Hope this wont ruin Hunters, since the normal lightning arrows were nerfed be4, the super lightning arrow dmg is fine atm, hit more than 3-4 times a ghoul with them will be useless, since ghouls can kill u faster, n I SUPPOSE THEY STILL 1 HIT KO CREEPERS, cause if they dont, Hunters will be definitely ruined.Catastrophe wrote:
* Hunter super lightning arrow damage reduced by 10.
Ghouls vs Humans: Legacy of Darkness /w Addon: v1.4b -- NEW!
- EnsaladaDeTomate
- Posts: 51
- Joined: Sat Feb 23, 2013 6:59 pm
RE: Ghouls vs Humans: Legacy of Darkness v1.0
-
- Retired Staff / Community Team Member
- Posts: 2566
- Joined: Sat Jun 02, 2012 2:44 am
RE: Ghouls vs Humans: Legacy of Darkness v1.0
It still 1 hit KO's creepers.
- EnsaladaDeTomate
- Posts: 51
- Joined: Sat Feb 23, 2013 6:59 pm
RE: Ghouls vs Humans: Legacy of Darkness v1.0
ok, but i still thinking that reduce the super lightning arrow's dmg is a bad idea.
Edit: does the impaler's spikes now do radial dmg if u step near them? hmmm testing while gameplay, this makes a massive human massacre in short maps.
Edit: does the impaler's spikes now do radial dmg if u step near them? hmmm testing while gameplay, this makes a massive human massacre in short maps.
Last edited by EnsaladaDeTomate on Sun Apr 07, 2013 10:46 pm, edited 1 time in total.
RE: Ghouls vs Humans: Legacy of Darkness v1.0
It's nice to see that you're taking this seriously, while I was playing this it felt like I was playing the oldschool GvH again. Some of the classes still need some work... but that was always an issue with gvh. Particularly Santa and Impaler seemed strong. There was also a point where a single cloud of Frostbite's ice breath killed me when I was at full life.
In any case, playing LOD felt better then playing NS for lots of reasons. I think a good chunk of that is because there weren't a bunch of annoying & retarded sounds playing when an achievement was unlocked. Also, the removal of the Defiler and Barbarian was a good call.
Here's hoping all goes well for you guys and LOD. Fuck the haters.
In any case, playing LOD felt better then playing NS for lots of reasons. I think a good chunk of that is because there weren't a bunch of annoying & retarded sounds playing when an achievement was unlocked. Also, the removal of the Defiler and Barbarian was a good call.
Here's hoping all goes well for you guys and LOD. Fuck the haters.

*********************** PROJECTS ************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************
RE: Ghouls vs Humans: Legacy of Darkness v1.0
Hm, about nerfing Super Lightning Arrows, how much damage do they do as of right now?
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
Spoiler: Me in a nutshell (Open)Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
-
- Retired Staff / Community Team Member
- Posts: 2566
- Joined: Sat Jun 02, 2012 2:44 am
RE: Ghouls vs Humans: Legacy of Darkness v1.0
They already got nerfed twice. First nerf removed the blind, and second nerf reduced the damage by ten.
RE: Ghouls vs Humans: Legacy of Darkness v1.0
why couldn't the Impaler have kept the Deflier's teeth sprites instead of a claw hand?
-
- Retired Staff / Community Team Member
- Posts: 2566
- Joined: Sat Jun 02, 2012 2:44 am
RE: Ghouls vs Humans: Legacy of Darkness v1.0
You'll find out in the next patch.
-
- Retired Staff / Community Team Member
- Posts: 2566
- Joined: Sat Jun 02, 2012 2:44 am
RE: Ghouls vs Humans: Legacy of Darkness v1.0
Ok guys patch is officially out now! Don't know why GrandVoid hosted the unstable test patch, but here's the changelog anyways.
Oh yeah, this also comes with a beta team balancer.
Code: Select all
* Marine's machinegun has been made more responsive.
* Fixed a misalignment on the weapon icons of Marine.
* Hunter super lightning arrow damage reduced by 10.
* Hunter super fire bow fire speed reduced by 1 tic.
* Cyborg cell recharge speed increased by 2 tics.
* Ghostbuster has 150 cells again.
* Ghostbuster rock cannon uses 35 ammo now instead of 45.
