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Author Topic: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)  (Read 126387 times)

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August 28, 2013, 11:49:09 AM
Reply #345

Offline Messatsu

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/27
« Reply #345 on: August 28, 2013, 11:49:09 AM »
Bump for bot apoc update.

September 09, 2013, 02:46:00 AM
Reply #346

Offline Messatsu

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #346 on: September 09, 2013, 02:46:00 AM »
OMG Double post?!  Bump for new mode.

September 09, 2013, 10:27:11 PM
Reply #347

Offline tsukiyomaru0

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #347 on: September 09, 2013, 10:27:11 PM »
OK, time to rant on it:
Quote
- Infected players are 20% faster than normal players. Alfire is a super jump (like Rage Robo) on the ground. In the air, it's a boost in the direction you're aiming. It takes about 15% of your current health to use.
There's a triple wrong there. 20% encourages infect rushing recklessly, super jump should not be needed because no camp is 100% safe in a DM due to respawns and air dash is more like flying zombies. What are they?! L4D Hunters?!

Quote
- Infected players do not infect others on touch like in Rage Robo. Infected players must kill surviving players. On respawn or late joining, players are infected automatically.
The claw damage is still VERY inconsistent, added their fire rate, which also adds for reckless charging. Inconsistency can be easily fixed by having the pain.infectclaw (or something) give a powerprotect to infectclaw for X tics (being X how long the attack lasts) in the first action of the painstate with a frame length of 0 tics.

Quote
- Rage rules still apply (2 infected kills -> Rage, 5 kills -> spread) This may change in future versions.
I'd rather see this as actual "runes" that may spawn when an infect is killed but can only be picked by a survivor, in case infects DO get nerfed.

And now, suggestions:
1. Make the cure item a custominventory for survivors as well, in which picking one of those could allow them to respawn as a survivor if they have one cure in stock.
2. Again, "RR_CurePercentage" should become a thing to decide the odds of cure spawning.
3. Some weapoons are useless. Leaf Shield is the worst offender, being just a garbage item. Perhaps have Leaf Shield "take damage for their owner" (When attacked while shield is up, ammo decreases and the health doesn't drop).
4. Infects using item. That is plain wrong. A simple modification on each item could allow them to "fail" when someone infected uses them.
5. Maybe upload a CFG to Best Ever.
6. If infects DO get a nerf ranted above, then you could perhaps add "classes" to them.

Finally: SV_NoCallVote 1
Seriously, WaTaKid has even mentioned how "megagame.wad" players often misuse the function, 9/10 times else more.

September 09, 2013, 11:14:27 PM
Reply #348

Offline Korby

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #348 on: September 09, 2013, 11:14:27 PM »
A swarm does not calculate its every move and have Godly strategy. That is an army. A swarm is a giant ball of death that will chase you to the ends of the earth and demolish you.

I'm pretty sure the zombies being reckless is intended.

September 09, 2013, 11:21:41 PM
Reply #349

Offline tsukiyomaru0

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #349 on: September 09, 2013, 11:21:41 PM »
Quote from: "Korby"
A swarm does not calculate its every move and have Godly strategy. That is an army. A swarm is a giant ball of death that will chase you to the ends of the earth and demolish you.

I'm pretty sure the zombies being reckless is intended.
There's a difference between reckless by being overly favored where there's no headshot and being reasonably favored (slow but doesn't feel pain, or fast but recoils when hurt). Anyway, came here again to post about something amusing:

Not sure if intended or not... But is likely compatible with other mods, but not with bots. Tried running it with Super C mod and it worked, until a bot got cure or rune. I've yet to test if it's bots derping or mod+bot conflict, or probably ACS conflict between V3A's Global and V3B's Global

September 10, 2013, 01:20:45 AM
Reply #350

Offline Davregis

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #350 on: September 10, 2013, 01:20:45 AM »
Quote from: "tsukiyomaru0"
Melee weapons have an innate advantage over ranged weaponry

(click to show/hide)
[/spoiler]

September 10, 2013, 02:26:44 AM
Reply #351

Offline Messatsu

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #351 on: September 10, 2013, 02:26:44 AM »
Whelp.  Tsuki's complaining about everything.....mission accomplished.

