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Author Topic: GVH:Cold Demise feedback  (Read 43108 times)

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December 22, 2009, 02:53:36 AM
Reply #180

Offline CarThief

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Re: GVH:Cold Demise feedback
« Reply #180 on: December 22, 2009, 02:53:36 AM »
Hmm... Maybe its just my natural playstyle but i'd prefer if he actually had a usefull melee attack, just like any other ghoul (even creeper's).

I guess people arent used to having a gigantic target as supportive class, as much as he can help out with specific camping situations (if he isnt dead by then).
I guess more health is a option.

Here's a small suggestion as well for his breath. Could it perhaps go trough teleporters? While i highly doubt the other is possible, is it also possible to make it turn into a random direction after teleporting?
I just dont like teleport campers and he'd be a exellent support class in my book by taking out campers that normal ghouls cant get rid of.

Now i'm sure someone probaly is gonna yell at the mere thought of this idea, BUT NO, there isnt always a Sjas around to fix that, or else the distance is too far for it to work out. Ghouls arent the patient type of people, either.

December 22, 2009, 08:17:20 PM
Reply #181

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #181 on: December 22, 2009, 08:17:20 PM »
Quote from: "CarThief"
Now i'm sure someone probaly is gonna yell at the mere thought of this idea, BUT NO, there isnt always a Sjas around to fix that, or else the distance is too far for it to work out. Ghouls arent the patient type of people, either.

Don't go in teleports.

December 23, 2009, 01:50:01 AM
Reply #182

Offline White

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Re: GVH:Cold Demise feedback
« Reply #182 on: December 23, 2009, 01:50:01 AM »
CarThief is right.

Quote from: "Mobius"
Don't go in teleports.

Those are the words of a player that doesn't experience both sides of the story.

*sigh*

If your just one ghoul/one human/one team prejudice, it's best not to make judgements or suggest nerfs, seeing as nine-thousand times out of ten (9000/10), the suggestion is horrible and could unbalance gameplay in a certain way.

December 23, 2009, 04:16:12 AM
Reply #183

Offline Qent

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Re: GVH:Cold Demise feedback
« Reply #183 on: December 23, 2009, 04:16:12 AM »
Quote from: "White"
CarThief is right.

Quote from: "Mobius"
Don't go in teleports.

Those are the words of a player that doesn't experience both sides of the story.
You got Mobius mixed up with CarThief.

December 23, 2009, 07:01:07 AM
Reply #184

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #184 on: December 23, 2009, 07:01:07 AM »
Quote from: "Qent"
Quote from: "White"
CarThief is right.

Quote from: "Mobius"
Don't go in teleports.

Those are the words of a player that doesn't experience both sides of the story.
You got Mobius mixed up with CarThief.

^ I was going to make a post, but Qent beat me to it.

December 23, 2009, 09:10:06 AM
Reply #185

Offline White

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Re: GVH:Cold Demise feedback
« Reply #185 on: December 23, 2009, 09:10:06 AM »
I rarely see Mobius play humans.

Don't.

Just Don't.

*sigh*

ALRIGHT PPLZ Let's get the topic right back on fuckin' track.

December 23, 2009, 10:32:51 AM
Reply #186

Offline CarThief

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Re: GVH:Cold Demise feedback
« Reply #186 on: December 23, 2009, 10:32:51 AM »
Merely a suggestion to the nearly unbeatable teleporter camping.
Not like i'd see you fix a situation of an entire human team teleport camping and survive, well, who would survive... Or maps plain gotta have no teleporters, they only get abused.
Hmm... No, he doesnt play as ghoul in those cases. Or atleast dont remember him doing so.

Unfortunately, he does play humans, but only when the map ussually is a human map, instead of being a low-ping help for the ghouls. :P
All too predictable in the end people are gonna yell at an perfectly reasonable suggestion what was completely sidetracked by mere subject of teleporter camping.

Just THINK about it, atleast the humans would need an different strategy instead of just waiting in the teleporter room and bailing out to the other one if things get too heated. It shouldnt be that easy for them.
Or someone could also just plain remove the teleporters from all the official GVH maps, too. Not like they need them with some minor modifications.'

