Relentlos

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Everything posted by Relentlos

  1. I wonder if that's what royally f's up my games. I lag so I have unbelievable circumstances in many games. I wonder if lag is making that stuff go off for no reason. I literally can't play alone because of it. I get super short UV distances, narrow beams, losing charge insanely fast while the hunter can just dance around me and barely lose half his stamina at best. Not only that, but he regens it instantly. Shine light on him for a second, then switch to fla--pounced. Wtf how did you just regen THAT fast? I get hit for a moment from behind the corner of a tall building while the humans are on the ground and I'm f-ing harmless for like 3 full seconds just from a slight flash. Really messes up any attempt I make on survivors. Oh they got me around the corner, that's ok, UV block, spit, tendril run, spit, they're busy dodging, he's open. Can't pounce yet. :/ Wait for it... wait for the human to kick that zombie and turn around to see me. Ok now I can pounce, except I can't because I'm bathed in UV. Better tendril out of here ASAP because I will burst into flames before I can even get over the fence probably. :/ I had one good one where the guy clearly sucked. I died 7 times through sheer BS at the third nest. Oh I was pissed. Decided to play extra cautious and get to the final nest. 1 run over, the other in a bus. I ran the one over, killed him, then set my UV safezone on the bus so I had a safe path. I went inside the bus and tossed a flare down on top of that, then pulled out a gold tribal knife with bolter poison. This game is over. I go to town, then Mr noob hunter comes in and wastes a UV spit on my safezone. No problem, I got a flare too. He then tosses one inside the bus. I pull out a shield to block it but it doesn't even hit the shield. The spawn stopped it. He's done. I lost. Yeah, turns out he just pounced me right through the UV flare regardless. :/ The reason I say lag can mess it up is because as far as I can tell it messes with game parameters on any game. It has been known to turn off weapon durability parameters so they wear out and break during a match, or my buggy uses fuel and gets demolished because of it when it should be infinite. In other games like COD back in the day it would really mess up the spawn system among other things. If it makes autobalance go nuts then who knows what it can cause. I thought it was strange when a hunter basically slaughters us but then has super fast spit recharge and other things, and we get unbelievable amounts of goons and virals. Like what the hell shouldn't we be given a break here? It's working backwards lol It also affects hunter's tendril and grab actions. I have to tell you super strong UV and other OP stuff is almost ok if you just let me MOVE properly. Nothing like getting stuck on f-ing everything so they can burn me faster with those super lights.
  2. Some good ideas. Here's my take on those 1. I never really used it. Don't think they'll do it but it seems like they need to do something about the tackle = free hit for humans thing (especially when it's so easy to evade). Maybe make ground pounds do just a little damage from 2H whether it's a hit or not, but increase the range so even a hit with the 'shock' can do the same damage. It can still be a finisher, especially in a 1v1 if you got a direct 2H melee strike but in team games it makes it much less dangerous. 2. Sounds complicated. Hard or Nightmare mode healing across the board seems easier. It would make all modes the same other than nightmare mode's inability to use dev weapons. On that note I say come on devs. I've been on nightmare a while. Let me use dev weapons during invasions at least so I can mess around. 3. They could probably improve that stuff. Seems more like a glitch/bug when he grabs the ground and does the stop/grab/climb/jump thing. Annoying but if you try to be careful about running up hills or falling into buildings it shouldn't be a major issue. 