SomeOldDude

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Everything posted by SomeOldDude

  1. SomeOldDude

    Lag

    I got another game with crazy lag last night. I think it's fairly obvious when there is a conflict in action within the game then it errs on the side of the host which is the survivor. I could watch the survivors jerk along as the game was updating the locations. I'd get hit while I'm already well away from the action, even dying once from melee even though I had already left the area. In pounces the animation would go "bullet-time" slow which generally meant it was going to get interrupted. It wouldn't be so bad if there were plenty of games to invade.
  2. SomeOldDude

    Post Your Btz Matches!

    I'd be for either timeouts or NH missions. I gotten into more than a few matches where the survivor wanted to hunt me rather than destroy the nests. With my recent attempts to play a more conservative* game against aggressive players I had more than a 15 minute game with 2 kills and no nests even touched before he dropped out. *Conservative attack-wise, more liberal with spits. I noticed many I was dying with unused spits--a wasted opportunity, I'm thinking.
  3. SomeOldDude

    Post Your Btz Matches!

    What it's like to be matched to an "Ultimate Survivor" while ranked as a "Mauler." Critiques welcome. Upgraded video card! Can record matches now. Can go back to see mistakes made. Luv'n it! [Trying to figure out the embeding code... Oh. Don't use the "youtu.be" shortened link. Gotta.]
  4. SomeOldDude

    Post Your Btz Matches!

    Really nice game play. I'm late for work so I couldn't watch it all just yet. But I did notice one guy who was UVing you as soon as his grapple hit. You still handled him which is what I'm impressed with. Good job!
  5. Is there stats for your NH game somewhere I'm just not finding? The only thing I see is the game profile which tells you your level and the time both in-game and in the tutorial. I'd like to see the total number of matches, wins, pounces, etc. etc., i.e. an aggregate of the numbers like the ones after each individual match. Thanks!
  6. SomeOldDude

    Night Hunter Handicaps

    Apparently, you do get matched with lesser experienced players when you are of lower rank. After figuring out how to duplicate my save game, I went ahead and mutated up. I immediately started getting matches with less experienced players. The first match was one poor little guy that was 6 and 7's in rank, and he bailed after a couple of kills. I ranked up and got the horde spit. The next was 3 players, two of which were maxed out and the other of higher level. Even with only the horde spit I handled them easily. They destroyed 1 nest, knew to use UV against me, could grapple, knew to get high to evade the horde, but their defensive play was very weak. OTOH, when I was high ranked I'd occasionally get a very low level, inexperienced player. So, this morning might simply be coincidence, I don't know. Either way, I look forward to more matches.
  7. SomeOldDude

    Fix Glitched Horde Spit

    Did you actually see them spawn on the roof? I tagged a player near the rail warehouse and as typical he jumped up on the overhead pipes. As I was hiding from the UV I could see a couple eye icons getting close, so as I started to go in and try to knock him off onto the ground or get a pounce while distracted a horde guy has somehow gotten onto the overhead pipes. It got him. I know horde guys can go up stairs, but can they climb a ladder? Can they jump or climb short distances? I know in the campaign I've seen hazmat guys climb on top of a car, but haven't see one on a van. It's like the infected can go up a series of heights as long as it's not more than maybe waist high. I've never seen them climb a ladder, though. The end of the pipes you climb like a ladder. Of course, from the NH's perspective it would be hard to watch them spawn as I'm generally hiding until the player is good and distracted.
  8. SomeOldDude

    Btz Unbalanced Again

    Not so trivial to kill a NH anymore? Previously, any moderate level player paying attention and decent dodge skills could take on a NH. Just clickity-clickity and you don't have to worry about a pounce for a several seconds. The UV light would reach WAY out there and a NH couldn't tendril out of range before all of his stamina is gone. I like the new changes, thank-you-very-much.
  9. SomeOldDude

