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Mr. Green Gaming

PEPPER

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Everything posted by PEPPER

  1. Poison zombie have increased speed btw.... It was main advantage of normal ones.. so they are useless now...
  2. Guys, i saw really many servers that died out cause of many factors.. main was The noob problem. Noobs are essential and vital at any servers... without noobs theres no popular servers, how this happen? Think... Noobs like to play as survivour, and of course noob dont like to die that fast, with that new update they are dying incredibly fast... More they die, less they play, server becomes less popular, when server becomes unpopular regulars quit too (well, sometimes they dont, but max players on server wont get over 10 players), so dont blame the noobs, noobs are vital to every gaming server (even in gmod), the gameplay maybe fun and dynamic right now, but that wont last that long... Lovers of upgrading quit that due to impossibility to lvl up (try on your own expiernce to kill 300 headcrabs with RIFLE, while theres no morron that will spawn as a headcrab, and yes i called a guy a morron cause there is no point in using headhumpers, especially poison ones), as i said b4 game balance has been critically damaged.
  3. Ywa, teamplay is based on abilities like TF2, every1 should have his own advantages and disadvantages, and crertainly no domination among other types of zombies. Well maybe it was the main reason why i started playing there. Theres no tactics though, its simple Swarm, no time to organize, no time to think, time to shoot, shoot and shoot only, now there is no need in props. As you say poison zombie gets unlocked later, then why not adding a fastie-posion-wraith zombie? It has domination over poison zombie... Well as howler is like in beta-testing, i dont actually complain about it
  4. ... Well no comment (it just what i think) 1) Dynamic spawnpoints ruin the teamplay... concept of ZS, it is now Zombie Swarm. Now every1 plays as zerks-commandos 2) Holwers: Much HP, too fast, too much damage inflicted, too wide range of screaming, awful screaming that eeks my ears 3) Whats the point in playing as Normal zombie, while Poison zombie get increased speed? 4) Wraiths, well too hard to tell, but without any noise no1 can detect them until he strikes, while you wont get that lucky so you crosshair turn red Just the main one... I hope it will get sorted out
  5. Sorry maybe you misunderstood me, in 2) i meant accuracy and recoil instead of "rate of fire", Also i didnt mean dual deagle, ive just meant standarted CSS berretas.... If you ever played on Fortwars servers.. you saw that instead of recieving Dual Berretas you can choose the single one... So Commando can start with the single-one, but as he reaches score of 5 he can get duals... P.S Medics perks should be based not only on healings, but on handguns also... Think, how much frags can you make while youre always busy on healing your teamm8s? What if medic will gain GC after he heals 100HP to some1 else? (Nah, i nearly forgot that GC is appeared to be a Zombie-factor)
  6. So will ammo regen problem will be sorted out? (I mean it depends on the weapon you carry... Like 57 pistol needs extremely high amount of bullets, while magnum ammu hardly can get empty) Compared HL2 shotty and CSS shotty... you can hardly find a player that will be satisfied with CSS shotty Why? 1)HL2 have increased running speed, with CSS shotty you move much slower 2)Of course HL2 shotty is much more powerful than CSS Suggestions: 1) Adding 1 more CSS shotty, so there will be 3 shotguns 2) Balancing them in that kind of manner: HL2 shotty: Highest damage, lowest ruinning speed, average rate of fire, average firing speed CSS shotty (rapid fire shotty): Lowest damage, highest running speed, lowest rate of fire, higest firing speed CSS shotty (pump shotgun): Average damage, average running speed, highest rate of fire, lowest tunning speed + bonus while zombie get hit he will get trhown back (some sort of Physics, i dont know how to translate it, maybe Impulse saving law?), like Rifles in L4D2 eh? AK-47, SFCR-LW (yes, it is not called Desert rifle), and M4A1. 3) Adding a tranqulizer pistol to medics (or chance to spawn with it) it can decrease zombies running speed but will inflict TINY damage (2 points i think), so it will help others to shoot some specific kind of zombz, like fasties (Teamplay... dont think game will get disbalanced, Noob 1 get killed, noob 1 is a zombie, most of people dont even use those things, but it really make the game much interesting to regulars) 4) Finally stupid suggestion... Why commandos wont spawn with Dual Berretas? This weapon will confirm the name of commando, and every player will think "Yepp, Its me, a commando"
  7. I came up with support improving idea... As NECROSSINs wiki says Commandos is main attacking class, and Support is main defending class While Commandos have Aura Damage perk, that allows you and you closed-by teammates inflict increased damage to the zombz Then why not gaining Support an Aura Resistance damage that allows you and your closed-by teammates to get less damage from zombz? Really good idead i think, especially usefull while at hard difficulty, of course it wont decrease much damage inflicted, like Commandos 0 lvl-5%; 1 lvl-10%, and so on... Another idea may have been discussed before, is adding ammo packs for support class, i mean like medics can heal their mates, support can provide his mates with ammo... As in-game you can hardly find 1 Support player, i think it can increase demand on that type of skill Also, why all classes, except Commandos have 4 perks, while Commandos have only 3?
  8. LOL removing mines (wraith-busters, i call them spectres), and adding wraith an ability to be permanent invisible while attacking, will significantly disbalance the game, as most of time wraiths are killed by your protecting teammate, he cannot do practically ANYTHING/ Howler makes all sounds much weaker right? Imagne. Half zombz are holwers, another half are permanent invinsible wraiths, really bad, bad and disappointing...
