Jump to content
Mr. Green Gaming

PEPPER

Members
  • Posts

    175
  • Joined

  • Last visited

Posts posted by PEPPER

  1. 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?

  2. 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...

  3. 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)

  4. 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)

  5. 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

  6. 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)

  7. 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

  8. 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

  9. 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.

  10. 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.

  11. 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?

×
×
  • Create New...