Ghouls vs Humans: Legacy of Darkness /w Addon: v1.4b -- NEW!

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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#301

Post by Tux » Sat Jul 20, 2013 11:12 am

Konda wrote: How about making planeswalker take 2x damage while he's invisible?
or 1.5x damage while his dash counter is on recharge?
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#302

Post by katZune » Sat Jul 20, 2013 3:58 pm

Konda wrote: How about making planeswalker take 2x damage while he's invisible?
this, i was to post it :V, anyway what about to low his ammo? i mean he has infinite power and 50 shells? (at least in the version that i played).
one time got killed by one shoot + dash, i had around 60 or 70 HP as sjas, its OP IMHO or what about if you guys make him restore his power by 5 when he stand and by 1 when he is walking?
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#303

Post by Untitled » Sat Jul 20, 2013 4:26 pm

About Planeswalker: It's hard to say. A bad planeswalker is basically easy bait, like the marine, since his shotgun is inaccurate and bad players will basically feed the ghouls. A good one, making good use of the energy fires, is scary, much like the Marine and his hitscan weaponry+grenades, since his shotgun is hitscan, his vortex is a nightmare if he can aim it, and the dash makes him very hard to catch (It's why catching an invisible Planeswalker is a achievement).
About lowering his ammo: Marine gets 30 Shells, 100 Bullets and 5 Grenades, and Planeswalker only has the Shotgun+Energy fires. I think 50 is a nice number to work with, I wouldn't put it lower than say, 40.
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#304

Post by Catastrophe » Sat Jul 20, 2013 9:32 pm

IMO, planeswalker is fine right now. He takes a lot of skill to play, so the guy owning you guys pretty much earned it by practicing a lot.
Last edited by Catastrophe on Sat Jul 20, 2013 9:33 pm, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#305

Post by Tux » Sat Jul 20, 2013 9:34 pm

if skill=escaping by pressing altfire per every 8 seconds then I don't want to know more
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#306

Post by Catastrophe » Sat Jul 20, 2013 9:39 pm

Ok, now try to hit something during the dash and manage to make every single pellet hit for it to do decent damage.

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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#307

Post by Pchodyrev » Sat Jul 20, 2013 9:58 pm

Please no...
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#308

Post by Ivan » Sun Jul 21, 2013 12:11 pm

I could nerf the energy gain rate of Planeswalker by 5 tics to see if anything happens. Right now, it's at 20. I don't want to make it to 35 tics (a second) because considering his other energy needs then that'd be a bit too much.

Also, not nerfing the ammo at all. His shotgun could reasonably be compared to the one Marine has; however the planeswalker's is far too weak. The only threat it can pose is when it's used with the dash which takes half of your resource anyway, and all the pellets still have to hit you to take full effect. When this happens it does an average of 72 damage. (It's between 36 to 108) So the previous average of 40 becomes 72. Marine almost always hits you for 70+ damage.

An interesting thing I'd like to do is to normalize the damage of the Planeswalker's shotgun, now that v1.1 is out we have FBF_NORANDOM. This way, there'd be a strict difference between the two.
Last edited by Ivan on Sun Jul 21, 2013 12:16 pm, edited 1 time in total.
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#309

Post by Danzoa » Mon Jul 22, 2013 4:43 pm

Ivan wrote: I could nerf the energy gain rate of Planeswalker by 5 tics to see if anything happens. Right now, it's at 20. I don't want to make it to 35 tics (a second) because considering his other energy needs then that'd be a bit too much.

Also, not nerfing the ammo at all. His shotgun could reasonably be compared to the one Marine has; however the planeswalker's is far too weak. The only threat it can pose is when it's used with the dash which takes half of your resource anyway, and all the pellets still have to hit you to take full effect. When this happens it does an average of 72 damage. (It's between 36 to 108) So the previous average of 40 becomes 72. Marine almost always hits you for 70+ damage.

