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Author Topic: Which Jitternerf would you like to see? (voting over)  (Read 11443 times)

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November 11, 2009, 11:27:23 AM
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Offline CutmanMike

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Which Jitternerf would you like to see? (voting over)
« on: November 11, 2009, 11:27:23 AM »
I can't decide. Vote by posting your favourite idea from the list below:

    1. Change radius damage to projectile damage. This means no more pushing humans around but you have to be more accurate with his bites, and the damage would be more consistent. This solution would make it so you have to be precise with your charges or the attack will miss, but a direct hit will kill a human instantly.
    2. Reduce the radius damage even more. Same idea, you just have to be more precise. Would still knock humans about though but not as much, making it as dangerous as the above.
    3. Reduce charge rate. After a charge you have to wait 1.5 seconds before charging again. This would at least give humans a chance to escape, and jitterskull could still dodge while waiting for the next charge.
    4. Reduce his HP. He can dodge like a bitch so why not? They would just have to be more careful
    5. When you kill a human Jitterskull muches up his guts for a moment and cannot charge until he's finished munching. This is exactly the same as 3 but the cool down only happens when you make a kill. Can still move while munching human gore.[/list]

    I hope we can come to a decision before GVH:CD is released ;)

    Edit: WE'RE GOIN 5 LADS

    November 11, 2009, 12:54:57 PM
    Reply #1

    Offline CarThief

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    Re: Which Jitternerf would you like to see?
    « Reply #1 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.

    November 11, 2009, 02:38:37 PM
    Reply #2

    Offline CutmanMike

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    Re: Which Jitternerf would you like to see?
    « Reply #2 on: November 11, 2009, 02:38:37 PM »
    I could but it would require some complex crap I don't want to deal with after the Cyborg's complicated dashes. Also it may make him a bit more of a bastard (best way I can explain it) :P

    4 I meant to effect all Jitterskulls regardless

    November 11, 2009, 04:09:41 PM
    Reply #3

    Offline WaRRioR-TF

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    Re: Which Jitternerf would you like to see?
    « Reply #3 on: November 11, 2009, 04:09:41 PM »
    I choose 1. The reason JitterRape is happening is because every jitter is just spamming attack instead of aiming making players scatter randomly. If players would have chance to dodge instead of just run away, then jitterrape would stop happening , i think.
    2. Would still be overpowered.
    3. If This nerf would happen. Jitterskull should be renamed into Easyskull, i already get killed quite a lot if i didnt startle the Humans with my charge
    4. A single jitter attacks 3 humans. Bite happens , humans suceed surviving. Jitter is dead - How it is now.
    A single jitter attacks 3 humans , he's dead before he can even reach them. - With this nerf.
    5. I would like this one if it woulda allowed jitter to still move.

    That's what i think about the nerfs . 5 and 1 are the best nerfs in my opinion

    November 11, 2009, 04:29:22 PM
    Reply #4

    Offline TERRORsphere

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    Re: Which Jitternerf would you like to see?
    « Reply #4 on: November 11, 2009, 04:29:22 PM »
    #1, reason: Can't spam.

    November 11, 2009, 04:37:57 PM
    Reply #5

    Offline Possesed

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    Re: Which Jitternerf would you like to see?
    « Reply #5 on: November 11, 2009, 04:37:57 PM »
    Number 4!!!

    One thing about JITERAAAAAAAAPE!!!!! is that if there is alot of jitters there is alot of damage required to finish them and it is really annoying when several jitters jitt up to you and you cant kill them before they chomp your face because of thier health.

    Also i find his movement isnt too hard to use i actulay think it is an evasive advantage.

    Jitters Powers:
    The ability to jitter over obsticles and insta climb cliffs making travel a breeze
    An highly evasive jitter movment (also his movment makes him eaisier to use as evasion is done pretty much for you.
    A deadly group splatting mega chomp (if used correctly)


    Weaknesses:
    Most vunruble to ice arrows (so dont attack groups is there is a hunter there)
    Big target (only really a weakness if you made a fail charge)
    Slight pause after chomping (thats the only thing that stops him from chomping a group of humans without much damage)

    And i cant think of anything else

    I voted 4 for the same reason cut said

    Quote from: "CutmanMike"
    Reduce his HP. He can dodge like a bitch so why not?

    November 11, 2009, 04:45:05 PM
    Reply #6

    Offline CutmanMike

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    Re: Which Jitternerf would you like to see?
    « Reply #6 on: November 11, 2009, 04:45:05 PM »
    He isn't a bigger target at all btw. He may cover more map space with his big fat head but he physically is the same height and radius as the humans (as is everything except the creeper so far).

