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Mr. Green Gaming

Toaster

Greens
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Posts posted by Toaster

  1. EDIT: Add an option to disable '!ravebreak' (Both in IW and ZS)

    It's damn annoying, doesnt let anyone aim and it's just pointless. I'd atleast like to disable the 'headbanging' effect...

    What, so that the rare occasion that it actually happens, you can go get a bunch of free kills?

    Ravebreak is a break from the fire, and a truce between the humans and zombies so that they can all join together in a happy, enjoyable rave. :) If you can disable the headbanging, it kinda defeats the purpose.

    It rarely happens, just deal with it for the 20 seconds.

  2. If you would, could you also respond to my reasons why I disagree? Because, not being rude here, they do still stand. And I do realise it's not to escape the zombie horde, but the time is still frustratingly long. I was using that as an extreme example of how long 6 seconds can be in a fast-paced game like Infected Wars.

    I'm pretty sure I summed it all up in the last sentence of my post. Not much more I can say.

    I should have probably just changed all of the numbers in that post to x's.

    You seem to disagree with two things. One being the times, which I agree, aren't the best since I just put in numbers based on my own opinion without thinking too hard about it.

    The Other thing is the firepower issue, which I again answered. There isn't supposed to be much firepower on this class, so in my opinion, it isn't a problem.

    I like feedback, but your previous post really didn't tell me much other than "you didn't answer anything." If you would like to provide feedback, put in your own numbers. How do you think the class should be made?

    I doubt this class will even get past design phase. I'm not even counting on it, I'm just brainstorming. None of this stuff is supposed to sound remotely finished. :)

  3. Infected wars is an extremely fast paced game. Next time you're being swarmed by zombies make sure to stand still for 6 seconds, this will give you an idea of just how long 6 seconds can be, as it's easier to lose track of time when playing games. And by 4 seconds to kill a baby, do you mean I have to be within range of it for that time? If so then it's a highly inefficient weapon. Having said that, the same is true even if it's just a 4 second delay between use and destruction. In fact, the suit loss is enough to make anyone just use a satchel charge of a knife instead.

    Furthermore, you are proposing we have a mobile class constantly behind enemy lines, yet you give it no true firepower. A class like this will easily get singled out and killed within moments of entering infected areas. I'd say that because it lacks any weapon it wouldn't even be able to take a bones in a head-to-head battle. I propose giving it the Assault's normal shotgun, or possibly an MP5, instead of the baby killer.

    The Goal isn't to be able to escape zombies using teleport. Teleporting would be used out of combat, and would help with being able to escape camping spots without going out the main door. For example, on cbble, you could teleport through the window instead of going down the ladder and being killed instantly. The teleport is supposed to have a long targeting time for this very reason, so you cant instantly teleport back to base after you grab all the babies. In other words, once you're out of the base, good luck getting back in.

    Note that this class isn't supposed to have much firepower, as its focus is to kill babies and drive back the infected. Give it any more firepower and you have another version of support. And it indeed already has an MP5.

    make the hyperion jump take less time and lessen the %'s. also change the name, how does it do any form of recon?

    Yeah, the name sucks. I couldn't think of anything better.

    My goal with the stats is to make it so it can take less damage in speed mode. Its designed to be a hit and run class. Kill the babies, run away, repeat.

    Also, remember, as I stated earlier: I'm just brainstorming ideas for VMR, as hes the one actually designing the class. Don't go too hard on me for the balance, I'm just giving general numbers on what I think they should be. I should have probably just changed all of the numbers in that post to x's.

  4. I have a couple of ideas for your new class, VMR, feel free to change these in any way.

    Recon:

    Knife:

    -Standard Issue

    Satchel Charge:

    - Left click to throw on the ground. Right click to detonate.

    - Same radius as C-4, only does 60 damage.

    - 3 from Large ammo box, 1 from small.

    - More than one satchel charge in range with one another will cause interference, causing them both to disarm.

    Hyperion Jump:

    - Hold right click to lock position.

    - After 6 seconds, you are teleported to that location.

    - Limited Range

    - If damage is taken, you are interrupted.

    Magnetohydrodynamic Emitter

    Interrupts Satanic Rituals

    - Locks on to target sacrificial baby.

    - Fires a beam, after 4 seconds, sacrificial baby is destroyed.

    - Limited Range

    - Leeches 20 suit for each baby killed.

    - Can be fired while moving. (Good for regaining energy in speed mode).

    MP5:

    Standard Issue

    Deagle:

    Standard Issue

    Bonus Abilities:

    While in any suit mode, 50% of damage taken is converted to suit damage.

    Base speed is 25% higher.

    Speed drains 25% less energy.

    OVERVIEW:

    This class is meant to be a mobile 'behind enemy lines' kind of class. The playstyle is to run around the map and kill groups of sacrificial babies in an attempt to push back the enemy forces. When in common human camping spots, Recon can teleport a short distance to a target location, in order to avoid leaving the main entrance and instantly being killed by zombies. It can also kill sacrificial babies easily from a range, while also leeching suit power.

    Just some ideas I had. Dunno if they're even right for Infected Wars, just wanted to share.

  5. How about make the 'chance to ignore suit armor' an actual attribute of the meatcannon. There's a reason I never really bothered looking into it.

    I actually support this idea. It should scale by the amount of Special Forces players though, and have a 0% chance when there's less than 5.

  6. As strange as this sounds, Armorbug actually kept the game in balance.

    On the old server, I used to just regen between the shots, making it impossible for me to die unless the rocket bugged. You can just regen 20 armor and the rocket will only hit the suit.

