawned in a dark, cold forest with a devilish feel. The commander and his assistant have decided not to listen to their insticts that alarmed them to run away, but decided to spend the night in the forest and look for help the next morning. They have set up a fire and quickly fell asleep.

Two hours later, the commander was woken up by the screams of his asistant. He was slowly being torn apart by a large skull. The commander tried to attack the skull with a stick, but his asistant yelled: "Run for your life!". He started running to a random direction and was lucky enough to find an exit.

A police officer found him near the highway and later explained to him that he is in the 21st century, rather than calling him a nutcake.

The doctors whom the police officer has brought the commander to thought of sending him to an sanitarium, but the test have proven he was not mentally unstable so they had no excuse for doing and had to they let him go.

He decided to avenge his assitant by killing the Ghouls, so he made some hard-earned money. That was enough to buy himself the best equipment and to gather his private army. So he did... and know he's heading for the forrest.

The looks: A regular marine look, just with an antenna on his back and some rank symbols on his shoulders. He should be slightly transparent (I'll explain later why).

The abilities and guns: His only gun would be the plasma pistol: firing small bolts of energy that do not excel in firepower, but have a slight damage radius and hurt Ghouls that pass near the flying bolt (like the Fire arrows, but not so powerful. It should have 15 as ammo, but that reloads even if you move (you have to wait for it to cool down). The secondary fireheats up the pistol for a few seconds and then fire a big bolt of energy. However it should spend all your ammo, so you can't shoot right after you do it.

The next ability should be the beacon. You can send in fellow zombie sergeant like soldiers who use the same shotguns as the zombies do (but have slighly more health), but look like humans (eh?). However you can spawn only 5 and there is no reload, but you get another one each time you kill a Ghoul. The way it should work: you throw a beacon on the ground and 5 seconds later, a soldier teleports at that place.

Now, I know this wouldn't work because the soldiers (who technically work like monsters) would either not shoot at all or either fire at anyone, whether it is a foe or an ally. Too bad Doom hasn't got an integrated faction system.

The next ability would be that the commander as a class could run through the Ghouls like if they weren't there (but still take the damage regulary). As he had a failed time travel, he is partly in a paralel universe. That's why I also said he should be slightly transparent. He should also be able to run through things like sprite based objects; stuff like trees.

66
The Ghoul's Forest / Re: Who's that Ghoulymon?!
« on: October 12, 2009, 06:57:21 PM »
Maybe Cutman wants us to think of a name, so he could use it? My quess: Hairyghoul (XD).

67
Anything Goes / Re: What's your account name of youtube?
« on: October 11, 2009, 11:57:42 AM »
HESSThaMarine. HESS is the name of my clan in Enemy Territory: Quake Wars. It was like this: [HESS]ThaMarine

68
There's this guy D'Sparil who really IS a "HAXOR" (I am not the only accused him of cheating.) Guy ruined the f**king game by only slightly hacking. I think he's using cheat skins for Creeper, a speed hack and a range hack for Sjas. What he's doing is really a hack, I mean, I saw how he moves. He's a n00b, for sure.

A few examples : I was playing as a Creeper against him on Castle Ghoulenstein. He was able to spot me (I wasn't even moving) from like 200 meters away. Next round, I decided to test was this just luck. I hid under a cloud in the one of the long red passages that leaded to outdoor parts, and I didn't move. He saw me from a pretty damn large distance and fired at me with a lightning arrow (he missed me hardcore, but the point is he saw me while I wasn't moving, under a cloud and was a Creeper). Next time, I tried to test it again. I hid behind a small wall and didn't move, he was like 200 meters and fired at me (despite the fact no-one would be able to see me under normal circumstances). The conclusion: he is using cheat skins (I saw that somewhere for download (that's how I got the idea what is he using)).

Sjas speed and range hack : No need for a lot of explaining. Many people accused him of speed hacking and that the range of his "scream" was to big (he was able to damage and kill people from a bigger range than a usual Sjas). Once, in an open area, he was able to "outrun" me despite the fact I was a Hunter (there was no obstacles and I was running in a straight line). I saw how he moves, that's not skill for sure.

