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

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April 08, 2011, 01:52:52 AM
Reply #60

Offline SmashTheEchidna

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Re: [Mod] Rage Roboenza
« Reply #60 on: April 08, 2011, 01:52:52 AM »
If everyone shared the same sound, there would be no point in implementing it into a skin. Might as well just keep only the Rage activation sound.

April 08, 2011, 02:47:34 PM
Reply #61

Offline Messatsu

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Re: [Mod] Rage Roboenza
« Reply #61 on: April 08, 2011, 02:47:34 PM »
Quote from: "SmashBroPlusB"
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.

I may consider this option actually.  I was looking for a weapon to replace dive missile (Which is entirely useless even if homing worked in 1d)  I think what I may do is replace skull barrier with flash stopper (brightman) and dive missile with freeze cracker.  I didn't change this originally since I wasn't sure if the flash actually affected zombies, but it does.  May up the damage to zombies as well since I think it does like ...1 to players...yuck.  

I've been hearing conflicting reports about zombies being OP and being too weak.  What has your experience been?

April 08, 2011, 05:09:30 PM
Reply #62

Offline Hallan Parva

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Re: [Mod] Rage Roboenza
« Reply #62 on: April 08, 2011, 05:09:30 PM »
Quote from: "Messatsu"
Quote from: "SmashBroPlusB"
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.

I may consider this option actually. I was looking for a weapon to replace dive missile (Which is entirely useless even if homing worked in 1d) I think what I may do is replace skull barrier with flash stopper (brightman) and dive missile with freeze cracker. I like this swap, actually. Skull's more defensive and Dive's a finisher, so it works. I didn't change this originally since I wasn't sure if the flash actually affected zombies, but it does. May up the damage to zombies as well since I think it does like ...1 to players...yuck. LOL :lol:

I've been hearing conflicting reports about zombies being OP and being too weak.  What has your experience been?

It really depends on the map and whether or not you have Rage. Without the Rage power, it's easy to get tagged by a zombie if you don't have a rapid fire or explosive weapon. Pretty much, if you get a crap wep selection like Blizzard Attack + Dive Missile + Top Spin then you're fucked (unless you're lucky with that Top Spin ;)).

With Rage, if you don't stop moving (or camp in a corner) and are a competent shooter then it's totally possible to win with said Spinning Dive Blizzard. Like I said, it's POSSIBLE, not guaranteed; getting Rage and camp-shooting at zombies doesn't mean you'll win every game, but it makes it a heck of a lot easier.

In short, if you get good weapons then skilled players can beat zombies. If you get "meh" weapons then 1337 players win. If three humans gang up on a zombie then the zombie dies. If the humans get crap weapons (and they're not 1337) then zombies win. If humans get crap weapons and at least one human is in fact 1337, then I'd say it's about 50/50. If you're not skilled at Roboenza and you're alone/vulnerable then you lose, no matter how good your weapons are. :p

Of course I don't play this game mode that much nowadays since Chaos was released, so for all you know this paragraph could be a big steaming pile of shit :lol:

Talking inside of quotes is cool, bro.

April 08, 2011, 05:37:07 PM
Reply #63

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #63 on: April 08, 2011, 05:37:07 PM »
Quote from: "Messatsu"
Quote from: "SmashBroPlusB"
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.

I may consider this option actually.  I was looking for a weapon to replace dive missile (Which is entirely useless even if homing worked in 1d)  I think what I may do is replace skull barrier with flash stopper (brightman) and dive missile with freeze cracker.  I didn't change this originally since I wasn't sure if the flash actually affected zombies, but it does.  May up the damage to zombies as well since I think it does like ...1 to players...yuck.  

I've been hearing conflicting reports about zombies being OP and being too weak.  What has your experience been?
You don't need to ditch the homing weapons completly. Just use the "NoPain" item to have it invoke A_ChangeFlag("CANTSEEK",1) That way the survivors and infect will have the ability to not be tracked by homing projectiles and said weapons could become something a little above busters.
Or use the "YesPain" item to invoke the exact opposite and remove the CANTSEEK from infects or something.

And zombies are really OP. The distance at which the infect morpher spawns plus the SPEED at which the infect morpher travels as a projectile makes it WAY TOO EASY for them to infect. And the super jump gives a huge edge to them, making it way too easy to catch campers. Instead of SuperJump, mess with the infect's class and give them a small boost in the jump power (Z-Something or another. I do not remember well. I think the default is 10". The AltFire could be replaced by something else, like a charge-like attack, bracing to reduce the damage taken and nullify recoil...

April 08, 2011, 05:58:00 PM
Reply #64

Offline Hallan Parva

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Re: [Mod] Rage Roboenza
« Reply #64 on: April 08, 2011, 05:58:00 PM »
Quote from: "tsukiyomaru0"
The AltFire could be replaced by something else, like a charge-like attack, bracing to reduce the damage taken and nullify recoil...

What is WRONG with you!?

The whole point of Rage Roboenza is to fight the zombies and not run away, yet how are you supposed to fight something with superior health and is faster than you are if they can also take LESS damage than you and THEY DON'T EVEN RECOIL? (Slight EDIT: Also, since it's Roboenza you "die" in ONE FREAKING HIT and become a zombie.)