    November 11, 2009, 04:45:33 PM
    Reply #7

    Offline White

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    Re: Which Jitternerf would you like to see?
    « Reply #7 on: November 11, 2009, 04:45:33 PM »
    If 5 and 3 aren't done im going to cry.

    :P

    November 11, 2009, 04:52:18 PM
    Reply #8

    Offline CutmanMike

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    Re: Which Jitternerf would you like to see?
    « Reply #8 on: November 11, 2009, 04:52:18 PM »
    Added more info to 5

    November 11, 2009, 05:15:17 PM
    Reply #9

    Offline Lighting

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    Re: Which Jitternerf would you like to see?
    « Reply #9 on: November 11, 2009, 05:15:17 PM »
    The 5 one is a better one, but the archievement "Dinner for 2" will be a bit harder

    November 11, 2009, 05:21:24 PM
    Reply #10

    Offline CarThief

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    Re: Which Jitternerf would you like to see?
    « Reply #10 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.

    November 11, 2009, 05:36:48 PM
    Reply #11

    Offline Knux

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    Re: Which Jitternerf would you like to see?
    « Reply #11 on: November 11, 2009, 05:36:48 PM »
    1. Change radius damage to projectile damage. This means no more pushing humans around but you have to be more accurate with his bites, and the damage would be more consistent. This solution would make it so you have to be precise with your charges or the attack will miss, but a direct hit will kill a human instantly.

    Nah, because Creeper can already OHKO stuff and is good at what he does. I personally think the Jitterskull's game is about surprising humans by charging out of nowhere, and missing can be deadly and finding another good cover in battle will become harder with humans chasing you. Therefore, he does need those varied damage hitboxes grouped within reasonable range of it's mouth.

    2. Reduce the radius damage even more. Same idea, you just have to be more precise. Would still knock humans about though but not as much, making it as dangerous as the above.

    No, because of the same reason as above. If this would be to be done, he'd need more HP for added survivability, which would be unbalanced.

    3. Reduce charge rate. After a charge you have to wait 1.5 seconds before charging again. This would at least give humans a chance to escape, and jitterskull could still dodge while waiting for the next charge.

    Read the above answer. Alternatively, you could do this and allow Jitterskull to recover HP in small quantities per kill, but again, it would be unbalanced since he's already hard to hit.

    4. Reduce his HP. He can dodge like a bitch so why not? They would just have to be more careful

    No. Just no. Jitterskull is known for it's durability and I'd like to keep knowing that I can use it for dodging and attacking with the only attack he has: the charge chomp.

    5. When you kill a human Jitterskull muches up his guts for a moment and cannot charge until he's finished munching. This is exactly the same as 3 but the cool down only happens when you make a kill. Can still move while munching human gore.

    Not a bad idea... but then Jitterskull would be predictable because players would know they have to hide for a moment before attacking again, and in the more open maps where humans have a lot of running space (Dark Station), they'd group and wait for a Jitterskull to pop out knowing they can kill it easily if it tries to attack with it's only attack.

    In short, leave Jitter alone. Pleeassee...

    He's going through Ice and Thunder arrows, he's a GHOUL!  :cry:

    Anyone who has a problem with Jitter you deal with me.</crocker>  :p

    November 11, 2009, 06:57:39 PM
    Reply #12

    Offline CutmanMike

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    Re: Which Jitternerf would you like to see?
    « Reply #12 on: November 11, 2009, 06:57:39 PM »
    Sorry but he has to be nerfed because a massive array of jitterskulls is always win for the ghouls. This is not the case if everyone picks cyborgs so I need to make it a bit more fair for humans

    November 11, 2009, 07:08:47 PM
    Reply #13

    Offline WaRRioR-TF

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    Re: Which Jitternerf would you like to see?
    « Reply #13 on: November 11, 2009, 07:08:47 PM »
    Now that ya added more info on 5 , i want a combo of 5 and 1.

    November 11, 2009, 07:52:07 PM
    Reply #14

    Offline Knux

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    Re: Which Jitternerf would you like to see?
    « Reply #14 on: November 11, 2009, 07:52:07 PM »
    Sorry but he has to be nerfed because a massive array of jitterskulls is always win for the ghouls. This is not the case if everyone picks cyborgs so I need to make it a bit more fair for humans.

    Well, if that's the case, I'd stick with option 5 but it depends on what the cool down time will be. 3 seconds sounds fine by me, but that's just my 2 cents. In fact, option 5 will make players play it smarter and not chomp randomly. Just make it that you can still spam the chomp as usual, but that the cool down occurs only after a frag, like you said. No OHKOs, leave those to the Creeper, and it's fine.  :)