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Jerkoff

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Posts posted by Jerkoff

  1. DMO got one hell of a buff for sure. Brought me up another 10 levels of GR and I can still push the envelope. There's so much to grind on my non-season wizard, don't even have time to work on my seasonal.

  2. Much like you don't text and drive...you don't stand to type, ask for name, calculate points and then send it out. In that small 3-5 second time frame, a lot of horrible things can happen.

    • Like 1
  3. What if instead, the spitter spawn is at 0 at the beginning of the round? They will have to buy up the spitter spawn limit to then be able to spawn as one. While statistics of success for the elevator is low, I wouldn't like to completely eliminate the choke point. If there is no spitter, there's hardly anything to prevent them from going in like every other elevator situations.

    • Like 3
  4. Not possible as explained by Jackie. To get that low respawn timer, you would have to be playing in a server of less than 8 survivors? Like I mention before, it's most likely the infected is on a good rotation respawn timer.

     

    Infected 1: 15 second to respawn

    Infected 2: 7 second to respawn

    Infected 3: 3 second to respawn

     

    Now that's a good rotation of infected respawn timer, each one of them spitting and delaying the advance/incapped another 5 seconds. Once infected player dies, the next infected player spawns and goes in and repeats. Typically we see the infected doesn't work together and they all die around the same time, thus their respawn timer is very close to each other. Most noticeably during the beginning of the saferoom exit.

     

    Currently emtpy on ideas right now...we should just roll along with what we have so far.

  5. It doesn't have anything to do with the reduce timer that the infected team get to spawn "fast" Maestro. What happen most of the time is that the infected team has a good rotation respawn timer, so it seems endless when they attack relentlessly with spitters since that's the best class to buy time with. That's why the multi-kill implementation is a good idea to offset this buff for the infected, a faster respawn timer means better chances of multi-kills for the survivor.

     

    Although I opt for lower points on multi-kill and I don't like saying this but the good players will benefit mainly from this. If you know you're a average SI kill player, your chances of multi-kill vary around 2-4 times in a map? This is the issue with survivors that I find to be a main problem, where the new perks are beneficial to a few selected players compare to the perk that infected got which benefits everyone. Not trying to water down the idea of Multi-kill, I find it to be a great implementation. Just perhaps something that promotes more teamwork than Glory Hog our server are slowly trending to.

    • Like 1
  6. On the flip side, it would be increasing the margin of skillwise between the good and the bad players. Since good players typically have a easy time acquiring laser right at the start of the round, average or bad players will have trouble even getting close to it. So with this laser increase, it could essentially put a further strain on the average players who already have trouble another setback. I suggest a way to give the team lasers as some sort of item drop rather than increasing it solely for a single buy.

     

    Though I'm afraid that what you said is true, laser which use to be a perk are in fact a necessity now.

    • Like 2
  7. Thought the menu could use a little update. Copy my info over to SnowFox post if you guys will

     

    Survivor Menu:

    1. Weapons Menu
        1. Secondary Weapons
            1. Pistol         2 Points
            2. Desert Eagle     2 Points
            3. Baseball Bat      4 Points
            4. Crowbar    4 Points
            5. Cricket Bat      4 Points
            6. Fire Axe -     4 Points
            7. Katana -     4 Points
        2. Sniper Rifles
            1. Hunting Rifle    5 Points
            2. Scout Rifle    5 Points
            3. AWP Rifle    8 Points
            4. Military Sniper    7 Points
        3. ASSault Rifle
            1. M16        7 Points
            2. Scar         7 Points
            3. AK-47        8 Points
            4. SG552        7 Points
            5. M60        16 Points
        4. Shotguns
            1. Chrome Shotgun    3 Points
            2. Pump Shotgun    3 Points
            3. Auto Shotgun    7 Points
            4. SPAS Shotgun    6 Points
        5. Sub-machine Guns
            1. SMG        3 Points
            2. Silenced SMG    2 Points
            3. MP5        3 Points
        6. Throwables
            1. Molotov    5 Points
            2. Pipe Bomb    5 Points
            3. Bile Jar        5 Points

    2. Upgrades Menu
        1. Laser Sights        3 Points
        2. Explosive Ammo        10 Points
        3. Incendiary Ammo        7 Points
        4. Explosive Ammo PACK    18 Points
        5. Indendiary Ammo PACK    10 Points    
        6. Ammo Refill        3 Points
        7. Disable Death Check    15 Points

    3. Health Menu
        1. First Aid Kit        8 Points
        2. Defibrillator        8 Points
        3. Pain Pills        5 Points
        4. Adrenaline        5 Points
        5. Full Heal        15 Points
        6. Respawn on Corpse    30 Points

    4. Misc Menu
        1. Grenade Launcher    10 Points
        2. Chainsaw        8 Points
        3. Gnome Chompsky    2 Points
        4. Cola Bottles        2 Points
        5. Gas Can        4 Points
        6. Oxygen Tank        2 Points
        7. Fireworks Crate        4 Points
        8. Back
        0. Next        
            1. Propane Tank    2 Points    


    Infected Menu:
    *Subject to change
    1. General Menu
       *1. Full Heal         3 Points/30 Points (When playing as a tank)

            1. Auto-Heal    30 Points (Available when playing as a tank)
        2. Suicide
        3. Tank            50 Points
        4. Witch            20 Points
       *5. Manual Witch Placement    25 Points

             Manual Witch Placement    30 Points (cost increase after buying Dangerous Witches Upgrade)
        6. Horde            10 Points
        7. Ghost yourself (disabled)
        9. Next Page
            1. Unlock Fake Messages - 8 Points (yall need to start buying this more often)

                 1. Buy Fake Tank Message

                 2. Buy Fake

    2. Class Increase Menu
        1. Boomer Limit        10 Points
        2. Spitter Limit        10 Points
        3. Smoker Limit        10 Points
        4. Hunter Limit         10 Points
        5. Charger Limit        10 Points
        6. Jockey Limit        10 Points
        7. Tank Limit        25 Points
        
    3. Upgrade Menu
        1. Spawn Horde on Respawn    10 Points
        *1. Spawn Witch on Respawn      20 Points (available only after buying Spawn Horde on Respawn)
        2. Tank Buy Unannounce    15 Points
        3. Tank Limit Unannounce    15 Points
        4. Infect A Med Kit        15 Points
        5. Reghost on Tank Spawn    15 Points
        6. Dangerous Witches    45 Points

     

    • Like 1
  8. Sucks that I miss the time when the server was more active. I'm going to be hopping in daily to work on...everything. But yeah, trying to get one consistent train to each nether is a heck of a job alone.

  9. Throwing bile on yourself in single player mode has no effect on the player, so I say keep it as it is. Since all it does is summon a horde either to pummel each other or the SI if it's been hit. Once that bile effect is gone, you have one huge horde to deal with on top of everything else.

     

    Fireworks at the moment is fine. If you think about it, technically survivors have a total of 50 firework crates to throw down if every player buys all 5. This method forces the player to plan ahead and be more decisive on when to use it.

    • Like 2
  10. I agree with those actions but I have another question that's similar to this.

     

    Is regarding the glitch where a survivor is stuck in the pinning position of a ghost charger. A lot of times the player won't know what to do and just prance around or warp to his infected teammates...which often result out of bound areas. He/she then afk or an Admin slay the infected, leaving the survivor stuck in a position unfavorable. Survivor is either incapped or gets stuck behind out of bound areas and the infected then take the opportunity to attack the survivor! I've seen admins guilty of this as well. Just wanted raise awareness about this problem that is very low play and unfair to attack a survivor with no means to get out or have the time to do so.

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