SomeOldDude

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Everything posted by SomeOldDude

  1. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Pete, Is there going to be any change stuck-in-animation issue after a missed pounced until the NH stops falling? Or will there be an animation added to the humans when they are GPed off a roof so they can't simply grapple back to a roof top? I do believe they are stuck in animation after a tackle, but I don't think so after a GP, while the NH is stuck in animation after a missed pounce or tackle. Also, is there going to be any change in the grappling to a roof and the ability to dodge a tackle towards the end grapple, but before they land? Thanks (Sorry, if this has already been asked and answered.) To further expand on the tackling issue. A while back I've had problems with humans simply grappling up to my position and attacking. I was advised to tackle while they are on the way up. Fine. I stared attempting that and do get some successful tackles that send the humans flying. The problem is on my end sometimes I try to tackle and the human simply jumps over me. If I try to extend the range out so he doesn't have a chance to jump at the landing zone I run and attempt a tackle before he is in range and simply go past him without making contact. Taking into account lag, the human is likely already landed and is able to jump, but my perspective his is still traveling. The problem with that lag is when HE is in range from my tackle, MY game thinks he's still out of range and I can't initiate the tackle as the NH has to have a target to lock on to. (Unlike the human who can drop kick into nothing.) So, I have to wait to tackle while the human gets to get to the landing zone so he can dodge my tackle. The range of a very fast moving target is affected by lag a lot more than a target that is sitting still. e.g. tackling a human sprinting or just standing there. I would like to see the range of initiating a tackle greatly increased on a fast moving target or some other solution to more effectively tackle while a human is grappling towards my position. Looking for low ping games is not the answer as 90% of my game the ping meter is a single dot.
  2. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Posting a new thread to prevent going too far off topic concerning win/loss, etc.
  3. SomeOldDude

    Post Any Btz Bugs/exploits Here

    I've tried everything during a missed GP and nothing works except for the the UV block/heal. That person is probably dealing with a hacked opponent.
  4. SomeOldDude

    Post Any Btz Bugs/exploits Here

    That's was what I did without much practice at all. Literally 30 seconds or so before I started recording. You have to hold the repair key to get it start. Once that is refined it can be much faster.
  5. SomeOldDude

    Post Any Btz Bugs/exploits Here

    FolksyTarsier posted an exploit in this post. I can confirm it works on a PC, as well. It looks like a weapon repair will interrupt a swing recovery and then another swing will interrupt the repair. The yield is much faster swing rates on two handed weapons. Hope this gets fixed! This could be the exploit used in my videos of nests being destroyed so quick during a respawn.
  6. SomeOldDude

    Newest Survivor Glitch

    I can confirm. I'm posting on the bug/exploit thread, too.
  7. SomeOldDude

    How Is The Hunter Meant To Win?

    A while back one of the developers commented that most of the matches are won by the NH. I wonder if that still holds true. I haven't won more than a couple of matches in the last few weeks.
  8. Yeah, I'm not getting kills much anymore even trying the GP spam. It just doesn't work as players seem to have gotten used to it. I was even taunted today. (We traded places and he showed some new tactics, though, which is nice.) Straight up running at a player and trying to tackle is futile. I rarely get a connection. Same with GPs. Only rarely can I chain GPs and that is only if I can get then hemmed up in a corner so they can't dodge. Players have simply gotten savvy to the NH's limited repertoire.
  9. SomeOldDude

    Post Any Btz Bugs/exploits Here

    I couldn't duplicate this today. Maybe something else happened, but I seem to remember looking right at him when he did it. I couldn't hit the hunter today, tho. I'm on a PC and it happens to me and not just the GP not registering. Happens sometimes trying to spit. I felt it happened today also trying to spit smash.
  10. SomeOldDude

    Help, Please - Getting Out Of "extraction"