4. I'll be honest the only time I've been successfully drop kicked to death in succession was when lagging and being unable to escape even after a tackle or pounce or while tendrilling AWAY from the player. Otherwise I seem able to escape so I don't know how bad this issue really is for others. I just try to jump and escape at the earliest moment but even 1 second of immunity should be enough to escape without being immune and able to stay within striking range without fear. 5. I have no idea about UV really. I lag enough on PS4 that the ranges I see vary to ridiculous proportions. It goes from severely underpowered to ridiculously OP. I just wish MY light would be OP. I tend to get the weak narrow beam that is even smaller than the animated beam making hunters immune while being lit up blue. Meanwhile others can blow me out of the sky from 300+ meters in seconds flat before I even reach them when coming at full speed. One guy in a 1v1 was standing on the korek machette building which is quite high, and he could torch me on the street below in 2 seconds or less, just a flash of his light. You think I could get anywhere near him? Even coming at him from nearby buildings with UV block ended with it running out and me bursting into flames right before the edge for a nice DFA that he thankfully never took. That's nearly impossible to play against. If it's like I think it should be then it's fine, and that is that the UV light and stamina should be equal charge while the range vs pounce range is equal. That would be balance. I hardly ever see it though. Nothing like catching someone from behind in a fall only to have his buddy 3 blocks away cancel the pounce and then the human just holds 1 button for a DFA while you can't move. I think both parties should be unable to move for balance. I'd be fine but he'd be dead from fall damage. It would also allow you to attempt at lamp post campers assuming a friend isn't standing on the post beside him to catch the DFA. 6. Why would you need a respec? Just to remove GP knockback for a chance at an exploit? lol 7. Death is one step closer to victory. I don't care if a player dies and loses the sense suppress even 1 second after. They died. That's 1 more out of the 10 I need. As long as they fix the teammate survivor sense cancelling the sense suppressor then it's back to being decent. It just doesn't do you much good in situations where 3/4 players can still see you and protect the 1. 8. UV heal seems powerful enough, though I'd maybe make UV block disable lock ins so it can be used strategically to avoid DFAs or tackles. UV heal maybe ending in a GP with no delay if it misses, just to make it harder for humans to get a hit (they may be thrown back if a bit too slow). 9. Maybe a legend style hunter tree. Enable the ability to enhance certain traits but such a thing would have to be carefully made to not make it OP. It definitely can't do as much as the human tree does. 10. Kinda goes with 9. Gives the hunter more to work for without mutating again. Ideas may be abilities with cooldown or other stuff, but only 1 can be used per game and may require playing/skill points to re-select. Something like Health: Increase health to 300 (double). Lasts 1 life and can only be used once. Last nest and in trouble? Boom. Super hunter. You can take more hits to make it a final all in fight. Use it at the start and die then it's gone. Special moves like DFA or even the rare 2H axe throw will still insta kill you so don't mess up, but otherwise it'll take double the effort to take you down. That one can be called armour and maybe prevent DFAs untl half your health (the armour) is gone. Another skill could be to recharge all spits instantly. Only works once and takes 3 more skill points to unlock again. Would require an animation to warn players that it happened so they don't think you're hacking. Maybe one so stamina never goes below half. You can run and do stuff in light no problem. Only used once and only lasts 3 minutes.
  3. Lol you are excused. I normally try to avoid most DFAs but with the aggressive playing lately I'm sometimes forced to try and escape it after a missed tackle lands me stuck against a building. Even with crows standing above while one attacks a nest I'll come in and fake a GP or run, then tendril away only to hear all the legs breaking as they jumped for a DFA lol The more you mess around trying to be aggressive, the less confidence you need. You can just casually jump in and do some stuff. Tackle here, GP there, claw, I wouldn't even bother trying to rely on GP spits but if there's walls/buildings around it's always good to spit. The knockback even sends them flying upwards a bit sometimes against the wall lining them up perfectly. There's other ways to spit tag anyway. You can spit and lock them into a pounce or tackle animation, come in for a "tackle" but spit in their face and run off instead, spit at a downed player tagging them (free points) and anyone trying to revive. Spit smash of course, though I usually reserve that for people who feel safe in a flare. I manage but I don't usually go in with a set play style and set tactics. I just kinda mess around and make it up as I go. If my messing around doesn't work too well then I may have to switch it up, or if the humans camp somewhere trying to get kills then I'd have to come up with a way to deal with that.