69
Anything Goes / Re: Where did you get your name?
« on: October 10, 2009, 07:02:52 PM »
My previous nickname was Bigsquid, but I changed it 2 years ago. I just got bored of it. My current nick is a result of 20 seconds of thinking what name shall I use while playing Enemy Territory: Quake Wars.

70
The Ghoul's Forest / Re: Camping with ThaMarine (a guide to Ghostbusting)
« on: October 10, 2009, 06:05:45 PM »
Hey, I can take it if someone dislikes my guide. That's just his opinion (though I would appreciate if there was some constructive criticism).

71
The Ghoul's Forest / Re: Camping with ThaMarine (a guide to Ghostbusting)
« on: October 10, 2009, 09:56:47 AM »
Oops, I hit quote instead of edit. Mods, delete this post pls.

72
The Ghoul's Forest / Re: Camping with ThaMarine (a guide to Ghostbusting)
« on: October 10, 2009, 08:46:59 AM »
Quote from: "Frits"
Quote from: "CutmanMike"
Creeper's are great for baiting ghost busters to use their traps. Sit back, throw a ball, watch them get scared and take them down as they try to escape  :p

yesss :P, one ball and you got a hopping trap activating ghostbuster

Actually, no. A Creeper ball can't scare me to activate my traps. I know he should be afraid of me and my traps, not me of him.

73
The Ghoul's Forest / Re: Camping with ThaMarine (a guide to Ghostbusting)
« on: October 08, 2009, 12:21:05 PM »
Quote from: "CutmanMike"
I like the idea with the cyborg example, but it requires a bit of communication to get that to work well. Shame there's no voice chat.

I managed to do that a couple of times actually.

74
The Ghoul's Forest / Camping with ThaMarine (a guide to Ghostbusting)
« on: October 08, 2009, 11:36:00 AM »
Who ya gonna' call?

GHOSTBUSTERS!!!

Allright, this is my guide to the class known as the Ghostbuster. One of the underpowered classes in GvH, however, my personal favourite. As I play much as the Ghostbuster, I assume I know something about how to set up the traps and which maps not to use and use him on.

Originally, the Ghostbusters went out of bussiness, so they slightly modified their equipment in order to catch Ghouls (and it worked!). I'm not covering the Proton Pack, because it is soon about to change and there ain't too much to cover right now.

http://www.youtube.com/watch?v=g4uxIo4t7xM - let this song play along for a better feel.

Ghostbuster and which maps to use him on

GvH01 - Forbidden Forest (small) - I don't recommend using the Ghostbuster on this map. The Proton pack is ineffective in the woods and there aren't places to tactically place the Ghost Traps. Stick to the center of the map unless a Jitterskull attacks, then run to the woods.

GvH02 - Megadeth Deathmatch - This is a good map if you are Ghostbuster (actually it's good for anyone). Place the Ghost traps on the spawn and make sure there are some on the walls for Jitters. Proton packs are just fine on this map, too.

GvH03 - Wagi Caves - One of my personal favourites when it comes to Ghostbustin', the Proton Pack works here pretty damn good. However, the places for traps here are great, they work almost everywhere. However, while camping, watch out for creepers as they can come out of any direction.


GvH04 - Claw Fist - Although this is one of my favourite maps, Ghostbuster doesn't do the best here, there's not much good places to set the traps on and the Proton Pack works moderately here. I'd choose another class on this map. However, there are some places for setting Ghost traps: The place by the "waterfall" is ok, I guess and the cave is also a good place for trap camping. If you have to, you can also set some traps behind the crates, but the creepers can come out of anywhere and Jitterskulls can always cross these crates.


The so called "crate cave".

GvH05 - Winter Haunting - On this map, the Ghostbuster is doing okay. Good places for traps are mostly inside: the passage that leads from the room with the doors to the room with 2 torches, the stairs, the room the stairs lead too and by the doors. There are some, however, in the outdoors (such as corners).



GvH06 - Arcade Souls - don't use him here, choose another class here. The corridors are high enough for the Sjases to be able to get out of the reach of your Ghost Traps, but yet not wide enough for you to be able to dodge. Choose any other human class here.