    Night Hunter Handicaps

    There are times when the only games available are vast mismatches. I will sometimes invade a game even when the warning pops up that the players are much more experienced and I'm likely to lose. It's either invade with a guaranteed loss or not play at all. Sometimes it's the other way around. The weaker players, though, will typically bail even if I try to coach them. (I suspect a language barrier in many cases.) There are very few close matches and when I get them I really enjoy them. I really wish I could record my games, but my GPU is too slow. I've both won and lost by a hair's breath. The last one was a successful UV spit smash and only had to pounce the last human when my last nest was destroyed. Another was a comeback when my last nest was being destroyed when I got off a successful triple leapfrog to win the match. Those I really like. By handicapping based on objective--and adding in a boss reward for either side--then we might get more players turning on co-op and allowing invasions. Adjust the objectives to each sides past performances, then more matches will be evenly matched and more exciting. Right now, I just keep playing and hope for a good even match. Is that the reason for making the levels start over when a NH mutates? That would make sense in a way, but only creates a low level character with a very experienced player. I'm sure a very experienced player with a level 1 NH can dominate lower level survivors played by an inexperienced player. If this is the case, then I might go ahead and mutate to 2 so I can get better matches.
  10. SomeOldDude

    Night Hunter Handicaps

    I come into the topic thinking something else about "handicaps." It is frustrating to go into a game with the experience of the player and the level of the character are so different. I come across so few games where we are evenly matched both as a player and the character. I'm all for the NH buffs that they recently implemented. The survivor had quite a few one hit kill techniques compared the NH's two--pounce and spikes. NH can't even pick up a canister or make it explode without doing damage to himself. DFA is my bane especially after a pounce miss on a roof--I fall down and get DFAed. NH have no long range weapons. Survivors have a rifles to make a NH stop watching from distance without "howl vision" or a survivor can throw a flare in a NH's hiding spot to flush him out. Anyway, I'm thinking a handicap system should be put in place based on a wins versus losses. The handicap could be in the form of the number of humans a NH has to kill, the number of nests a survivor has to destroy, the distance from a nest a player spawns, spawn times, distance between nests, number nest groups a NH has to defend, etc. An example handicap an Apex Predator versus a low level survivor might have to kill 20 humans while defending two nest groups some distance apart while the humans he kills respawns near the other nest group! I would say that would be a near impossibility for a NH to win no matter how buff he is. Adjust the handicap based on the wins versus losses and the strength of a player and the character will automatically level out. The survivors' story objective is to destroy the nest so you have fewer volatiles to deal with in the story. The NH's objective is to defend the nests. What the game has turned into for some is chase down and kill the NH while ignoring the nests. While drawing survivors away from the nest is a way to defend it, the survivor's objective is not being met. A NH needs to be buff enough to run away from super aggressive survivors who can grapple and UV a NH pretty much at the same time wearing him down until it's an easy kill.
  11. SomeOldDude

    Btz Balance Update Today!

    Pete, Okay, so I've played a few games and the tweaks seem about right. I'm able to worry strong players by keeping on them flying around behind building and such. It keeps the pressure on stronger, though not aggressive, players. Here's my issue now. I'm sitting on Level 31 of Mutation 1 and I can't bring myself to press the button to mutate up. I really don't want to have to slog through the skill set again with even more work between skill points only to get the toxic spit. Where I'm sitting the cost/benefit is not there. However, if a NH can be buffed on a Mutation level then it's more of an incentive. A small but noticeable difference in recovery times for a missed GP, tackle or pounce miss, time allowed to interrupt a pounce, distance a pounce can be initiated, speed of spit recharge, damage and speed of a claw attack, power of a GP and tackle, time and distance of spit spash, speed and distance of a tendril locomotion, etc. Basically all of the parameters of the NH to the point an experienced survivor player will know they are dealing with something serious when confronted with even a Level 1 Mutation 3 Night Hunter. I mean, considering a NH going into mutation 3 has, what, 90 or so levels behind him? While I know some will say an Apex Predator is too buff for lowly humans to take on, they may be right. A lot of what goes on a game thought is not dependent on the level as much as the player themselves. I've come across maxed out survivors I handled embarrassingly easily while other who are at 7's and 8 across the board I was not able to defeat. It's mostly the player behind the character that matters. What I'm talking about is incentive to mutate up. Where it stands now, I'm not so certain it's worth it.
  12. SomeOldDude