  4. For being better with aggression it may take not caring about loss or being DFA'd/killed/destroyed. If you don't want to derank just make a new hunter and use that profile. I lag a lot on Ps4 and kind of learned not to tackle or GP much because I was trying to win and it seemed to be killing me with the lag due to many things, most of which are simply non registered moves. Nothing like landing in a flare for an air GP only to be melee'd to death because not only did the air GP not charge, but trying again on the ground just makes the hunter claw and do nothing else :/ Tackles would be annoying for non registers and then getting hit because I basically just run up to the human and do nothing for a second. II sometimes get a second hit because my hunter can't jump high enough to clear a human somehow and if I'm really lucky I'll get a fatal hit after I manage to get 20 feet away. So overtime I just relied more on speed, fake outs, spits, and making them mess up or exploiting mistakes they make. It kinda worked but I saw older gameplay and noticed I tackled a lot more back then, so maybe I should try more of it. I got my main hunter to Apex finally after 80 hours of a lot of unbelievably retardedly unplayable games that I somehow won by a hair or by default, so I thought I'd try to make it more fun now. I made a new hunter and did the whole first mutation facing teams with NO skills. Nothing unlocked. I lost when they were decent, but some were close. Lots of noobs though. Had I had more good players I may have unlocked something. I got better and relying on pounce + instant GP and claws, as well as exploiting mistakes. Well I already was good at that but it's all I had. First mutation I unlocked the first horde spit because I had to in order to get anything else, and so I decided to do that mutation with only physical abilities on the right (GP + knockback, tendril/speed, pounce/leapfrog, tackle/knockback. I got a lot better with being aggressive using those moves I used to avoid because other than horde spit, it was all I had. No UV block, no UV spits, just reckless brawls + speed and exploiting mistakes. Second mutation I'm on now and I added UV block/duration to the mix because believe it or not, 90% of my deaths in the last mutation were from losing stamina and being unable to escape (I usually did, but sometimes you can't). So now I can be even more reckless and escape. It's fun, it levels me up fast, and I'm already at juggernaut, one win from Widow Maker 'cause a super laggy game in the slums got me rekt. Seriously I could tendrill 20+ feet from a roof then see the camera swing for a super hyper mode drop kick only to find out I'm still on the roof lol. As soon as that happened I'm like yeah this isn't going to be good, not with that kind of lag.. . I'm pretty sure I even got denied an amazing catch when someone grappled and fell off the edge, back turned to me in mid air. I pounce, the animation spins them around with the light on and I get cancelled. I think I even got DFA'd because of it. Oh well. Hey, extreme lag, no UV spits or spit smash or anything like that, and I got like 4 or 5 of them. Take away the lag and maybe give me some UV suppressors for those flare spammers and I think the aggressive playstyle would outdo that team no problem. Might be worth a try for you. Could be fun, be a challenge. If it's not your main profile then getting slaughtered doesn't matter. Play smart and you can still avoid most DFAs and stuff, however the recklessness does open you to those who are good enough to catch you when you are open to it. Of course being reckless you can also practice deflecting DFAs with the upwards tackle.
  5. I think the whole point of it was to not upgrade the GP so it doesn't knock the player too far, then you spit immediately giving a spit stick, but that's an exploit someone found at some point when trying it out. Without the exploit you can still hit them, even if it doesn't tag. Knocking a player into a wall seems to be more successful. Even with knockback the wall will stop them.
  6. I thought about the idea of UV heal being used to deflect drop attacks in another thread and wondered what if UV block in general also blocked lock ins? You could be in front of spikes and vulnerable, but manage to escape, or escape successive drop kicks, or disable the lock in for a DFA from working just by using your UV block. In some instances a well timed use of it may leave a player vulnerable as they drop kick and miss, or kill someone who committed to a DFA from too high up. It would be very useful for experienced players facing equally experienced humans I would think, but also comes at a cost as you only have 2 and if you're forced to use them both too soon you may be caught. This sort of solves the drop kick dodge issue too. I also wonder what about if you hit a nest directly with a spit it regains some health? Last ditch effort you could tag a nest directly to bring it's health back up, possibly tag humans. This would only apply to a final nest, and would be up to the hunter if it's even worth wasting a spit possibly. Or would that be too much? Also I mentioned this somewhere else but what if the hunter claw set off red barrels and propane tanks? Red barrels would instantly blow and be 100% suicide, but maybe they can take a human with them. Propane tanks would react as though a human slashed it and start going off. Looking at the itackle thread one major complaint is facing 4 good players using heavy weapons. It does seem a bit unbalanced if a tackle is almost always evaded with a free slash. A normal slash is one thing but a full two handed swing for an evade seems a bit much. Maybe make it like a pounce or buggy grab animation state where damage is scaled back, so you can still finish off a wounded hunter, but it would give people more of a chance. If they want to just spam tackle and take hits over and over, then it's up to them. They'd still insta-die if it's a 2v1 and someone got a swing off where they land after the tackle. Last thing would be a balance to the mode across all difficulties. Make healing just like it is on hard mode. Then every mode would be the same for invasions, other than nightmare mode's inability to use developer weapons. The weapon balance and health would be the same across the board. It'll make people mad probably but maybe give infinite med kits so they don't feel they're wasting theirs when playing, maybe even gift some at the end if they win as incentive. A new player could have exactly 1 and still use it as many times as he wants to keep his health up for the match, and if he wins he'll have 11. And so on.