September 10, 2013, 06:43:45 AM
Reply #352

Offline Rozark

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #352 on: September 10, 2013, 06:43:45 AM »
Ok, Tsuki, lemme break this apart for you. First though, some fitting music.
(click to show/hide)
[/color]
(click to show/hide)

September 10, 2013, 10:32:46 AM
Reply #353

Offline Laggy Blazko

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #353 on: September 10, 2013, 10:32:46 AM »
I'd say Mess should nerf the runes in some way because they make already good players OP, IMO.

(Also, are you talking about forcing SV_NoCallVote? What the crap?)

September 10, 2013, 01:18:52 PM
Reply #354

Offline xColdxFusionx

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #354 on: September 10, 2013, 01:18:52 PM »
The only thing I agree with in the entirety of Tsuki's wall of text is the inconsistency.
Zombie Claw is even less consistent than its parent weapon, Slash Claw. And that's saying something.

Everything else, though, I agree with Rozark.

September 10, 2013, 01:37:38 PM
Reply #355

Offline Ceridran

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #355 on: September 10, 2013, 01:37:38 PM »
I didn't really have much to worry about on this side, then I saw Rozark's response.

Quote from: "Sooki being punched by Science BarkofthetreethatgrowsRosesapparentlythatmakesnosense  - I am smoking imagination"
3. Some weapons are useless. Leaf Shield is the worst offender, being just a garbage item. Perhaps have Leaf Shield "take damage for their owner" (When attacked while shield is up, ammo decreases and the health doesn't drop).
Then don't use them

Really? That's only a temporary solution. It's one of the many weapons taking room in the stage while having little utility.

September 10, 2013, 02:03:05 PM
Reply #356

Offline Messatsu

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #356 on: September 10, 2013, 02:03:05 PM »
Quote from: "xColdxFusionx"
The only thing I agree with in the entirety of Tsuki's wall of text is the inconsistency.
Zombie Claw is even less consistent than its parent weapon, Slash Claw. And that's saying something.

Everything else, though, I agree with Rozark.
I think it just SEEMS more inconsistent due to it's small range.   The attack is actually a hybrid projectile / explosive.

Both of these occur 3 times over 6 tics.
-If the projectile hits a player, it does 20 damage, and an additional 5 damage over 96 range.  The additional explosion is to harass nearby players.  So at point blank, the damage range is 60-75, a clean 5 hit kill at worst, and 4 hit if you are a luck god.

- If the attack misses, it does a 25 damage explosion at 48 range.  This is probably the problem with it being 'inconsistent' as a slight miss will greatly reduce the damage the player takes.  Granted, if I removed this element, the player would take 0 damage and infected players would have a MUCH harder time (I tried this, it wasn't as fun).

I could go the full explosive route, but that is what I started with, and believe me that was even worse.  Until FULLRADIUSDMG is implemented as a flag, there's ALWAYS going to be some drawback to the attack.

As for leaf shield, I'll think about what to do.  It's a wonky weapon to be certain, but maybe I can do something like make the projectile a ripper or something? (reduced damage of course)

September 10, 2013, 07:23:54 PM
Reply #357

Offline Hallan Parva

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #357 on: September 10, 2013, 07:23:54 PM »
Mess you silly, if you'd just implement per-frag item bonuses and zombie scaling (e.g. ZAMBEE SWORD BEEMS) Leaf Shield would be fantastic. Guaranteed zombie sword beam deflection plus speed boost plus Half Damage support item? Yes, please.

September 10, 2013, 07:58:07 PM
Reply #358

Offline tsukiyomaru0

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #358 on: September 10, 2013, 07:58:07 PM »
You can't try to emulate a "Head shot" (or rather: "head rip") without editing from line 0, because it will always cause an unfavourable inconsistency. And the uselessness of Leaf Shield is with it up. It really ought to do something rather than alarm everyone with "HEY, THAT IDIOT GOT LEAF SHIELD UP! GANGBANG HIM!". Having Leaf Shield behave as a damage soaker as I proposed could be one, as having it behave as a clone of Star Crash would not be a good idea.

September 10, 2013, 08:52:30 PM
Reply #359

Offline Hallan Parva

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Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
« Reply #359 on: September 10, 2013, 08:52:30 PM »
Quote from: "tsukiyomaru0"
having it behave as a clone of Star Crash would not be a good idea
are
are you okay
do you have a fever or something


because really show me ONCE where ANYONE said "Leaf should do hugging damage" ANYWHERE in the thread




at this point I'm inclined to agree with Messatsu and Rozark