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

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EnsaladaDeTomate
 
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#161

Post by EnsaladaDeTomate » Sat May 04, 2013 3:55 am

ZzZombo wrote: IDK about others but I liked Defiler :(. Also for Impaler, it seems to be UP for me, since while you are attacking you can't move for a long time. Usually that means you are screwed even if you killed someone because you have no chance of escaping. I'd suggest to make it so when attacking it dashes forward for a certain distance leaving behind (or rather creating them in front of itself) spikes. Or just sends a chain of spikes forward. Or make this altfire and the former general attack. This way you can still block movement but it will be less risky to attack campfest people since they just roflrape you after start of your attack. And hey, why the viewheight is so big? Lower it to match the real height, please.
hmmm i liked defiler too, since there's already an ice ghoul, icefiend should be removed or maby replacing it with another type ghoul.......

katZune
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#162

Post by katZune » Sat May 04, 2013 3:30 pm

Ice fiend is ok, is pretty good against campers
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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CloudFlash
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#163

Post by CloudFlash » Sat May 04, 2013 4:23 pm

Heh, so it happens that I have a shadow type ghoul decorated... Basically a re-made Illus from Armageddon, with claws as fire and speed boost as altfire (once I learn how to do boosts... :c ). And teleport as item.
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

ZzZombo
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#164

Post by ZzZombo » Sun May 05, 2013 3:36 am

Ugh, what?

Zocker
 
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#165

Post by Zocker » Sat May 11, 2013 11:10 pm

Ok, here comes my balancing feedback. First things first you must have done things right otherwise I wouldn't play it so much.
I want to start with the marine. I think you should leave him as he is as he is quite powerful but not that easy to play. All the hitscan really is annoying but the straying makes up for it. It's a class that could be tweaked further but for now it should be untouched.

Hunter: More or less I think its balanced as well. I used to complain about it in the past (quite a a lot) but with the Lightning being nerfed I don't have problems with it... with exception of the Upgraded ice attack. I just faced a hunter with it and a decent hit can just immobilize every ghoul. I faced him twice, first time as creeper afterwards as choke and every time a hunter hit me with it I was no match for the other 3 humans running around the map. Taking away the Ghoul's strong point, namely speed, is just wrong and even without a full hit you can considerably slower a group of ghouls.
You really should make a cap to the slow effect (-20% speed might already be to low if you want to fight a Hunter) and to make it up for the missing ability I'd give the upgraded ice attack some damage, or maybe a damage reduction for own humans? Just some ideas

Cyborg: Pretty much ok. He has always been humans' power house and regenerating fuel and Nightvision are some neat additions. Very very strong when used right.

Ghostbuster: There are only two things I have to complain about the class. First, cloodsprayer is too strong for the low plasma consumption and should require one more energy per "blood". You can pretty much spam troll every Ghoul with it. And by killing one Ghoul you can twice trice the amount of ammo which is just wrong.
1. Kill a ghoul.
2. You shoot all you have and activate the upgrade. (150 ammo used)
3. Ghoul is still not killed and you spam the plasma of your upgrade? (300 ammo used)
4. omg still not dead? Go back to the initial weapon. (450 ammo)
I've heard that its impossible to code GB so he does not fill up ammo with an upgrade but as a solution for this I suggest that he needs to stand still for about 3 seconds before he can upgrade his weapon. So you can prevent him from spamming so much ammo without having fear of running out of plasma.

Planeswalker: I tihnk he's ok and fun to play with. Basically he's a Hunter which sacrifices "all round abilities" for speed. However, as a small tweak I want to suggest his netherbolt having a slightly delay before he performs the railgun attack. When played well you just run around knowing that no chasing Ghoul will catch you and strike at them with the Netherbolt. Hitting stuff with his railgun should need a bit more skill or should deal slightly less damage.

Santa: Like the Hunter I used to complain about it but currently he is fun to play with/against but one exception. The star launcher has a far too short cooldown and you can spam pretty much every ghoul to death (well, with spam I mean two attacks because normally every ghoul is dead then or 3 attacks just rto make sure). Also, very often I see the starlauncher not being affected by Frostbites armor and it passes right through it, making Frostbite laughable easy to kill (in a fraction of a second you can damage the Frostbite by 50 HP).

Warlock: Ok, I think this class is just not correct. All of his three weapons have mass destruction capabilities and when placed right can kill every Ghoul with one or two shots. With ice you just DENY Ghouls like Sjas, choke or Creeper coming near you because they know that they can be killed instantly even when they have their starting health. Even as jit you have a hard time and if you charge but the WL attacks just in time can instakill the Jitter as well (more than 135 damage ffs). And you know, its spammable and requires no ammo. For a default attack this is far too powerful. I suggest making it less predictable, giving it random straying like the shotgun and lower the DPS of the ability (idc how but you could decrease the rate of fire, decrease the amount of shards fired or simply reduce the damage).
Next, the fire cannon.

