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Author Topic: Ghouls vs Humans NES  (Read 70934 times)

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November 10, 2012, 11:24:22 PM
Reply #90

Offline ? Manibogi ?

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Re: Ghouls vs Humans NES
« Reply #90 on: November 10, 2012, 11:24:22 PM »
So I was looking around the files and I found a Plasma Rifle, presumably for the Marine. Is there any way to get it?

November 10, 2012, 11:30:05 PM
Reply #91

Offline xColdxFusionx

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Re: Ghouls vs Humans NES
« Reply #91 on: November 10, 2012, 11:30:05 PM »
I have seen it in action. I think you have to murder lots of dudes to get it, but I'm not sure.

November 10, 2012, 11:31:12 PM
Reply #92

Offline Zard1084

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Re: Ghouls vs Humans NES
« Reply #92 on: November 10, 2012, 11:31:12 PM »
Quote from: "? Manibogi ?"
So I was looking around the files and I found a Plasma Rifle, presumably for the Marine. Is there any way to get it?
I got it before i think its due to killing a ghoul with the duel pistols maybe....

November 10, 2012, 11:44:23 PM
Reply #93

Offline Korby

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Re: Ghouls vs Humans NES
« Reply #93 on: November 10, 2012, 11:44:23 PM »
You have to kill a bunch of people. I remember it being 5 at some point, but it's probably more by now.

November 10, 2012, 11:49:28 PM
Reply #94

Offline Zard1084

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Re: Ghouls vs Humans NES
« Reply #94 on: November 10, 2012, 11:49:28 PM »
I found it out its when you kill a ghoul with the duel pistols with the ammo meter at empty you get it

Edit: nvm its that and when you use up all the ammo for the chaingun, grenades, and the duel pistol ammo then kill a ghoul with the duel pistols

Edit 2: ok i i got it figured out now its when you have no grenades and kill a ghoul with the duel pistols

Edit 3: ok korby is right its after 4 ghoul kills

November 22, 2012, 02:04:57 AM
Reply #95

Offline GameAndWatcher

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Re: Ghouls vs Humans NES
« Reply #95 on: November 22, 2012, 02:04:57 AM »
Is it alright if I give a class suggestion?
If so...
(click to show/hide)

November 22, 2012, 02:16:38 AM
Reply #96

Offline Russel

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Re: Ghouls vs Humans NES
« Reply #96 on: November 22, 2012, 02:16:38 AM »
This mod is static, if there was to be ANY changes to this mod whatsoever when it comes to number of classes would be the removal of a set (being 2)
so no.

November 22, 2012, 02:19:26 AM
Reply #97

Offline GameAndWatcher

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Re: Ghouls vs Humans NES
« Reply #97 on: November 22, 2012, 02:19:26 AM »
Sad, but thank you anyways.

November 22, 2012, 02:24:26 AM
Reply #98

Offline xColdxFusionx

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Re: Ghouls vs Humans NES
« Reply #98 on: November 22, 2012, 02:24:26 AM »
Do I like the idea of having Shademan on the Ghouls team? Yes.

Do I think he should be a clone of YD!Shademan? No.

Not entirely sure how he'd work, but I'm not sure just porting the original is the best idea, either.

November 22, 2012, 02:51:04 AM
Reply #99

Offline Shade Guy

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Re: Ghouls vs Humans NES
« Reply #99 on: November 22, 2012, 02:51:04 AM »
Shade Man could be an alternate skin for Sjas...Since both can fly around and fight with noise based attacks, in a sense.

November 22, 2012, 03:04:57 AM
Reply #100

Offline xColdxFusionx

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Re: Ghouls vs Humans NES
« Reply #100 on: November 22, 2012, 03:04:57 AM »
...Okay, that makes too much sense.

November 22, 2012, 05:59:49 AM
Reply #101

Offline SmashTheEchidna

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Re: Ghouls vs Humans NES
« Reply #101 on: November 22, 2012, 05:59:49 AM »
B-But don't do that. I don't wanna hate Shademan too! D:

I have a burning hatred for Sjas. >:[

November 22, 2012, 07:55:38 AM
Reply #102

Offline Russel

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Re: Ghouls vs Humans NES
« Reply #102 on: November 22, 2012, 07:55:38 AM »
Well, There are a few changes I have loaded and ready, though they are small in number, I will have to update this mod to work with v3a soon, so that will be a fun little thing to deal with...

but anyway, current changeset:
(click to show/hide)

November 22, 2012, 12:06:59 PM
Reply #103

Offline tsukiyomaru0

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Re: Ghouls vs Humans NES
« Reply #103 on: November 22, 2012, 12:06:59 PM »
Quote from: "Lego"
Well, There are a few changes I have loaded and ready, though they are small in number, I will have to update this mod to work with v3a soon, so that will be a fun little thing to deal with...

but anyway, current changeset:
(click to show/hide)
I wonder if these will be dealth with:
    Sjas isn't really ALL that OP and are pretty much the only class to survive Ghostbuster. So, keep the flight as is or rather have it slow down after moving too much, thus requiring to stop somewhere to "recharge".
    Yurei could use a "standing full inviz" bar that, when depleted, causes the visibility to oscilate very slowly between 0.5 and 0.0. Charges bar by moving maybe?
    Cacodemon as is is almost unplayable. Low RoF fireball attack that pushes him back and messes the aim, way too slow to evade any attack once hit... On a Human VS Cacodemon, Cacodemon always loses unless the Human is foolish enough to get too close.
    Regarding Cacodemon... Hm... IDK, something seems off with his "walking" frames?
    Creeper is kinda too hard to hit without some sort of spreading attack (Shotgun, steam cannon). Maybe because he is too thin? (That also enabled him to fall through "impossible gaps")
    Ghostbuster is the major big deal. High RoF and nearly infinite ammo for his already very strong proton pack. Also, have you seen that it has double beam after the first frag? DOUBLE THE HORROR!
    Engineer could perhaps use a clip bar for his Nailgun that, when depleted, requires him to reload. That would stop spamgineering.
    Engineer's sawblade trap doesn't work 100%. Sometimes it won't set up.
    Explosives in general (grenades, steam cannon) could be better if they did not damage their user. Keyword is "could".

February 04, 2013, 06:50:15 AM
Reply #104

Offline FTX6004

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Re: Ghouls vs Humans NES
« Reply #104 on: February 04, 2013, 06:50:15 AM »
When will this be back.