Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tophat2

Pages: 1 ... 4 5 6 7 8 [9] 10 11 12 13 14 ... 90
121
General Discussion / Re: Boss Battles - Presents?!
« on: December 28, 2015, 02:06:02 AM »
Try it for yourself. It's not really noticeable. Panic jumping works as always. It really does only as advertised; stopping people from abusing modter.

122
General Discussion / Re: Boss Battles - Presents?!
« on: December 27, 2015, 08:33:46 PM »
this, constant jumping can be really useful if you are a medic or something next to william

Not really considering he has the super easy melee, so crouching is a death sentence. New jumping works wonders for people unable to run away at stupid speeds, believe me.

Also don't know what happened to the flamethrower, might've gone all wonky after trying to have it scale with playercount. Seemed to be okay when I used it.

Also, why is "dripped" etarded?
I really fail to see how that could offend people

Because a thing happened. I've said we should just ditch all word filters because it does more harm than help.

123
General Discussion / Re: Boss Battles - Presents?!
« on: December 27, 2015, 05:05:10 PM »
Has the word "christ" which apparently offends people. Which is why some people say "happy holidays" instead.

uh. I thought we were doing it as a joke every year...?

124
General Discussion / Re: Boss Battles - Presents?!
« on: December 27, 2015, 12:35:42 AM »
Ok without making this into a 2 pages of fighting back and forth.


You can stall the game with every class, we can't just remove something and add something else and hope it doesn't happen again. Because at this point in a few months then Rocketman will be removed out of the blue and then we will get scientist #2.

Why can't we just run an experimental server for a few hours at random days so we can enhance playability without making blind runs and hoping that x thing fixes x problem and then later getting backlash for changes that end up breaking other things.

I'm not sure if I remember this correctly or not but years ago in the early day of boss battles, weren't the TF2 inspired classes going to be replaced completely by different classes that are completely original? But then we just stuck to the TF2 like classes?

Even the boss can stall a game, maybe instead of changing the classes we should look at a way to make these stalls ends quick, I know even if there was a /votekill like command it would end up being abused so there has to be another way.



Just going to address a few points with some short replies.

1, not every class can actually stall. Sure, hiding and stalling can be the same thing, but an overweight can't run from a boss. Unsure if we keep those two terms tied to each other or what. I really wouldn't pick at Rocketman so much if they actually did some damage, spoilers, they don't. Oftentimes they help more than harm the boss, or just annoy.

2, not up to my decision/requires effort and/or time, usually things are done out of the blue at random times

3, good question as I recall something of the sort but I don't believe it was continued, or perhaps shelved for a long while

4, I've spoken to people back and forth about how to fix bosses stalling, we ended up with the cap laser doing damage over time to the boss which I find works rather well

There's really not another way to stop stalls (see a close solution below), there's idiots out there that want to be funny and just stall, especially camping in the spawn room (this can be fixed by killing the player after 30 seconds of the boss picking a class, players should already have time to pick a class so it shouldn't be that bad)

What we can do is create a light system after a certain amount of time (my Randomizer does this) that reveals where the player is if the alive player count in the minigame does not change in 60 seconds. It does help people to kill others that stall the round.

I like the 30s cutoff idea. Light system seems interesting. I'll put some thoughts into it.

125
General Discussion / Re: Boss Battles - Presents?!
« on: December 26, 2015, 02:14:44 PM »
The only way I'd be for 'boss upgrades', or a boss 'shop', is if it was handled carefully and cost a decent amount of boss coins rather than points because we already know what happens with the normals, minibosses get spammed every round if someone's bored. They'd have to end up being minor buffs or tweaks like Ephi taking less knockback, although I find that shouldn't be something people buy rather than actually put into the game since every game turns into "let's see how long the rocketmen can stall". My ending note is that these rounds don't even take that long, so unless these upgrades actually do something, it's just a point sink. It would be most unfortunate if something like this were to not have a lot of thought put into it.

127
Congratulations Vert! Happy for you, glad to see all the support help get you to where you are today. I wish you the best of luck in your future! :)

128
General Discussion / Re: Boss Battles - Four year anniversary!
« on: December 14, 2015, 06:36:31 AM »
William is fine right now, tried him out and it seemed like a completely new William compared to the old one.


Also the Dark Samus nerf isn't really a nerf at all, its more of a useless gimmick, but instead of healing enemies should actually damage them.

