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Messages - CarThief

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841
The Ghoul's Forest / Re: Which Jitternerf would you like to see?
« on: November 14, 2009, 05:46:53 PM »
Meh, back then, things where cheaper, this time, they're cheap, not uber cheap. :P Its an improvement. By now where slowly approaching a decent form of balance, just some minor changes. (*COUGH*HUNTER*COUGH*!!!!!!!!!!:P)

Anyway, to be somewhat on-topic, use #5. But you may want to test it a bit, as long as Jitterskull can actually get away with killing someone, this should work fine. Nerfing an attack's damage that is supposed to instakill is kinda pointless, people get used to it, rape continues.

842
The Ghoul's Forest / Re: Which Jitternerf would you like to see?
« on: November 11, 2009, 09:51:41 PM »
Guess that idea will do, heh, would be... Interesting if the human's death camera was, uhh, kinda inside Jitterskull, half-dead watching being slowly chewed to death, well, whatever remained of them. :P (Well, they'd probaly see what Jitterskull would see, it would be an interesting optional effect.)

As long as Jitterskull can make an early escape, i wouldnt mind the idea of Jitterskull having to chew on his targets. For all i care he drops trails of blood and gore as he moves around, making freakish munching sounds (guess that could be usefull for seeing where he went, if you know how well capable of traveling he is, it might come in handy?).
I would find the original suggestion #5 a bit much overkill as he needs to escape ASAP.
If he has to be nerfed slightly, might as well nerf him in pure style, goreish, gib dropping, blood trails of style. (I like the gibs Jitterskull causes when crunching someone, hehe...)
Edit: Also make the alt-fire useable, of course, while, uhh, eating.

843
Anything Goes / Re: A bit of humor videos
« on: November 11, 2009, 08:17:13 PM »
I would recommend this:
GTA 4 - Bloopers, Glitches & Silly Stuff 4 (Machinima)
http://www.youtube.com/watch?v=qTjJg6Kavak
(0:28 is pure win)
Its pretty much all sorts of whacky stuff and (A LOT OF) plenty hilarious ways people get hurt, funny glitches bloopers, etc, as the title says. :P
There's more of the series too, the video's are linked to eathother with video responses. Currently there should be from part 1 to 7.
(Edit: I find it gets better at the later parts.)

844
The Ghoul's Forest / Re: Which Jitternerf would you like to see?
« on: November 11, 2009, 08:08:04 PM »
I can only agree with suggestion #5 if Jitterskull actually can ESCAPE after killing. Altrough normally he already hit'n'runs alot, this will make it rediculous, oh well, as long as he remains good at hitting and running.

Maybe upon fragging someone he gets an earlier ability to move? Either that or for all i care he can do a harmless lunging attack in order to still get around and escape, but cause no harm (at most push things back :P).
(Seriously, he needs that chomp after killing in order to get away. Or he ends up with a mouth full of bullets or ice.)

But i'll be quite fair on this, i'm pretty much convinced that no matter how much you try, as long as he isnt absolutely worthless, JITTERRAPE!!!!! will still occur. At most at a less powerfull rate, so its probaly wasted effort that in the end only makes him more useless.
(Edit: Unless you can pull off that HP reducement only when there's too many Jitterskulls, that should always work.)

845
The Ghoul's Forest / Re: Which Jitternerf would you like to see?
« on: November 11, 2009, 05:21:24 PM »
Hmm... The traumatic experiences of JITTERRAPE!!!!! are probaly gonna make him as powerfull as an mere ghostbuster if people had a say about it, while he appears the only effective group attacker to me. I'd say, if you're gonna make effort to completely make him useless, atleast add an usefull ability! Such as that previously mentioned strafing idea.

And a short opinion on the idea's:
1. Fine, but not sure if it would stop JITTERRAPE!!!!!.
2. Worse then above idea. Pushing is also very, VERY bad.
3. Pure overkill. If he cant dodge charge after killing, he's screwed.
4. Depending on the HP that remains, probaly unacceptable considering how easy he is to spot and a decently large target. (Not to mention, in large maps where he is seen from far away, he'll be chanceless! Well... not that much, but it would be hell on earth.)
5. Only acceptable if he moves earlier after chomping or can do an non-lethal chomp to escape after killing. Then again, needs testing to be certain. Indeed better then option 3.

Edit: I bet an SJASRAPE!!!!! or an HUNTERRAPE!!!!! will occur once this happens. Since there would be either no powerhouse to stop the humans or Sjas would take over.

846
The Ghoul's Forest / Re: Which Jitternerf would you like to see?
« on: November 11, 2009, 12:54:57 PM »
Hmm... The only reasonable one seems #1. #4 is just overkill if it means lowering ALL Jitterskull's general HP, instead of only doing so when a "Jitterrape" occurs.
I wouldnt mind less pushing at the cost of more accuracy, but still give him that area effect or he'll be utterly useless in open area's, its hard enough already.

Slightly off-topic, is it possible to make Jitterskull strafe-teleport when using the strafe buttons, instead of just forcing him to move forward? It would be awesome to have and you could circle humans much more easily for that perfect oppertunity. If any new ST improvements finnaly allow for it.

I vote for #1. Unless #4 means that all Jitterskull's hp will be lowered when a jitterrape occurs (too many Jitters on the ghoul team), then i'd pick that.

