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Messages - CarThief

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856
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 04, 2009, 10:03:39 PM »
Hmm... A longer limit after charging once... I could say that's possibily a bit much, but no guarantees without tests, i guess. (And rather harsh along with being a sitting suck after attacking...)

Hmm... Being utterly destroyed when surrounded by ghouls is kinda... Common, yet also, quite natural. It doesnt really matter if they're all Jitterskulls or Sjas for that matter, anything really. The same would happen if there was Sjas coming at you on every direction you try to escape in.

I guess this whole "jitterrape" nerfing is making Jitterskull too useless in small battles, seriously. Not all battles are with 10/12 or so people. In such cases, any bad turn you might run into a ghoul! Not specifically Jitterskull, either. Humans never did well when teams where equal yet they both where on high numbers, depending on the map, and the events that happened, either team is going to utterly destroy the other.

Hmm... Well in short, he's plain unlucky or inaccurate at times, he needs those extra attacks. Every other ghoul has little waiting time before their attacks are reused too. Many say Sjas these days are quite powerfull, even if a horde of Sjas rapes them, i never hear complaining about them, what makes Jitterskull so special?
Well, short on time here, so i'll probaly be back tomorrow...

EDIT: Not that short, it seems, but perhaps i wont reply this night.
I would agree with Ivory, his attacks are multifunctional, escape, move faster, or plain attack. He needs to be able to do more the one. Else he's probaly rubbish, or tough to use kind of rubbish. Meh, neither will do very well.

Oh, making edits only for Jitterrape is pointless. Then a Sjasrape will occur. Then a Chokerape. Perhaps a Creeperrape... The only thing is that his attack can reach farther then other ghoul's, but edit him only to stop Jitterrape and you'll just end up bumping into a Sjasrape.
Jitterrape is all people think about these days... Just shoot and run!
Minor edit again: I'm crap at explaining why about things compared to Ivory. It seems. Just hope Jitter wont end up being useless.

857
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 04, 2009, 07:10:02 PM »
Hmm... Pretty much speaking from experience, i do say Jitter charges around alot for alot of reasons, not just one charge means its gonna kill a human, or is even meant to do so. You might want to use it to get around faster, it does help.

Often you end up missing, or they magically survive, or you just go past them. Hmm... I wouldnt mind an explanation on why 3-5 or so charges before the limit kicks in would still be considered overpowered.
As long as the cooldown on the limit triggering and when it hits the limit is fairly long (altrough not too long on the first one, perhaps).

I dont think Jitterskull would be actually usefull if the system was just like this:
(click to show/hide)
I would find the above system rather annoying to actually use. But i dont see what is wrong with the original idea, is the limit too large? Is even 3 bites perhaps too large?
Hmm... Or was something else "insane"? I do wonder, do you have any idea's for Jitterskull, perhaps?

Oh, and with powerhouses i meant Jitter and Hunter, Marine would be really lucky to make quick work of an Sjas (in about the speed of an instant kill). And i mean with targets 100 hp and higher.

858
Anything Goes / Re: What's your name on Skulltag?
« on: November 03, 2009, 10:18:27 PM »
Ah, wasnt this Metalhead guy some admin or so? Think i've read something about it in the Skulltag forums while bored. (Uhh, yeah, drama can be an interesting read. :P)

Hmm... I can read my coloured name fine on this default board style. Infact, even if it was white, dark red and black shouldnt be that hard to notice on white, or grey (default board background).

859
Ah, i've seen the cutman head plenty of times by now, probaly. Was kinda creepy at first.
Some only seem decently reachable (or have a good look at) only with Creeper.

860
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 03, 2009, 10:10:48 PM »
I'd say he's pretty slow compared to what a human can run at if say, they where both in a large flat area. Of course, a good use of enviroment to get around will get you there pretty fast, charging is a more risky form of movement.
Meh, ok not that slow, but capable of being outrunned if the map allows for it. (Altrough most humans just lock themselves up in dead ends, waiting for the ghouls to invade.)

Guess i'll try to make my opinion about Cutman idea's short.
The first suggestion seems interesting, but as long as there are accurate Jitterskulls about in mass, i guess a jitterrape is unavoidable, if that's the plan.

Reducement of the radius would probaly lead to having hell on earth trying to catch an human out in open area's, not too sure if that'll work out.
Having a reduced charge rate seems only good to implement if he can charge like 3-4 times, or so, before having a cooldown. I mean, not all of the charge attacks have to be an directly aimed attack. You'd want to go around a cyborg and hit em where he isnt shooting.
My own suggestion, let him have a pretty decent barrage of attacks, 4-5 or so, but a pretty decent cooldown too, so he'll have to hit and run. (And hopefully a clear indication on when he cant attack!)
More details on idea:
(click to show/hide)
(Oh, and the idea only really works well if you can actually move during the cooldown.)