    A little while back I read about a study about remembered pain. The short of the story was remembered pain was based on the last perceived pain of the event. They looked what folks remembered of a particularly unpleasant medical procedure which the doctor can actually manipulate the pain in how he performed it, IIRC. Generally the doctor wants to get the procedure over with quickly, but if he slowed down there was markedly less pain. What they did to study of the remembered pain was in one group to do the procedure as normal--just move through and have pretty much the same amount of pain at the end as the rest of the procedure. With the other group the doctor would decrease the pain towards the end even though the rest of the procedure was just as painful. When surveying the two groups the group with the lesser pain reported less pain throughout the procedure, not just the end, while the control group reported much more pain. The study concluded the overall experience was remembered as a more enjoyable--or less horrible, depending on which way you want to look at it--if pain was reduced at the end, because patients tended to remember the last moments of the unpleasant experience best. *I can't find the study right now and I can't remember if they included a group were the pain was low throughout the procedure and the group where they ramped up the pain to ease the patient into the experience. The point I'm trying to make is as good as a game, or a movie, is the experience can be ruined by the a bad ending. Thus the reason I hated "Paranormal Activity." I really enjoyed the movie right up until the end. Then I was stunned by the complete change of direction it took. While there is only so many ways you can tell a story about a haunting, the feel kept me tingling with suspense. You never saw the monster. Then the ending was the most cliched thing they could have thought of. I discovered later this ending was not the original ending by the film makers. When the major studio bought the film they brought in a major director who changed the ending to be, well, basically a jump scare. Another alternated ending, presumably without the big name director's input, was better than his where the demon forced the surviving main protagonist to cut her own throat--and which fit the rest of the story better. The original ending--I won't spoil it--is still better as it followed the feel of the movie at the way to the tragic end. WOW! I really got off on a rant, didn't I? Anyway, the point of the tl:dl post is: Yes, a really good experience can be ruined by the bad ending. The feeling of the ending is Techland ran out of ideas or time and decided to tidy up the story with a QTE. Rais' men have a decent AI to fight against, yet Rais himself was QTE. I'm back to the WTF happened here? I've seen others write a better ending. I think a true "boss fight" is needed. Here's mine with the same general flow: after getting through the hordes of zombies in the sewers, make your way up the towers like normal. Get rid of the QTE of the collapsing crane, but have Raid taking pot shots with a high powered rifle at you to move you along. Then when you reach the same level as Rais you have to avoid getting shot by Rais until he runs out of rounds. All the while he's still yammering away in his style. (Which I loved, BTW, and was annoyed by at the same time. Kind of like Crane, himself, I guess.) Then when Rais is empty he steps out from behind cover and tosses the gun aside. He pulls out the harddrive and makes a little speech about Crane making his own choices and tosses the drive to the floor, "If you want it you have to earn it." With this Rais pulls his machete and rushes Crane. Furious melee ensues. Rais is able to counter every attack at first, but because of his injuries soon begins to tire. Crane has to survive Rais' onslaught of attacks until he tires enough that Crane can get the upper hand and mortally wounds Rais. Then when Crane goes to pick up the drive Rais, in a last ditch effort, rushes Crane. Crane can use any of his skills to defend himself or failing that they both go over the side and land on the conex box. More Rais' yammering about choices and melee with feeble Rais before final defeat and death by whatever means available to Crane. Also, if Crane is defeated by Rais, Crane is KOed, not killed. Rais comes over and makes one last speech and then Crane gets to watch Rais board the helicopter and leave with the harddrive and Zere's data. Screen fades to black while on the radio Crane can hear someone talking about a found hard drive near Dr. Zere's destroyed lab... Possibly a second set of data? Either way, victory or defeat, the story line is same except whether the GRE has Zere's data or not, leaving room for a sequel. I'd also include the ability to replay the end so players get to eventually defeat Rais. BAM! I can't say that would have made the game perfect as to this day I'm upset over Jade. But good story telling has a bit of tragedy in it. I do like that after the episode with Jade that the story allowed us to get mad at someone and we got to take it out on Tahir. The story telling, the flow, around this time is fantastic, probably the highlight of the whole game. Sorry of the rant.
  11. SomeOldDude

    Out Of Curiosity

    30 seconds is a long time to keep a player busy so as to not revive a KO'ed survivor. Never mind that 1v4 it's nearly impossible to defend a KO. While getting rid of revive may sound harsh, remember it's not in a 1v1 match. I think it's unfair to make a NH fight more players AND handicap him further with opponents being able to revive each other.
  12. SomeOldDude

    Post Any Btz Bugs/exploits Here

    This ^ ...and humans drop kicking from outside GP range.
  13. SomeOldDude

    Help, Please - Getting Out Of "extraction"

    I hated the ending, too, so disappointing. I'm not much of a QTE type of person. But, if you can get yourself through the end then you can rejoin the game.
  14. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Like what? The regen is slower if you're just lurking versus attempting melee attacks? It would give NH incentive to attack close and then zip away for spit attacks. ...or the regen speed is dependent on how close the NH is to the nests? Regen speed is faster the further away from the nest (though I don't know how that would fit in the lore of the story). NH would have to gain distance to regen and then come back to attack the humans. It would work in the humans favor when they are close the nest, but against them when they are far away. It would however encourage humans to follow the mission of attacking the nests. ...or a spit is regenerated in full on each kill of a human following the lore of the NH feeding on humans. This could also work as increasing the HP of the NH until he is killed. Each human killed increases the HP by 50 until it reaches 300. It is reset on a death to 150. I know I would play a lot more conservatively if I was protecting my garnered HP and spit regen speeds. But it would also help on not dying on a missed GP.
  15. SomeOldDude

