.:`=-~rANdOm~`-=:. Game Servers
Support (Read Only) => Suggestions => Topic started by: Lazer Blade on June 30, 2011, 10:05:58 PM
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I was thinking for zs why not exchange the 20 kill nades for a combine turrent ?
Total turrent HP=250
Able to pick up and move
Ammo = 500 must regen when it runs out 5 bullets a sec
3 Dammage a bullet
Can only be destroyed by zombies
Turrent has its own up-grade system up to 20 kills
10 kills = faster fire
20 kills = HP regen hp every 2 secs
btw credits to gingerbread for the suggestion
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Did you mean: Combine current
A wave of combines
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Did you mean: Combine current
A wave of combines
umm no ? I mean a combine turrent like from hl2
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umm no ? I mean a combine turrent like from hl2
....Are you deliberately doing that? Combine TURRET....
NVM I GUESS U WER RIGHT. Woopsie.
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....Are you deliberately doing that? Combine TURRET....
SHHHHHH
ITS TURRENT
GO WITH IT
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Noxious Net has a turrent.
It will be way to OP for long hallways,
and coding something like that in Lua would be a pain in the ass.
Or would it?
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4L zombie server has different human classes and a Vanguard/Engineer class which can builds turrets...However, their turrets aren't movable
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4L zombie server has different human classes and a Vanguard/Engineer class which can builds turrets...However, their turrets aren't movable
4L ripped off Chillzone so I'm going to assume they are the same. The turret does shit damage and regenerates ammo whilst not shooting. Although it does serve as a good backup for when you are getting overrun.
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If there was a limit of 2-4 per humans ( grenades otherwise ) they should be good. It's hard to make them OP when a fast zombie can just jump over them.
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OVER POWERED
ZS doesn't need to be improved gameplay wise.
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OVER POWERED
ZS doesn't need to be improved gameplay wise.
I don't like the idea either but....The turrets do ABSOLUTELY shit damage, 3 per shot :/ takes about 4-7 seconds to kill JUST a headcrab.
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I'd be a good idea if it does like 1 damage per shot 1 bullet per sec. Or else it will be way too OP.
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OVER POWERED
IMO it depends on HOW it is implemented - firing rate, durability, damage per bullet, etc.
ZS doesn't need to be improved gameplay wise.
I disagree - for one, I think we already have no friendly fire, why not make it so team members can't collide with each other? Sure will spare the frustration on maps like fear tower.
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IMO it depends on HOW it is implemented - firing rate, durability, damage per bullet, etc.
I disagree - for one, I think we already have no friendly fire, why not make it so team members can't collide with each other? Sure will spare the frustration on maps like fear tower.
I helped make Feartower. (See credits sign at the beginning of the map)
The whole point of the map is to separate noobs from the pro's.
Meaning, Getting shoved off is part of the gameplay idea.
Deal with it.
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I helped make Feartower. (See credits sign at the beginning of the map)
The whole point of the map is to separate noobs from the pro's.
Meaning, Getting shoved off is part of the gameplay idea.
Deal with it.
noobs push pros off
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The whole point of the map is to separate noobs from the pro's.
So, basically, you're using elitist asshattery to defend it?
False dichotomy aside, how do you separate the pros, as you put it? Seems rather arbitrarily defined, if defined at all.
- Say people push team mates off high cliffs on purpose, killing them
- Say we encounter DoS or DDoS caused lag that causes somebody to bump into another player and push said player off to their death?
Where do those legitimate scenarios - which have occurred continually - and the people "victim" to those situations fall into your dichotomy?
Meaning, Getting shoved off is part of the gameplay idea.
Deal with it.
And I am dealing with it, by saying it's either a shitty mechanic pure and simple, OR a good idea that is poorly implemented - and clearly I'm not the only one who holds that sentiment. By which, I'm talking about the collisions between players.
Saying it's a part of game design doesn't make it infallible, or immune from criticism, as ideas that are intended to enhance gameplay can STILL be riddled with problems, and/OR suck. Saying its part of the design doesn't instantly make it a good idea, or if it IS a good idea, it doesn't make it free from needing to be fixed if issues do arise.
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Collisions are as disabled as I can make them with lua. ( There is another alternative to make collisions completely non existent but it is functionally a disaster and has been experimented with multiple times. )
The push is very slight and is part of the gameplay.. also poses as a component of partial realism - a basis of the core concept.
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I helped make Feartower. (See credits sign at the beginning of the map)
The whole point of the map is to separate noobs from the pro's.
Meaning, Getting shoved off is part of the gameplay idea.
Deal with it.
Excuse me but what the flying fuck are you saying?
Fear tower is a shitty map.
It's not hard to get up and once you're up there it's impossible to die.
You should feel bad for defending maps with elitist asshatery, as the previous poster Travelsonic has correctly put it.