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01-19-2009, 08:18 AM
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#16 (permalink)
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Join Date: Jul 2005
Location: PA, USA
Age: 40
Posts: 2,094
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Re: New patch, epic fail :\
Not a big fan of the Static tanks. I would much rather get hosed every so often on no tanks then to know when and where the tank was going to show up. Makes the rounds less suspenseful... I also like random weapon spots.. I don't want the Infected to know at the outset where all the goodies are..
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01-19-2009, 08:19 AM
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#17 (permalink)
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Join Date: Jul 2005
Location: PA, USA
Age: 40
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Re: New patch, epic fail :\
Quote:
Originally Posted by Avs
I can imagine window changes so that the smoker doesnt start pulling people out of them left and right.
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Sure..they take away one of the only COOL things about the Smoker when they do that... Nothing slows down the group faster then having to go back for Teammate that just got smoked out a windows.. ;-)
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01-19-2009, 12:41 PM
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#18 (permalink)
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Join Date: Sep 2008
Posts: 446
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Re: New patch, epic fail :\
It's a step in the proper direction for sure.
Because even though that tank spawns in the same place, each team will have a different tactical strategy to deal with it. Remember, if your tank has to go through a bit of a doorway where the survivors are stockpileing gascans/propanetanks/otherassortedgoodies, you can always find a nice spot to store the tank in the meantime. Yeah, he'll turn over to NPC but it might be for the better so that the survivors HAVE to abandon their ambush spot. (Blood Harvest area with the train-smashing event, with the door from the train tunnel as the trigger for the tank last night; we left the tank in the house farther down to allow ourselves to keep the tank and also let him do at least a bit of damage instead of being trounced right then and there.
Smokers are very much so entertaining to play these days; I have managed quite a few good smoker moments that were nearing impossible before the patch. Hunters are also a lot more interesting now that the melee has a much harder time of nailing them in the air (sad that I lose a tactic for one-man rushing with a team of bots, but good to see some balance instead of hunters having no edge in the fight).
I would like to see, however, a change in the tank spawning system... The tank should spawn within a certain AREA of the other team's tank, instead of at the same place; If the tank spawns immediately after the NM door sequence, perhaps the other tank should spawn a bit after that, on the streets to the pawn shop safehouse. Or maybe a bit earlier; say, near the very end of the subway tunnel area. That way, there's only a bit of a chance to tell where they'll spawn, but they'll both be attacked by the tank either way.
Good changes, can't wait to see more.
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01-19-2009, 01:46 PM
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#19 (permalink)
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Join Date: Mar 2007
Age: 39
Posts: 1,015
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Re: New patch, epic fail :\
I think some more changes are required, here is my list...
-Tanks punch or rock throwing HAS to be an aoe attack to fix survivor clumping.
- The smoker aiming needs more work, either remove the red reticule or make damned sure it hits when i fire when the game tells me im on target.
-Releated to the smoker, I'm tired of normal infected clipping through me and blocking my tongue. Especially bad on crescendo events.
- Lower the number of medpack spawns, yesterday on 2 different occasions I saw the director give 9 extra medpacks (that does not include the 4 in the spawn room)! Should be capped at 4 extra/level.
-Add a crescendo event to BH4, it's pathetically easy currently if no tank spawns.
-Adjust the scoring system for vs. to be more dynamic. Why should both teams get the same modifier if team 1 skips the witch, and team 2 kills her? Shouldnt team 1 get a higher modifier if they get through a level and doesn't need to pick up any extra medpacks, while team 2 uses 6 extra medpacks?
- lower survivor melee damage, why does survivor melee attacks do 65 damage? It's time to either lower the damage of survivor melee, or use some kind of melee stamina that affects your swing speed.
-Change how fire affects a tank. Have it do 2000 damage over 20 seconds. I'm tired of keeping the tank back out of the fire, even if that causes me to loose control, and then have a teammate do the same, only to have the ai-controlled tank run right through it and then die doing zero damage.
I haven't had any issues with windows, that just sounds weird what you guys are discussing.
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01-19-2009, 02:49 PM
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#20 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
Posts: 1,417
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Re: New patch, epic fail :\
Main thing I'd like to see is variation on the finale scoring. Instead of giving you full points for getting to the finale (which is absurdly simple), make the finale score based on percentage of the crescendo completed.
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01-19-2009, 03:06 PM
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#21 (permalink)
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Join Date: May 2005
Location: Casting useless spells in Oklahoma.
Age: 28
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Re: New patch, epic fail :\
I agree with this. The scoring need some major overhauling. Additionally due to the scoring, to start as infected is a large advantage. You know how you have to play the game to eek out a win. You know if you can leave a guy behind or sometime you know when you've already won.
To fix this they should stagger the starting teams on the chapters and have dynamic scoring based on damages, real difficulty (tanks/wiches/special infected killed), and to some degree the amount of the map completed.
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01-19-2009, 03:28 PM
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#22 (permalink)
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Join Date: Jul 2005
Location: PA, USA
Age: 40
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Re: New patch, epic fail :\
Plus they Messed with the Hunter.!! It's already a class that takes alot to get correct.. Don't make him a Woosie too!!
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01-19-2009, 07:34 PM
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#23 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
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Re: New patch, epic fail :\
Quote:
Originally Posted by peardog
Plus they Messed with the Hunter.!! It's already a class that takes alot to get correct.. Don't make him a Woosie too!!
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Unless I'm reading the notes wrong, they made it easier and slightly better to pounce, whereas before it was often better to just run up and swipe.