An interesting thing I'd like to do is to normalize the damage of the Planeswalker's shotgun, now that v1.1 is out we have FBF_NORANDOM. This way, there'd be a strict difference between the two.
Maybe, you should make his default damage a tad bit higher, and the dash damage like.. what instead of 50% More 25/20% so it'll be balanced for him not to 1hit any ghoul, or instead of making his damage higher, let the dash attack do 25% more damage, and his shotgun's spread a little less, so he can atleast hit something decently, because i get it alot that shooting a creeper up close does 10 damage, because all the other bullets go around it, sometimes i get lucky and hit it decently, or a sjas, i'm trying to shoot it out of the air but many of my bullets just go around him, the only thing i can decently hit are Frostbites and Jitters, as for the Impaler he's pretty underpowered to the Planeswalker, one missed attack and you'll get bolted + shot at and you're dead, no excuse.
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#310

Post by katZune » Mon Jul 22, 2013 8:12 pm

Danzoa wrote:
Ivan wrote: I could nerf the energy gain rate of Planeswalker by 5 tics to see if anything happens. Right now, it's at 20. I don't want to make it to 35 tics (a second) because considering his other energy needs then that'd be a bit too much.

Also, not nerfing the ammo at all. His shotgun could reasonably be compared to the one Marine has; however the planeswalker's is far too weak. The only threat it can pose is when it's used with the dash which takes half of your resource anyway, and all the pellets still have to hit you to take full effect. When this happens it does an average of 72 damage. (It's between 36 to 108) So the previous average of 40 becomes 72. Marine almost always hits you for 70+ damage.

An interesting thing I'd like to do is to normalize the damage of the Planeswalker's shotgun, now that v1.1 is out we have FBF_NORANDOM. This way, there'd be a strict difference between the two.
Maybe, you should make his default damage a tad bit higher, and the dash damage like.. what instead of 50% More 25/20% so it'll be balanced for him not to 1hit any ghoul, or instead of making his damage higher, let the dash attack do 25% more damage, and his shotgun's spread a little less, so he can atleast hit something decently, because i get it alot that shooting a creeper up close does 10 damage, because all the other bullets go around it, sometimes i get lucky and hit it decently, or a sjas, i'm trying to shoot it out of the air but many of my bullets just go around him, the only thing i can decently hit are Frostbites and Jitters, as for the Impaler he's pretty underpowered to the Planeswalker, one missed attack and you'll get bolted + shot at and you're dead, no excuse.
the last part is true, that is a mortal combo, hmm, what about to put a delay when you use vortex? i mean you will not be able to use vortex and next shotgun
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#311

Post by Ivan » Fri Jul 26, 2013 6:08 pm

Alright so, I have many changes planned and most of them are quite huge. I'll write some highlights here:

* Removal of Santa.
* 2 new classes, 1 for each team.
* Seperation of the core files, so we will have 4 different files. (Which will be easier to update in the future.)
* 2 new maps.
* Lots of new eye-candy.
* Many balance changes.
* Countless bug fixes.
* Some behind the scenes overhaul.

Before the release, I need a couple things:

* New weapon graphics for the Icefiend. (They look horrible)
* Widescreen friendly versions of the Hunter bows. (Better graphics for the super types are also welcome)
* Hopefully some more maps to make the new map pack worth releasing.

I hope I can get some help for these 3 mentioned above, they'd certainly help a lot in getting rid of many of the ancient issues of the mod.
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#312

Post by Danzoa » Fri Jul 26, 2013 9:33 pm

Ivan wrote: * Lots of new eye-candy.
What is this new "Eye-candy" you speak of? Maybe a new blood effect instead of the old NashGore (If that is what's still being used..)?
Different fire effects instead of the old Arch-Vile ones?
Particle effects maybe?
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#313

Post by Ivan » Fri Jul 26, 2013 9:34 pm

Danzoa wrote:
Ivan wrote: * Lots of new eye-candy.
What is this new "Eye-candy" you speak of? Maybe a new blood effect instead of the old NashGore (If that is what's still being used..)?
Different fire effects instead of the old Arch-Vile ones?
Particle effects maybe?
Added special effects to class abilities.
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#314