I addressed everything on the subforum, but I don't recall DS healing enemies. It just doesn't do anything for the most part, other than slightly reduce the amount of energy she gets. Slight as in, 5% off the total bar.


The idea is that Scientists can disrupt Dark Samus's recharge if they are in deflector range. This makes the Scientist more effective against Dark Samus, especially when DS is drawn in close due to a pack of players working from within the Scientist's shield.

I tested earlier with a couple people, deflector has no effect from what I can tell. Perhaps I misused it, but getting into deflector range then being able to shoot the energy balls into friendly players before the vanish seems near impossible from my experience.

129
General Discussion / Re: Boss Battles - Four year anniversary!
« on: December 14, 2015, 05:07:21 AM »
I was going to be against the change just from what I've seen, simply because of the damage but it got a nerf so I'll probably try it out sometime. Overall I think it improves the boss and medics can finally be used against William. 250 damage was insane and like fighting a flying Badspot boss. So I'm happy for the change.

130
General Discussion / Re: Boss Battles - Four year anniversary!
« on: December 12, 2015, 03:17:24 AM »
It wasn't nerfed /because/ of the shield attack. DS needed a nerf because you cannot chase her by any means, you cannot hit her while moving, and it's rare you'll even get a hit in if she's recharging. It does allow players to flank the boss, possible to take her by surprise and get some decent damage in. Of course, the mindset of almost every firebug is jump-jet and simply charge head on, so it won't be seen that often I'd wager. A slight increase in speed would mean nothing other than avoiding other bosses. DS moves at five times the speed of the infiltrator, or just about I believe. Could be wrong.

131
General Discussion / Re: Boss Battles - Four year anniversary!
« on: December 12, 2015, 12:40:06 AM »
All it really does though is make Dark Samus Players stay ranged and only recharge when far away from players.


The risk is only if the Dark Samus player is inexperienced and decides to unload everything close to players.

DS isn't melee. DS has never been melee. This is all people do with DS. Newer players might have an issue with her but seriously, it's marked "hard" for a reason. We even have a centerprint that shows up saying "YOU NEED TO RECHARGE", which no one reads. With this change however, it becomes just a little bit easier to jam up the boss....and then a rocketman shoots them away. All in all, it probably won't be a huge change. What I thought of while typing is that any DS that spams the shield attack will instantly be taken down, which is good. Not fun to be knocked around unable to hit back because the boss is immune to damage.

132
General Discussion / Re: Boss Battles - Four year anniversary!
« on: December 11, 2015, 01:34:19 PM »
I like the idea of risk\reward of throwing yourself into DS's recharge for energy. If it becomes a dogpile, itll quickly die off if theres no medics and they keep throwing themselves at DS

At that point it's just another weapon for DS. Either it does too little damage to mean anything or too much damage to players, or is then turned into a weapon against DS if a scientist can just deflect the projectiles. While that in itself would be neat, last I checked those projectiles were blacklisted since it was causing lag.

From a realistic point of view, no firebug is going to be able to do the risk/reward plan; they move too slowly. By the time they get there, DS'll be long gone. Deckers could easily get themselves killed between "scatter spam" and recharging. I have to admit it would be funny seeing a new player spam recharge and kill an entire platoon of players, though. Perhaps if the projectile count was lowered a bit, then damage could be applied to each projectile. Of course, it wouldn't harm DS at that point. It would need a decent bit of thought to kick off.

133
General Discussion / Re: Boss Battles - Four year anniversary!
« on: December 11, 2015, 12:27:27 PM »
I, for one, like the nerf to DS. It's been a boss that's impossible to beat in the hands of a good player for a long time now. Although I don't feel like it'll be a huge nerf in most games and possibly too large a nerf when there's many players and dogpiles become more rampant.

134
Off Topic / Re: Furry Megathread - Furry Things Here
« on: December 07, 2015, 03:12:57 PM »
Lockebox!

Welcome back! :D

135
Drama / Re: Hairspray queen - 999 minute jailing.
« on: December 05, 2015, 09:12:03 AM »
I don't know who custardo is.

Problem user that has been around for a while, usually an ass in any server he goes into. Unable to search for what I'm thinking of at the moment myself, I'm reminded of a topic Custardo made which he claimed he was hacked or had been robbed of TF2 items when really he gambled it all away and there was some drama going around since he tried to frame whoever won the items.

Pages: 1 ... 4 5 6 7 8 [9] 10 11 12 13 14 ... 90