    Looking For Good Tips To Play As The Night Hunter

    Here's a couple more: Practice your technique in the tutorial, foyer, or whatever it's called. I just been practicing a skill sequence mentioned earlier so it becomes easier to do in-game. Specifically, it was the UV block, UV spit smash, pounce, leapfrog. That brings me to the second: leapfrog. Spam the heck out of that pounce key. You might get a leapfrog you weren't planning on or you might catch a survivor coming for melee while you're pouncing with his light off. I've done both now that I'm not just holding the pounce keys, but continuously tapping while in a pounce.
  13. SomeOldDude

    Btz Balance Update Today!

    Just played a few games. I really like that when you get tagged while tendrilling past a gap between building it doesn't kill your stamina and what hit it does take you recover quickly.
  14. SomeOldDude

    Need Pro Tips On Dealing Grapple Hooking Players.

    Thanks for the feedback. One thing I did try once was a UV spit smash. It didn't work. I was on a roof that had a low wall. I don't know if it was an outright miss by my own fault or a quirk in the game where a smash doesn't affect someone on a low wall. I haven't had much experience with it as the only ones to use it on are advanced aggressive players and they don't give much time to experiment. ...if-you-know-what-I-mean. Thanks for the tips!
  15. SomeOldDude

    Btz Balance Update Today!

    Thank you! The UV hit previously was tough to get out of range before you lost all stamina. This should help a lot!
  16. SomeOldDude

    Looking For Good Tips To Play As The Night Hunter

    If the survivor is one that goes straight for the nest then lurk and take careful aim with horde spit. Upon a successful strike, wait. Let them get distracted with the zombies. They usually start running away for an easy pounce. If they jump on a roof then UV block, tendril in, and GP. You'll either knock them off the roof or they will dodge your GP off the roof. This works a lot. More savvy survivor will assume they are safe from the horde on a roof and expect you to come in. They might even be watching for you. UV block, spit UV. immediately bound over for a pounce. Many times they panic from the spit and drop their guard. I use spit some of the times as a distraction. Doesn't always work, but it's worth a try to see how they react. Moe careful players will be watching for you. These you really have to stalk. Sometimes just circle them from a distance keeping below the rooftops and out of their UV light, and see how they react. Or depending on the terrain watch them from a distance without the "howl vision." You know they're wanting and waiting to go to take a few swings at your nest. Ready your spit. It's critical for a stick, aim carefully. When chaos commences be patient and wait for them to start running from the horde, then strike. Someone mentioned a really good strategy: if a player is KOed and you're not right on top of them, then wait for a buddy to come revive them and strike! I've gotten some pretty sweet kills with the leapfrog, at least try to use it often. Pay attention to all of the green arrows. More than a few times I've killed a survivor only to let them sneak up on me. In the heat of battle I howl a lot, it seems to unnerve some players. (Or I like to think it does.) If the survivors are under a bridge I try to get on top of the bridge directly over them moving and changing direction. Many times I can get them confused as to which direction to be looks when I jump over the side and pounce. When a survivor is wailing away at a nest is a good time to take careful aim with a spit, especially if they've thrown down a flare as it gives them a sense of security. In 4v1 games, pick out the weakest player and go after them. Break them up with a horde spit and like a lion go after the weakest of the herd. Even if a stronger player comes after them you've probably already have a kill and now it's 1v1 the stronger player. If you can get him strike the rest of the team because now it's 2v1 and the odds are getting more in your favor. The biggest thing I keep kicking myself over is not getting out of there when the getting is good. We all get trapped, but don't push your luck UV block and tendril out. It's better to retreat than to have to respawn. I don't have anything for the stronger, more aggressive players, though. I still get my behind handed to me on a regular basis. Hope this helps. We can't play cross platform? No wonder there are so few games to invade.
  17. SomeOldDude