* Ghostbuster frosty powerup now takes 10 ammo per shot up from 6.
* Ghostbuster rock cannon projectile speed has been increased by 2.
* Fixed a bug where Cyborg's jetpack fires could hurt Engineer's constructions.
* Engineer's Pulverizer damage increased by 5.
* Increased the maximum ammo of Pulverizer to 20, but you still start with 15. This is to help you instantly stock yourself from the dispenser.
* Fixed a bug with Engineer and achievements. (Had to remove sentry/dispenser health displays)
* Fixed a bug with Warlock not getting any souls for kills with new alt fire of lightning hands.
* Void sphere direct hit damage increased by 5.
* Void sphere lightning damage has been increased by 3.
* Warlock's big fire ball speed increased by 5.
* Warlock's small fire ball speed increased by 1.
* Warlock's big fire ball can go through humans now.
* Increased the alt fire weapon firing speed of Warlock's icehands by 3 tics.
* Fixed a dispenser message related to PW.
* Fixed a bug with PW's blades that made them do no damage sometimes.
* Moved cooldown messages of PW to center.
* Updated weapon tip for PW to reflect how much Energy Point his abilities require.
* Buffed PW's shotgun damage per pellet by 1.
* Added Marine, Engineer and Santa's reload counter to standard hud.
* Jitterskull's health reduced to 135.
* Creeper no longer gains another stun ball after getting a melee kill.
* Choke's health is reduced to 125.
* Choke heals 2 points per attack now down from 3.
* Choke no longer starts with 10 Vomit Points now.
* Choke's vomit missile speed has been increased by 4.
* Choke's kill heal amount is increased by 2.
* Frostbite's ice rain has been removed.
* Frostbite breath recharge amount is increased to 2 from 1.
* Improved Impaler's behavior and look, thanks to Bloax. Even though it looks huger when it comes out, it's still only vulnerable to attacks that are aimed at it's roots to the ground.
* Impaler's spikes are no longer solid.
* Impaler health reduced to 80.
* Impaler is made stronger against Hunter's super ice arrows.
* Fixed a bug with achievement list resetting your achievements when you spectate.
* Moved achievement display a bit higher on screen.
* Moved weapon tip messages a bit lower.
* Fixed some texture animation bugs.
Last edited by Catastrophe on Tue Apr 09, 2013 3:54 am, edited 1 time in total.
- CloudFlash
- Zandrone
- Posts: 1074
- Joined: Mon Jun 04, 2012 5:35 pm
- Location: Wonderland (except not really)
RE: Ghouls vs Humans: Legacy of Darkness v1.0
Also, GB upgrades:
Sjas: Using the Sjas' unstable wave structure, our scientists managed to recreate it and use it as a weapon. Bounces on walls, projectiles and ghouls!
Jit: Our Ghostbuster plasma uses bone splinters extracted from newly killed Jitterskull to produce a long spear of doom. Great sound effects.!
Choke: We gathered enough samples of Choke's biological structure to figure out they can be used as a weapon against other ghouls. Highly toxic!
Creeper: After the shocking discovery of many souls hidden within this creature's belly, one of our scientists decided to free them, thus creating a highly destructive weapon. Big damage, spins, tracks down even the slightest moves and explodes into a cloud of dust!
[...]
Impaler: Rock. ... ...Rocks.
Seriously, everything else seems to be so creative and looks so cool... Why ruin the overall "Ghostbuster = epic missiles" effect with a ROCK? [spoiler]I have my own idea how could a rock thrower look in order to be creative, and I plan on doing it and then sending it to anyone who I think might want to use it. ... ... but since this is me we're talking about, it might be ready 'til next March...[/spoiler]
Sjas: Using the Sjas' unstable wave structure, our scientists managed to recreate it and use it as a weapon. Bounces on walls, projectiles and ghouls!
Jit: Our Ghostbuster plasma uses bone splinters extracted from newly killed Jitterskull to produce a long spear of doom. Great sound effects.!
Choke: We gathered enough samples of Choke's biological structure to figure out they can be used as a weapon against other ghouls. Highly toxic!
Creeper: After the shocking discovery of many souls hidden within this creature's belly, one of our scientists decided to free them, thus creating a highly destructive weapon. Big damage, spins, tracks down even the slightest moves and explodes into a cloud of dust!
