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Messages - Prosecutor Godot

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166
MM8BDM Discussion / Re: The Unofficial Top-25 Players List
« on: December 31, 2010, 10:56:17 PM »
New idea.

We go with voting for the best player. At the end of the poll, we establish an unofficial Top 25.

However, we could also report instances where a lower-ranked or unranked player has consistently done much better than one higher-ranked or just plain ranked. In which case, with witness confirmation, we might change the ranks to reflect it. Just so it might be something more than a popularity contest.

167
MM8BDM Discussion / Re: The Unofficial Top-25 Players List
« on: December 31, 2010, 06:41:34 PM »
Quote from: "Jafar"
I'm pretty sure you can't just sort people into an unbiased tier list like that.

Why not and do you have a better method?

168
MM8BDM Discussion / Re: The Unofficial Top-25 Players List
« on: December 31, 2010, 06:35:01 PM »
Why? So we can have an unbiased standing. I am talking about an official top 25. If you let a veteran pick, you're doing the exact opposite of what you want and you allow one player's bias to shape the standings. All we have to do is announce a deathmatch tournament, invite all who wish to participate and arrange the tournament based on how many want to play in it. We go a few rounds, have a scorekeeper who tallies up kills throughout the entire course and they post the results here. That will give us concrete evidence to base an official top 25 on. A new tournament is held every so often to update the top 25 so that we don't always have inactive players on the list.

Which gives me another idea. Challenges for ranking. Players may challenge ranked players in a duel for the right to take their rank. Witnesses will need to confirm the results unless both players report the same result. If the lower-rank player wins, they switch ranks, meaning the higher-rank might drop out of the standings. If the higher-rank player wins, nothing changes. We might discuss how often one may challenge for rank. If people like this idea, we'll talk what arenas are suitable and the universal rules for ranked duels.

169
MM8BDM Discussion / Re: The Unofficial Top-25 Players List
« on: December 31, 2010, 06:21:14 PM »
I suppose yeah, it is a popularity contest after all. Maybe we could hold some sort of tournament composing of several deathmatches to decide the official top players. We might hold other ranking tournaments every so often to update the standings, maybe weekly or monthly.

170
MM8BDM Discussion / Re: The Unofficial Top-25 Players List
« on: December 31, 2010, 05:41:13 PM »
My 3:

1) Celebi (no brainer)

2) Kirbu (he kicks ass at deathmatches consistently)

3) King Yamato (he's another constant in the 20+ kill club every DM)

171
MM8BDM Discussion / Re: The UNOFFICIAL Roboenza Guide V2
« on: December 30, 2010, 01:49:14 AM »
Your audio files aren't playing on my computer, Yoshi. Am I missing something on my computer?

172
MM8BDM Discussion / Re: The UNOFFICIAL Roboenza Guide V2
« on: December 29, 2010, 07:15:12 PM »
December 29, 2018

Godot again. I got out of another close call.

1) Don't engage the first zombie. They will not be knocked back by your weapons. Plus, it is likely you will be backing up if you decide to pull this foolish act. That also means you might stumble into a pit or instant death trap. Don't even try. Just run. Don't even try to gang up on the first zombie as this only increases the likelihood of the disease reaching everyone in the region. One touch is all they need to pass the virus.

2) Don't run backwards unless you have no choice. In a situation with multiple zombies, backing up to shoot at one will put you in the arms of another, sending you on a 90-second trip to Death's door. Not even I have eyes in the back of my head. No one can see behind them. Running forward will ensure you keep your distance since they're slower than you are. If you have a weapon such as Star Crash or Fire Storm, take one use to make sure no one's following you before you turn around. If you have neither, keep running forward.

3) I've witnessed quite a few of these disappointments. A survivor follows a zombie, shoots at them to destroy them but the zombie turns around and infects them. Don't follow a zombie and don't shoot at one from behind. The fewer clues they have that someone's behind them, the better. If they're running forward and they have their back to you, don't give them a chance to realize they're missing someone. Turn around and leave them be. Some survivors (especially the newbies Ren mentioned) will be foolish enough to not only shoot the zombie from behind, but to shoot them from directly behind. This is the worst mistake a survivor can pull and usually results in their infection. Don't even take a chance; again, don't follow a zombie and don't follow them so close you can feel the heat from their glowing metal.