The Superball is just like a giant steamroller, killing everything in its path (especially creeper). Really, it just does too much damage and like Santa can deal incredible amounts of damage (star launcher) within short time, giving Ghouls hardly any time to react. You should decrease the rate of fire, the damage and mana consumption. Making it equal on a damage/mana level but simply making it deal less "spikey" in terms of damage. Another possibility would be to decrease its speed and damage (so it still does the same damage but its slower and ghouls can dodge the damage).

As for the normal fire attack, I think its powerful but more or less fine. However, to tweak it and making player more cautious (and less spammy) I would make the Warlock able to damage himself with it. The same goes for his energy attack. If he faces a creeper he can just deny it coming close, just by attacking a spot and camping there. Maybe you should also decrease the damage of it slightly, I already killed a full frostbite with just one attack lol. And regarding the big energy ball, I've seen it too little to judge about it, but it looks fine if you consider the amount of mana you need for it..

Now come to the ghouls >:D
Icefiend: First I hated it, then I found it to be awkward and now I actually like the class. It's the sneaky stealth approach which give Ghouls a nice edge against campers but its really hard to control. I think you should tweak the icepath. Instead of causing dot you should make a fixed damage per ice stream. Walking humans just tend to walk through it and need a lot of hits from the ice path wheras standing targets take too much damage. For targets that stand still you have the melee attack which excels far more.

Jitter: I think he's better than ever. I'm not sure but did you increase its speed a bit? I don't feel so desperate against fast humans anymore and 135 HP is a reaonsable amount of health for such brute force.

Sjas: Some people claim it's op *cough* Korax *cough* :P while others think it should be a tad stronger. The biggest problem I see is that you have only a short time frame to make an instant kill but due to lag and ping it is really really hard to hit properly for some people. Also, as Sjas you don't know how much damage you just dealt to a human if he didn't die from a scream. So far I would just leave it but if you want to tweak this class I'd make the Ghoul more convenient to play, maybe showing how much damage you just dealt but for the cost of some attack. Many classes already got some "mini addons" (like Nightvision, bow upgrades, creeper drain or Choke puke) why not for Sjas as well?

Choke: I dunno. I prefered the older version much more where he healed more health per munch and had no puke. Because currently the puke is hardly woth it. You want to hit humans with it that are out of your range but humans run away from you can the sprayed blood is simply not fast enough to give you an advantage when chaing humans.

Also, it is hard to know when you should use it because every time you activate your puke it since you attack until you rach 0 ammo. You should buff the passive and active ability, or at least his passive. Btw. another idea I got about Choke is that he is a bit faster and the longer he runs he accumulates more speed (making it possible to be faster than Planeswalker or Hunters) but if you take damage, your speed decreases as well (but there should be upper and lower limits for the speed). Improving its hit and run approach and giving the class some twist.

Impaler: Very fun to use, great addition! Also since the new update its leap is a force to be reckoned with. You can leave him but a possible change I could imagine for him is that he can "leap out of his attack". Because currently he is extremely vulnerable when it attacks, especially for strong plasma attacks. But if he could cancel his attack and jump out of the danger zone he would be far more convinient to play and it would be less of a gamble whether this was your last attack or not...
Of course "leaping out" should take a short "repacking" time so you can't escape instantly, however it should stop going damage to humans immediately and you can only leap out if your leap is not on the cooldown. In return you could make his default attack a tad less strong. OH AND PLEASE DONT MAKE IT ATTACK IF YOU CLICK ALTFIRE AND IT STILL IS UNDER LEAP COOLDOWN ITS VERY ANNOYING IF YOU TIMED IT WRONG AND DIE BECAUSE OF IT; THX.
Jk, but please change it ^^

Frostbite: Hmmm, many ppl complain about it but I never had any troubles dealing with it. I think people need to be awere that you can not hit and run kill a Frostbite and must continue doing damage so the armor does not recharge. Oh and as mentioned, please fix the Starlauncher so it is affected by the armor as well.
Frostbite simply needs his armor because it's slow and will take more damage because of being an easier target to hit.

Creeper: A bit of an unfair class because it is extremly vulnerable to splash but not every human class has good splash attacks. Good Hunters can kill Creepers instantly with lightning or a few fire arrow shots and Warlock just annihilates Creepers with its massive splash damage over time overkill spells. It's also the visibility that makes it unfair. Players who know the game just increase the gamma/brightness so they see Creepers easier but it scares the shit out of new players if they have to face a creeper. Can't you somehow make it more visibible with default lightning and less with higher brighntess/gamma? Other than that I think Creeper, maybe make it take less damage from grenades...