Hmm... As for any other feedback... Santa's normal fire seems a little useless compared to his alt fire by now. But i wouldnt recommend making it just as good either. Hmm...

Havent played much of the GVHCD maps in a while, but i do recall GVH30 is kinda crappy by now. Humans plain ignore the original area, and for sake of winning camp in the hallways and not so well looking other new area's.
And any good ghoul ougta know that long hallways without cover or such-like is human paradise.

December 23, 2009, 04:32:38 PM
Reply #187

Offline Mik57

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Re: GVH:Cold Demise feedback
« Reply #187 on: December 23, 2009, 04:32:38 PM »
Making the ice breath go through teleporters might be a good idea, or just getting rid of the damn teleporters and connecting the two crypts. It can't be that hard, right?

December 24, 2009, 12:59:55 AM
Reply #188

Offline Ivory

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Re: GVH:Cold Demise feedback
« Reply #188 on: December 24, 2009, 12:59:55 AM »
I can't see any reason why it's a bad idea. Keep those annoying cyborgs from camping in front of the teleporter. Besides, there's always ghost traps and holly traps.

December 24, 2009, 04:15:58 AM
Reply #189

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #189 on: December 24, 2009, 04:15:58 AM »
Quote from: "CarThief"
Unfortunately, he does play humans, but only when the map ussually is a human map,

That's a crock of shit. I play as human in Gvh10 for God's sake. That map is practically ghoul worthy with all the gray and height differences.

In gvh21, I play as a jitter.

Gvh22 I am a creeper or cyborg

gvh30 I alternate between Choke or Marine.

Hell. I play as a choke (which is all the time nowadays) in DARK STATION! Dark freakin` station. It's a marine map. I actually FAVOR being a choke in the old gvh29 (all the open spaces was choke friendly). I play as a marine in Urban Decay as well; although I am sure people find it amusing, I am getting a little tired of people thinking I use meta, ping, camping, spamming, insert excuse because it only convenience them. All ANYONE RECALLS is you play jitter in only jitter maps, and that's a fact.

Don't go in the teleports. It's dead SIMPLE. You hate teleport camping? We all do, because chokes, creepers, sjas, and even Jitters do it too.. and all the time. When I play as ANY of those classes on ANY of those maps, I BARELY go in a teleporter without either braving it or KNOWING no one is on the other side.

Gvh10 teleporter is STILL a creeper camp spot (but with grenade toss and alternative routes, you can bypass that). RARELY do humans ever camp there for the legitimate reason without either being jittered or hugged.

I think it's the map after post-war technologies (the really cramped map with two teleporters) is easy get by with jitters + creepers. Don't go in the teleport. It's that simple!

Gvh21 is a dead solution. DON'T GET IN THE TELEPORT.. EVER. The only time anyone should try it is a jitter, so he can chomp away from it immediately (assuming he still doesn't get blasted).

Gvh22's teleport is a deterrent against human camping because jitters, creepers, and Frostbites infiltrate and flank lazy humans.

gvh30's teleport is absolutely perfect. So what if people can get behind it? The whole map around is a jitter's paradise anyway. You also have to consider that either end is where someone will end up at, so camping behind it isn't really a, "perfect," strategy unless you like being boxed in.

You want suicidal strategies than I am all for it, but an anti-teleport mechanic is unnecessary. Rule of thumb: TELEPORTERS SHOULDN'T BE USED IN THE BEGINNING OF A MATCH! You want to brave it? Like taking shortcuts? Don't complain when a cyborg + Marine had the foresight to see it coming.

A little note* What class I play at a given moment bares no relevancy to this discussion. So if White MUST know! as he only plays human, I alternate depending on teams. I've been favoring the choke a lot recently, but I have been trying to play as a hunter because I got tired of being a marine. So for me to get tired of a class, that would imply I was playing with said class too much.

