Griffon Posted January 9, 2011 Share Posted January 9, 2011 After testing with Necro I made some new stats that should be easier for him to add and more balancedLevel 020 percent increased melee damage5 percent increased speed8 percent as health of damage inflictedLevel 130 percent increased melee damage10 percent increased speed15 percent as health of damage inflictedLevel 240 percent increased melee damage13 percent increased speed20 percent as health of damage inflicted No Screen ShakeLevel 3Gain Axe50 percent increased melee damage16 percent increased speed25 percent as health of damage inflicted No Screen ShakeLevel 4Gain Axe60 percent increased melee damage20 percent increased speed30 percent as health of damage inflicted No Screen ShakeLevel 5Gain Axe70 percent increased melee damage23 percent increased speed35 percent as health of damage inflicted No Screen ShakeLevel 6Gain Axe80 percent increased melee damage25 percent increased speed45 percent as health of damage inflicted No Screen ShakeThat makes mele for other classes pointless though(in addition to pufs ideas)increse mele base dmg by 10%decrese zerk class dmg by 10% Quote Link to comment
Pufulet Posted January 9, 2011 Share Posted January 9, 2011 are they not pointless already? Quote Link to comment
Griffon Posted January 9, 2011 Share Posted January 9, 2011 (edited) are they not pointless already?exactly so you should globally buff mele by 10-15% then give a buff to zerk after thatso that mele is decent, say 6-8 hits with crowbar, down to 2-4 as lvl6 zerk with cbarfocus on the global first then class specifficother classes need a mele when there in tight spots too! Edited January 9, 2011 by Griffon Quote Link to comment
NECROSSIN Posted January 10, 2011 Author Share Posted January 10, 2011 Uploaded some changes on SVN (however they are not on the server yet):Increased knockback effect for M3 ShotgunSlightly increased recharging time and recoil for Pulse RifleSlightly increased health and damage for HeadcrabIncreased cooldown (4 seconds) between spits for poison headcrabHealth gain for berserker now depends on how much damage was doneFixed 'Natural Immunity' upgradeAdded few changes for the commando's perk (that allows you to see zombie's health)That's all for now Quote Link to comment
stalker-dude(nl) Posted January 10, 2011 Share Posted January 10, 2011 Yay!That's no sarcasm, I really like what you've done with the server.Everything is better now.But what is up with the server crashing at the end of every round? Quote Link to comment
NECROSSIN Posted January 10, 2011 Author Share Posted January 10, 2011 But what is up with the server crashing at the end of every round?That was already fixed by Deluvas Quote Link to comment
stalker-dude(nl) Posted January 10, 2011 Share Posted January 10, 2011 But what is up with the server crashing at the end of every round?That was already fixed by DeluvasOk Quote Link to comment
Griffon Posted January 10, 2011 Share Posted January 10, 2011 Uploaded some changes on SVN (however they are not on the server yet):Increased knockback effect for M3 ShotgunSlightly increased recharging time and recoil for Pulse RifleSlightly increased health and damage for HeadcrabIncreased cooldown (4 seconds) between spits for poison headcrabHealth gain for berserker now depends on how much damage was doneFixed 'Natural Immunity' upgradeAdded few changes for the commando's perk (that allows you to see zombie's health)That's all for now nice i like this!The hp of others is hard to see as medic specially close up healing (always bugged me)any chance of making it so that as medic you can see there hp on the hud (or something similar? Quote Link to comment
Weo Posted January 10, 2011 Share Posted January 10, 2011 nicely done necrossin. keep up the good work Quote Link to comment
Mr. Darkness Posted January 10, 2011 Share Posted January 10, 2011 Update request: Enable Poison headcrab bite on jump + longer jump (Its too short, man! (Also that you cant jump sightly up)) Quote Link to comment
Albino_Gunner Posted January 10, 2011 Share Posted January 10, 2011 (edited) i think that etherals shouldn't fuck your screen up EVER and they shouldn't change where your looking if they tp if you are moving because i constantly start running and etherals teleport spam and i cant see or move or run or anything Edited January 10, 2011 by Albino_Gunner Quote Link to comment
Holy Posted January 10, 2011 Share Posted January 10, 2011 What happend to the Friends system, deluvas started on it from what I heard months ago. Sorry if this has been answered in previous topics. Quote Link to comment
Weo Posted January 10, 2011 Share Posted January 10, 2011 What happend to the Friends system, deluvas started on it from what I heard months ago. Sorry if this has been answered in previous topics.friend system? Quote Link to comment
Bluddorn Posted January 10, 2011 Share Posted January 10, 2011 Friend System? That sounds great! I hope they finish it soon... Quote Link to comment