Post by Tux » Fri Jul 26, 2013 9:51 pm

Ivan wrote:
Danzoa wrote:
Ivan wrote: * Lots of new eye-candy.
What is this new "Eye-candy" you speak of? Maybe a new blood effect instead of the old NashGore (If that is what's still being used..)?
Different fire effects instead of the old Arch-Vile ones?
Particle effects maybe?
Added special effects to class abilities.
I hope they won't lag on older computers...!
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#315

Post by Danzoa » Sat Jul 27, 2013 12:30 am

Ivan wrote:
Danzoa wrote:
Ivan wrote: * Lots of new eye-candy.
What is this new "Eye-candy" you speak of? Maybe a new blood effect instead of the old NashGore (If that is what's still being used..)?
Different fire effects instead of the old Arch-Vile ones?
Particle effects maybe?
Added special effects to class abilities.
Wait, what do you mean by that, better effect when let's say, using the mage's lightning or fire?
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#316

Post by Ivan » Sat Jul 27, 2013 7:12 am

Danzoa wrote:
Ivan wrote:
Danzoa wrote:
Ivan wrote: * Lots of new eye-candy.
What is this new "Eye-candy" you speak of? Maybe a new blood effect instead of the old NashGore (If that is what's still being used..)?
Different fire effects instead of the old Arch-Vile ones?
Particle effects maybe?
Added special effects to class abilities.
Wait, what do you mean by that, better effect when let's say, using the mage's lightning or fire?
You'll see.
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#317

Post by Lord_of_D: » Sat Jul 27, 2013 5:31 pm

just dont make it laggy D:
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#318

Post by Sirion » Mon Jul 29, 2013 6:42 pm

I want to complain about the worst class: Icefiend.
  • Why is the Icefiend a stealth + ranged Ghoul? I like the concept of a stealth ghoul, but giving him projectiles that do even a lot of damage is ridicolous. Look at Clowny from NS as an example: He was Melee and Stealth, that turned him into a great Ghoul, besides his shit morph attack.
  • Why does the Icefiend use stupid sprites with rotations in them? Looks more like a regular Doom monster instead of a scary, brutal Ghoul. I suggest you look for new sprites.
  • Why is the Icefiend an ice Ghoul? Isnt Frostbite enough? Wouldnt it be better to turn him into some kind of fire or lightning Ghoul? Else you could think about naming LOD to NS again.
Planeswalker is kinda stupid in my eyes. Hes just a bad mix of Marine hitscan and Hunter railgun. But I like the blades and the idea of summoning a fake Planeswalker puppet to run away.

Impaler is a great Ghoul with a good concept. He stops and summons deadly spikes around him, making him dangerous in small and tight maps. Good job.
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#319

Post by CloudFlash » Mon Jul 29, 2013 7:34 pm

Sirion wrote: Look at Clowny from NS as an example
Wait, wat? NS had clowny?
Why is the Icefiend an ice Ghoul? Isnt Frostbite enough? Wouldn't it be better to turn him into some kind of fire or lightning Ghoul?
My thoughts exactly, ever since he appeared. But well, ice canon on gb is super sweetass, so I just shrugged it off.
Planeswalker is kinda stupid in my eyes. Hes just a bad mix of Marine hitscan and Hunter railgun. But I like the blades and the idea of summoning a fake Planeswalker puppet to run away.
My thoughts exactly. His railgun would do better if it for example spawned 10 missiles in the same time, but with different speed each. Or even better, first spawn slow missiles and then follow them with fast missiles for a cool 'folding' effect.
Impaler is a great Ghoul with a good concept. He stops and summons deadly spikes around him, making him dangerous in small and tight maps.
Correction: the BEST ghoul with the BEST concept so far. ... ... tho when you have cooldown on jump and you accidentally press altfire, it stops and attacks too, which is very annoying, especially when you want to jump out of dangerous situation.
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RE: Ghouls vs Humans: Legacy of Darkness v1.7d

#320

Post by Catastrophe » Mon Jul 29, 2013 7:34 pm

I'm considering redoing icefiend just like defiler, toss around ideas guys.

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