    I haven't played a ton of IW on the new server due to midterms, which continue next week as well, so for all I know Necrossin might have completely nerfed that strategy and everything I just said means nothing.

  7. ... and to sum it all up: The only thing Ares is better for is Bullet Storm.

    I've been thinking about a new human class for a while, but I can't find any weapons that would fit etc.

    The basic idea for the new class is that it's a roaming class made to run around with less firepower, but a lot of defence. It's objective should be to kill sacrifical babies placed by the undead. Killing the babies is actually one of the most important things to do in IW, as every baby killed delays the undead a lot.

    Do you guys have any suggestion for weapons / stats?

    I'm thinking a suit that drains at half the speed, about 200 suitpower and 80 HP. The weapon shouldn't be very strong, and his running speed should be the same as the assaults.

    Satchel Charge:

    - Left click to throw on the ground. Right click to detonate.

    - Same radius as C-4, only does about 30-50 damage.

    - 3 from Large ammo box, 1 from small.

    - More than one satchel charge in range with one another will cause interference, causing them both to disarm.

  8. However, assault master also has a much lower clip and much less damage per shot while also having a far lower rate of fire. Assault is, as I said earlier, a Jack of all trades. However it's better to be good at tearing apart anything that comes through a doorway than it is to do well at harming things coming through doorways. Then harming them a bit more when they get closer. And my point is the Ares is too much firepower.

    Actually, here are the stats:

    ARES SHRIKE:

    SWEP.Primary.Sound			= Sound("weapons/m249/ares_shrike-2.wav")
    SWEP.Primary.Recoil = 3.2
    SWEP.Primary.Unrecoil = 9
    SWEP.Primary.Damage = 17
    SWEP.Primary.NumShots = 1
    SWEP.Primary.ClipSize = 100
    SWEP.Primary.Delay = 0.09
    SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * 3
    SWEP.Primary.Automatic = true
    SWEP.Primary.Ammo = "ar2"
    SWEP.Primary.Cone = 0.05
    SWEP.Primary.ConeMoving = 0.14
    SWEP.Primary.ConeCrouching = 0.035

    M16a4:

    SWEP.Primary.Sound			= Sound("weapons/m16a4/m16a4-1.wav")
    SWEP.Primary.Recoil = 1.5
    SWEP.Primary.Unrecoil = 11
    SWEP.Primary.Damage = 19
    SWEP.Primary.NumShots = 1
    SWEP.Primary.ClipSize = 30
    SWEP.Primary.Delay = 0.09
    SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * 5
    SWEP.Primary.Automatic = true
    SWEP.Primary.Ammo = "ar2"
    SWEP.Primary.Cone = 0.045
    SWEP.Primary.ConeMoving = 0.1
    SWEP.Primary.ConeCrouching = 0.024

    M16a4 does 2 more damage, has less than half as much recoil, and is slightly more accurate. They both have the same rate of fire.

    Only bonus to Ares is the extra ammo.

  9. STALKER VETERAN

    UNLOCKS:

    Backstabbing Knife - 100hp/suit damage when hurt from back, deals extremely low damage when not hitten from back.

    So basically, the ability to twoshot any human?

    Also, ares isn't OP.

    With it's high damage and rate of fire, allowing it to easily make swiss from zombies at a choke point, I really would say it is.

    Assault and Support are the main firepower for Special Forces. They're supposed to have the heavy weapons.

    I prefer Assault Master over Support. Higher accuracy, faster reload time, and a shotgun.

  10. Gameserver: Gmod Infected Wars

    Age: 16

    Country of origin: United States

    Link to Steam Community profile *: http://steamcommunity.com/id/toastandroast/

    Minecraft name **: Toaster815

    Little something about your self and why you think you're fit to be admin:

    Its been a while since we've all played Infected Wars. Soon after the old server closed I resigned my admin position. Now that the server is up again, I decided I may reapply for my spot back on the Admin team.

    I have plenty of experience as an admin, I know how the system works, the rules, etc. I am American, meaning I can cover the evening/night shifts while the European admins are sleeping. Im pretty active on IRC, with the exception of when I'm at school. On my old IW account I was very active, with over 800 hours and the Master of IW achievement, so I have a good feel of how the game is run and meant to be played. I know most of the old players, and I like to think I'm pretty well known throughout the community. Also, I cooperate well with my good friends VMR and Hundred, the other IW admins.

    With summer coming up in a few weeks I'll be very active throughout the day, but until then I have school and I'll unfortunately only be on during the evenings and weekends.

    Thanks for taking my application into consideration,

    - Toaster

    EDIT:

    Due to the current inactivity of the server, it seems I am not currently needed for this position. Feel free to close this application.

  11. Just a quick idea I had, dunno if its all that great.

    Stalker Overdrive:

    Weapons:

    Bloodrazor - Base stalker knife damage and attackspeed. Leeches about 20 health per hit and disorientates target similar to Crowbar of Death. This effect can only occur once on that target every 3-4 seconds. Also, the player can use right click to regenerate health out of combat. Regenerating in this way will disable movement and cloak.

    Sacrificial Baby - duh

    This class would be great in a one vs. one confrontation since the disorientation only affects the one person. Because of this it would be very situational, and almost useless when the humans are in groups. This would result in a more stealthy playstyle for the stalker, one who tracks down and focuses humans who are alone, instead of using the good ol' -run in and scream everyone's eardrums out- strategy.

    Don't know if this idea will go anywhere, just wanted to share.

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