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Messages - CarThief

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766
The Ghoul's Forest / Re: Map submission thread
« on: June 10, 2010, 03:00:14 PM »
Ah, i suppose. Maybe i'll change it later, i'm sure keeping the steam as an option to toggle will do fine, for tactical reasons of course, luckily steam doesnt seem to cause any lag, it's just noisy. :P

767
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 10, 2010, 02:51:18 PM »
I guess you mean that floor clipping flag thing that relentlessly keeps him on the ground, yeah, would be odd without all that. Not to mention charging also might help in getting around faster to intercept a human on an obvious route.

And i noticed that post and made a post there as well. :P

768
The Ghoul's Forest / Re: Map submission thread
« on: June 10, 2010, 02:48:53 PM »
Hmm... I suppose, though there mere layout of this map is enough to let the older computers cry in pain. Well, should i do anything about the console in that case or will you remove/alter it? Mind you i'd prefer if atleast the fire effects remain, not sure about the steam if it cant be toggled, unless i just make it silent, i could do that.

Have you tried the camera though? So far i know it really doesnt lag while completely covered up.

769
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 10, 2010, 02:38:25 PM »
Well hey! Its one of the few ways for a Jitterskull to get away after a miss! You'd be suprised (and pissed off) at the amount of times you get hit while missing if you're ever playing Jitter, especially missing while in the range of a marine that GUARANTEES a hp loss if not death. Lightning arrows and Ghostbuster's railgun hurt like hell too.

In short its all fair that he can do that. Though i'd wish he had some bullet resistance at times... Or possibily healing a little hp after eating(with little, i mean like 20-30), considering he got nerfed quite alot. Meh, just a suggestion that might give some heart attacks, suicide reports, hate mail, real life threats, etc. :P

Hmm... I cant think of much else at the moment. And i hope the changes in my map are acceptable, like the camera? It doesnt lag as long as its not, uh, opened. Feel free to remove a few sparks if needed though. The steam is there as an tactical element though, making creepers hard to hear, can be enabled and disabled. The console should be far more... easier to understand now. :P

EDIT: Seperate weapons for TeamDM huh? Interesting, it might be needed considering the ghouls can rape massively with infinite respawns, thus breaching through any defence eventually. Mind you victory remains heavily map dependant, so this should be done with care. This might help with some abused elements in TeamDM though, not sure about the ghoul side, but the Marine can just spam grenades for mass destruction if he dies often.

Oh, someone also suggested a ball-jump. Not sure if you're ever considering it, but i still find Creeper rather limited regarding his movement. This would help, even if he cant attack a moment after using it (like Cyborg dash).

770
The Ghoul's Forest / Re: Map submission thread
« on: June 03, 2010, 07:43:46 PM »
I fixed a few things in my map (since apparently Cutman forgot :P) and in the meanwhile added a optional camera, a button to stop the sparks, flames, and steam. The steam being for strategic purposes i guess. The console thing has a more.... simple look to it as well.

(click to show/hide)
http://www.speedyshare.com/files/22831912/GVHLMv2-2.zip
EDIT: I forgot to scan the map and there where some errors i had to fix. Uploaded a fixed one.

Its still named GVHLM though, if you're going to update the version in GVH with this one dont forget to rename the map and other stuff. :P
I tested the camera while checking the FPS counter, it didnt lag while not visible, so i figure its all save and convenient. Off by default.

771
Anything Goes / Re: I hate...
« on: May 30, 2010, 12:47:58 PM »
Ah, seen that video before, heh.

as for being on-topic, i absolutely despise spit on and really hate marines. (The ones in GVH. Overpowered bastards.)

772
The Ghoul's Forest / Re: Bot trouble...
« on: May 30, 2010, 12:41:22 PM »
Yeah, had that happen too, but not just on GVH. I used for example "addbot choke "ghoul team"", and the bot just randomly joined the other team instead. Bots not choosing proper class happened too.

Since this also happened on another class-based mod i had lying around, i'm blaming Skulltag for that bug. :P
Not sure if it still happens, it happened on either this or the previous skulltag version i assume.

773
The Ghoul's Forest / Re: Bitching thread
« on: May 26, 2010, 11:41:27 AM »
Wow, you say it does 126 damage as a maximum full HIT? I cant see how that is fair in any way. I'm all in for a riotgun nerf, i dont care what, as long as its actually nerfed.
Meh, glad grenades rarely where trouble for me, as Jitterskull attacks from a distance, thus making it easier to dodge grenades.

Not sure if people consider grenades overpowered. They do hit like hell and can one hit ghouls if it fully hits, or take out 100+ of their HP. Thankfully that's rare.
Reminds me of a stray grenade over some obstacles hitting 3/4 of my health at the start of the round... Meh.

Hmm... Speaking of the riotgun's "range", there's always pistols and machineguns. Riotgun for medium and close range. (Though its currently all-purpose all-range, really... No reason to switch to another weapon unless its empty.)

