SomeOldDude

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  1. Upvote
    SomeOldDude got a reaction from RaYz penguin in The Truth About The Night Hunter: A Story Waiting To Be Unfolded   
    I just got excited!  It would be a perfect game expansion!
  2. Upvote
    SomeOldDude got a reaction from boOya in The Latest Patch Issues   
    Has anyone else noticed key strokes not being recognized?  I thought this was supposed to be fixed, but I'm seeing a lot of missed spits during the heat of a skirmish.  I verify the key stroke visually both finger on the key and the spit being available.  Happens a lot.  I had the same or similar issue before the update.  Spits not going off and GPs not pounding.  
     
    Also, after getting drop kicked I can't always tendril right away.  I can get up and start running before the tendril is available.  Normal?
  3. Upvote
    SomeOldDude got a reaction from Vindelisal in 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.
     

  4. Upvote
    SomeOldDude got a reaction from Vindelisal in 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.
  5. Upvote
    SomeOldDude got a reaction from EnlightenMe in Post Any Btz Bugs/exploits Here   
    I don't know it's by design or an exploit.  Humans are able to attack in such rapid succession that it seems like a OHK.  The "normal" three swings are fast enough.  But it seems like swing, swing, kick is even faster.  I had a guy pull, I think, a slide, swing, kick so fast it was essentially a OHK.  Combine that with the vulnerability of 0% UV stamina and continues be UVed, the GP won't initiate, you're pretty much dead zombie walking, thus a death, and thus a lost nest.
     
    The NH has no such attach that can be followed up with another attack so quickly.  Sometimes I can pull of a GP and pounce, but most melee attacks push the human away from you and it takes time to charge the next attack.  So, the pounce is the only attack that can quickly follow another attack--and then it's easy thwarted with UV.

    Is there going to be a change in the reviving of humans in matches with two or more players?  I work hard for those kills only have them taken away because I have another human or two on my back to kill me or force me to retreat so they can revive the corpse of my prey.  It's hard enough with more than one player only to be handed another disadvantage.
  6. Upvote
    SomeOldDude got a reaction from Necroxas in Shaking Train Car In The Following   
    I think it's to scare you.  It sounds, to me, like a demolisher inside.  I've not found a way in myself.
  7. Upvote
    SomeOldDude got a reaction from jcks in Ground Pound Beating Dropkick? Barely.....   
    Even though everyone claims a GP will beat a DK, the truth of the matter is you have to be a soothsayer to know if the player is going to move forward into GP range before you initiate it.  Of all of the encounters I've had I don't remember any time when a DK was initiated and I was able to GP him.  Tackle, yes.  GP, no. So, many times I've watched player start moving towards me and I immediately GP, but they always win.  Some will stand off just a little bit and feint towards me in an attempt to get me to GP.  But, by the time they stop I've had to make that decision to GP or not.  So, they feint a couple of times and then do it for real.  I always get DKed.  If they want to go toe-to-toe, and you can, go for the tackle.  Just watch for the spikes!
     
    The solution is never be in that position as you will never win unless you get lucky.  I've taken to doing a lot of jumping and tendrilling around, dropping a spit at the appropriate times, and only aerial GPing when the player is not looking or is cornered.  I'll even mix that up with just landing, giving a swipe, and/or spit and getting out of there.  My swipe is my go-to attack right now.  The problem is with multiple players as  you have to stick around and give 3 extra swipes or use a toxic spit on the KOed human.  It's okay to leave the KOed human in place if you have the spits and UV block to fight the other player using the KOed human as bait. If you're out, though, it's a battle.
  8. Upvote
    SomeOldDude got a reaction from jcks in No New Skills Or Mutations In Btz Post Following   
    I believe this is supposed to not be the case.  If I'm understanding the list of improvements, you're not supposed to take damage while stuck in animation.
  9. Upvote
    SomeOldDude got a reaction from BlankSlate in Post Any Btz Bugs/exploits Here   
    Have you guys thought about tackling while transitioning from a tendril?  Tendril towards a human and then tackle from the air.
     
    I never knew about swiping at them, but humans standing on the tall walls on the bridge in the slums and on lamps are frustrating.
  10. Upvote
    SomeOldDude got a reaction from DaniloC.Q in Look This Guy Hacker.   
    Yep, but Techland suggests just moving along and not playing them anymore.  Not sure they are interested in banning cheaters or doing anything else with them.
     
