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Mr. Green Gaming

Jason0905

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Posts posted by Jason0905

  1. perhaps there could be that if humans are near the zombies will not spawn there... and if there is more humans in other spawn and less in other... the zombies will spawn to less ones. so most likely where is 0 humans. this would mean that there still could be spawn pretty much everywhere, but the cading could still be done.

    Humans may be able to exploit this by scattering around the map.

  2. Remove grave spawn from stormiest house. I had just went on to play my first game today and the first map I played on was stormiest house, I picked medic and I spawned in the grave and nobody else had spawned in there either (there were like 20 players <_< ) which is just bullshit because there is no way out. I managed to fend the zombies off for about 16 minutes but then they unlocked poison zombie and I was trapped inside a grave all alone with a poison zombie and poison head crab in a tight secluded room and no means of escape(the only reason I survived so long is that I kept healing myself and they kept using ethereal and howler). 2 minutes left and the humans who I was going to cade with survived, this kind of ruined the fun and is unfair to humans, it could also discourage new players who spawn in there to play so I'm asking please remove this spawn.

  3. maybe but you would better system then just played 24 hours

    If you get new player who can play them 3 classes then soon as support and engineer are unlocked for that player you will just get the same problem

    The idea is that they will see others playing the class properly and will know how to play the class properly before they do it wrong and get bitched at.

    I do think thogh support should be unlocked at 12 hours though and engineer at 24 hours, engineer is the main minge class.

  4. Support and Engineer classes should be locked to noob players.

    There's too many noobs or mingebags who like to ruin the game for others.

    To unlock those 2 classes they should play on the server for at least 24 hours.

    Until then, they are forced to play Medic, Commando and Marksman.

    Yes, this would prevent new players from making mistakes in using the class wrong beacause they will learn not to do these things before they have a chance to do it as they have seen what the more experianced players do.

    Troll accounts would also not be able to go on and start ruining everything as they would have to play for so much time which would not be worth it for them.

    also marksman should be for players who have played atleast 48 hours :)

    I don't agree with this, marksman can't exactly be used badly.

  5. I wasn't on the server at the time, but I can agree he should be permanently banned. He abuses, exploits, late redeems and nobody on the server likes him.

  6. A few suggestions for the human classes

    Medics

    Change medics increased heal to increased med kit efficiency (basically 1hp's are administered faster and the kit recharges faster to compensate, possibly extra maximum capacity as well?) because medics increased heal only starts to help at level 4 medic where you will heal 2 when the target has a even number of health otherwise you'll heal for 1 which was annoying when another medic was healing as well. Then at level 5 where you'd heal 2 no matter what health they had. At level 1,2,3 and 6 though there are no changes to how effective the med kit is. The game is also bugged with healing 2hp as it only registers it as 1 (most likely because it registers med kit used on another player and not amount healed) so I have to heal 80 instead of 40 to get 10 skill points. Changing increased heal on teammates to increased med kit efficiency would 1)Improve the med kit at every level. 2)Fix the 2hp registering as 1. 3)Healing self would be more efficient, even if the faster healing will only applies to others. Keep this at 10% per level like the increased heal was.

    Replace medics increased pistol damage with a medic smg spawn chance seeing as people can no longer retry abuse to be a medic. Implement the Alyx gun in with the other tier 2 pistols and replace the medics Alyx gun earn with a medic smg that can deal 6 damage (slightly weaker then the weakest smg that uses ammo), and can shoot a 10hp healing dart with middle mouse click, this 10hp is directly taken from the med kit and has a 3 second cool down before another dart can be fired. Basically like in killing floor but with a cool down for the dart and the medic will need to get out his health kit to recharge it. If the medic drops this weapon for a non medic class, this weapon functions as a normal smg without the healing darts. Then instead of the rifle the medic earns, he should earn a medic rifle which is a improved version of the medic smg and will deal again, slightly less damage then the weakest ammo using rifle but is improved in a couple of ways, it can leech health from zombies (1hp charge for health kit for every 30 damage caused) and can administer 25 hp health darts instead with a 5 second cool down. Medics will still be able to use their med kits how they please and will have to get them out if they wish to recharge it.

    Medics should get 1 green coin for every 50 or 100 healing.

    Last thing for medics, give them 10 skill points for 30 healing instead of 40, 30 is a nicer number and they still wont get too many skill points through healing.

    All of those medic ideas if they are put to use would make medic a more enjoyable class to level, they would feel more rewarded for healing others and they would have their own awesome hardware.

    A couple of suggestions for engineer

    Engineers should see the health of their turret and should be able to have it self repair whilst turned off.

    Turret distance should be reduced to 250 or 500 units (maybe 300?) as when two people get a turret, they can place their turrets well away from each other and still not be able to place them both even though they aren't closes enough to stack up the turret damage.

    Increase turret ability to aim up and down as on maps like lighthouse, a turret is useless because it does not aim down the stairs enough to shoot zombies and on sewers it does not aim up enough the shoot them.

    Combat classes

    Marksman and commando are the combat classes and should earn sp faster than the other 3 support classes, just saying. Give marksman a melee weapon because without one, they can't run from zombies.

    I am sorry this post was so long but I have all these ideas that I'd like to share with the community, please share with me your views on these suggestions.

