tvdaXD

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tvdaXD last won the day on May 22 2016

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About tvdaXD

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  1. That's great! Also there's one thing I noticed while playing as hunter; Hunters have survivor sense too now. I use the default controls so when I press Q I pounce, but it now also triggers survivor sense. Which is also bind to Q if I was playing survivor.
  2. This is nice! I still play a lot too, hopefully this will work out better. Recently after testing with friends we found out that insta tackle still worked at some close distances (hunter's failed tackle got shortened by a wall or object and human was close) Also DFA's still worked when the hunter was just floating at the surface of water and even underwater? Hopefully that is fixed too now. Also, can you perhaps explain to me why the elemental damage is basically nullified?
  3. It does not 20 minutes indeed, that was put in for comedic effect. But still, this sometimes occurs after every match. Which is insane and should be fixed.
  4. It has to stop. Please do something about it Techland.
  5. https://www.youtube.com/watch?v=Rv_bD4dQRnc
  6. Because I and many other hunters do not like this map when playing as Night Hunter.
  7. This is such, the game is at it's current state pretty balanced. I play this mode a lot, 580 hours into the game now, I play both human and night hunter, and I win 90% of all matches. The only thing they need to fix is the annoying telebombers and the annoying message poping up asking if you want to continue with invasions on or not 10 chupacabra times.
  8. Features: Bulletproof mask, because who wants Night Hunter claw-marks on their face? Bulletproof vest, so you can still breathe easily after you've been tackled. Military-grade wrist watch, waterproof and with radium dials! Military-grade boots, for running countless miles comfortably. Waterproof flashlight, nothing special really. A black shirt to match the outfit, stretchy material for easy movement. Military-grade gloves, so your hands won't bleed after climbing all those buildings. ​Black cargo pants with knee pads, so you can keep making those zombie heads explode without any pain and/or knee damage! That's all, of course this outfit is just an aesthetic item that doesn't add any extra's or better stats to your character. I would love to play against Night Hunters in this outfit. I hope the developers see this and say what they think. On top of that, feel free to say what you like and dislike about this.
  9. The Rias killer outfit doesn't have those white bandages as shown in the picture, and Brecken's first person hands are so blocky and low-polygon, and Tahir's arms are wierd when you are holding the attack button for a swirl with a 2H.
  10. Have you tried doing a UV heal after a miss? In the case of a 1v1 this is very useful. You might notice that when you miss a ground pound, there is this short moment, (Most of the times) where the recovery is done, but the human still hits you before/while you jump or tendril away. In this moment you can UV heal quick enough to not die, this not only heals you, but also restores your stamina which gives you the opportunity to pounce them while they're hitting you. When humans are hitting you, they will most likely not use their UV flashlights because they are pressing the attack button constantly even when you heal, so when you have stamina you can pounce them and get a kill. (Of course experienced players will notice this tactic and use UV, but UV heal after a missed GP can save your life in some cases!) - (I hope you understand my explanation ) I would suggest you change the way you look at this, many experienced hunters keep attacking you even if they don't have any spits or shields, waiting of course is bad for your nests, so you should not only look at how long it takes before your spits are back, but also look at your health. If your health is max (which seems to recover pretty quick now,) you can still keep trying to land GP and tackles with combination of claw attacks. This will keep the survivor(s) busy while you're recharging your spits. Once you take on hit, you have to watch out for people who use 2H weapons because if you miss a tackle or GP in that case, you'll most likely end up dead. Another useful tactic which you probably already tried (But I am going to say it anyway just in case) is to spit and tackle or pounce right afterwards. Humans in a PVP-grab state can't jump away and will get hit! It could be because I have all skill unlocked and active, but Night Hunters are faster then buggies. (Unless they use nitrous) Unfortunately the difference in speed is so small, one mistake and you'll see them again once they've stopped for their next nests. I would say this is should be easier for a hunter to catch up to a car. Like I said before: "What would actually be a good feature is to give the night hunter the ability to use their tendrils on the buggies, pulling themselves towards the buggies really quick! And to balance this to the humans, humans can get the tendrils of their buggies by using the electric cage or perhaps the UV lights on their car." The only thing I would balance here is that when players have the ability to instantly heal because of their difficulty level, Hunters should have way shorter recharge times for spits/shields and especially health. On other difficulty levels which have no instant healing the balance is fine. It would actually make a lot more sense if the Hunter got that spot feature. Because the scream/howl is like an echolocation. "Echolocating animals emit calls out to the environment and listen to the echoes of those calls that return from various objects near them. They use these echoes to locate and identify the objects" ~Wikipedia But of course because of balancing reasons, if only humans got this feature, it wouldn't be that bad, it would actually be alright and actually make it a more horrifying experience. In addition to that, if the hunter screams/howls, the humans should see a white (or another color) glow on the edge of their minimap to see from which direction the scream/howl came. That's it for now, I would say this gamemode is pretty balanced at it's current state though, because as human and hunter I win almost every match. Even though I play human much more, as a hunter I am doing great too.