    I've suggested all sorts of automated consequences if the game itself sees anything out of the ordinary.  Here clearly the NH was carrying a weapon, was striking at a distance, giving too much damage, teleporting, and more.
     
    Yes, it sucks.  Nothing is going to be done about it.
  11. Upvote
    SomeOldDude got a reaction from DoctorPurrington in Dying Light Pvp Needs A Serious Fix.   
    Yes, earlier I watched Hertz easily handle lesser players. Many quit mid-match.  Then FolksyTarsier and a couple of others easily handed Hertz his behind.  At that level play the NH quickly runs out of options while the human still has bags full.  Oh, never once did I see a shield exploit used.  Cloak potions completely negates a horde spit unless you're unlucky enough to be near one at timeout. 
     
    Hertz, that would be a good video to post.
  12. Upvote
    SomeOldDude got a reaction from DoctorPurrington in Post Any Btz Bugs/exploits Here   
    When I go into a match I generally tell how good the player is by the first few seconds of contact.  They stay in the open and they turn towards you--sometimes even while still moving towards the nest.  They will continue to move around you keeping a distance if you try to block their path.  Many will grapple around if you're not too close as they know they can complete a grapple and turn back towards you before you can get to them.  These are the ones that the UV block / spit tactic doesn't work on.  These will throw a flare as a matter of course even if they still have their light.  You try to GP them in the flare, they'll dodge away--again as a matter of course--out of the GP range and then punish you for the miss.  These are also the ones that will sit still on a roof top in a flare.  You come in a for a spit and jump away, they punish you will a DFA.  You try to land and tackle, they jump over you and turn for a DFA.  Forget a pounce because they have the flare--they want you to pounce for the easy DFA.  So, you attempt a long range spit and they simply dodge or exploit the shield.
     
    I've traded roles with APs so they can show me tactics: do this, do that.  Then I go back into the game for matches it doesn't work.  Pounces get interrupted and tackles get avoided.  Humans complain about GP spamming, but that's the only thing that works consistently as the only thing a player can do is get away--no semi-automatic avoid tatics.  Guess what good players don't let themselves get caught in confined spaces.
     
    Maybe, I'm just being matched with folks who are that much better than me, but when I look they may have been playing the game for well under 100 hours, yet I've been in BtZ alone for well over 100.  Maybe, I just suck.  But the game shouldn't punish you because you suck, should it?  Oh, and I seldom win against someone who has full green bars--a supposed match.
  13. Upvote
    SomeOldDude got a reaction from EnlightenMe in Post Any Btz Bugs/exploits Here   
    I don't know it's by design or an exploit.  Humans are able to attack in such rapid succession that it seems like a OHK.  The "normal" three swings are fast enough.  But it seems like swing, swing, kick is even faster.  I had a guy pull, I think, a slide, swing, kick so fast it was essentially a OHK.  Combine that with the vulnerability of 0% UV stamina and continues be UVed, the GP won't initiate, you're pretty much dead zombie walking, thus a death, and thus a lost nest.
     
    The NH has no such attach that can be followed up with another attack so quickly.  Sometimes I can pull of a GP and pounce, but most melee attacks push the human away from you and it takes time to charge the next attack.  So, the pounce is the only attack that can quickly follow another attack--and then it's easy thwarted with UV.

    Is there going to be a change in the reviving of humans in matches with two or more players?  I work hard for those kills only have them taken away because I have another human or two on my back to kill me or force me to retreat so they can revive the corpse of my prey.  It's hard enough with more than one player only to be handed another disadvantage.
  14. Upvote
    SomeOldDude got a reaction from EnlightenMe in 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. Upvote
    SomeOldDude got a reaction from Chaos_Deception in 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.
  16. Upvote
    SomeOldDude got a reaction from jcks in How Hard Will The New Nightmore Mode Be...   
    If there isn't a fix for the GP and other issues, then there's not much of a BtZ mode.  The GP is supposed to be an escape for the NH when stamina is depleted, but for me it doesn't go off half the time and the charge up is costs time that gives the survivor another swing (and a kill) so it's pretty useless in CQC.  The one thorn that would fix nearly everything in BtZ mode is get rid of the near paralyzing when UV stamina is depleted.  Once UV stamina is depleted in a CQC, against decent players, it's a loss of a nest because unless you're lucky enough to get away, you're dead.
     
    All of these pretty strategy videos on how to win as a NH is useless against a team with one team member who stays away from the melee to UV the NH and uses the shield exploit to protect himself from all ranged attacks.  When you have two doing that, you might might as well forfeit as I've not made the first dent in that tactic.  Oh, I can push them around with a toxic spit, but they just move to another vantage point.
     