  7. Really they should adjust the whole slashing after an evaded tackle thing. It's pretty much a guaranteed hit 90% of the time, and with a two handed that's even worse. Seeing as it's so easy to evade, maybe it should be considered still within the animation and damage is reduced by whatever ridiculous amount they reduce it to when you're pouncing or grabbing a buggy. That should help. Also for DFA spamming, I thought if a charge or something for it so it can't be spammed. Maybe even only allow it on a human who the hunter killed so it's like a revenge thing. If something like 2 others die before you can use your 'revenge' then you lose it. It won't be so easily spammed, but pretty satisfying as a DFA revenge kill. Giving the hunter the ability to avoid lock ins with a UV heal would also help. UV Heal = full stamina, full health, and cannot be locked in, so if you're swarming for drop kicks, it won't work, if you try to DFA, it won't work unless you get it right after it's done. It's almost OP, but it does come at a cost, especially if they already used a UV block. Not sure how such changes would play out, such things would obviously have to be tested. If it ends up giving the hunter too much of an edge then the complaints will go the other way. Someone above mentioned exploding arrows. I'm not sure what the problem is. Maybe if they're insanely good with the mouse I guess, but on console I've seen people blow themselves up and it gives me a win. It rarely ever kills me. If you keep moving erratically then it's difficult to get an actual hit.
  8. It's all about balance in PvP. The zombie is pretty weak overall, so in a 1v1 or 2v1, 3 melee strikes will kill quickly. If you could achieve more damage or even kill with guns, then everyone would spam shotguns or assault rifles when the hunter got near making it pretty much unplayable from the zombie side. They're fine as is for low damage finishers considering the speed and distance they can be fired. Semi auto shotgun can be spammed close range, assault rifles spammed and reaching far off. Arrows also had to be balanced for the same reasons. I'm not sure about the elemental stuff exactly since I never had too much of an issue with those. Mostly I've had stun bolts shot at me, but if they made it do too much damage people would dupe them and spam them like crazy. Some already do since they deal a decent amount. I think 3 bolts will even kill just like melee, or close to it. They need to give the zombie a bit of a chance, and in a team game against good survivors, the hunter doesn't have a lot of health to go around as is. Someone with a 2 handed weapon can knock 50% of the health down in one hit in a 4v1, so increasing damage of ranged weapons would just make it even more in the survivors favour. If you're one of those people who run around with their police rifle and semi auto and complain that it's weak, well then you just need to learn how to actually play. It's definitely not focussed on guns. They really should have a video or something to explain these for people. So many noobs running around with their guns...
  9. The armour thing may be a bit too OP. The tank thing can be bad if it was set off with a GP, because then you'd die possibly performing any attacks nearby propane or barrels. Maybe if the claw only set off propane as if a human slashed it, not the GP, and the same with red barrels. If the claw does it then you can potentially come in to GP people in the slums, turn and claw a tank and escape, then get a kill if they happen not to notice it going off. They have the same chance to try and set one off and hope it hits you. As for barrels, they'd have the advantage in being able to set it off from afar, but in a no win situation (cornered, out of stamina), you can potentially take them out with it, but it would be 100% suicide. In some cases if you knew a barrel was below and you fell off a roof, you know you're gonna be DFA'd, you can claw a barrel and deny them the kill, possibly take them with you.
