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Author Topic: Which Jitternerf would you like to see? (voting over)  (Read 11442 times)

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November 14, 2009, 07:29:48 AM
Reply #30

Offline Mobius

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Re: Which Jitternerf would you like to see?
« Reply #30 on: November 14, 2009, 07:29:48 AM »
Quote from: "Possesed"
That was a time of unfairness and balencing wars (so leave it be)

Gvh has always been a balancing war.. and Endless War..

November 14, 2009, 05:46:53 PM
Reply #31

Offline CarThief

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Re: Which Jitternerf would you like to see?
« Reply #31 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.

November 14, 2009, 09:53:56 PM
Reply #32

Offline CutmanMike

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Re: Which Jitternerf would you like to see?
« Reply #32 on: November 14, 2009, 09:53:56 PM »
I'm going with 5. Let's hope my voice is up to the challenge of going CRUNCHITY CRUNCH

November 14, 2009, 10:45:59 PM
Reply #33

Offline CarThief

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #33 on: November 14, 2009, 10:45:59 PM »
Well, lets hope that'll work out. Besides all JITTERRAPE!!!!! related things, what about the Hunter? Maybe make a topic about what kind of nerf the people feel that would be needed? Unless of course you already have an idea in mind.

I suppose taking down entire groups is going to be a bit hard but the teleporting makes for a decent run away tactic, just hope the cooldown before he can chomp again isnt too large, either. :P Altrough if everyone was Jitterskull, only one would be unable to act, and another would finish the job, so i'm not sure if it'll impact the Jitterrape that largely.
Interesting tactic i could use though, teaming up with another Jitterskull in case of attacking groups, heh.
Wonder how the sound will end up to be, Jitterskull has the most epic sounds (when it comes to humor) so far. :P

November 14, 2009, 11:20:08 PM
Reply #34

Offline CutmanMike

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #34 on: November 14, 2009, 11:20:08 PM »
We already had one and something came of it (teleport gone)

November 15, 2009, 01:14:11 AM
Reply #35

Offline CarThief

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #35 on: November 15, 2009, 01:14:11 AM »
That teleport is quite little, really, especially compared to the attack power the Hunter has, and the various weapons, even the best speed in GVH!

I would have a suggestion myself, make anything magic related (aside of the normal arrow flash perhaps) use up mana, what would come back like energy for the cyborg over time. I suppose you could give something a larger cost if it has more attack power, and when out of mana it would make the normal arrows actually usefull. In short there wouldnt be any large amounts of fire/ice spam, and if the instant kill on ice was expensive, people would be more carefull with that too.
Simply put, he has power, he needs it, but he gets it at no cost, a cost would be nice.

I really dont see the removal of teleporting impacting the hunter significantly, he remains an very powerfull all-rounder, any suggestion would do, but a cost like the above suggestion might work too.
Hmm... Atleast ice can be dodged but people abuse it so frequently...

November 15, 2009, 08:06:08 AM
Reply #36

Offline Mobius

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #36 on: November 15, 2009, 08:06:08 AM »
Quote from: "CarThief"
That teleport is quite little, really, especially compared to the attack power the Hunter has, and the various weapons, even the best speed in GVH!

Something we can agree on for once: Teleport is small.

Quote from: "Carthief"
I would have a suggestion myself, make anything magic related (aside of the normal arrow flash perhaps) use up mana, what would come back like energy for the cyborg over time. I suppose you could give something a larger cost if it has more attack power, and when out of mana it would make the normal arrows actually usefull. In short there wouldnt be any large amounts of fire/ice spam, and if the instant kill on ice was expensive, people would be more carefull with that too.

The ice magic BARELY hinders chokes and jitter's offensive strategy, and fire magic only increases the speed of a creeper killing you. Fire magic ESPECIALLY has such a small radius.

Anyone who says, "I seen a hunter kill a bunch of guys with fire magic," is either a damn liar or a damn hypocrite. Fire Magic is possibly at the peak of being somewhat fair as it has a radius to damage ratio. That team of ghoul was either a team of creeper noobs, standing still, or it was a pro Hunter. Hell. A Hunter killing nothing ghouls with nothing but magic before this update was considered fuckin` incredible to everyone. I've seen Cutman Mike do it in gvh09 before the current update. Now that magic has been rendered even more, "situational," why the hell is it considered bad?

I am totally against this. I am not even a hunter player and I am against this. Cyborgs have to recharge their plasma and now can fly without using their ammunition. Cyborgs have the luxury of high attack power and a higher survivability during prolonged games if the cyborg in question is evasive or smart. Cyborgs are the tank of Gvh for humans as well.