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01-19-2009, 10:09 PM
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#24 (permalink)
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Join Date: Mar 2007
Age: 39
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Re: New patch, epic fail :\
It's not better to pounce, and you still get the horrible pounces that go right through survivors yet don't count. All they did was make playing the hunter even more noob friendly by giving a hunter basically 6 points in damage for landing any pounce. The first "flesh tearing" now occurs immeadiately after the pounce, unlike before the patch where there was a delay between the pounce landing and the flesh tearing beginning. The reason it was better to swipe over pounce previously was because pounces did zero damage to an alert team other then the damage for the pounce itself where swipe if landed was a guaranteed 10-40 points for a single swipe.
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01-20-2009, 09:30 PM
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#25 (permalink)
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Join Date: Sep 2008
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Re: New patch, epic fail :\
Hunter
-Easier to pounce a Survivor who is meleeing
-Increased Minimum damage a Hunter pounce does
Since when does that make him -worse- than before? Those are bonuses in my eyes!
Minimum damage, for the nubs who fail at hunter long ranging/tactically timed pounces, and for those last moment 'damn I missed, oh well' moments when you just pounce the nearest bastard after missing a big pounce.
I'm getting better at long ranging them. Often on the NM3's Mechanized Lift Crescendo area (right outside the burger tank, a flexible area to achieve an easy 25 damage pounce).
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01-20-2009, 11:19 PM
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#26 (permalink)
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Join Date: Jun 2008
Location: Twin Lake, MI; Home again
Age: 18
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Re: New patch, epic fail :\
Quote:
Originally Posted by Celestial1
I'm getting better at long ranging them. Often on the NM3's Mechanized Lift Crescendo area (right outside the burger tank, a flexible area to achieve an easy 25 damage pounce).
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I always fail at those. :\
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01-21-2009, 01:02 PM
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#27 (permalink)
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Join Date: Mar 2007
Age: 39
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Re: New patch, epic fail :\
Quote:
Originally Posted by Celestial1
Hunter
-Easier to pounce a Survivor who is meleeing
-Increased Minimum damage a Hunter pounce does
Since when does that make him -worse- than before? Those are bonuses in my eyes!
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-All this means if the survivor has to be facing in your direction to block your pounce with melee..
-All this means is you do a minimum of 1 damage with every pounce.
The hit detection is still meh with pouncing, 1 out of 4 pounces that should land, dont. The changes just entice people to pounce instead of swipe, but really you still do more damage swiping then you will pouncing unless of course you can get in a few seconds to rip your target after a pounce.
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01-21-2009, 01:52 PM
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#28 (permalink)
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Join Date: Jun 2007
Location: Finland
Age: 20
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Re: New patch, epic fail :\
Normally I'd say that you have to wait for perfect oppritunity to pounce on someone to make it worthwhile - but after playing against some clan (that should have comms) I pounced on boomed member of their team in cramped hallway with them standing next to her and I killed her without them even shooting at me. From full health!
I guess they were searching at me because they walked right next to me couple of times. I guess they just FORGOT TO CHECK BEHIND THE ZOMBIES RIPPING SOMEONE APART RIGHT NEXT TO THEM.
But there has been some ninja nerfs in this one with the hunter as I keep missing people from heights I've never missed before. I usually aim for the head but last night I kept jumping over one guy. After the 5th miss he let me out of my misery.
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01-21-2009, 04:44 PM
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#29 (permalink)
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Join Date: Sep 2008
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Re: New patch, epic fail :\
Quote:
Originally Posted by Morganan
-All this means if the survivor has to be facing in your direction to block your pounce with melee..
-All this means is you do a minimum of 1 damage with every pounce.
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-No. Now it is very hard to TIME your melee to hit the hunter... You could melee all you wanted before if you weren't looking at the hunter, you were still going to be pounced... But now, even looking forward you can misjudge it.
-Perhaps the actual motion of 'pouncing the survivor' but... No, your first swipe now begins as you hit the survivor instead of the delay until the 'dropping' animation is completely over, which is definitely more than 1 damage.
Oh, and those hunter pounces that miss? You're forgetting that it's very complicated to make something like that work. You're taking the Source engine's algorithm to temporarily change the hunter's airspeed, jump height, and gravity as well as the game attempting to compensate for latency from both sides (even with both survivor and infected being low pingers, a dicey calculation sometimes... smoker's tongue overrides this by 'picking' your target for you, by where it KNOWS the survivor is).
It's just like any game notorious for lagging shots or hitbox issues (aka BF2) aim ahead or behind them, where they 'actually' are, and you will hit them.
I admit, I do get a bit flustered when I miss a pounce that seemed dead on. But you know, there's always a next time and more practice the better.
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01-21-2009, 06:08 PM
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#30 (permalink)
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Join Date: Mar 2007
Age: 39
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Re: New patch, epic fail :\
Quote:
Originally Posted by Celestial1
Oh, and those hunter pounces that miss? You're forgetting that it's very complicated to make something like that work. You're taking the Source engine's algorithm to temporarily change the hunter's airspeed, jump height, and gravity as well as the game attempting to compensate for latency from both sides (even with both survivor and infected being low pingers, a dicey calculation sometimes... smoker's tongue overrides this by 'picking' your target for you, by where it KNOWS the survivor is).
It's just like any game notorious for lagging shots or hitbox issues (aka BF2) aim ahead or behind them, where they 'actually' are, and you will hit them.
I admit, I do get a bit flustered when I miss a pounce that seemed dead on. But you know, there's always a next time and more practice the better.
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Actually source is well known for these hitbox issues which stem from their forced interpolation. Take CS for example, in the retail version, you can adjust your ex_interp figures to suit your connection speed, in source, the game imposes certain values. It's not game breaking, but damnit, let me at least complain about it!
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