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Messages - CarThief

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811
The Ghoul's Forest / Re: sv_forcegldefaults
« on: December 05, 2009, 11:32:29 PM »
Meh, bumping gamma up does increase view somewhat in dark area's, so it can be effective. Maps dont always have to be dark anyway. If anything, being able to spot your opponent first is quite critical, but who doesnt use OpenGL these days if they can.
Hmm... In any case i would be against using this command when it comes to gameplay. If its just for the fancy visuals, meh.

812
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 05, 2009, 05:45:14 PM »
Hmm... Must be really unlucky, i'm guessing they do damage at every moment during their attack and it just looked like he was way off yet somehow touched you.

Ah well, besides that, i hear Frostbite needs more speed since now he's just target practise for marines. If you'd give him in total: more movement speed, an easier to use crunch attack, and as you suggested (i think) faster ice breath, he's probaly fine.
Some also say he needs more HP but perhaps its easier to take things by small steps. Especially when it comes to manipulating damage output of an weapon *cough* hunter *cough*. :P

813
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 05, 2009, 03:20:17 PM »
As jitter starts charging im sure he already starts causing damage. A jitterskull only has to look at its target or in rare few cases be near it, meh, the attack doesnt always feel like hitting. Suppose you got unlucky, but he's fine, hit him while he's having lunch or after he missed, thats what all people try. Or the Jitterskull you fought was a pro, perhaps. :P

Most Jitterskulls on the field these days are nothing but experienced users or pro's, most people seem to avoid using Jitterskull. I wonder why.
Kinda offtopic but you rarely mention anything about any ghoul but Jitterskull, he already had his nerf, i dont see the problem?

Oh, and Cutman, dont forget to edit GVH30's teleporters, its more of an abuse then a flaw, but this abuse is one that is nearly (well, i give it 5% chance) impossible to counter.

814
The Ghoul's Forest / Re: sv_forcegldefaults
« on: December 05, 2009, 03:13:48 PM »
Quote from: "DoomThroughDoom"
Quote from: "CarThief"
Perhaps have an poll for OpenGL users (only), since this wont affect software users one bit.
The reason this exists is because of Software users. It does affect Software users because the OpenGL player with ambient brightness tuned to max. The Software user is left in the dark...

It's there to make competition fair between OGL and SW users.

All it succesfully does it put us in the middle. In the middle of software and OpenGL. Its only doing half work, and its still annoying.
My opinion about it still stands. Not that it can change server settings, we'll see how server hosts feel about it.

And an interesting effect to it is that the opengl lights are not affected at all, you can make them as bright/large as you please. Well, as for software users, they can bump up their gamma to increase view. I keep mine on 2.1. :P

815
The Ghoul's Forest / Re: sv_forcegldefaults
« on: December 04, 2009, 10:28:44 PM »
Perhaps have an poll for OpenGL users (only), since this wont affect software users one bit. It being if you agree/disagree with the usage of said command, why should we suffer for someone else's CPU power?

And all it does is boost your view, anyway. Uhh, well, also add an extra bit more to aim at, fancy OpenGL lights that always look great, meh, all sorts of stuff. Almost everyone uses it these days anyway, and its a great tool too. Just makes creepers so darn easily spotted, though.

816
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 04, 2009, 09:41:11 PM »
Europe is a great place, hehe...
And he is hell bent on nerfing all ghouls and buffing humans to extreme lenghts like usual. :P

Hmm... Cant think of much else when it comes to ajustments to balance. For now i'll enjoy the fact that Oblacek has hosted the wads in the wrong order and Santa's are prime targets for rape with a mere snow shooting gun. Ah well, atleast got my ping back that gives me my full skill. Jitterskull really sucks with bad ping, no wonder why the bots (aside their autoaiming) work so effeciently. :P

Hope Frostbite's new attack wont suck as much, if your unsure, you could always let people test it beforehand?