Ghostbusters is the support class, for now, of gvh. They act as the parameter control of a human team because of their ghost trap and proton. Keep in mind that PROTON packs can also recharge, encouraging this parameter metagame (or camping, for short).

Marines are purely the fighter of the group. They have 3 hitscan weapons, more than 5 grenades, and have a mixup of survivability and vulnerability (not by much, though). What makes the offset worth wild though? Infinite ammo for their handguns, and its an accurate (very accurate) hitscan weapon.

Hunters are the jack of all traits but scouts of a team. Guess what? Unlike the other classes I have mentioned before them, they do not possess infinite ammo. All other human classes have infinite projectiles, even charging classes. Hunters only have 20 or 30 arrows that vary on situations. Here's an interesting fact: How many casual or new players are capable of hitting a creeper or sjas about 80 percent of the time with lightning arrows? Not many. You need to constantly switch arrows for Hunters, which actually balances them out (much like the Marine, but the Riotgun does it all so it's actually less balanced than Hunter's different arrows).

For someone to spam fire magic they will have to use fire arrows. Fire arrows are potent in this version, but not as bad as previous ones (no longer do you die because someone missed to death). Ice arrows SHOULD kill you on one hit only because, to be honest, it spreads out over a short range and amount of time (they would need to catch you DEAD in the face, and all ghouls are close quarter efficient). Lightning arrows takes skill and timing to really land hits on, and waiting for a Jitter to attack and miss is stupid but worth it.

In order to bring out the best of each magic, you must bring out the arrow fitting the magic. A lot of players are only ever good with one type of arrow. Someone being good at all four arrow types isn't going to make Hunters broken, it just means someone took time to master them all. You can, "rebalance," hunters to death and you'll still come out with this result. What? You're gonna take away their speed too? What's next? Ghouls versus Victims? This ghoul crowd pandering isn't going to get anyone anywhere. A Hunter without infinite ammo is a slap in the face to be honest (Magic being infinite, I mean). What's the penalty for spamming sjas' screaming? None. What's the penalty for creepers spamming their hug? None. I'll make the same argument for choke. The characteristics of the aforementioned classes are the very weaknesses of the ghouls. The Hunter has to constantly switch arrows or be effectively good at an arrow type in order to be threatening. They run out of arrows and what are they going to fight with?

Then it's going to be another camping game in the end. Last two player classes are:

Creeper
Vs
Hunter

The ENDLESS WAR of spamming recharging abilities. Oh yes, like we can't stand that enough when a creeper fights anyone else (especially ghostbusters or cyborgs). We might as well change the name of gvh to, "camper versus camper."

Quote from: "Carthief"
I really dont see the removal of teleporting impacting the hunter significantly, he remains an very powerfull all-rounder, any suggestion would do, but a cost like the above suggestion might work too.
Hmm... Atleast ice can be dodged but people abuse it so frequently...

I find it interesting that you'd say that about the ice arrows. Does anyone have a link to how menacing a Marine shotgun is? Here is some interesting facts

Riotgun vs Ice Arrows
Both are spread
Both are human weapons
    Hitscan > Projectile
    Hit rate of hitscan > projectile
    Riotgun is NOT a situational weapon. It's a generalist. This is a fact: MOST marines can win entire games without, or barely, switching guns.
    Spread for a riotgun is far less troublesome than ice arrows. You can do damage from range with a riotgun
    Riotgun has more than 20 rounds (I think it's 30) of ITS OWN AMMUNITION SUPPLY! Ice arrows are shared among other arrows
    Marine speed doesn't change while firing. Hunters speed decreases when firing.
    Intervals between shots is lower on a riotgun than ice arrows. Making riotguns much more accessible to spam.
    Timing on a Riotgun < Ice Arrows = You can miss with a riotgun in most cases and just fire it again (sans the interval comparison)
    Creeper killer = Riotgun > Ice arrow
    Ghoul killer = Riotgun > Ice arrow in some cases
    Deflect can kill a Hunter if he is using either fire or ice arrows. Sjas users worry more if a marine is on the field because bullets don't bounce back (and intervals between firing plus the lack of spread and kill power spells doom for sjas).
    Ice arrows CAN kill a choke provided the timing, a marine can backpedal and cherry pick his shots with less risky maneuvers.
    Hunters have to be extremely careful when using ice arrows on jitters. I don't even need to explain the difference here.

You want to talk about overpowered? I got you a bad boy right here. This doesn't even make mention that marines have dual pistols and a machinegun that uses its own ammunition (in which the pistols are infinite). Really? You really want to talk about Hunters being overpowered?

