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If you can't dodge it, don't provoke it. Za Warudo isn't the kind of rage you can deal with alone.
I've had a few times where I put a group of knives in front of every player and thought they'd work, then they somehow survive and only one or two of them die. Za Warudo isn't as great as it seems. Also, there have been times where I've easily escaped its clutches, too.
Why do you argue so persistently for this rage?
You're not alone usually when the rage is being fed, so you're not the only target, thus not the only one to suffer from the rage. Taking MrL's proposition, the average damage by hit is 18 damage. Za Warudo is a LV2 charge, so consider 250 hits. We don't know if doubleammo is on, so let's consider 250+125/2 = 187 hits. 187*18 = 3366 damage... wow that's still a lot of health needed to feed Za Warudo. I'm not going to deny it's extremely hard to avoid it alone, but when you notice how much feeding the hale needs, it's fair enough.
Dio can whipe a crowded server no problem without any rage at all, thus allowing him save his rage for 1v1 (mind he can kill someone with exit unit).
Lies. His main fire is the hardest thing ever to aim with.
with almost no risk of failure.
CHECK DioFlashBossWeapon.txt ==> l.137CHECK Global.acs ==> l.939
Assuming an average of 18 damage per hit
Also, keep in mind that the 18 damage per hit was meant as a best-case scenario;
The amount of kills with Rpunch is usually bigger than Za Warudo's, but the chance of killing the last survivor with Rocket Punch is way lower than Warudo's
So in reality, it just ends up being a free killing spree for Dio, and if you happen to survive it, it's only because you were lucky (by either being too far away to hit or just not being targeted by Dio), not because you maneuvered in some way to make it impossible for him to hit you.
but it's actually possible to avoid the knives smartly if you know that... the knives aren't aimable.
If you really find this is a bad design, then you would consider homing attacks, all the AoE, maybe even Atomic Fire lv3 a bad design because you just need to run away until the shoot is ready, and then come back, shoot it, and charge away, again.
An attack based on luck ; are you really sure. Don't you think the hale needs like, a minimal amount of brain to use it correctly, or is the result really random?
Quote from: "MrL1193"with almost no risk of failure.Are you really sure. I've seen some players using it and not even fragging anyone because they didn't take the time to adjust the knives correctly.
Also, Dio is slowed down. The comment on v1g is outdated. Don't get me wrong when it's about my own code plsQuoteCHECK DioFlashBossWeapon.txt ==> l.137CHECK Global.acs ==> l.939
Doubleammo isn't always on, when I play on some classes I even wonder if they're designed to recover ammo with doubleammo or not.
Then, I'd like to use this piece of evidenceQuoteAssuming an average of 18 damage per hitQuoteAlso, keep in mind that the 18 damage per hit was meant as a best-case scenario;Nah, it reads average, not the best-case scenario, you said it yourself. I used your info to defend my purpose, if then you don't agree with it anymore I can't adapt my ideas to yours
Now, mind you, this is all assuming that the survivors are being fairly prudent in choosing their weapons.
Saying again what I said sooner :QuoteThe amount of kills with Rpunch is usually bigger than Za Warudo's, but the chance of killing the last survivor with Rocket Punch is way lower than Warudo'sRocket Punch has globally more potential to do a massive killing. Za Warudo has more potential to do an individual, accurate fragging. To come back to a smaller scale, use Flash Man's ALT in the middle of a DM crowd ; everyone gets frozen, and then... you just choose someone to release your spread on, and there's nothing he can do to avoid it. A single hyper bomb could have done way, way, way more havoc than this Time Bender + Flash Buster. That's what I want to point out, show where Za Warudo gets its flaws.
If you really find this is a bad design, then you would consider homing attacks, all the AoE, maybe even Atomic Fire lv3 a bad design because you just need to run away until the shoot is ready, and then come back, shoot it, and charge away, again. It focuses on a particular point, whereas RocketP is a all around, fast, globally good-to-have attack.
Quote from: "MrL1193"So in reality, it just ends up being a free killing spree for Dio, and if you happen to survive it, it's only because you were lucky (by either being too far away to hit or just not being targeted by Dio), not because you maneuvered in some way to make it impossible for him to hit you.An attack based on luck ; are you really sure. Don't you think the hale needs like, a minimal amount of brain to use it correctly, or is the result really random?
Also fun fact but it's actually possible to avoid the knives smartly if you know that... the knives aren't aimable.
In fact there is a brief delay between the time unfreezing and the knives being thrown... (click to show/hide)actor ZaWarudoKnive2 : ZaWarudoKnive{States{Spawn:DIOF W 6DIOF W 0 A_JumpIfInTargetInventory("ThrowKnivesToken", 1, "ContinueKniving")goto KillingTimeContinueKniving:DIOF W 0 A_SpawnItemEx("ZaWarudoKnive2", 0, 0, 0, 0, 0, 0)stopThey're originally supposed to be lunaticly hard to avoid in the "solo without exit unit" case, but if you're a good player, want to do it the hardcore way and your body is ready, run far, far away + try hiding in a discrete corner + do some rush coil / item1 jungle stuff and you might survive. It's not supposed to be something easy to survive at all, because duel-oriented rage & it costs 2 times more.
But hey, it's not like there's not a red, big flashing message to the top of the screen informating when the hale has max rage..isn't itWhen I fight Starman I don't wait for the cue to flee, I keep my distance as soon as the hale has max rage.