And while dodging works fine, being at the wrong side of a weapon after charging, however, is painfull. A weakness perhaps but as long as it doesnt guarantee death against most humans (on full hp atleast), i'm fine with some HP reducement. (Altrough he was meant to be bulky and take hits, no?)
Hey, i wouldnt mind testing any changes either, if that's ever needed. Hmm... I'd say try the charge limit idea. (And if your worried it'll be spammed, well, thats what the limit is for, hopefully it is capable of being made in acs.)

(And dont forget the hunter either. They're both powerhouses capable of instant kills, dont let only one dominate, it should stay fair. :P)

861
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 03, 2009, 03:26:00 PM »
I truly dont see how a marine could force them back. A full hp ghoul could just smash trough them and try to kill them before being killed. Well, except creeper. He doesnt instant kill non-creepers, either, with a single attack 95% of the time.

Hmm... Ghostbuster is pretty much screwed in some situations too, but he just lacks decent firepower compared to other classes, currently.

Personally i would find a speed decrease interesting, you could still bunny-hop away or plain run behind unpassable obstacles, marine speed sounds fine.
Hmm... That is, of course, if the hunter remains usefull without that cowardly hit-and-run(-at-God-speed) tactic. Hunters shouldnt be the perfect all rounder without any weakness at all, seriously.

(And in case missing is assumed as a potential weakness: wrong! More of a matter of skill (or plain bad luck/bad ping/etc), and should not be considered a weakness in the class itself.)
Well, i'd be happy with any changes that gives it an weakness. Any!


Oh, and 150 HP is fine for Jitterskull. He takes hits, alot. Not to mention, he's slow, make use of that to take them down, too. And all human weapons are capable of big damage (except ghostbuster's currently), so it shouldnt be a problem if you're accurate.

862
Anything Goes / Re: What's your name on Skulltag?
« on: November 02, 2009, 09:39:39 PM »
People joining servers under the name Player often are assumed newbies, not specifically noobs. Not that all Skulltag users may be as friendly to the new people.
But still, works great as disguise, and good for the "WTF!?" factor if a Player starts being the best in the server. :P

The name i'd use in-game with colours is CarThief.

863
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 02, 2009, 09:32:35 PM »
Hmm... Guess i'll make a short post about what i feel about the classes.

Marine: Dont know any shotgun changes, seems fine as normally would be. Grenades are usefull but more difficult to use long ranged.

Cyborg: Fine. Extremely vulnerable after dashing, due to being incapable while and a moment after having boosted in a direction. But anyone who can put it to good use should do fine. (Welcome to Jitterskull charging. :P)

Hunter: Annoying. Ice arrows may do with a change, more spread, perhaps? To make it more comparable to riot gun in terms of damage, not instant kill. Also in general well buffed and ready for EVERYTHING, but might turn out useless if something is taken away. Not that i'd mind. :P

Creeper; cant say he's changed alot, didnt notice any bugs, same for Sjas.
Jitterskull: I like it so far, no spectacular changes, less pushing (so, less unworthy cheap deaths), i love less pushing. Shouldnt be needing a change, even if JITTERRAPE!!!!! occurs. :P
(You cant stop it by simply nerfing Jitterskull, blame team setup! (or use an actual strategy!) :P)

Oh, and perhaps ghouls could use some love and new tricks in the future, just something usefull in rather specific situations would even make me happy, like something to lure/flush humans out.

Hmm... Is creeper really different to other people? I really have no problems here. Neither noticed any gameplay bugs in general.
And i'd say OpenGL beats listening to creeper whispers in terms of locating the little bugger.

864
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 01, 2009, 07:03:19 PM »
Ah, you dont have to be the enemy to know him. If you play alot, you'll probaly notice all sorts of different tactics along the way.
I certainly dont have to be a hunter to know that if your attack messes up while getting really close to one, chances are your fried.

Thats pretty much why Jitterskull could use his HP quite well, too. Often enough to damage a human but they dont die and you end up getting shot in the face point blank before they run away, leaving you with almost no HP ussually.

I dont think it takes alot anyway to know your enemy anyway. Just mess around with the abilities a bit on your own, see what they do and your set. Altrough each player has his own method of using them, making for interesting matches.

865
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 01, 2009, 04:51:42 PM »
Oh, like you know anything about Jitterskull either, or are actually good at playing it. I could call your opinion about it crap too.

Hmm... I'm not sure if an actual HP reducement would work, but as long as his attack isnt made useless, he should work fine as long as he actually gets to his target.
Guess chokes can use some HP as they are easily highly damaged on point blank or when approaching, as they just move normally, no fancy teleporting, flying, or stealthy movement.