847
The Ghoul's Forest / Re: The balance of GvH in my point of view
« on: November 10, 2009, 08:14:04 PM »
I'd say camping remains at second place, the number one problem would be the balance of the classes. If that goes to hell, no matter what map (even if it has exceptions, it'd still be hell in general). Its close to being balanced, probaly, anyway.
Well, i do hope instead of an insult he can think of an reason why not, if he's against it. (Probaly every hunter player would be. :P)

848
The Ghoul's Forest / Re: The balance of GvH in my point of view
« on: November 10, 2009, 06:18:37 PM »
Just shut up. You havent played in ages and the only ghoul people say you play well is an Creeper. Even if so, you play humans most of the time, and that probaly wasnt even so recently, either. Hell, you didnt even bother to be on-topic. (Seriously, make your own view on the classes, i doubt you'd do any better.)

Well, i'd try to be on-topic, but all the other classes seem fine. Its getting close to being well balanced, i guess. Altrough balance pretty much is decided by the map in most cases. When GVH:CD comes, the new classes will probaly need some ajusting, possibily.
I'm sure the HP idea on Jitterrape should work out, provided the humans can manage to get the first attack, but that rarely is an problem if they know where to camp.

849
The Ghoul's Forest / Re: The balance of GvH in my point of view
« on: November 10, 2009, 02:47:45 PM »
Hmm... People do mention the shotgun alot being stronger. But i've checked the code with the previous version, and there doesnt seem to be any changes to the shotgun itself.

And so far for Jitterskull, attack wise, he's fine, dangerous, but with a weakness. Doesnt need an nerf on his own, really. But since alot of people seem to have an traumatic experience with Jitterrape ( :twisted: ) well... I'll repeat the suggestion i made in the comments on the site: Just reduce the HP of all Jitterskulls more and more depending on how many are in-game, if possible. Any nerfs on his attack would make him useless in battles with small teams.

With Hunter, its quite simple, his power comes without cost, or much of an limit, either. He's like a Jitterskull without the pausing moment after he attacked. He only needs a limitation of sorts to his power. Mana would be a good idea, that would restore over time, giving the normal arrows more use, too. That would make up for the power of having all-rounder abilities, and instant kills not to mention running speed like a God.
Of course, the stronger the attack, the more mana it uses (*points at ice arrows*).
I have pretty much the same suggestions in the comments on the site.

850
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 09, 2009, 03:11:15 PM »
That isnt really... Uhh, specific. I mean, how much damage does it inflict? Is it an area effect like fire arrows? How long is its cooldown and whatnot?

And i'm curious of all the possibilities why lightning raining from the sky? Oh well, as long as its not gonna be the new ice arrows or raping fire arrows.
Altrough i guess many humans are having a hard time against some particular Sjas, if used effeciently, they're fast and quick killers. Even faster then me. :P
How effective would this be against other ghouls, then?

851
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 08, 2009, 11:09:35 PM »
Yeah, as well as humans pick up ghoul weapons. While it was funny to watch a group of marines get raped by a creeper with a shotgun and once by one with a cyborg arm, it didnt do well for gameplay. :P

As well as that poor creeper that got raped by the hunter with the jitterskullweapon. Hehe... Its probaly still up, perhaps.
That Omega Sector Ghouls vs Humans server from Kazakhstan.

852
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 08, 2009, 06:12:05 PM »
Well, i doubt any suggestions in this topic are going to be an guarantee in the next beta. Perhaps just leave him be as he is then? After all Jitterrape is no different from a Sjasrape.
And in an average battle he's just a powerfull attacker with an kinda annoying weakness.

And how good he plays depends quite much on the map. He sucks in really large open area's, nor can he safely follow a human as hitting targets on the ground is quite easy, when it comes to looping paths. Just make use of the map! Jitterskulls do it, i dont see humans using an fairly Jitterskullproof enviroment if there is any. Not frequently, that is.

Besides the Jitterrape, there seems to be a lack of GVH servers around lately. One server had the flag that weapons drop upon death on, and well... That kinda made the gameplay go to hell. :P

853
Anything Goes / Re: The Ads that play sound or automatically play
« on: November 08, 2009, 03:16:09 PM »
I mean, i'm too lazy and cant be bothered to install one myself. If an advertisement annoys me, i completely mess it up untill it uses almost no resources. Hell, if they switch from advertisement to another, you could also in the meanwhile the ad loads, press that stop button IE has, effectively making the ad unable to load, unfortunately anything else that was loading (except Java) will also stop.

854
Anything Goes / Re: The Ads that play sound or automatically play
« on: November 08, 2009, 02:14:36 PM »
The adds only are annoying if they play sound on their own. And when they run while i'm running an REALLY heavy Java application or anything. I mean, flash advertisements lagg like, even more then Java for me.

Thankfully, with most you can alter their settings, zoom them in on a spot that doesnt do anything at all, or if thats *gasp* actually allowed, plain stop them with an option!
Meh, too lazy to install an add blocker of sorts myself. I do things manually. :P

855
Anything Goes / Re: A bit of humor videos
« on: November 08, 2009, 02:09:16 PM »
Quote from: "Possesed"
http://www.youtube.com/watch?v=7OjcRBoCbSg

Warning: The Game Hates You

Now this is the kind of humour i like. :P
Unfortunately i cannot think of anything myself to add here.

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