774
The Ghoul's Forest / Re: Bitching thread
« on: May 12, 2010, 05:29:27 PM »
Uh, i meant i kinda forgot why we had a conversation about choke anyway.
Ah well, just using the thread/topic for what its for indeed, ussually.

Getting kinda confusing, suppose we'll just keep it at this. Everyone their own opinions, i guess.
As to be on topic... Unfortunately i cannot find anything else GVH-related aside the riotgun. Meh, suppose it went a long way, now it feels almost balanced. Though a skilled hunter might do some major rape. :P
Ah well, counts for skilled ghouls too.

Edit; well, i might as well rant about Creepers (though not about the balance regarding them).
(click to show/hide)

775
The Ghoul's Forest / Re: Bitching thread
« on: May 12, 2010, 02:34:38 PM »
Quote from: "Mobius"
Quote from: "Carthief"
But choke never has full chance of being hit

Are you serious?
Depends how you read that post. I'm talking about when fighting a marine.
When Jitter misses, and he's in plain sight, there is like, a 90% chance of being hit.
But Choke on the other hand moves, moves, moves and moves, it'll require much more reflexes and accuracy to hit and i doubt people would get a hit twice in a row as easily.
Especially if choke is close up and strafing around the human's hitbox (like Choke bots, but closer, for example).
Doesnt work too well on cyborgs though.
Edit: Why are we holding this conversation again?

Hmm... The spread suggestion is the most minimal thing you can do. If you've got any better idea i'm all for it, though SSG-ish spread or such-like might just work. Hmm... And approaching a Jitter i guess is a interesting tactic, good chance on missing, but also good chance on being hit, even if not fatal. Getting close up targets killed tends to be tricky, unless the area is that cramped, for a Jitter.

776
The Ghoul's Forest / Re: Bitching thread
« on: May 12, 2010, 11:23:41 AM »
Ah well, more then half of the Skulltag servers seem to have proper ping for me. So its kinda a must-have for me to play at my best. I mean, seriously, it does affect my gameplay, my aim starts to go way off, i cant quickly react with an attack without going the wrong way and getting raped from behind with whatever weapon.

Well, in short, ping is important, if not everything. Some classes just feel it more then others, though it kinda messes up timing.

Basically i like to win and ping contributes to that in overall. Though
mindless killing (TDM) also is fun if you're actually fighting something fair.
My comparison on Chokes and Jitterskulls is purely defensive, as if, they're trying to dodge a marine's riotgun while trying to take him out. Jitter charges, Jitter gets shot if he misses. But choke never has full chance of being hit (unless standing still), though i'll admit his melee attack is a tad short ranged, and they'll probaly pop out a grenade to finish you off.

EDIT:
Ah, the poll shows more yes then no currently. I'll be quite honest. The thing could be just fine but now, its just somewhat over that line we call overpowered. Just somewhat more spread and i think thats all we'll need for the balance, or atleast, regarding on how humans can rape ghouls. I'm no big expert on if anything's currently raping the humans more then should be.

Also, the Riotgun and free grenades are heavily (ab)used in TeamDM, and prove very effecient. Not sure if you wanna do something about that, i mean, its TeamDM, but... Its also extremely powerfull... Hmm...

777
The Ghoul's Forest / Re: Bitching thread
« on: May 11, 2010, 02:08:39 PM »
Quote from: "Qent"
Pretty much this. If you're going to rant about riotguns, you should at least be good at playing marine. You should also know what it's like to shoot a riotgun with 200+ ping; good luck doing your "point click and boom" when you don't even know where your enemy is.

Why, i simply like the class. And i dont exactly enjoy Creeper hunting either, so i wouldnt enjoy the human team much.
Also, i'm merely adding my point/rant to the topic, what just so happens to be for rants like these.
I did sometimes play against bots, its quite simple to use, though i'll admit its trickier on airborne targets(because you have to aim up, AND left/right).
Also, my rant never took ping into account. And it isnt part of it, either.

I suppose the main reason for my rant is, that as Jitterskull, you miss, you have a 95% chance of being hit by 1/2 or 1/3 of your life, EVERY, SINGLE, MISS. Its frustrating. Trust me. Of course, this does not apply to non-hitscan/railgun. Atleast hunters need skill for it.

Speaking of so called irony, Jitterskull WAS cheap, now, he isnt. Unless you'd like to prove otherwise. I mean, ONE, single mistake, and you're dead or half dead depending who you're fighting. Especially with marines or skilled hunters. If you're fighting a skilled marine, you wont scratch him at all. Cheap weapons + Skill = chanceless.

Well, my only other suggestion is to make it need 4 shots to kill a Jitter with riotgun, not 2/3 shots. Atleast choke moves fast and nonstop, Sjas is airborne thus hard to hit(ussually), Frostbite has armor and can constantly move, and Creeper is too difficult and small to even hit with it. Though i am aware Jitter is supposed to be weak after attacking, at the very least make it easier on the occasional... nah, frequent mistakes.

