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Messages - Ivory

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5161
Anything Goes / Re: What is your avatar from/of?
« on: November 28, 2009, 04:33:33 AM »
Changed mine. Still Remilia, but its more easier to see.
Clutter of Avatars!!

5162
The Ghoul's Forest / Re: Are Humans underpowered in the current Beta?
« on: November 28, 2009, 12:31:05 AM »
The main issue with GvH is not the classes. It's the maps. Look at GvH03 Wagi Cave. It's plain horrible. Damaging floors Jitters easily take damage on. The map is to small and cramped. So of course most of the time humans lose. What GvH honestly really needs is well thought out and designed levels. I would prefer 5-8 well designed maps then 20+ sub par designed maps. Many class based complaints people have been bringing up could have easily been relating to poor map design. Such as the Jitterrape.

Consider Team Fortress 2 as an example. A few very well designed map.

5163
The Ghoul's Forest / Re: Bragging Thread
« on: November 25, 2009, 09:55:33 AM »
It would be nice to have achievements for all classes.

5164
It doesn't matter how beautiful you can make it, just remember this is Doom's Engine. PNG's can get past the limited palette, but there still the matter of the horrible aspect ratio. So, some advice for next time. Testing. Just make a wad file that only replaces the one element, and see how it looks in game first.

5165
Compare the other two to GvH's logo and the endless war logo. Only Cutty's Cold Demise fits the style.  So my vote goes with that. They may look more cold, but they don't look ghoulish.

5166
Anything Goes / Re: Skulltag register failed
« on: November 14, 2009, 05:13:17 AM »
Quote from: "pucy100"
i wanted to register on skulltag forum and i can't by reasons:
-my password has 8 characters and in skulltag needs 9!
-i wrong confirmation code, i have entered correctly but i can't
-i don't know what means: Spell Skulltag backwards and without this i can't
Please, help me, Reply this message right here!
Thanks

Alright. First off. Your password needs to be between 9-17 characters. Just add something onto your password that you will remember to meet the minimum requirement.

Next, yeah, sometimes those codes can be a bit confusing. Mostly due to characters resembling other characters. Just keep trying until you get it.

finally...
what do you mean you can't spell skulltag backwards?
tahw od uoy naem uoy t'nac lleps gatllkus sdrawkcab?

..is this really what you want the cutstuff community to be seen as? Sure its Pucy, but was this really necessary?

edit: forgot a setence

5167
The Ghoul's Forest / Re: Which Jitternerf would you like to see?
« on: November 13, 2009, 08:46:49 PM »
Its Melee vs Ranged. Humans have the luxury of running and gunning, and ghouls need to close in. All Ghouls are capable of performing an instakill. Sjas needs to get right on them. A direct Jitter attack can instakill. Creeper is always an instakill. Finally Chokes blood ball can instakill. With Sjas and Jitters case, if they don't kill, they do a lot of damage. Of course a good human can always keeps his or her distance away from the Ghouls. Hunters Ice Arrows at point blank range can also instakill.
That's just the way GvH has been, ever since V1.

5168
Actually, I had this happen to me before, and it was only after about 30 minutes. I was writing a post and when I went to post, it said I was logged off. It was rather inconvenient.

5169
The Ghoul's Forest / Re: Which Jitternerf would you like to see?
« on: November 12, 2009, 08:00:16 AM »
Option 5:  if there has to be a nerf on the skull, I would prefer this one. I also agree with carthief on a blood trail disadvantage as well.

5170
MM8BDM Discussion / Re: Megaman 8-bit Deathmatch - Alpha released!
« on: November 09, 2009, 03:56:24 PM »
I love it! cannot wait to see this completed. To point out

-as said before, limited buster shots would be nice. Make them count.
-Right now there are not enough weapons, but if this does work out and you do add more weapons. Perhaps Megaman should be able to carry more weapons and the Mega Buster.
Such as The Mega Buster + 3 other special weapons. Right now however I see no need to do so with only a few weapons, just food for thought.
-If the above system or something like it does work, then I would suggest using unique energy for each weapon, and using acs to only give ammo to your current weapon. Or if you are using the Mega Buster, the weapon with the least amount of ammo.
-On top of that, Slot 1 should be the Mega Buster, and slot 2 would cycle through whatever Special Weapons Megaman is currently carrying.
-Fear Top Spin. Gamma does.

Edit: Revise of a Revise of a Revise of the original post.

5171
Anything Goes / Re: A bit of humor videos
« on: November 07, 2009, 04:37:47 AM »
...YOU BEAT ME TOO IT!!!!

5172
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 04, 2009, 10:12:17 PM »
As a Jitterskull (and practically every Ghoul, mainly Choke) user, a one chomp limit would be horrible. I rely heavily on using a second attack to escape after an attack. Since my Jittering tactics are the same as my tactics with Choke and Sjas. Roam about, dodge, attack when I get an opening, and then run away and repeat. Unless I know I can make the kill, I make an escape. Jitterskulls attack is faster then starting to move again. So I use that to dodge behind something, or up an edge or something so I can start moving normally.
And for the record, due to Jitterspam, I'm never Jitterskull with more then one other Jitter (or two, all depends on the team sizes).

5173
The Ghoul's Forest / Re: Every archievements of GvH
« on: November 04, 2009, 10:50:25 AM »
Quote from: "CutmanMike"
DINNER FOR TWO: Kill two humans in a single life.
Correction! Bite.

