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Messages - Qent

Pages: 1 ... 5 6 [7]
91
The Ghoul's Forest / Re: Yurei battle servers
« on: September 26, 2009, 07:51:02 PM »
Not join any servers? I don't think that's yuriefix1.wad's fault. Was this Yurei battle server using a new skulltag.wad (like Metalhead's 3-Bet one was)? That could make your installation incompatible with all the other servers.

92
The Ghoul's Forest / Re: Bragging Thread
« on: September 22, 2009, 01:11:05 PM »
Or even telling the truth, there's a huge difference between getting Next Gen once (probably luck) and getting it consistently in every game. Screenshots make no distinction there.

93
The Ghoul's Forest / Re: GVH - Marine
« on: September 11, 2009, 02:54:27 AM »
Using hitscan weapons makes you tense? I'd think if anything it would make you cocky having infinitely fast bullets.

94
The Ghoul's Forest / Re: Talks of getting GVH removed (for a day)
« on: September 07, 2009, 02:35:52 PM »
I disagree with the principle of it, but honestly it won't affect me. I refuse to play on the Czech server, and no more than three or four people ever come into the 97E server (which has Crudreams that nobody likes and conflicts with the GvH maps >_> ).

95
The Ghoul's Forest / Re: GVH - Marine
« on: September 06, 2009, 03:35:03 PM »
Quote from: "Josh"
I have come up with a theory. Ushally in GVH games it matter about the # of player. Like lets say we have 4 vs 4 (humans vs ghouls). Ushally humans will win with a low does of ghouls and what not. When the stakes get higher (as in 8 vs 8) it is HIGHLY chance that ghouls will win (by sjas or jitter spamming).
Yes! I've been saying this since... forever! But it's not a balance problem! In fact, ghouls' having the advantage in large games is a direct result of the class-based gameplay. Think about it: ghouls have 1-hit-kill weapons, but they need to get into melee range before they can do anything. So if the map starts to fill up with ghouls (i.e., 8v8), then they are already in range as the round starts, and you get the classic sjas/jitter slaughter.

Humans, on the other hand, have medium- to long-range weapons that require several hits to kill a ghoul. On a nearly empty map (4v4), they have a much better chance of keeping distance. In the end, it boils down to whether a ghoul can approach a human fast enough to kill him without getting shot. If the map is very open, this can be very hard (the classic "Noob Humans Camping Outside" scenario).

Now regarding your specific complaint about the marine, his guns actually work the way you want them to right now. To represent it in the same format that you did,

Machine gun: BOOM HIT

Pistols: BOOM . HIT

Riotgun: BOOM HIT

There is no delay at all between firing and the impact of the bullet. What you are experiencing is ping which affects all weapons equally. UNLESS you're playing on that Czech server. If that's the case, then shame on you! Go play with 97E! ;)

(The Czech server is using an old version of GvH where the marine behaves more or less how you described.)

Quote from: "DoomThroughDoom"
If anything the marine shouldn't have autoaim for it's shotgun. It pisses all the creepers off by getting cheap frags from spamming. It's like a more powerful and faster version of the Hunters magic attack.
Same thing applies. The marine hasn't had autoaim for a long time. Stop playing on the Czech server and don't make suggestions for obsolete versions.

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