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Author Topic: The balance of GvH in my point of view  (Read 5141 times)

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November 11, 2009, 06:46:53 AM
Reply #15

Offline White

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Re: The balance of GvH in my point of view
« Reply #15 on: November 11, 2009, 06:46:53 AM »
Quote from: "Mobius"
You were referring to who?

After having played against you and some other person. I am convinced that a jitter nurf will harm no one. The typical line of thinking is, "HE ISN'T SLOW! OH NO! A FAIR MAP IS TOO DANGEROUS FOR A JITTER! IT'S CALLED A JITTER RAPE," in which really means, "I am only half decent with this class."

I've seen some really good jitter players out there. I am sure they won't be hindered by a tweak.

We shall see.

November 11, 2009, 07:13:15 AM
Reply #16

Offline Mobius

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Re: The balance of GvH in my point of view
« Reply #16 on: November 11, 2009, 07:13:15 AM »
The only time I can see this being a problem is if Cutman was too extreme in his debuffing. The only real problem I have with jitters is their attack spamming.

November 11, 2009, 08:59:36 AM
Reply #17

Offline Frits

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Re: The balance of GvH in my point of view
« Reply #17 on: November 11, 2009, 08:59:36 AM »
Why would i make a view on the balance of the classes if it has been done it a million times.
And in the end everybody always says the same in different threads.

Also creeper might be the only ghoul i play, but i do have a decent view of the other side.

November 11, 2009, 09:34:31 AM
Reply #18

Offline CutmanMike

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Re: The balance of GvH in my point of view
« Reply #18 on: November 11, 2009, 09:34:31 AM »
Quote from: "Mobius"
The only time I can see this being a problem is if Cutman was too extreme in his debuffing. The only real problem I have with jitters is their attack spamming.

I haven't done anything about Jitterskull yet, I still don't know what idea would be best!

November 12, 2009, 02:06:18 AM
Reply #19

Offline Mobius

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Re: The balance of GvH in my point of view
« Reply #19 on: November 12, 2009, 02:06:18 AM »
Quote from: "CutmanMike"
I haven't done anything about Jitterskull yet, I still don't know what idea would be best!

Set a cooldown for their attack so it won't be spammed. That's about the ONLY thing I can see happening that won't effect a jitter much. Many times people miss one attack, they'll do another, and another, and another. I did a little experiment to determine why people attack consecutively without roaming around to setup a precise attack. The reason is that when you do one attack with a jitter, you're paused for about a second. That's fine. Then there is why they would rather attack again instead of just doing anything else
    Unless I am delusional, there is a 1/2th second difference between regular movement after a chomp and attacking again. Apparently you can recover from this stun within this difference by attacking again (provided you're holding on your attack/pressing attack repeatedly). Heh.
    Range of the attack shouldn't be measured by the attack radius, but by their movement from point A to point B. This is fine and all, but if you combine that with a lot of maps, in addition to the time lapse I mentioned, and you have an ideal escape/attack combo without penalty.
    Speed for a chomp is much more considerable than simple movement (by speed in this instance, I mean the ground it covers while traveling). Combine the speed with height leverage, time, and range then you got yourself an endless attacking jitter in close quarter. The peril for a human increases based on the number of jitters (or other ghouls) or objects versus their health and stun by the attack
    Health isn't expendable, but it is a commodity as well.The only threat to a jitter is a well timed ice arrow or plasma from a cyborg. It takes 2 to 3 DEAD ON shotgun shots to bring a Jitter down. This is assuming that the jitter doesn't just attack again and glide somewhere else or near a vulnerable enemy (ghostbusters having it the worst, but this gives ghostbuster players an incentive to play more defensively anyway). This is offset by simplying being still for a split second.
    Height level + Delay decrease for consecutive attacks and the jitter is unbound. Now imagine if you're running away and there's some stuff in your paths, you avoid the first jitter chomp but, oh wait, he just attacked again. You'll be stuck there while getting obliterated while he runs away unscathed. Another annoying bit is him going over objects to begin with minus trees (I think) or walls. I remember avoid 4 chomps before being cornered, and it's hard for a marine to get around said jitter too (either by radius of attack, objects, or corner).

I have nothing against the Jitter outside of the spam attacks. I would rather he keeps his health if it means to just deduce the amount of attacks people capable of doing. It's getting annoying on the ghoul front too because they throw creepers and sjas away from where ever it is they are heading towards. At first it's cute and all but with jitterape everywhere, it's very troublesome.

I just say you take away the ability to make consecutive attacks. You reduce the interval by a few seconds or two so jitter players are forced to time their shots more precisely instead of this whole, "I can dance all day," and miss constantly until they finally hit something. While they wait to unleash another attack, make it so they move around and that's it. In actuality, it's a little hard to hit a moving jitter than one standing still after an attack.

It is also hard to kill a jitter in most environments if they spam attack at you. Except for open field, but how often is that in gvh?