  10. That UV block idea would be good, and it comes at a cost. If it ended in the human death then people would complain but if it just prevented the lock in from working then it would be useful in 4v1 encounters. May even result in human fall deaths if they attempted the DFA from too high up. I also wonder why a hunter can't claw a propane tank or GP a barrel resulting in a self death but possibly taking humans with him as well. Not sure if that would be chaos or not but I thought about it.
  11. Yeah they should even it out and make healing slow like 'Hard' mode for Invasions no matter what mode you're on. The rest is about the same regardless due to other balances. I have noticed my hunter being even slower than usual. I can't even really tendril run lately. I do it and if I try to turn I stop running. Even going straight I'll run a short distance and then slow right down making it difficult to do around survivors/flares/UV. I can't even chase a buggy now because instead of doing it for a few seconds at speed and then jumping into another tendril run, I just tendril run for a second and slow right down suddenly while they zoom off. If it's just more lag than usual then whatever. If techland changed something then I'd say they need to fix that. I rarely get killed by a cross bow. Even exploding arrows are a bit dodgy since most of the explosions have to hit you. If you keep moving erratically then it's very difficult to line up. The only way to snipe you at full speed would be to have auto aim and one hell of a good connection to make it work.
  12. Thought this might get some laughs.
  13. It already heals pretty slow on Nightmare. Faster with legend XP but it's enough of a nerf to let you take down someone at low health. Even if they dodge back and attempt to heal they won't possibly get there if you keep attacking whereas a normal mode player can dodge back after a hit and be 100% again in an instant. Maybe make even Normal mode switch to "Hard" during PvP so they heal slower. The rest of the mechanics are pretty much the same. It would encourage people to watch their health more closely and even out PvP across the board.
  14. I thought of a buff while reading the itackle thread. It's a little dangerous to tackle considering it's an easy evade + almost always a hit from the human. So, how about mutation 3 hunters with those spikes on their back have armour. Armour Endurance is exactly the same as HP, so in a 2V1 you can withstand a full axe blow from behind, plus another hit. With the armour, you can't be DFA'd because that'd be dangerous on spikes. After the armour is broken then you are vulnerable to DFA and lose/regen health the same as it is now. That might make the hunter a bit too strong though. Maybe only a special 4v1 thing, or just limit 2H weapon damage from "ground slam" attacks since they can just be spammed, but leave the damage as is for a regular hit.
  15. Sure it wasn't lag? I'm slow, I get burned out super fast from lights. If it's like last nights 4v1 and later 1v1 with one of the same guys then I can't even GP or tackle at times. The UV also happens to slow me right down, stopping all momentum so I can't tackle or even escape despite still having stamina for another precious second. It's all lag though. Sure the survivors were decent but in other games the UV isn't anywhere near as deadly, and moves register properly. The last nest in the 4v1 was a freebie for them because I was immobilized completely. I only had 2 or 3 lives left to take but I landed with an air GP only to just swing my claw and not GP, then tried again quickly but it failed. I then jumped but couldn't jump for some reason or move, so I died. Came back, couldn't tackle because the hunter wouldn't move over any surface without stopping, grabbing, and jumping. He would then get stuck because the tendrils wouldn't lock on to anything at all around me. I really couldn't do a damn thing to them.
  16. Relax. I'm just going off a video I saw and some other comments. In the video the hunter tackled, was able to spin around instantly and perform an instant reverse tackle while the survivor was still in the air from the evade, unable to evade apparently. I don't see how a grapple hook would help him evade unless he had enough time to pull it out and move out of the lock in range. If there are legit counters then it's not as huge of a deal. If there are exploits that allow a mid air evade then what's the point? You're using exploits to counter exploits. Doesn't that make it ridiculous at that point? I'm on ps4 so every time I see odd things like instant tackles I figured it was lag considering the hunter is warping around like a blur with nearly infinite stamina and initiating tackles from so damn far that my hunter would sometimes have trouble pouncing from there. Maybe some adjustments need to be made to PC considering the advantage of the keyboard/mouse over a default console controlls. One chupacabra example is the tackle spam I've seen PC hunters do. Land inside flares/between players and just run in circles completely unaware of where anyone even is while holding tackle until they automatically lock in to someone. The default PS4 controls make that very difficult but with some different mapping you can pull off the same stuff.