Sometimes I think people don't even play Gvh. They just go on spectate and bitch.

Side notes*

I don't hate camping. I actually camp a lot in certain maps with Ghostbuster class or Marine. I don't care if my opponent is doing it too.

I don't hate the riotgun at all.

I am only advocating against Hunters being considered the de facto of human power.

November 15, 2009, 09:53:42 AM
Reply #37

Offline Frits

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #37 on: November 15, 2009, 09:53:42 AM »
damn, mobius.

you win.

November 15, 2009, 10:26:24 AM
Reply #38

Offline TERRORsphere

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #38 on: November 15, 2009, 10:26:24 AM »
IMO the Hunter should have 25 Enchanted arrows and 25 Standard arrows. Because standard arrows are good but the giant downfall is it eats arrows very quickly. Standard arrows are good because you can evade a Choke while attacking it, keep hitting it with normal arrows, it's dead but you have 5 arrows left.

If all the Standard arrow ammo are used up then you can use your Enchanted arrow ammo for the Standard arrow attack. But that would eat away your Enchanted arrow ammo so it's not recommended.

C'mon Cutman. Please implement this. As the waste of arrows puts me off of Standard arrows.

November 15, 2009, 11:32:34 AM
Reply #39

Offline Mobius

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #39 on: November 15, 2009, 11:32:34 AM »
Quote from: "Frits"
damn, mobius.

you win.

Somehow I feel embarrassed and pwned reading this.

November 15, 2009, 03:03:28 PM
Reply #40

Offline CarThief

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #40 on: November 15, 2009, 03:03:28 PM »
I think the point of giving the Hunter a cost on his abilities has completely been evaded. Seriously, why not? He has arrows for EVERYTHING, he has 30 arrows as standart ammo and picks them up as well. Just about everything about him is free and yet he has all the good qualities.

All the other humans pretty much have some weakness to them. In the Hunter's case at most it depends if you catch them in a bad timing.
This remains a suggestion in any case, but there's sure alot of rage when it comes to Hunter nerfs when he was the most powerfull for oh so long, and in so many versions.

Edit: Wonder if Cutman will do anything more then removal of the teleport (altrough it gets replaced by something that sounds EVEN MORE usefull, though). Oh, and i dont mind he has it all either, but, well, yeah, its free! Thats just too much for movement and power, really. He's even going to get a new anti-sjas attack probaly, and people say he doesnt need a nerf, meh. (In case someone does, more suggestions wont harm, if they're not afraid of Hunter fans chasing them with pitchforks and torches.)

November 15, 2009, 03:46:07 PM
Reply #41

Offline Frits

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #41 on: November 15, 2009, 03:46:07 PM »
you have arrows for everything, but everything isn't always what you want it to be.

November 15, 2009, 06:27:22 PM
Reply #42

Offline CarThief

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #42 on: November 15, 2009, 06:27:22 PM »
Ah, but that takes a mere moment to change, and he can run like hell while changing his arrow types, too. Of course that doesnt make a situation of being attacked by Jitterskull and Sjas too easy, but thats where speed kicks in, well, if there's an escape, atleast.

November 16, 2009, 12:38:47 AM
Reply #43

Offline Mobius

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #43 on: November 16, 2009, 12:38:47 AM »
Quote from: "CarThief"
Ah, but that takes a mere moment to change, and he can run like hell while changing his arrow types, too. Of course that doesnt make a situation of being attacked by Jitterskull and Sjas too easy, but thats where speed kicks in, well, if there's an escape, atleast.

Doesn't sound overpowered to me.

November 16, 2009, 10:17:20 AM
Reply #44

Offline CutmanMike

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Re: Which Jitternerf would you like to see? (voting over)
« Reply #44 on: November 16, 2009, 10:17:20 AM »
Some info about the next beta (which should be showing up at your doorstep sooner than you think).

The lightning attack is very situational. If a ghoul is running straight at you there's a chance it will hit depending on how far away the Ghoul is and how low the ceiling is. Lower ceilings = closer spawned to the ground, and usually where you want it.

The Jitternerf works like this, explained as clearly as I can. Jitterskull attacks like normal. If he connects with one (or more) humans his teeth get bloody and he cannot attack. During this time his jaw goes "crunchity chrunch" for about 2-3 seconds and the blood on his teeth fades away. He moves normaly during this time (can't use altfire though due to the way it works) so it's up to the humans whether to give chance or back up in case another crunch is on the way. I imagine good jitter players will just dance around like normal until the munching is done.