  9. Maybe Ravenholm is not that bad... but i am sick of that map, even though there is no perfect spawncamping zones (except berserkers issue) so zombz and humans get equal chances to win. So that map is not tha bad at all (but as i said, i am sick of it, there should be some day when there are only ALL maps except noob-popular ones, if amount of ppl will decrease that will mean that those maps do suck, so when the crowd will find the favourite map among they played, they would start to play on that map)
  10. I dont think that humans are winning that often... Ravenholm is practically 50/50 Cargo is 100/0 never even saw zomz winning at that spawncamping map Trainstation is 25/75 zombz are winning even more often, Dead House is 75/25
  11. Heh, you just forgot that youre the main guy in Commandos division
  12. You really know what crowbar welding god upgrade does? They dont ruin anything, this mode is mostly based on teamplay Well i can only say that welding god upgrade should get removed, or get fixed Cause Berserkers without that upgrade are absolutely killable... And if even noobs use fasties vs them it is not the point to remove that class (Ive never saw "Skillabusing" at any map except Ravenholm)
  13. Hmm about turrets: CAUSE you can level up as fast as i gain gc in one round (lol) You place turret and it constantly make damage (It is an achievment) You ever saw 2 or 3 commandos with shotguns only left that split up they can stand really long time Berserkers becoming really powerful when they get crowbar welding god bonus ONLY Even at ravenholm while Last human left there is no way to survive
  14. Just compare ZS with CoD:MW2 (weird isnt it?) ALL that "RPing" really useful BUT it WONT give you any significant changes... As in CoD there also is some sort of lvl up but it still wont improve your gameplay, you can just become master of M4A1.. and thats all... they made improvement becuz ppl are TIRED of constant action games So what common gamer will think? "OMG i shud lvl up cuz i luv C4" or some sort of that... Teamwork. This word is more powerful than all upgrades in total. (I hope you got the point, kepp upgrades and lvl up system)
  15. hmmm... percentage system is the point to argue.. 1) Spartan upgrade, so it really decreases total amount of damage but while a commando and you have increased hp (20%) i just wanted to check one thing... lets just think it decrases 15% of total damage 100x1.2=120; 120x1.15=138 Or is it 100x(1.2+0.15)=135 Or it is just 100x1.15=115 (i just count as if there is only normal zombie so i count damage decrease as max hp) Also with aura damage, while standing near commando you get damage increased, so if there are 5 commandos near does damage to the zombies get multiplied? (if so, i have one idea for the next achievment...) I nearly forgot: Surgery upgrade:no vials no point in buyng it... maybe you should combine it with Quick cure upgrade series? I mean player with Quick Cure, Horse Health, and Surgery will regen up HP up to 40 2x faster or 1.5 faster And why commandos with full pack of Quick cure series upgrades regen up ONLY to 35 instead of 40? In conclusion, I want to admit that Berserkers are really a pain in the ass, but when Deluvas remove that class it will be his pain in the ass, arguing with epic Berserkers of lvl5 or 6 like Psychopetti
  16. About map circles... it is way too bad Ravenholm-Cargo-Dead house-Barren-Ravenholm... There should be at least 8 maps b4 you can play that map again (penalty) So if you want to play Ravenholm you should wait until 8 other map will pass... What about player skins? Each lvl up should give you your permanent skin, so players will have an ability to differ, regular pleyrs fromm noob-ones... well of course there is not as much skins as lvls for each class... but you can always upload some on the server Something more supply crates should live, it is simple if player is a noob, he is still a noob with smg... it does not take effect on the gamplay, all normal players gain better weapons by killing zombies, other noobs just die About engies... Tripbombs should inflict damage ONLY to the holder of that bomb... easy way to get rid of them
  17. hmmm... horror movie "The quarantine" one of my favourite, any1 who played dead space can find movie and game very similar, especially at the end...
  18. I know faaaaaar too much players that are "addicted" to that server because of game content, you should think twice b4 disabling classes, if you will you should be ready to significant player losses... (I dont think it will be right at this phase of server development) Also, i dont think it is essential to disable supply crates, ppl that made that model work and operate with players wont be pleased cause it was not that easy.
  19. Problems to discuss: 1)Ive just want to compare Engineers with Commandos... As the skills both lvl up there is great difference between Engineers have more chance to spawn with pulser (than commando with rifle at same lvl) , pulser regen ammo (commandos rifles dont), engineers pulser can get increased clip size (commandos cannot increase clip size), pulser is much lighter that gives engineers ability to run faster with it (commandos concept), i dont even care about tripmines and other stuff. 2)"Bulletsucker" five-seven problem, even you have ammu man upgrade it is still not enough, what is more annoying that when you spawn with magnum it can reward your 57 back! (what the hell?), Compare berserkers deagle and commandos 57, ammo regen is 18 bullets at every skill... I think there should be a command that can hold on your weapon so it wont change as you score will increase, or supplies you will get, i find it really awesome to fight poison headcrabs with shotgun or glock on long distances... There even no point in increasing magazine size for commando skill... think if it is main attacking skill what mostly it needs? Speed, increased speed with primary weapons so he can operate faster, or what is more vital, more bullets for ammo regen.
  20. I will just state my question: Increased magazine size (non-approved) gonna get fixed? Increased aura damage (dont know) Increased HP (non-approved) gonna get fixed? Maybe commandos should have an ability to run as fast as with melee weapons, so he wont get his speed decreased while carrying primary weapons like machine guns or shotguns So will there be some kind of update which fix all perks of Commando class?
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