If you're thinking this makes him overpowered, by all means, see for yourself what mistakes against marines do. Do that first. Against GOOD players, please. I got alot more experience regarding being on the other side of the gun then most people. Heck, perhaps this is the only buff Jitterskull will ever need. He can only attack and hit or miss, no other method of killing targets, so it seems all fair, no?

EDIT:
Quote
Everything is ping dependant really. The amount of times I've had to attack with the creeper a second BEFORE I actually physically reach my target... Oh yeah. My advise is, hang around in a closer server until people come. Announce in the other server that you're starting up in a US server or whatever and people will come.
The man speaks the truth. Without good ping, you've got no skill capable of saving you. Ping is vital. Ping is needed. Ping is everything.
Especially when playing a Jitterskull. I know from experience. Without ping to help my reaction abilities, my aim is shoddy and unreliable.

778
The Ghoul's Forest / Re: Bitching thread
« on: May 10, 2010, 06:11:41 PM »
Quote from: "Mobius"
Quote from: "Carthief"
Now its just an easy to use all-purpose heavy damage outputting railgun-ish machine of human victory.

You think you have it bad? Try saying that to us Choke players, 2 shot kills from a riotgun. That's it.

Ah, Jitterskulls have it even worse (unless the area has alot of cover you can step over). You miss, you get hit for 1/2 or 1/3 of your health, you miss again and you either die or are almost dead. That thing really hurts for such minimal requirement. I can understand being destroyed by high damage from PLASMA, but the riotgun does that kind of damage on a distance INSTANTLY!

Hmm... Chokes just... get hit only half the time, though, yeah... Its SO accurate it can hit moving chokes.

Anyway... A little spread cant harm... NO...!??
I mean, take example too the SSG, its not too overpowered or anything since at long range it just isnt too effecient, though point blank it may instakill. Just give the damn thing more spread and thats the only thing i can think of.

Hell, even stuff like lightning arrows are tolerable now. Atleast that requires skill. Just about all the human weapons seem to have either a weakness to them, or just arent overpowered. Or the class tied to it has a weakness (like sjas rapes cyborgs).

779
The Ghoul's Forest / Re: Bitching thread
« on: May 09, 2010, 04:38:22 PM »
Incoming GVH rant.

Four words.
(click to show/hide)
I'm sick of skillless games where humans merely win by spamming their point click and boom weapon and to add to that, have the readily available grenade too along with the riotgun.

Riotgun is one of the few(if not only) weapons that has not been touched since the first stages. Now its that overpowered thing's turn to ATLEAST get more spread to it. Now its just an easy to use all-purpose heavy damage outputting railgun-ish machine of human victory. Especially in large open maps. No chance.

And they say Jitterskull is cheap, even now! The fools. They never played the ghoul side and suffered from this.
Meh, thats all i needed to throw out for now. Also note how 1/2 of the human team always consists of marines. They know its powerfull. Too powerfull.

Technical details:
(click to show/hide)

780
The Ghoul's Forest / Re: Frostbite and his spam
« on: April 15, 2010, 02:18:49 PM »
I would'nt mind those above idea's except the Cyborg's.
I mean, GVH absolutely needs NO more hitscan in it, it already makes marines unrivaled in open area's and the biggest threat of the entire human team. Oh, and if his dash is gonna be his inventory item, then what is his alt fire? Normal Jetpack?

And that ice pillar thing idea might work too with frostbite, especially if he can lock humans in and throw breath at them through the spikes, hehe...
Hmm... Or create an barrier that blocks projectiles and any non-piercing hitscan too with it, and shoot breath through it, it will absolutely force humans to run or take distance. Also good defensive cover.
And though a ball jump may be a bit much, for the love of making Creeper any bit decent, give him more mobility!

Or an limited way to escape a certain death. Here's a suggestion, a 1-2 times useable inventory item that makes him completely invisible, and if possible, perhaps immune to explosive (area of effect) damage during that too? I mean, just ONCE does he need to get spotted, and boom, he's dead. A small movement increase and inability to attack wouldnt harm either during use. EDIT: If possible, silent too, i'm thinking this shouldnt be technically hard with the changeflag commands and a new state to enter when used.
Now he's just a one-shot into enemy territory and often loses said battle.
And if he's not killed on sight, he will be hunted down and killed ASAP. Trust me, i see it happen alot.

I'd still love a defensive inventory use for Jitterskull, like armor, hitscan resistance, or something. He's already off the charts with his offensive capability. :P

Hmm... Then again, these changes might throw balance upsidedown and whatnot. But hey, if everyone's getting abilities, then they'd better be usefull yet not overpowered.

I'd have no non-overpowered idea for humans, though...

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