    5 Reasons How Btz Is Imbalanced And How It Can Be Fixed

    The respawn delay is probably to most buzzkill aspect in the game. You're hyped up battling a fairly even player(s) in a major high speed chess match, going round and round, and BAM! your dead. [ enter elevator music ] I can quite literally feel my heart beating. I feel I can get up and get a snack, take a nap, watch a little TV in the time it takes to respawn. I also want to know why players aren't stunned when successfully hit with a GP or tackle. It doesn't make sense that a Goon can stun a player, but not a NH. Nor does ti make sense that a NH will be stunned on a drop kick and player is not punished on a miss. (as rare as that happens.)
  18. SomeOldDude

    Lag

    I had one game that was really bad lag. Crazy bad. I played around 10 games, that was the only one. I think they were out of Brazil. Super aggressive and never went after the nests. After I got drop kicked from way too far away for the third time, I dropped out.
  19. SomeOldDude

    Is "be The Zombie" Being Balanced?

    One of the most frustrating things about BTZ is the punishment on a miss. Many a time I've thought I basically dropped on a survivor's head with a ground pound, but then the punishment kicks in and the survivor is rushing in from a distance to wail away on me. Sometimes GP don't happen at all and i'm stuck in a melee with no stamina after being UVed to dust. Unless the developers can do away with lag completely then any punishment due to lag is completely unfair. Speaking of lag, the best I've seen in a ping is the second notch. Most of the time it's just the dot.
  20. SomeOldDude

    Request For Girl Character In Co-Op Mode

    As I see it, there is no reason to not have multiple skins in co-op mode. There's really no reason to not be able to pick your own look, even if it's a female model ( with a really manly voice ) as there are plenty of those in the game, too. I don't see how it could hard considering on one of the version upgrades they added several new looks to the zombies including a flowing dress to one of the female zombies. Girls are gamers, too! Okay, I just read this and it kind of makes me sound like a pervert, but I've been playing BTZ and have noticed there are quite a few females playing--I'm assuming from the chats as I've not been so forward to ask. Weird thinking a player is female and then seeing some buff dude with scruff.
  21. SomeOldDude

    Is "be The Zombie" Being Balanced?