That's about it for now. I'm gonna hit the coffee pot for a few more cups. See you around.

173
MM8BDM Discussion / Re: The UNOFFICIAL Roboenza Guide V2
« on: December 27, 2010, 12:35:03 AM »
Date: December 26, 2018

Greetings. 'Tis I, Prosecutor Godot. For some strange reason, I have been taken from my part of the Capcom universe and ended up in 20XX. Anyway, it has come to my attention that there is an outbreak of a virus that I learned was initially restricted to robots, but then infected humans and animals as well. No living being in the Capcom universe is safe. Not even I, the great Godot. I have found out a couple of things, however.

1) Magnet Missile should rarely be used. It seems that in a mixed group of healthy and infected, Magnet Missile hits everyone except the infected. Even when you're alone, depending on the size of the group, this is still a stretch as it has an initial length that it goes straight before it homes in on the target. *takes a sip of coffee*

On that note, missile weapons in general should only be used in certain circumstances. Dive Missile homes in on the target immediately, but again, that target is the first person it picks up on, which is rarely a "zombie." Though accurate, it causes little damage and can only fire one at a time, one shot every second.

2) Pharaoh Shot does have more uses than Pharaoh Raves. It is a strong and wide projectile, has lots of ammo even at full charge for a powerful weapon and, if you can get away with it, hold it up to a zombie from behind, throw it and back away. If in a healthy group, you might get off with holding the miniature sun to them for a few seconds before they get any idea you're less than arm's length away. Even then, they have others shooting at them at the same time, giving you ample opportunity to slowly roast them like beans in my Godot Blends, then let them have it. *sips coffee*

But that also requires nerves of steel. This trick is not for the faint of heart. If you have the guts, then by all means, go for it.

That's about it.

*throws coffee at zombie*

Like I always say, throw out a bad cup of coffee; you can always get another. That one tasted like the cup I got at Tres Bien: weak. Anyway, I must go. This seems like I must go through these waves of zombies to get back to my own part of this universe. See you later.

174
MM8BDM Discussion / Re: So, who are you online?
« on: December 23, 2010, 10:22:47 PM »
I've started using a new name I might keep for a while. Prosecutor Godot. And yes, I'm acting like him and have seen someone acting similar by the name Diego Armando. Note he only does this when I'm on.

175
MM8BDM Discussion / Re: Screenshots
« on: December 19, 2010, 11:50:47 PM »
Quote from: "mugenstation360"
(click to show/hide)
yamato tower. im sure flandre has a sweet pick. ^^

I was there, too! I was the one at least in the middle, maybe one of the two under the top.

176
MM8BDM Discussion / Re: The UNOFFICIAL Roboenza Guide V2
« on: December 16, 2010, 11:56:00 PM »
12/XX/20X(X+1)

BEGIN TRANSMISSION

The Law here again, aka Cowboy Quickman. I've finally got control of my lair for the time being, so I'll make this quick note (no pun intended). I've noticed a camping flaw in Flashman's lair. I took some time to go visit him because he's my brother and I wanted to patch things up with him since we never made up from getting upset over the whole deal with his weapon being my weakness way back in the days of 200X. Flash had to bail from the infection, and though I was disappointed I didn't get to see him, I understand. Anyway, there's a high, tight spot to the left of the entrance of a hall that leads to a corridor with the one teleporter in the stage. It seems those infected bastards have figured out how to use knockback to doom them all to the same hell they're going through. Jumping backwards up the steps, with enough health, allows them to climb, turn around and set off a chain reaction if there's a group of more than 3. Even with only 2 up there, it could be too much for whoever didn't get infected off the bat.

Survivors shouldn't hide in some "secret" or "safe" corner unless they have no choice. They have plenty of choice at the start. They could figure a pattern to run in, the cycle they'll use for their weapons, which weapons they'll spend W-Tanks on, where to bail if they come at them head-on and so forth. Camping shouldn't be Plan A unless you are 100% sure (realistically) that there is no chance you'll catch Roboenza. I'm all for wanting to survive, but some tactics just aren't worth it. If you run a rut, they're smart enough to catch on and chase you from inside your rut. They might even camp in your rut until you come full-circle. Change up your tactics. Surprise everyone. Even if you go down, you will go down blasting. Hopefully, you at least take two or three down before you are doomed to join them in the grave at most 90 seconds later.