Damien Posted January 10, 2011 Share Posted January 10, 2011 (edited) I shall give the explanation of the friend system: you get a screen at start where you select your squadmates. Once you start playing and stay close to them you get advantages, but getting close to another squad gives you disadvantages. Max players in a squad is 4. I think that sums it up . This system encourages teamwork, but discourages humans to camp in one big group. This gives zombies more chances and humans a challenge. Edited January 10, 2011 by Damien Quote Link to comment
Griffon Posted January 10, 2011 Share Posted January 10, 2011 I shall give the explanation of the friend system: you get a screen at start where you select your squadmates. Once you start playing and stay close to them you get advantages, but getting close to another squad gives you disadvantages. Max players in a squad is 4. I think that sums it up . This system encourages teamwork, but discourages humans to camp in one big group. This gives zombies more chances and humans a challenge. make it 5 of each classthe problem is this may discorage groupds to work together to actually survive as a whole+what if there are more than 5 of you in group? Quote Link to comment
Damien Posted January 10, 2011 Share Posted January 10, 2011 Squads dont need to have one of each class, you can easily make a squad of lets say 4 medics. 4 fits perfect in the l4d theme. The system still needs to be worked out, because i see a few problems with it like:1. Unfair squads: friends teamup, leaving the noobs in a squad.2. Zombies always attack the weakest squad.3. Most maps are to small for the system to work.4. If a teammate dies, is he going to kill his teammates or still see them as friends.5. Noobs need to know how squads work. Quote Link to comment
Ywa Posted January 10, 2011 Share Posted January 10, 2011 Part of the friends code is included @ SVN version actually. But it's not finished & currently disabled. I'm sure NECROSSIN will look at it. Quote Link to comment
Mr. Darkness Posted January 11, 2011 Share Posted January 11, 2011 Suggestion for "squad mates" (or hows it called) system:How about if your friends will be always marked. So you can always see their name, even behind walls. If a squad mate sees a zombie his name turns green. If he gets hurt his name turns red and shakes.Update request: Make ethereals teleport on displacements & roofs. (Or let us just say on "not slide ground" or somethig).Damn waiting for the friends thing >.< Quote Link to comment
NECROSSIN Posted January 11, 2011 Author Share Posted January 11, 2011 Part of the friends code is included @ SVN version actually. But it's not finished & currently disabled. I'm sure NECROSSIN will look at it. First of all I need to fix important thingsBy the way uploaded few small changes on SVN:Descreased Ethereal's scream effectHolding down left mouse button will make ethereals visible (against ethereal's attack spamming)Added small effect for Green's hatAdded some useful interface onto medkit (I know that text is pixel'ish a bit - thanks to cam.Start3D2D ): Quote Link to comment
Weo Posted January 11, 2011 Share Posted January 11, 2011 good... when does this come online? or when it will be downloaded from SVN to server?btw it should't be like if ethernal pushes attack... it comes visible for like 5 seconds or is it alredy like that?if its not then people just click really fast and no one sees. Quote Link to comment
PEPPER Posted January 11, 2011 Share Posted January 11, 2011 who said about joining a sqaud? you can go solo (and die in another zombo rapefest) and still you can camp. If players like rapefests (and i am sure they are, cause who the hell will choose a house map then) they will choose some small maps, can you even imagne how those "squads" will work then? I dont think its the best idea to discuss it at current rate of developement.Here are some of problems so far:Posion headcrab:Primary poison attack: -20hp as infection ends+ screen shake+ multiple target dmgSecondary attack: "Red ball of sorrow" dmg inflicted significantly lower+ no multiple target dmg+ no screen shakingPosion-zombie: try to kill one with SMG while they are in a group of 3 or more... or a headcrab that is being healed by them Quote Link to comment
Griffon Posted January 11, 2011 Share Posted January 11, 2011 Thanks for taking my sugguestion on board necro i really apreciate it now i can see who im healing Quote Link to comment
Jeremiah Posted January 11, 2011 Share Posted January 11, 2011 Team squad...hmm then the important aspect of the game (survival of the fittest) will vanish, besides half of the server hides in my cade if I don't lock it fast enough. Everyone would get sucky disadvantages..bad idea. Quote Link to comment
Damien Posted January 11, 2011 Share Posted January 11, 2011 I think its a good idea, makes zombie more attractive to play. Quote Link to comment
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