  17. I'd say some way to knock people off lamp posts and other thin areas that can't really be safely ground pounded. Trying to tendril up to claw is a pain when they blast you with uv. Maybe make a charged pounce to push people back some so they fall, but disable the drop attack on someone who just evaded a pounce otherwise that'll just be instant death. Only seems fair considering you have no movement afterwards until you hit the ground, though you don't take fall damage so letting them grapple or roll out of it is fine.
  18. I just youtubed instant tackle to see. Here I thought that stuff was lag but it seems people were abusing a glitch as well as lag, assuming it's doable on consoles. The survivor was still in the air from the evade and got tackled again. That's way too OP to be considered legit if it's unavoidable. I've faced survivors using 2 handed and they don't always get hits off. If they do I definitely don't do another tackle or I'll die. You can already lock them into an animation with the tackle, and deal enough damage if it's a hit. You shouldn't be able to miss it and then get a free 100% hit. They can't exactly avoid you coming at them. That's like all the people who want UV spit to take flares out too so that UV suppressor = free kill because they don't know how to play. edit: If anything for the two handed blows I'd say maybe make the hunter fly farther so they can't be GP's with a two handed normally unless they hit something that stops them. Either that or have them continue in a sprint after a miss but limit the tackle ability for a second or two so they don't use that to spin around while sprinting to tackle almost as fast. On that note I'd also say limit consecutive ground pounding to have at least some kind of delay, not on the hunter's mobility, but on his ability to charge another so fast. On normal games it's not bad because it's easy to see it coming and just dodge back, make them miss and get them. On laggy games which happen too often for me, the ground pound is far reaching and unavoidable. You dodge back 3-4 times as you see it coming and still get hit, then again, then again. Sometimes I'm also clawed from 20 feet in the air while they charge the next one. I know it's not just me because enough people get spammed with it that it's pretty much become a go to tactic for many.
  19. How about more player skins. PvP is usually 4 cranes in different outfits, occasionally Tahir. How about Jade or Ezgi for anyone wanting to play as them? You can have a team of Crane, Jade, Brecken, and Rahim. Custom private games. I'd like to play BTZ with edited parameters on console if possible. Enable hyper mode, maybe increase players or hunters so it can be a 6v2 if possible for some crazy matches. Buggy racing where you avoid bombers and barrels, and hit drops for a chance at a recharge of nitro, land mine, toxic puddle to spin out other buggies. Kinda like mario cart, but dying light style. Or an elimination race. 3 laps, barrels, , and toxic puddles. Every lap the last player is eliminated. PvP VS mode where it's kills vs kills in a set area so no one hides inside a safe house or warehouse. 10 min matches end when the sun rises.
  20. There's an annoying bug on Ps4 matchmaking I ran into again. Join someone's match and the regular flashlight is disabled. It happened to multiple people I tried joining. Kind of becomes unplayable when you can't see anything lol One of the last few games I played I noticed something odd. I was tagged with sense suppressor, yet I can see the hunter. The teammates using sense pinged it's location. Don't think it's suppose to work like that. Doesn't that defeat it's purpose? Also in that same match the hunter spit a sense suppressor at me, missed, then came back right away and spit smashed me with it. How is that possible? Don't you need 2 spits to do that? Or did they change it. edit: Oh yes and someone went and changed buggy car audio effect radius. The thing used to be useful for drawing bombers to it to save yourself or teammates. Now I find more and more bombers ignore the thing and come straight at you if you're even just 15 feet from it. edit 2: Also forgot I'm ranked Under Dog or possibly the one below it now. I used to be at Dominant. It reset on me. I reset the main campaign, and it was fine at first. Suddenly I do a match and get a blue tier weapon to find I'm ranked Prey. I've gotten back up to Under Dog only to find out I've gone back to Prey a second time after resetting the following. I got back up to under dog and without any reset of story or anything, I was suddenly Prey again. Why is this happening? I've heard using potions to cloak resets it but I've never used those things.
  21. Hey. New to these forums. Been playing a bit and decided to throw some clips together over the year so I can delete them from the PS4. Hunter compilation al the way to the moment I became Hunter rank (with 3 easy kills lol): Some survivor gameplay here as well + a cool tip at the end for anyone who never thought of trying it.