  7. He is constantly griefing every game and it's annoying everyone like in sewers. We'd managed to get the barrel up and were going to cade with it but Mr. Griefer kept taking the barrel away whilst we ere trying to nail it and eventually he just nailed it to the floor and after breaking the nail the prop was too damaged to pick up. Skate was trying to stop him as you can see in a couple of pictures. On the next map as well I took a couple of screenshots of him nailing the vending machine. His steam id is in a screen-print.

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  8. Once Necrossin has finished this update, here are a few ideas possibly for the next one, it's mainly medic orientated and focuses on lvl 5 bonuses.

    Medics increased healing only helps when they're lvl 4 where they heal 2 if the target has a even number of health or 1 when it's a odd number (which was quite annoying when another medic is healing aswell beacause sometimes I'd only be healing 1 beacause the other medic kept making the targets health odd again) and lvl 5 where you heal 2 when their health is odd or even. Medics healing bonus should be replaced with increased health kit charge speed and at lvl 5, Medics special abilty ahould be to heal 2 (60% extra healing).

    Commando's should get their 10% extra damage with all wepons back for a lvl 5 perk (passive 10% extra damage being removed in this update)

    Support should get the ammo on headshots for lvl 5 beacause they are the stay inside a barricade class and would not be overpowered with it like commandos.

    Engineer and Marksman will need something for lvl 5.

  9. Another suggestion of mine -

    - Remove the green gas on small maps like pub.

    Humans choke to death as soon as they even touch the gas outside with under 40 health.

    It lasts too damn long and it's impossible to avoid it (since it's a tiny map).

    Edit - C4's shouldent do damage to cades or should have a X ammount of unit to plant a mine near a cade.

    It's annoying when you have a nice cade set up and a failgeneer (Like Lasse DK) comes along and burns it.

    EditEdit - If you are awarded a weapon while standing on a zombie gib you dont receive the weapon, Hope it can be fixed

    Engineer is quite a minge class, they have their cade burning mines and their exploit kits. Good thing they're losing exploit kits but it is annoying when engineers always burn down a perfectly good barricade with their mines.

  10. In my opinion people mainly exploit on the maps with lack props to cade with and no good camping spots. For example the map Tigcrik, basically a rape fest and people will exploit on it or scuicide to get the map over with quickly.

  11. ^That, I'm pretty sure thats a walkable route.

    Nope, you have to use the engineers cade kit to get up there, then you can just break it after.

    It's like being born you have to use some skills to get out and you pretty much destroy the way you came, happends all the time bro! :yeah:

    Admins say if a normal zombie can't get there then it is an exploit (atleast when you destroy the plank to get there) Anyway hopefully they learned their lesson anyway.

  12. If the things I am going to suggest aren't in the next update I recommend you to add/fix them

    Thing is I didn't complain this time. I just posted two ideas and my opinion on another server.

    Note the word suggest in the first post, it is not a complaint.

    The idea of this topic in the forums is for players in the community to suggest ideas for bug fixes and changes that should be made. Other players in the community shall then reflect upon this idea and give their own personal opinion on the idea at hand. We know Necrossin doesn't have allot of free time on his hands and we are thank full for all his free time he is spending coding to improve the server, we as the players are just helping Necrossin by playing on the server and reporting any bug issues and suggesting new ideas so we can get our views from the community on these ideas and inform Necrossin about these issues or ideas. We are not complaining, we just want to inform Necrossin about our ideas and issues and he can feel free to do whatever he wants with them and take however long he wants to implement them if he so wishes. Therefore can everybody stop being dicks to each other and not having an argument every time somebody suggests a new idea?

  13. Leveling medic seems to have it's redundancies in the medikit, from Level 4 it heals 2 hp, same on level 5 and level 6.

    Agreed, the increased heal on teamates only shows a effect at lvl 4+ where you heal 2 hp instead of 1 but for lvl 5 and 6 this stat bonus was just as good as it was at lvl 4.

    Another issue for medic is that each 2hp healed (when lvl 4, 5 and 6) only counts for 1hp healed on the scoreboard.

    And a suggestion for medic would be to get a green coin for every 50hp or 100hp healed as medics would feel more of a reward out of healing their allies instead of fighting off the horde to gain green coins and healing themselves.

    the green coins will mean every one will go medic to farm them however why doesn't healing unlock weapons for the medic.

    That's why I said for every 50 or 100 healing, if somebody wanted to farm gc, he'd just have his friend go zombie and kill him many times, it'd much slower to farm gc through healing. Also your idea for wepons from healing could be farmed aswell.

  14. Leveling medic seems to have it's redundancies in the medikit, from Level 4 it heals 2 hp, same on level 5 and level 6.

    Agreed, the increased heal on teamates only shows a effect at lvl 4+ where you heal 2 hp instead of 1 but for lvl 5 and 6 this stat bonus was just as good as it was at lvl 4.

    Another issue for medic is that each 2hp healed (when lvl 4, 5 and 6) only counts for 1hp healed on the scoreboard.

    And a suggestion for medic would be to get a green coin for every 50hp or 100hp healed as medics would feel more of a reward out of healing their allies instead of fighting off the horde to gain green coins and healing themselves.

  15. Give medic lvl 5 and support lvl 5 a special bonus like the other classes do. For example a couple of ideas off the top of my head would be the medic can charge his health kit by doing damage to zombies (1hp per 10 damage dealt?) so the medic can help out the team whilst charging his health kit at the same time. For lvl 5 support perhaps half the ammo regeneration timer or bring back the shotgun spawn chance. These are only suggestions and I recommend that we should make a topic on suggestions for these perks.

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