Edit: I REMEMBER! Something REALLY annoying, you know the teleporters in GVH30? You know how people like to abuse teleporters, they hide behind them, being defended frontally from melee attacks, and most ghoul attacks are kinda crappy range wise. And not always (especially in this state) does the ghoul team have a Frostbite handy.
So, perhaps make it so you cant get behind the teleporter? Perhaps not next to it either, just plain forward in order to get in and out. And this kinda should happen for every teleporter, if possible.

Teleporter camping has been like, the most unfair death for many ghouls, a single human could defeat an entire ghoul team with that abuse, there really is no tactic against that, especially if they spawn there first.

817
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 03, 2009, 03:20:25 PM »
Seriously, why does everyone want to improve the hunter only? I think he's strong enough, if the enviroment suits him, he'll be even harder. Hmm... Think he's getting rusty. :P

Well, aside that, Frostbite indeed could use a larger radius, can you tell how large the radius is? I'm guessing its gonna be comparable to Jitter's radius, have the enemy somewhat in sight and it'll do?
And dont forget to do something about the bridge things near the laser beam structure, those where cyborgs can camp on.

And wasnt the throwing holly strong enough? I've heard it did quite much damage, around 40. Well, if you actually hit with it, but vs some ghouls, like Jitterskull needing a pause, that could end up being cruel.

And perhaps Frostbite's breath would be more effecient if it had somewhat longer range, but that's just a random idea. Like most hunter suggestions. Do it (you do those for Hunter too :P).
Not too sure about any other suggestions, but looking forward to what GVH29 will be like.

Oh yeah, regarding the maps, i feel the opposite. EW maps feel superior to CD maps to me. Well, for now, they need ALOT of tweaking. (EW maps are alot more fun, too! Hehe...)

818
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 02, 2009, 07:09:11 PM »
I dont think any ghouls have an oof sound for checking walls.
But anyway, some more tiny map flaws. The Creeper hole in the ship level as shown in the screenshot appears to be too small, its most likely at the engines of the ship.

And the cyborg can camp on these bars and actually stand on them, being completely out of ground ghoul's reach, especially Jitterskull.

819
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 02, 2009, 12:59:01 PM »
I wouldnt mind Frostbite having ice resistance, hehe... This would make him effective against hunters camping with ice. About 1/3 of the damage or so or whatever that takes like 3 or more full ice hits to kill him might do?
Yes, his attack also needs to be easier to use, i rarely seen people frag someone with his bite attack, unless they where stuck. :P

Only the bots seem more accurate with it, but they can keep an constant eye on the enemy, if you didnt have to look at your target while crunching (like sjas), it might be alot easier to use, even if you keep the same system.

820
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 01, 2009, 06:24:54 PM »
Holly trap's hitboxes are quite small, i can Jitterrape all over them and only get hit like once. :P
And santa's speed seems... decent for a man who eats ALOT of cookies and carries three weapons among them a kind of rocket launcher. :P

I suppose he's... Cyborg-ish. Oh, and i wonder if some people know this, sjas's reflecto scream also removes Santa's traps, since he has like 15 of them, its a nice way to clean up spam.

821
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 01, 2009, 06:17:23 PM »
Well, i might as well post some map feedback i've collected.

GVH22 has some trouble with camping spots inside the graves, in particular the large one without the marine stabbed by the sword. Altrough the ghouls can approach from the teleporter, it still may be hard to impossible to counter them. Especially if the ENTIRE team likes to camp there, and the halls in the graveyard are somewhat small, too. The doors even more, its hard to fit a Jitterskull trough there, if i try to nab someone going trough, they fit in, i get stuck on door sides, ussally.

GVH23 does well so far, some like to camp in the room with the switch that can turn off the lights temporarely. Nothing impossible. Not sure what to think of GVH24 other then that the textures could have looked better. But i guess thats standard doom textures made blue. :P

As for GVH25, it could use some major tweaks. Perhaps more cover, but more importantly, more then one tunnel leading from one to the other section. Currently there's 3 big chunks of map connected in a row by tunnels, having 2 or 3 tunnels connect to each chunk of map would do in order to get past humans guarding one entrance and attacking them from behind. Some (especially Mobius) find the ceiling rather low for Sjas, too. And it could perhaps use more cover, in some spots, to not get sniped by a marine/hunter on the other side of the map, atleast.