*knock knock*

Hang on. *opens door* Who is it?

*swipe at his face*

AH! NO! FLASH!!

*slams door*

They got Flashman. I don't know how, but I don't care.

*charges Atomic Fire*

This is it...

*Flashman breaks down the door and walks in groaning*

Goodbye...

*FWOOSH*

*explosion*

Dammit...damn this virus...damn this need to kill them...damn you, Doctor Wily. Damn you to hell. I hope Satan has the hottest cauldron of that underworld reserved for you, Albert W. Wily!! It looks like I have to leave my home again. Flash brought company. Farewell for now, and I will see you later.

END TRANSMISSION

System override code J38C39; activate all Force Beams and keep them running until I come back and disable them. No survivors appear on camera, so lock all entrances and exits until I disable those as well. No one gets in or out.

*escapes*

177
MM8BDM Discussion / Re: What do you consider an exploit?
« on: December 14, 2010, 10:53:58 PM »
I think Item 1 in itself is a huge exploit. When one is able to use Item 1 to trap in infected player, use it to climb up to the top of a tree or otherwise make it nigh impossible for the infected to reach, it takes the challenge out of using your knowledge of the entire stage to plan a strategic attack and defense when it's as simple as 1) Make platforms, 2) Climb to the top of a tree/tower and 3) Shoot when someone comes close to keep knocking them down. Granted Rush Coil also gets a player up to the tops of those towers, but a) it's a one-time shot and b) ascending towers is all it's good for. It cannot box in anyone or trap them until they die and the user must be careful about where they aim for and how they get to their target. It's harder to land on top of a tree in Napalm Man's stage with Rush Coil, for example, than it is to do the same with Item 1 since it is easier to overshoot/undershoot with RC and have to use your legs and weapons to get the hell out of Dodge.

Strafe run is not an exploit since all it is is combining two controls.

The Gyro Attack split cancel is a double-edged sword. On the one hand, it does allow for rapid fire, but on the other, you can only go down the middle by using the trick, so it isn't useful in a usual situation where more than one infected player is chasing you. If you must use Gyro Attack to escape a group of zombies, I suggest using the split to your advantage since it can hit 2 infected instead of only 1. Fending off 2 zombies in a group of 4 is easier than dealing with 3, so knocking a couple back will allow for a little more time and room. If you have 3, then you can stun all 3 in 3 fire button pushes, buying a little more time and room, possibly to even switch to a more useful weapon )or Skull Barrier if you have it) to get away.

178
MM8BDM Discussion / Re: Camping
« on: December 14, 2010, 04:02:27 AM »
I think at best, camping should only be a last resort, not plan A. Only camp if you have tried every other solution and cannot find one that would have a likely enough chance to work. Only hide if it's the only thing you can do, but I don't think it's the only thing you can do out of the gate. Be creative until the need for survival dictates to run or hide or both.

179
MM8BDM Discussion / Re: Gameplay videos
« on: December 14, 2010, 01:58:35 AM »
11:16-11:18

I remember that. Jester got some post-infection kills, of which I was also in the wrong place for. That was hilarious.

180
MM8BDM Discussion / Re: Camping
« on: December 14, 2010, 12:19:02 AM »
I don't support camping. It makes the game less fun, less exciting and the same every time you go back to a camper-friendly stage. (Air Man, Metal Man, Quick Man, Napalm Man, Crash Man, Gemini Man, Wood Man, Mr. X, Dark Man, etc.) I don't think I want to replay trying to catch the chicken between the gears in Metal Man's stage 400 times or climb up the middle pillar in Dive Man's stage to tag the fool at the top for the 1000th time in my Roboenza career. Besides, Roboenza mode has gone on for about one and a half months now. Everyone's figured out the camping spots, or at least enough players on the server to go after it once they get infected. I cannot even count how many times survivors hide in the two-block hole in Gemini Man's stage only to end up infected from the knockback trick.

Camping is overused, we all know it will happen and where the spots are and most can figure out how to get up and convert the healthy with enough health and some trial and error.

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