Well, thats it, have fun with my feedback, took quite some time to think and write about it ^^
I hope I could help and tried not to be too much biased ^^

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#166

Post by katZune » Sat May 11, 2013 11:36 pm

and dont forget players changing creeper sprite, disabling textures etc. that is the bad thing :|, but anyway i agree with zocker in almost all things except the impaler , i think he is ok and maybe is not needed , just think: Go, try to kill the player, if fail: leap, then wait until cooldown is out, restart. that would be op and very bad :|
Last edited by katZune on Sat May 11, 2013 11:36 pm, edited 1 time in total.
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

Catastrophe
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#167

Post by Catastrophe » Sat May 11, 2013 11:57 pm

Iirc, sjas had a damage buff via inventory, but we took it out. To us, sjas is like the marine, it's perfectly fine and should not be touched.

Cruduxy
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#168

Post by Cruduxy » Sun May 12, 2013 11:19 am

The warlock ice spell should be nerfed because it uses no ammo, same for megafireball speed -too easy to hit most ghouls-, the ctrl attack of the firestaff feels underpowered tbh -keep damage but a bit faster attack speed?-The lightning will, he should have less ammo for it since it mass destroys all ghouls -10 instakills vs creepers and spitting chokes, a bit too much :P-..

The creeper on the otherhand, I admit fighting creepers depend on your monitor, My shitty CRT has creepers visable from everywhere even in grey as hell maps while on the LCD one I don't see them on grey,brown and especially snow maps... You should nerf his heal ball cooldown creepers just almost always win game if played well, 1 creeper always killing 7 humans isn't the best way to show balance :P -or maybe nerf his pain dash distance on certain attack like engineer nails so the engie stand a chance-

Other than that some of the maps should be removed from the map rotation and reworked since they are too much for either one of the teams. --Some maps need more escape paths for humans while others need dead ends so humans can't just run while spamming all ghouls to death--

Edit : A player somehow managed to make his jitter invisible until his crunch.. wth
Edit2 : was just zandro derping
Last edited by Cruduxy on Sun May 12, 2013 1:16 pm, edited 1 time in total.
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Ivan
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#169

Post by Ivan » Sun May 12, 2013 1:24 pm

Here's the changelog of the possible release. Read, judge, criticize!

[spoiler]
* Whenever Marine pulls out the pistols, he runs 10% faster than usual.
* Removed the recoil from the shotgun.

* Hunter now starts with 30 arrows instead of 35.
* Hunter is made 25% weaker against Frostbite's melee.
* Hunter is made 25% weaker against Choke's melee.

* Improved the Ghostbuster's Impaler upgrade, it now behaves like the old Engineer's steam gun.
- Shoots a rock using 30 ammo, which slowly gets torn into small rock pieces, dealing 8 damage around it constantly.
- It explodes after a small while into a huge blast of rocks and dealing 64 explosion damage in a 128 unit radius.

* Fixed a bug where Engineer was unable to make another sentry/dispenser if it died.
* Engineer is now resistant to Sjas scream by 15%.
* Increased the Pulverizer ball damage by 1.
* Dispenser now gives you 25 metal per use, and caps at 75.
* Engineer now has a few more options!
- He now has the old Nailgun and the old Saw Launcher!
- The Saw Launcher behaves slightly different, in that it no longer can be planted on the floor. The alt fire launches a bouncing non-ripping version of the saws.
- He can choose to upgrade his weapons through the dispenser. To do so, you'll have to take everything you can from it first, and then you'll be asked to upgrade the current weapon you have selected.
- Nailgun (from gvh3b5) upgrades to the Nail Machine Gun. (The NS one) It's basically a trade of damage for rate of fire.
- Saw Launcher upgrades to the Pulverizer. (A bit stronger)
- Each upgrade requires 75 metal.
- Pulverizer no longer requires ammo to use.
- Damage comparison for nailguns:
+ 18 (Nailgun) to 14 (NailMG)
+ 16 (Nailgun - Alt) to 12 (NailMG - Alt)
+ As a side note, the upgraded one has to reload after a while compared to the older one. (Magazine of it is now 50)
- Other Engineers can also use your dispenser to upgrade, so don't instantly destroy it!


* Warlock now gets the benefits from his souls without having to use them all at once. For example you will automatically get the Boneshield when you consume your 3rd soul.
* Warlock's Skull Rod no longer drains life from the owner.

* PlanesWalker's dash happens 7 tics earlier now. (Increased the invisibility duration by 5 tics to compensate for lack of weapon firing for 7 tics)
* PlanesWalker's blade speed has been increased by 8, to compensate the damage is increased by 3. (Since it will be inside the enemies less, it will deal less damage compared to before)
* PlanesWalker's Vortex damage pulled down to 40 from 55. (Enhanced damage is now 65)
* PlanesWalker's enhanced shotgun damage is buffed by 1.