    Post Any Btz Bugs/exploits Here

    I just remembered another glitch. There is a nest site in the Slums directly to the west of the main tower. The nests are around a two story building which is flanked by a long low building and three story building. This is where I learned that if you standing in a certain area of the taller building's roof a human on the floor below you can melee you through his ceiling. With the three swing kill so fast you'll die before you know what's happening. I've also noticed survivors can hit you through doors if you're standing too close. I was battling a pair once who were hold up in a room behind a iron grate door. They could shoot arrows through the door and swing melee weapons through the door, but I couldn't send my spits through. I could open the door, but the sequence was so long that if I just stood there I'd die. I would have to open the door, jump back, and then proceed. But that tactic never worked for the kill. I go them other ways. Still, the attacks through doors, and sometimes solid objects, is unfairly asymmetrical. Edited to add: also it's frustrating when you're trying to snipe a spit only to have it get hung up on an antenna!
  16. SomeOldDude

    Daily Night Hunter Activities

    Yep, still taking similar damages on PC. I was killed once when the survivor was on a floor below me and swung at the ceiling. The weapon reaches through the ceiling to hit me. DFAs come from heights only slightly higher than level with the NH.
  17. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Pete, Will this address the mods and trainers which insta kill the nests? Thanks
  18. SomeOldDude

    Post Any Btz Bugs/exploits Here

    The problem with the slower regens is you can be stuck with no spits and a player who knows you don't have any. With the NH poor melee skills you pretty much have to give up a nest as skilled players can navigate to and destroy a nest in about 30 seconds. Regen one spit when playing against one human is 1:15 seconds and two humans is 50 seconds. Sure, you can harry with only melee, but again that skilled player will not allow himself to be GPed or tackled. He only has to click the UV light periodically to keep you from pouncing. If you do pounce then that same skilled player is pretty much guaranteed to an interrupt. While the spit regen might be where they want it, the NH toolbox is so small as he has nothing else. The only way to get a spit back faster is to die. You respawn in around 25 seconds and be back on scene in another 10 to 15. But then again skilled players are able to destroy a nest in less time.
  19. SomeOldDude

    Post Any Btz Bugs/exploits Here

    I do believe going through the mutations should yield more than a spit. Augmenting bombers after a mutation with virals, night walkers, or even volatiles would be a welcome perk for mutating up. Along with more HP, more spits and faster regens, too.
  20. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Heck, even if they didn't auto-track you during a missed pounced would be better than now. They would have to turn and find you. Same with a dodged tackle. It seems like a good portion of the time I'm hit during a dodged tackle. Are they hitting me during the animation, before or directly after? It's hard to tell with the lag. Seems like they should be devoting all of their energy in avoiding the tackle.
  21. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Here I was thinking at least I wouldn't land between them for the instant kill, yet they were able to catch up anyway. Which is part of another frustration with the NH is the "hanging up" on obstacles. If you're too close to an object and try to jump he grabs the obstacle instead. That's what slowed me down. My tendency is to jump and tendril to get away. I probably could have gotten away, but because I was too close to that building the space bar initiated a slow climb animation instead.
  22. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Cool downs going to fix this? Note the guy to the west. He came finish his grapple, turn and UV me, then catch up to me before I can recover, and then with his friend kill me before I can took two steps. Before anyone criticizes my hailmary, I got no pounces, no spits, no tackles, and a few GPs on these guys. It seems like I'm being paired with Ultimate Survivors 80% of the time who can pull amazing tactics.
  23. SomeOldDude

    Post Any Btz Bugs/exploits Here

    I do hear the double thumps of human landing on a missed DFA all the time. Only a few times do I turn around to see that skull meaning they died. Usually it's little to no cost for a miss. Plus, if they have a teammate they just come and revive them.
  24. SomeOldDude

    Btz Just Confirmed For New Expansion

    Actually, that would be awesome! I know that many times I invade a game I see the players suddenly pause presumably swapping out gear to fight the NH. This style of play would be much different. I like it. No objectives. Just another zombie to contend with.
  25. SomeOldDude

    Post Any Btz Bugs/exploits Here

    I'm glad the issue with the GP not going off is getting fixed. I've been paying attention and it does seem like when I flinch from being UVed the GP doesn't work. I've also noticed a LOT of DFA's today. Seems like it has really caught on. For instance, a human on a roof just stands there, and when I come in for a spit, they don't dodge, but either swing if I land on the roof or jump for a DFA if I miss the roof. I've been killed when I'm only a slightly below the roof line. I also see survivors grappling higher than me without regard if I'm in pounce range (as I'm being UVed to death anyway) specifically to get a DFA. I'm also still seeing DFAs from around corners and what not. Also, it seems a DFA will beat out pounce from below. From my perspective I'm pouncing a human on the edge of a roof before he jumps, but instead what happens is I'm DFAed. I understand the lag issue, but this ridiculous. I get it that a DFA is a OHK, but I think there should be some kind of defense against it. Much like the small window the human has during a pounce, the NH should be able to defend against a DFA especially if he's looking right at the attacker. I would think any OHK attack should have some sort of defense against it. The NH has the pounce and a spike kill for OHKs. Both are avoidable by either UV or dodging the GP or tackle respectively. The survivors' OHKs are DFA and thrown 2-handed weapons, neither of which are interruptable.