And GVH26, last time i seen a game, humans dominated. Atleast they're running around more instead of using said camping spot, its alot better now.
As for GVh27, i think you kinda ruined it by completely removing all cover near the pointy end of the ship. Ghouls will heavily reduced in numbers just trying to get there, especially if the entire human team camps there. Perhaps add where that small gap with the fire barrel is a larger gap, with a ladder, containing some cargo? A bit of cover for those who go down, perhaps. Or add more boxes, it can hardly be Jitterrape if you added less then originally where.

I cant think of any feedback for GVH28 other then that some people are reporting that there are a few HOM's left. GVH29 is pretty interesting at large scale games, but marines with accurate shots will destroy any ghoul rather easily. Cyborgs can jump onto the... higher bars that connect the poles around the giant laser shooting pillar, and actually stand on it, standing out of Jitter's reach by being on this bridge thing. Oh well, if your faced against projectile classes and are good at dodging, it might be more fair then meets the eye. Cant think of any feedback at all for GVH30, its... normal.

Oh, and in GVH25, there's also a weird HOM effect Mobius found, i made a screenshot of it since he has trouble doing so. :P


I'm merely guessing some of the map feedback is a tad... repetetive. :P
When it comes to classes, many find Frostbite rather weak, a buff would be of use. And seems Santa's star launcher is rather effective if you use it close range, it may be a bit cruel on the ghouls, but they didnt get me that often with that trick. Hmm... Unless it damages the user now too. :P

Edit: The ship map doesnt seem to lag me. And the new sea is much better too. I only get lag when frostbite uses his breath in that certain location, did you fix that yet?

822
The Ghoul's Forest / Re: Like Santa
« on: November 30, 2009, 05:30:21 PM »
Perhaps more neutral in between options would do, for as long as i can Jitterrape said class without trouble, i'm fine with it. :P

But i must admit, Santa is an incredible stretch for an originally horror themed... series. Or whatever you can call it, it used to be scarier. :P Oh well, still fun to make his head bounce like any other human's, hehe.

823
The Ghoul's Forest / Re: Are Humans underpowered in the current Beta?
« on: November 29, 2009, 06:17:24 PM »
Heh, bribe them, it might work. :P

But regarding maps, its rather difficult to make them completely equal, without too much pushing in one team's direction. This is how i kinda see it;
First comes the long line of ghoul rape maps, then comes a line of human rape maps, and it might mix up a little. Of course victory is not entirely (but mostly) map related. If your sending pro's at newbies in a map where the pro's are in the disadvantadge, i dont think the result will be affected much.
Of course map votes may ruin this... cycle of rape. :P

824
The Ghoul's Forest / Re: Are Humans underpowered in the current Beta?
« on: November 25, 2009, 05:06:23 PM »
Why do people always want to make the Hunter EVEN STRONGER? He's already the strongest and most flexible human class around. Just a bit slow on rate of fire. Altrough an enemy to be feared, even if controlled by total newbies. As if the other classes dont have any space for change.

825
The Ghoul's Forest / Re: Are Humans underpowered in the current Beta?
« on: November 25, 2009, 05:01:28 PM »
Hmm... Not too sure if they actually NEED buffs, sure, they tend to die very easily, but that depends alot on where and how you play. The map plays a large role, in most human maps the humans tend to win, altrough lately, ALOT of ghoul maps keep popping up like 10 in a row, so it seems like your doing poorly.

I'd blame it on the map, really. The classes are pretty much fine if used correctly, the Marine will do perfectly in very large area's. Cyborg does well in hallways and whatnot, the Hunter is pretty much an all-rounder (altrough if not overpowered, very strong). Hmm... The ghostbuster can be used tactically and wipe out an entire attacking group.
In short its just a whole lot of ghoul rape maps, probaly more then human maps. But atleast both sides get their fill. In order for a team to win a map they're in the disadvantadge at, some skills and tactics would come in handy. There's little to none maps that are actually balanced.

Oh, and if people INSIST on a buff, just dont make it instakill. Or it will get abused.
EDIT: What light restrictions?

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