Hmm... Not every miss equals death, but i dont think that was the main topic at all, it was about the hunter's abilities and weapons. And of course, suprise attacks are effective, altrough REGARDLESS of what side your on, wether its lightning arrow sniping or waiting at the corner with an ice arrow. Both sides can pull cheap moves, the only complaint i got is that the Hunter's cheap moves are ranged, not melee, yet with the same result: instant death. (Altrough in some cases just massive damage)

Are you capable of making this a decent discussion without resorting to insults to one's skill?
Just try to put up a good reason why said suggestions shouldnt be applied to the hunter.

866
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 01, 2009, 02:33:52 PM »
Nah, i like sticking to the ghoul side, makes creepers less annoying. Besides, not like i'd instantly rape people with hunter either, or atleast not against pro ghouls, maybe i would rape normal ones with ice arrows. (Why, just find a good spot and you could take down ANY ghoul, and an Jitterskull makes for a sitting duck frequently, too...)

Hmm... Who knows, but i'm not gonna mess with creepers even for the sake of balance. :P
Oh, and i wonder if anyone can mention a actual weakness of the hunter. Seriously, something as bad as Jitterskull being a sitting duck after attacking, or worse.

867
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 01, 2009, 01:24:57 PM »
Quote from: "Frits"
Quote from: "CarThief"
Well, i've seen the rape side of the hunter, and the usual word overpowered should say enough.

And jitterskull isn't?

You do realise this topic is about the hunter? Sure, He's strong, effective (and OH SO VULNERABLE), but you could make your own topic about Jitterskull, too. :P
Edit: Infact, i dare you! Its all good for the balance if everyone can find flaws and solutions to them. And i'm highly curious at the possible results.

And this kinda reminds me, what possible weakness does he possibily have against ghouls? He has arrows for every situation, his speed is unmatched, and his abilities make him an all-rounder with overpowered attacks, having him weak against certain ghouls or strategies would be nice.

Edit: Health decrease on Jitter is unacceptable, he is way too huge and takes too many hits (due to his size). A ghoul is useless if he CANNOT reach his opponent, some make that an actual strategy... But a seperate topic for Jitterskull or something might work...

868
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: October 31, 2009, 10:39:55 PM »
Well, i've seen the rape side of the hunter, and the usual word overpowered should say enough.

But regarding details... The lightning is WAY too spammable and i've seen it happen over and over and over on a sjas, might be a tad map dependant, but in the right conditions, assuming they dont mess up, the teleport could be used repeatedly to get away and damage the ghoul. The only suggestion is to put a longer cooldown on the actual alt-fire, if thats possible.

And fire... Actually seems acceptable? Altrough creepers are still chanceless when spotted by a hunter, i havent seen it utterly destroy non-creepers.

And regarding ice, the spread is way too small! Having the spread twice or 3 times larger then currently might do, enough spread that it actually might hit a sjas hovering above you (even if it means you have to add more arrows and reduce damage to them, or so seems a good idea to me).

Cant say i've actually been hit by lightning very often, so not sure if that needs changes. But i'm sure some will resort to lightning if ice is actually spread out and fire stays the same or grows even weaker. And then i'd probaly call it overpowered if i get 2-hit in short time.
(Future suggestion: Change damage to 60/70-ish and not more? Just about enough to 2-hit Sjas, one-hit creeper, 3-hit Choke/Jitter. Completely ignore this if lightning currently does not (and shall not) do more damage then 70.)

And slightly off-topic: The new openGL settings on Oblacek SUCK! I cant play well when i cant see nor confirm what i'm looking at (or its too late). And as much as the glowing eyes in the dark sound fun, its only gonna give away a Jitterskull's position in the dark.
And bear in mind that the post was made during a HUNTARDRAPE!!!!! instead of an JITTERRAPE!!!!! :P (I couldnt resist.)

869
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: October 29, 2009, 08:50:58 PM »
He hacks? No wonder why he spotted a creeper in the winter map, what was completely white, ON THE WHITE HILLS, probaly the usual sprite being replaced by something else, well, not technically hacking, but cheating.
Damn, i wish ST had a detection method if anything on the files where different, that they couldnt join, and obvious proof in the server log.

Anyway, i cant recall who said lightning arrows accurate, but indeed, they're only good if you can aim like a god or do it on a Jitterskull (or tight spaces), meh, atleast its more difficult to pull off then ice.
Hmm... And ice as well as fire are more dangerous (for me atleast), as anyone could easily hit you with it on a bad spot or when stuck.

As for limiting, if there's gonna be any, why not make it mana? Like the cyborg's fuel, could recharge, but shouldnt be too fast. Magic is serverely strong, even if its the only good thing he has.

870
The Ghoul's Forest / Re: GVHv2b5 released
« on: October 29, 2009, 06:02:05 PM »
Ah, damn. There's never an perfect host around, i do hope someone can persuade him to actually use the latest files.
In particular because Choke wont suck so bad then, at the moment, any Choke players will probaly be just cannon fodder. And not to mention the map improvements. Hmm... Atleast his ping is good, though.

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