    To pile on more chupacabra and complaints about the progression and balance of BTZ. I've been playing FPS since the original DOOM. I'm not an elite player, but I get the job done. I've logged an embarrassing number of work weeks on the survivor side for a grown man. I've completed the mission the first time around, but refuse to enter Rais's tower a second time as the end game was that disappointing after what I thought was a brilliant story line in that Techland got us--well me anyway--invested in the characters. Loved that. Have the same feelings after a good movie. But it gets a little old just killing zombies and trying to find every message and flag left unfound. Enter BTZ... Game play was a little awkward at first, but the learning curve short. I quickly ran into an issue; player balancing. Yes, I understand the lavel ranking with the green dots that show how close the host players is to you, but the game can have other much stronger players in it and enter at a later time. Some players are so strong that you might get a couple hundred XP from spit stick or GP if you're lucky during the whole match. Combine that with the difficulty of getting matches and it becomes a major bummer. Anyway, the reason I even discovered this forum is because after my first mutation I stopped getting skill points after somewhere around level 17. I thought it a glitch. Then I started reading all of the complaints about the mutation leveling and then about the balancing. Much of which I agree wholeheartedly. LEVELING I've never seen a level progression anywhere else in any game elsewhere. Granted, I'm not an elite players not have I played a lot of games, but I simply don't get the thought process behind losing skillsets--especially when the skills aren't any stronger than when you had them before. I just don't get it. Until this gets fixed I'll probably just stay Mutant 1. I'm not anal enough to start all over and do it twice more, for even longer times each, simply to pick up a couple of minor increases in spits. The cost / benefit is simply not there. RANGED WEAPONS No ranged weapons at all? I get that the character is supposed to be a generally mindless zombie, but it is driven by a human brain, both in the game has a former human and in the game as the gamer. Unlike all other zombies in the game the Alpha Zombie stalks humans, hide from dangers, lurks in the shadows while howling to intimidate, will sacrifice a spit in order to confuse or draw attention for a setup for a pounce. So, why can't the zombie pick up a propane tank? I'm still scratching my head over that one. I can open a dang door for heaven's sake, but I can't pick up a tank and toss it out of my hiding spot or move it away from my nest after it's been planted by a survivor? Even apes and monkeys throw stuff at each other. The zombie should be able to pick up anything a survivor can pick up. Speaking of ranged weapons, has anyone thought about the tendrils being used as a weapon? You can kill a zombie with your grappling hook. Why not allow a good hit with a tendril? Even if the damage is as weak as the claw strike, it's better than nothing and adds a bit to these flares campers. Another good use for the tendril would be to hook a survivor and draw him to you. You can move very fast over terrain so the tendrils are strong enough to hook a human. It doesn't have to be all the way to the zombie, maybe a few feet. Enough to deal with the campers that stand in the open and pin you down with bows and guns. You could even make it so it only moves then 20 feet and knocks them down. the uses could be to pull them off roofs into your horde, pull them off the roofs in Old Town, or even pull them off a nest. Couple distance humans can be tendriled to mutant level and being able to yank a human up into the air enough that he takes major fall damage would be a massive incentive to mutation level up! Oh! Tendril items that can be picked up and toss them! PUNISHMENTS Remove the GP and tackle miss punishments. I understand the need for a hit to prevent spamming GPs, but a death shouldn't be the punishment for a miss. Realistically, a miss should have the same effect of the actor as a hit. I envision aerial ground pounds as a fall from a height, pound, and bounce back up into the air. Then tendril away... A direct hit should be the equivalent as "raining death from above." A tackle dodge from a survivor should be able to countered with a roll to quickly regain your feet and counter the counter, not just lay there on your face while the survivor pounds on you. I've noticed that a GP many times fail to active while you're being meleed. Basically, you've UVed to dust and you can move, then your GP fails. You die. That's been a head scratcher for a while. You should be able to tackle at any time like a survivor. The amount for knock-back it dependent on your ground speed when initiated. So, instead of just standing there taking hits and your GP not working, push the survivor off you. It doesn't have to be far or even knock them down, but just off you enough to then initiate a GP or limp away. (Maybe off a roof?) Just get the survivor off you. SWEET! Things that would be sweet to see in the game; I'd love to be able to talk to the survivors in the games. No, not chat to other players, but that would be cool, too, though I understand why I wouldn't want that as a survivor while I'm trying to strategize with my teammates. If I'm directly over the top of the survivor, why shouldn't I be able to hear what they are saying? It would be no different than hearing what Rais's men say while in the game. The volume would be distance dependent. Okay, okay, it's to feed my darker ego while taunting the player with that gravelly voice with "Puny human. Do you think I can not see you? Your death is mere moments away! Blah, blah." Survivors shouldn't be the only ones who can camouflage. The zombie could wallow in the eviscerated entrails of recently killed survivors to block the "ping" for a short time even if it doesn't remove you from the radar. As long as the zombie is enter acting with the body it doesn't go away. Combine this is the aforementioned ability to tendril humans, then you get a zombie who pounces a survivor, absconds with the body, and uses it to stalk the survivors with greater ease. There are others, but this post is way too long as it is. I probably wouldn't have posted anything it I didn't love the game so much even with all of the flaws. I understand character balancing is difficult when the two sides have different skill sets, but the abilities the survivors have right now for the tactics they can now deploy puts the zombie at a disadvantage. Instead of taking away survivor abilities add to the skill set of the zombie. This would provide a far wider range of tactics and strategies, and provide defenses against top-tier survivors.