  11. I see you have come across many problems, which in my opinion, do not have to be "fixed" with your solutions. Now please, hear me out. I too play as hunter many times, and also against very good hunters. And these problems here, are no problems for me and other good hunters. First problem, I don't know if this is actually true what I am about to say, but in some cases humans can't dodge tackles, anyways, a pounce that does damage when missed and that knocks them unconscious in 3 times is a bit much. I would say 5 times, because as hunter you have to land 5 successful hits on a survivor to kill them. (Ground pound, tackle, claws or a combination of them all. If you land 5 of them, humans are dead if they don't heal) Second problem, There is a skill called UV block, you should try it. A hunter which can still run and jump like there is nothing going on is OP. I can already see the GP spam if that where the case. Third problem, It requires some skill indeed, but also you have to make a good decision when to shoot the spit or not. If that's still to hard for you, try doing a GP. When you successfully GP someone, the camera follows that player flying backwards. In that moment you basically have some sort of auto aim, all you have to do is press the spit button and you'll most likely have a spit stuck on them, easy right? Fourth problem, You can tackle buggies you know? And a tip to keep up with them, Night hunters can now go from tendrils straight to running and keep the momentum of their tendril for a short period. So if you tendril, run and then jump you will fly really quickly and it will be easier to tendril further again. What would actually be a good feature is to give the night hunter the ability to use their tendrils on the buggies, pulling themselves towards the buggies really quick! And to balance this to the humans, humans can get the tendrils of their buggies by using the electric cage or perhaps the UV lights on their car. Fifth problem, Health is indeed higher, but like I said before it just takes 5 hits, which isn't easy of course because the survivors only have to hit you three times but still, I would say this is pretty balanced. The healing part depends on the difficulty level the host is playing on. Hard and Nightmare do not have instant heals, but medic-kits do heal more! I would suggest the developers find a way to balance the difference between matches on normal difficulty compared to nightmare difficulty. For example, the night hunter spits would take a little less time to recharge and also the night hunters health would be restored faster when playing against people on a normal difficulty. Your idea to have Night Hunter's spit act like mines isn't that bad actually, it would be a pretty cool addition to the skill tree. Hunters would be able to put their selected spit on the ground as mine (with a new button) instead of shooting them. Another cool idea to balance this mode is maybe give the survivor sense AND the Hunter's scream a change (or maybe make this another mode.) Instead of survivor sense once, and then being able to see the hunter for a while. A survivor sense with a cool-down timer, which shows the last location of the Night Hunter when the Night Hunter is in range of the survivor sense of course. And perhaps the same for the Night Hunter. This way you would have to be a bit more aware and look around for the night hunter, also does this give the night hunter an opportunity to approach the survivors in a stealthy way for some surprise attacks. That's all for now, I hope my English was correct. (Sorry if that isn't the case)
  12. I see some interesting ideas here, and I've got one as well: Instead of survivor sense once, and then being able to see the hunter for a while. A survivor sense with a cool-down timer, which shows the last location of the Night Hunter when the Night Hunter is in range of the survivor sense of course. And perhaps the same for the Night Hunter.
  13. I have a great Idea! What about all of you amazing developers play Mirror's Edge When you have the time! I bet you will see many free running moves you have not used yet, or maybe add new cool animations based on those. Mirror's Edge had great free running, and if you would take some of that to your game, that would be amazing!
  14. So I am playing on HARD+ I know it takes more damage to kill enemies, especially the demolishers (Which seem unkillable unless you use conducting or flammable liquid in combination with a fire or electricity upgrade,) but for some reason, an arrow, that goes straight trough a skull, doesn't kill some enemies instantly, while those enemies would die instantly if it was a bullet instead of an arrow. The health some zombies, and especially Rias men have, makes a bow so useless! You need about 25 headshots with arrows to kill them, it looks really stupid after finally killing one enemy with so many arrows! They end op looking like porcupines... So if you, the developers could maybe take another look on the damage model, for the bow especially, that would be nice.