[...]
Impaler: Rock. ... ...Rocks.
Seriously, everything else seems to be so creative and looks so cool... Why ruin the overall "Ghostbuster = epic missiles" effect with a ROCK? [spoiler]I have my own idea how could a rock thrower look in order to be creative, and I plan on doing it and then sending it to anyone who I think might want to use it. ... ... but since this is me we're talking about, it might be ready 'til next March...[/spoiler]
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
-
- Retired Staff / Community Team Member
- Posts: 2566
- Joined: Sat Jun 02, 2012 2:44 am
RE: Ghouls vs Humans: Legacy of Darkness v1.0
But it's... explosive rocks!
- EnsaladaDeTomate
- Posts: 51
- Joined: Sat Feb 23, 2013 6:59 pm
RE: Ghouls vs Humans: Legacy of Darkness v1.0
hmm testing the Gb's Rock cannon, it needs to deal more dmg n have more radial dmg too...
I still regretting the idea of nerf the super lighning arrows, since atm its a quite annoying to kill a ghoul with 3 n 4 lightnings, n it will get worse if u need now 5 or + arrows to kill a ghoul (excluding the hard aim of them, n the pain in the ass for high ping users)
Atm everything else looks fine, i'd like to see more coming (hope u guys still liking my opinion n criticism :V)
I still regretting the idea of nerf the super lighning arrows, since atm its a quite annoying to kill a ghoul with 3 n 4 lightnings, n it will get worse if u need now 5 or + arrows to kill a ghoul (excluding the hard aim of them, n the pain in the ass for high ping users)
Atm everything else looks fine, i'd like to see more coming (hope u guys still liking my opinion n criticism :V)
Last edited by EnsaladaDeTomate on Wed Apr 10, 2013 2:05 am, edited 1 time in total.
RE: Ghouls vs Humans: Legacy of Darkness v1.0
It NEVER takes more than 3 hits to kill ANY ghoul. Do the math. Super lightning does 55 damage per shot. 55 x 3 is OVER 150 which NO ghoul has!
Oh and, progress:
[spoiler]http://i.imgur.com/ZLYj1QJ.png
[/spoiler]
Oh and, progress:
[spoiler]http://i.imgur.com/ZLYj1QJ.png

Last edited by Ivan on Wed Apr 10, 2013 3:58 am, edited 1 time in total.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
- EnsaladaDeTomate
- Posts: 51
- Joined: Sat Feb 23, 2013 6:59 pm
RE: Ghouls vs Humans: Legacy of Darkness v1.0
Hmm i said that for every case (ex: when choke n jitter heals) it takes more than 3 arrows to kill them...Ivan wrote: It NEVER takes more than 3 hits to kill ANY ghoul. Do the math. Super lightning does 55 damage per shot. 55 x 3 is OVER 150 which NO ghoul has!
RE: Ghouls vs Humans: Legacy of Darkness v1.0
You are just looking for excuses now. Jitter doesn't heal anymore and Choke's heal is very small, even then he has 125 health which is far more than enough. If he heals enough to max hp, then it's no one but your team's problem for feeding him the health, in which case he's meant to survive as many shots as he can.EnsaladaDeTomate wrote:Hmm i said that for every case (ex: when choke n jitter heals) it takes more than 3 arrows to kill them...Ivan wrote: It NEVER takes more than 3 hits to kill ANY ghoul. Do the math. Super lightning does 55 damage per shot. 55 x 3 is OVER 150 which NO ghoul has!
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Ghouls vs Humans: Legacy of Darkness v1.0
Their heals were taken away the patch before this fyi, so yes it does take at most 3 shots to kill any ghoul in the game
- EnsaladaDeTomate
- Posts: 51
- Joined: Sat Feb 23, 2013 6:59 pm
RE: Ghouls vs Humans: Legacy of Darkness v1.0
In that case there's not problem for me.Ivan wrote:You are just looking for excuses now. Jitter doesn't heal anymore and Choke's heal is very small, even then he has 125 health which is far more than enough. If he heals enough to max hp, then it's no one but your team's problem for feeding him the health, in which case he's meant to survive as many shots as he can.EnsaladaDeTomate wrote:Hmm i said that for every case (ex: when choke n jitter heals) it takes more than 3 arrows to kill them...Ivan wrote: It NEVER takes more than 3 hits to kill ANY ghoul. Do the math. Super lightning does 55 damage per shot. 55 x 3 is OVER 150 which NO ghoul has!