5174
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 02, 2009, 10:28:49 AM »
Did you even read the whole thing? Think about it. If a Jitterskull has 110 hp in a smaller battle where you don't have shotgun blasts, arrows, plasma firing about everywhere, that lack of HP would really show up. Jitterskull was meant to be a bulky class. Hes a big target, and almost always takes hits. Of course one other fact I may point out you missed.
6 hunters vs 6 Jitters.
That's a total of 180 arrows. That can be divided into any combination of Normal, Fire, Ice or Thunder combos. Then you have 900 Hp Jitters in total. While that sounds like a lot, keep in mind a single ice arrow at point blank range can be all it takes to drop a Jitter. Then Fire arrows have radius damages in flight. A direct hit from one hurts.
So Picking up arrows wouldn't be as necessary when you have team mates to rely on. Of course, at the same time loosing allies right and left...
Which is what happens really. Either hunters blow all the Jitterskulls apart, or the Jitters crunch all the Hunters. 110HP will only tip things into the Hunters favor. What I'm getting at is a HP reduction is just going to cause more imbalance, in the Hunters favors. Which is ridiculous. Its Melee vs Ranged. Jitterskull needs the heath because he does loose quite a bit of HP by the end of the match, if he lives. Hunters have the luxury of running off and firing. So Jitterskulls best bet is to pursuit and attempt to cut off.z

This is assuming they are the only two left, 1v1 or excluding any other ghouls or humans still alive.

So to sum up. A Jitterskull HP reduction is a horrible idea, and Humans have more then enough ammo to deal with 150HP Jitterskull and everything is based on personal skill.

5175
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: November 01, 2009, 11:55:55 PM »
Jitterskull's are fine. There is a huge difference between a good Jitterskull and  a bad Jitterskull. A bad jitterskulls are the ones that go straight for you, lunge, lunge and lunges again. and either manages to kill everyone, or die at the start of the map. Good Jitterskulls tend to be masterful tacticians. They know how the Jitterskull works inside and out, knows each level. Humans are in control, keeping jitters at bay. It tends to be that one good Jitterskull who breaks that control. Causes Humans to scatter and flee. And soon that Jitterskull won the match, all because humans lost control.

I know that all too well because I had a 2v4 match, and I was the last one alive rather quickly. Those four humans sat about camping in GvH15 at the forest. Now I couldn't get close to them, they just fired away at me. So I snuck behind them. Managed to kill one. So they all scattered. from there I just killed them one by one. I won the match. Now if I were a "Bad Jitterskull" I would have simply came charging in there and most likely would have killed myself.

People complain about jitterskulls, hunters, marines, cyborgs, creepers, sjas, ghost busters, and chokes. Finding reasons why to nerf them because they just want to have an unfair advantage? ITS RANGED VS MELEE! You say the jitterskull should get nerfed HP? Yet your also the ones who get so sit far away shooting at ghouls from long distances? [sarcasm]sounds fair to me [/sarcasm]
Another Reason. GvH can be played with any amount of players. However I rarely ever see anyone consider smaller matches. 2v2-4v4 range. Jitterskull with 110hp?  Stop to consider how classes work when you don't have massive 6v6+ brawls. They need to be functional in a 1v1 just as much as a whatever else. If you want to nerf a class, and suddenly when there's less players, it has a massive unbalance. That's also a problem.
Point remains, Jitterskull is fine. People just need to stop complaining.
To add to that point. Marine has 50 Shotgun shots, 150 bullets, 10 grenades, infinite Pistol. Hunter has 30 arrows. Which if a hunter plays smart and picks them back up, can last a really long time. Then two classes with recharging ammo. Two Jitters combined to make 300 HP? Feels very irrelevant when you look how much. How often do you see a Marine use up all 50 shots? A hunter loosing all his arrows? and so forth. Not very often.

And another matter I would love to point out while I'm at it. Some of you guys just go off demanding change and expect it to happen? Balancing is not an easy thing to do. With these new human abilities, Cutty has even more balancing to do. Fine and dandy. Give suggestions. Just stop expecting the change to happen. In my opinion, as of right now. Beta 5 is the most horribly unbalanced beta yet. All these new abilities need tweaking, changes need to be done. So let's try to be more helpful to Cutty and stop demanding irrelevant changes like Sith Lighting or Jitterskull HP loss. After all, Teleport has just came out, give Cutty time to play about with it. It could work, it could not. If it isn't working, then it will come apparent in later betas. Jitterskull HP? JITTERSKULL IS SUPPOSED TO BE A BULKY HIT TAKER! Now please stop being impatient, and give Cutty a chance to tweak these new changes.

One last point I would like to make. Look how good we have it. Cutty could have easily been done with GvH after V1, even after EW could have also been quits. He continues to work on it, we're getting a new Expansion. Hes working on upgrading GvH and EW making it a more fun experience. Hes giving up his free time to work on GvH because we like it. He could be putting full time into his Megaman Deathmatch project, or something else. However hes being dedicated to fixing up GvH. I thank you so much for that Cutty. However what is getting to me is how much people complain and demand changes to suit their needs. How inconsiderate is that? Giving suggestions and expecting it to happen are two different things. Remember. Cutty really doesn't have to be doing this. He made GvH and EW. Could have called it quits, but continues to work on it for the fans. So can we please be a little more respectful? After all, we may be the ones giving the suggestions, but Cutty ultimately has final say and has to do all the work.

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