Really, the low HP and recoil property were the only things from making these jumping super-speed zombies automatically OP. Remove that and we're all fscked :shock:

April 08, 2011, 09:09:06 PM
Reply #65

Offline Galaxy Sisbro

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Re: [Mod] Rage Roboenza
« Reply #65 on: April 08, 2011, 09:09:06 PM »
Quote from: "Galaxy"
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.

April 08, 2011, 11:47:15 PM
Reply #66

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #66 on: April 08, 2011, 11:47:15 PM »
Quote from: "Galaxy"
Quote from: "Galaxy"
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
It is dead and you know it is.

April 09, 2011, 02:19:40 AM
Reply #67

Offline Tesseractal

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Re: [Mod] Rage Roboenza
« Reply #67 on: April 09, 2011, 02:19:40 AM »
Quote from: "tsukiyomaru0"
Quote from: "Galaxy"
Quote from: "Galaxy"
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
It is dead and you know it is.

It's because people down't want slowbroenza (har) and you know it as well.

@Mess: I think the problem is that the Alpha Zombie is weak, but the minions are stronger, giving you conflicting messages. My experience is that the Alpha is easily overpowered(which I suggest regenrune, HP buff, anything)

April 09, 2011, 02:42:59 AM
Reply #68

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #68 on: April 09, 2011, 02:42:59 AM »
another problem is that both the spawned and shoot infect morphers lasts for 3 tics. that's too long, making it more than easy to tag anyone in movement or idle. In other words, way too easy.

April 09, 2011, 07:43:17 AM
Reply #69

Offline Knux

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Re: [Mod] Rage Roboenza
« Reply #69 on: April 09, 2011, 07:43:17 AM »
Found a weird bug while playing this. There were 3 people (including me) playing, and one of us got roboenza. One of the non-infected fell too far, leaving the other 2, then the normal NOHOPE music played and the last non-infected player did not get the Rage bonus. We tested this twice and happened both times. Not sure if it can happen with more people, but it's not right.  :shock:

April 09, 2011, 07:45:21 AM
Reply #70

Offline Kapus

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Re: [Mod] Rage Roboenza
« Reply #70 on: April 09, 2011, 07:45:21 AM »
The last survivor doesn't get RAGE if there are only a few zombies left. It's not a bug.

April 09, 2011, 05:25:54 PM
Reply #71

Offline Messatsu

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Re: [Mod] Rage Roboenza
« Reply #71 on: April 09, 2011, 05:25:54 PM »
Yup, in order for the player to get rage, they must be facing greater than 1/3 of the total players as zombies.  I was thinking of raising it to 1/2, but rage is so much damn fun that I haven't touched it.  That and even with rage players generally lose anyway.  On the flip side, I've seen some amazing zombie slaughters with it so, it's epic when you pull it off.  

I may look at giving the alpha zombie regen rather than raising their health.  360 health is quite a bit and the timer should prevent regen from being OP.  I'll test it and see what happens.  

Lastly I will see about playing around with the CANTSEEK flag and see how it affects magnet missile.

April 10, 2011, 02:58:15 AM
Reply #72

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #72 on: April 10, 2011, 02:58:15 AM »
I know it seems like a freaky idea, but could be applied... Classes for both infect and survivors.
Example of classes:
Survivors:
Megaman: Obviously, the typical Megaman with all advantages and disadvantages
Sniper Unit: A Sniper Joe but without shield. The ability is to fire faster buster shots, but with lowered fire ratio. Cannot Start with Shield, Explosive or "Crawler" (Water Wave, Search Snake) weapons. Is sightly slower but jumps higher.
Recon Bot: A robot with some aspect of Quickman or Shadowman (running animation). Its ability is to fire slightly faster than Megaman, but the damage per buster is halved and they cause no recoil, but can only start with short-ranged weapons and shields. as fast or a little more than the infected.

Infects:
Regular: The Infects as they are right now, but with a normal jump boost instead of super jump. Chance of becoming one of those when infected: 50%.
Barricade: A stronger infect. Suffers no recoil, but is as slow as sniper. His ability is to throw balls of infected energy that travels a decent distance, but are buster-slow with a lower fire rate. Chance of becoming one of those when infected: 25%.
Crawler: They suffer less action of the gravity (gravity 0.5) and can lunge at a running enemy. His speed is also something to fear, considering they will be faster than a Recon Bot. Chance of becoming one of those when infected: 25%.

I had more ideas for classes, but... Nah, won't mention unless someone shows clear interest.

April 10, 2011, 03:01:02 AM
Reply #73

Offline Mr. X

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Re: [Mod] Rage Roboenza
« Reply #73 on: April 10, 2011, 03:01:02 AM »
Nah, I'd prefer to keep it as an alternative to Roboenza:  the same with slight changes.

Anyhoo, I enjoy this.  From the matches I played, it seemed about 50-50 on whether or not the zombies would win or lose, which is great.  Good fun all around.  Wouldn't change a thing.

April 26, 2011, 04:27:27 PM
Reply #74

Offline Guardian Knight

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Re: [Game Modes] Rage Roboenza + Team Assassination
« Reply #74 on: April 26, 2011, 04:27:27 PM »
am im wrong or is Team Assassination the most unpopular Mode i have seen?
I was about a hour in the Server, when unfunny Latios came and crashed it. Now the Server is back and still no one joins it.