Btw I guess Gardevoir was right in ur lack of tolerance for negative opinions...
-
- Retired Staff / Community Team Member
- Posts: 2566
- Joined: Sat Jun 02, 2012 2:44 am
RE: Ghouls vs Humans: Legacy of Darkness v1.0
Ensalada, it's not his lack of tolerance, it's the fact that you're giving us feedback on things that have already changed. Considering that you didn't know Jitter/Choke's hp/heal was nerfed/removed, it gives us the impression that you haven't even played on the latest patch.
Last edited by Catastrophe on Wed Apr 10, 2013 4:28 am, edited 1 time in total.
RE: Ghouls vs Humans: Legacy of Darkness v1.0
If I'm to come with a suggestion, then I'd say nuke Santa. Maybe the icefiend too, because it seems like a complete underdog compared to the other ghouls.
Reason being that he overlaps with the Engineer (because he initially was the engineer if memory serves).
Except now he's down to a weapon that's almost an exact copy of the Engineer's weapon, a very sub-par throwing weapon - and five shots of nasty. (And useless traps)
This all either boils down to you playing carefully and slowly wearing down things with the snowgun (why not play the warlock then?), or being a glass cannon and die in action.
tl;dr - Santa doesn't really seem to have any unique standpoint, and is generally a pain if you play as random classes because most other ones do his job just as well if not better.
I haven't got much for the icefiend, but it just seems very lackluster. The whole "row of spikes" thing could be a thing of the impaler, and stealth is questionable due to its seemingly lacking prowess. And by that I mean that it seems like something that only gives you a small chance to win when you're the only one left, and no other purpose.
Meanwhile you already have a dedicated semi-stealth class as the creeper, and the impaler is good at hiding due to its small size when not attacking. (Both are very potent attackers in a busy crowd.)
Reason being that he overlaps with the Engineer (because he initially was the engineer if memory serves).
Except now he's down to a weapon that's almost an exact copy of the Engineer's weapon, a very sub-par throwing weapon - and five shots of nasty. (And useless traps)
This all either boils down to you playing carefully and slowly wearing down things with the snowgun (why not play the warlock then?), or being a glass cannon and die in action.
tl;dr - Santa doesn't really seem to have any unique standpoint, and is generally a pain if you play as random classes because most other ones do his job just as well if not better.
I haven't got much for the icefiend, but it just seems very lackluster. The whole "row of spikes" thing could be a thing of the impaler, and stealth is questionable due to its seemingly lacking prowess. And by that I mean that it seems like something that only gives you a small chance to win when you're the only one left, and no other purpose.
Meanwhile you already have a dedicated semi-stealth class as the creeper, and the impaler is good at hiding due to its small size when not attacking. (Both are very potent attackers in a busy crowd.)
[quote="Kennon Conrad"]Dear LawCounsels,
To prove your compressor works, I suggest you try it on your posts and then post only the result.
We all know an ideal lossy compressor would output 0 bytes for your posts, so see if you can beat that.
Have a nice day.[/quote]
To prove your compressor works, I suggest you try it on your posts and then post only the result.
We all know an ideal lossy compressor would output 0 bytes for your posts, so see if you can beat that.
Have a nice day.[/quote]
-
- Forum Regular
- Posts: 510
- Joined: Mon Jun 04, 2012 1:18 pm
- Location: satan's gaping anus
- Contact:
RE: Ghouls vs Humans: Legacy of Darkness v1.0
Is it what I am thinking it is? ;>Ivan wrote: It NEVER takes more than 3 hits to kill ANY ghoul. Do the math. Super lightning does 55 damage per shot. 55 x 3 is OVER 150 which NO ghoul has!
Oh and, progress:
[spoiler]http://i.imgur.com/ZLYj1QJ.png[/spoiler]
edit: Aw looks like it's coloured traps not what I thought. :(
Last edited by Tux on Wed Apr 10, 2013 12:34 pm, edited 1 time in total.

dear diary, tux today was a faggot again[/size]