GvH07 - Dark Station - Don't use the Ghostbuster here, the Proton Pack is too inaccurate here and there's enough space for Ghouls to easily dodge the Traps. The towers are the only good places for Ghost traps as they have only 1 entrance. Also make sure you put a trap or a 2 in front of the tower.



GvH08 - Hunting Grounds - Just like the previous one, a great map, but not for the Ghostbuster (Proton Pack innaccurate, Traps ineffective).

GvH09 - Castle Ghoulenstein - This map is OK for the Ghostbuster, the Proton Pack does Ok and there are some places good for the Ghost Traps (does slightly better after Cutty has scaled down the outdoors), I'd reccomend choosing other classes though.

GvH10 - The Spire - I recommend using other classes (hunter or marine), the Proton Pack ain't too accurate here and there's no many places to put the Ghost traps on.

Endless War maps

GvH11 - Hollywood Holocaust - A great map for being a Ghostbuster. Many places to set traps on and to camp. As the indoor part is tight, the Proton pack works fine, too.



The cam room is also good for camping.

The vents are good for camping, but be careful because of Jitters.

2 or 3 traps at the door is a high chance to kill a Sjas or a Creeper.

GvH12 - Urban Decay - This map isn't good for a Ghostbuster, I suggest you take the... well, I don't suggest to play human here at all. This map is a heaven for Jitters and Sjases.


The only place you might consider camping at, be sure to trap all of the entrances.


An alternative camping place. If a Ghoul is coming by an elevator, be sure to throw some traps at it.

Note that I will add more info for each map.

Setting the traps

What makes the Ghostbuster different from other GvH classes is the fact he can set traps.

General tips:

- use the traps wisely, you only have 10 and you can't reload, but don't set only one

- try to stick with the others of you're not setting up traps

- if you're a human and see a Ghostbusters setting up traps, it's wise to go behing these traps and use them as a shield. Both you and the Ghostbuster will benefit from this

- setting the traps on/around teleporters is quite fun

- if you're surrounding yourself with traps, don't let creepers who shoot their balls at you scare you into activating your traps

How to and how not to set the traps on doorways


Don't set the traps exactly on doorways, because the Ghoul will pass right through only somewhat damaged.


This will kill the Ghoul, but it ain't worth setting 8 traps.


This is fine. You spent 5 traps, but you're now sure no Ghouls will pass through (except for a Jitterskull with a good timing or a very lucky Choke). You still have 5 traps left.

Expert camping for noobs

Some say camping is for n00bs, they may be right, but who said being an expert camper doesn't take skill?

Save your traps, but when it comes to camping it's OK to add an additional trap to the pile.


What's wrong with this picture? The traps are too close to you. A Sjas or a Creeper can easily scare you into activating traps because he's so close to you, yet he's just out of the reach of your traps so you have an urge to activate them.


This way, you have 3 traps that are close to you and 3 traps that are little farther. The advantages of setting your traps like this is that Ghouls can't stress you into activating traps because they're not close enough to scare you. However, if, for an example, a Sjas tries to get closer, just activate the traps and he's gone (you must be sure he's close enough for your traps to take him out).

As I mentioned before: If you're a human and see a Ghostbuster setting up traps like this, get behind them to use the traps as a shield and to take out other Ghouls. Both you and the Ghostbuster will benefit from this.

Creeperballs

If you surrounded your self with traps, a Creeper who sees you will probably try to scare you by launching his balls at you (lulz @ balls). I know you will have an urge to activate the traps as soon as he starts shooting, but don't. Instead try to act like your AFK in order to lure the Creeper into your traps (this sometimes works). Anyway, just don't let the Creeper scare you into activating those traps, he's afraid of you, too.

Also...

Try to make your Traps as less obvious and more of a suprise as you can. Make the Ghouls who are getting sucked in your Ghost trap yell: WTF?!

If your buddy is standing in one place and firing at incoming Ghouls, set traps around him so even if they get to him the traps suck them in. I'm saying this because the Ghouls probably won't notice the Traps if they're marching at that Cyborg.



THIS IS STILL UNDER CONSTRUCTION!

Cutman, sticky please.

75
The Ghoul's Forest / Re: GVH:Cold Demise trailer up
« on: October 05, 2009, 06:41:32 PM »
Same for Ghoul.

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