December 24, 2009, 09:22:59 AM
Reply #190

Offline Frits

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Re: GVH:Cold Demise feedback
« Reply #190 on: December 24, 2009, 09:22:59 AM »
I thought gvh22 was a ghoul map? And a very sucky one, some one needs to remove all the debris and graves.

December 24, 2009, 05:14:30 PM
Reply #191

Offline CarThief

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Re: GVH:Cold Demise feedback
« Reply #191 on: December 24, 2009, 05:14:30 PM »
Waiting is not an option. Teleporter camping only makes people wait, especially those seeking victory, gvh isnt worth alot without victory and decent ping to me. :P
(Or plain give people the right to votekick those camping for an exessive amount of time. But one votekick leads to drama. Drama leads to another votekick, and it goes on, untill votekick is disabled.)

Besides that, EVERYTHING should have some way to counter it, and there isnt really any way of counting red teleporter camping in Two Sided Techbase, they can camp far enough to avoid sjas screams, if Jitter crunches through it, they go to the door, what is also their target, not that you'd hurt anyone since they're not that stupid to sit infront of the door.
And to make matters worse, the area is completely unaccessable in any other ways then the teleporter or front door, so the humans have a basically undefeatable defence in fair fights. Surely this requires change.

I wonder if you even can think of an solution thats not along of the lines of waiting it out, probaly not. Lets just hope maps get improved by the time EW recieves updates.

Hmm... About GVH22, if the humans camp in the crypts, it greatly increases their chance to win, its the exact situation as in Two Sided Techbase. But besides that, the entrance is REALLY cramped, allowing for say, a cyborg to guard it. Well, in general, inside = human camping zone, outside = ghoul zone. Althrough some humans might last a while at the graves, if they are good at it, with enough space to shoot and run.

I'd say the inside crypt area could use some widening up and alternative ways of entering.

December 24, 2009, 09:41:03 PM
Reply #192

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #192 on: December 24, 2009, 09:41:03 PM »
Quote from: "Carthief"
Waiting is not an option. Teleporter camping only makes people wait, especially those seeking victory, gvh isnt worth alot without victory and decent ping to me. :P

Then don't say anything when you take a shortcut at the wrong time.

Quote from: "Carthief"
EVERYTHING should have some way to counter it, and there isnt really any way of counting red teleporter camping in Two Sided Techbase

A counter is already there. Two Sided Techbase favors Frostbites, Creepers, and Jitters (or chokes, if you try hard enough). Here is the same solution as before, "don't go in the teleport."

Quote from: "Carthief"
And to make matters worse, the area is completely unaccessable in any other ways then the teleporter or front door, so the humans have a basically undefeatable defence in fair fights. Surely this requires change.

I would agree with you to a certain extent if I haven't seen Ghouls win in this map WAY too many times.

Quote from: "Carthief"
I wonder if you even can think of an solution thats not along of the lines of waiting it out, probaly not. Lets just hope maps get improved by the time EW recieves updates.

Waiting it out is a legitimate strategy for those that are outnumbered or out-gunned.. a situation I always find myself in. You don't know how to be patience for 40 seconds than that's no anyone else's problem but yours. We don't need a timer.

Quote from: "Carthief"
Hmm... About GVH22, if the humans camp in the crypts, it greatly increases their chance to win, its the exact situation as in Two Sided Techbase. But besides that, the entrance is REALLY cramped, allowing for say, a cyborg to guard it.

Yet I always see humans getting raped for being in there too long. I love how the map swings either way depending on how the humans camp.

The map is fine minus the statues. Creeprs can get stuck beneath the Baron's leg.

December 24, 2009, 09:51:15 PM
Reply #193

Offline White

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Re: GVH:Cold Demise feedback
« Reply #193 on: December 24, 2009, 09:51:15 PM »
Welp.



Deal w/ it.

December 24, 2009, 10:17:46 PM
Reply #194

Offline TERRORsphere

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Re: GVH:Cold Demise feedback
« Reply #194 on: December 24, 2009, 10:17:46 PM »
I disagree with everything White just said.

The classes are fine. It's just the more players there are in the game, the more chance of ghouls winning.