* When Jitterskull is about to end his nomming attack, he does less damage. (By half)

* Frostbite is made 25% resistant to lightning damage.
* Reduced the wind damage to 3 from 4.
* Increased the glacial mortar direct hit damage by 5.
* Increased the stepping on a landed mortar's damage by 2.
* Frostbite will now slowly heal if his hp is lower than 20 up till he has 20 hp.

* Impaler now retains some damage on the center of him while doing the spike attack.
* Reduced the spike damage to 20 from 25.
* Impaler is made more resistant to lightning damage. (Now takes only around 20% damage)
* Impaler is given 25% resistance to Cyborg's plasma.
* Increased the jump height and distance by very little.

* Changed some tips to remove the outdated ones and replace them with newer ones.
* Improved the teambalancer to now give 5 hp per imbalancing player to Ghouls.
[/spoiler]
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Balrog
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#170

Post by Balrog » Sun May 12, 2013 2:47 pm

>Old Nailgun and old Saw Launcher

Yay! v3 GvH is best GvH.

Code: Select all

[15:53:14] balrog: one day, the original mm8bdm devteam from mfggu and i will meet in valhalla and we will be friends

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<ijon>well fuk
<ijon>guess I gotta suck dicks now

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(18:13:17)<Mayrine>i dont have to learnt anything about ACS

katZune
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#171

Post by katZune » Sun May 12, 2013 2:51 pm

woh! nice work there! looks the engineer will be epic :D i can't wait for play it
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#172

Post by Tux » Sun May 12, 2013 4:39 pm

* Engineer is now resistant to Sjas scream by 15%. <- seems a bit unfair but we will see
* PlanesWalker's Vortex damage pulled down to 40 from 55. (Enhanced damage is now 65) <- finally nerfed
* Warlock now gets the benefits from his souls without having to use them all at once. For example you will automatically get the Boneshield when you consume your 3rd soul. <- YES
* Frostbite will now slowly heal if his hp is lower than 20 up till he has 20 hp. <- YESSS
* Impaler is given 25% resistance to Cyborg's plasma. <- 50% would be more fair but YESSSSS
Image
dear diary, tux today was a faggot again[/size]

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Ivan
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#173

Post by Ivan » Sun May 12, 2013 4:55 pm

The patch is officially released! Download from OP. Changelog also updated. (Nothing added, just updated the OP)
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Ghouls vs Humans: Legacy of Darkness v1.6b

#174

Post by Watermelon » Sun May 12, 2013 5:44 pm

I may be late on it, but the new impaler sprite looks AWESOME!

Zocker
 
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RE: Ghouls vs Humans: Legacy of Darkness v1.6b

#175

Post by Zocker » Sun May 12, 2013 10:02 pm

Yeah, I agree with Watermelon ^^
Otherwise I think the changelog is very well thought out! Yes, the Impaler thing was just a suggestion, yet not needed.
Although I think that the "Steamrock" GB could have a tendency to become op... there was a reason why the steamcannon had limited ammo but we shall see.

And I really like what I read about the Engineer! Sounds epic, how did you get that idea, I like it!

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RE: Ghouls vs Humans: Legacy of Darkness v1.6b

#176

Post by Tux » Tue May 14, 2013 5:02 pm

Code: Select all

<Tux[Qyou]> so
<Tux[Qyou]> we cant upgrade to pulv
<Tux[Qyou]> once we ran out of saws
Image
dear diary, tux today was a faggot again[/size]

Cruduxy
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RE: Ghouls vs Humans: Legacy of Darkness v1.6b

#177

Post by Cruduxy » Tue May 14, 2013 6:40 pm

Nor if you have 200 metal before getting all dispenser items
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Zocker
 
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RE: Ghouls vs Humans: Legacy of Darkness v1.6b

#178

Post by Zocker » Fri May 17, 2013 1:35 pm

Seriously, nerf Warlock.
I just lost a round against 3 Warlocks, all spamming ice, fireballs and lightning, what am I supposed to do against that? Sjas get's ice spammed and if you can't reflect in time you get swarmed by homing fireballs. Another game I was Frostbite was instantly killed by a Fireball (I had full armor and HP of course).

This class is just wrong.

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RE: Ghouls vs Humans: Legacy of Darkness v1.6b

#179

Post by Catastrophe » Fri May 17, 2013 9:43 pm

We could make warlocks ice like creeper balls; 3 shots, must stand still to recharge.

BloodyAcid
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RE: Ghouls vs Humans: Legacy of Darkness v1.6b

#180

Post by BloodyAcid » Fri May 17, 2013 9:52 pm

3 is a little too less, if you consider all their ammo. Maybe 5-7 shots max before recharging?

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