    Most losses, for me, come from the Slums where there is limited structures to block UV.  I can't imagine the new map having anything that works as well to block UV as Old Town.  Just nerfing the UV light is not going to cut it and most human players will rebel.  You will need to buff the NH's CQC skillset.
     
    One way to handle everything I've outlined without completely making the NH OP is tie the amount of damage given to the strength of the UV stamina and completely removing the run/tendril/jump nerf.  This would still push the NH back and protect the survivor while the stamina is depleted while still allow survivors an opportunity to risk an attack.  Right now, it is trivial to kill a NH in that scenario.
     
    I look forward to the new release, not for the BtZ mode, but the new campaign.  Color me skeptical for anticipating anything worthwhile for the btZ mode, though.
     
    Oh, and if there's a new items on the skill tree and I have to go through more mutations or even levels I will be so mad it's not even funny.  I have to wade through 100,000 xp right now for each level and multiply that by 2, 3 or 4 for each skill point...
  17. Upvote
    SomeOldDude got a reaction from Chaos_Deception in 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.
  18. Upvote
    SomeOldDude reacted to Pete Donnelly in Post Any Btz Bugs/exploits Here   
    Hey Everyone!
    We are working hard to get BTZ completed for "The Following" release and are diligently squashing any bugs we may find.  The problem is, we may not always catch them all and that's where we could use your help!  This post here is where I'd like everyone to write about any bugs, glitches or exploits they may have come across while playing BTZ.  Let us know about them now so we can do our best to kill 'em off in time for The Following!
     
    Here a list of some things that I can already to you are fixed/tuned for BTZ in general when 'The Following' releases.  
     
    1. Fixed an issue with the Shield negating stuck spits.
    2. Bullet damage to Nests reduced  
    3. 2 Handed Heavy damage to Nests reduced
    4. Tackle Damage to Nests reduced
    5. Hunters "UV Heal" skill is much quicker (I really like this one...it allows for some new tricks)
    6. Survivors flare cooldown cost is only applied if the flare was successfully thrown
    7. Grappling hook cooldown cost increased
    8. Fixed Grappling hook 1hit zombie defenders
    9. Timeout loss for AFK 
    10.Timeout loss for Non-interaction (Survivors don't attack nests or interact with Hunter)
    11. Survivors have 0% chance of winning Invasion rewards until at least 1 nest is destroyed
    12. Outside damage mitigated while in PVP grab states (tackle, dropkick, pounce etc.)
    13. DFA commitment.  Survivors cannot quick roll out of a DFA attempt.
    14. Fixed an issue with the Hunters 'cancel grounpound' input not being read if initiated early.
    15. Fixed Hunter being blocked by Survival packages
    16. Fixed Hunter Groundpound input not registering
    17. Fixed Hunter UV block timer pausing while in PVP grab states. (would allow the Hunter to have the UV Block skill active longer than intended)
    18. Fixed an issue with Shield NOT blocking a spit when it should (was checking angle to other player instead of angle to the spit itself)
    19. Fixed an issue where Survivors could use the 'forward roll' skill to negate fall damage from a Tackle
    20. AOE knockdown on successful tackle  (Hunter)
    21. Reduced wall hit stun for Survivors after being hit from a Groundpound
    22. Fixed Hunter not receiving the win bonus XP for Humans cowering in fear
     
    Lot's more has been tweaked as well!
     
    Feel free to PM me if you want to let me know of some exploit but don't want to post it for everyone to see!
     
    (Please don't post "-So and so- is a Hacker!!!!  PLZ bring Banhammer!!!"  We are just looking for bugs in this post.  Thanks!!!!)
     
    (edited to show additional fixes)
  19. Upvote
    SomeOldDude got a reaction from EnlightenMe in Night Hunter Needs And Buff, Human Shields Need To Be Nerfed, And Please Fix Building Glitches   
    Yes.  Humans can attack in a combo that appears to be a OHK.  I've seen the result of one second having full health and the next dying from a kick.  Two swings with a "normal" weapon leaves 8 HP.  A kick is more than that so it's an easy kill.
     
    The NH has no attacks that can be followed with another attack nearly as fast as a human.  A NH can't swing his paws as fast as a human can swing a weapon.  Besides, all effective NH attacks push the human away preventing any quick follow up.  And they don't get stunned.
     
    Something I find missing is a simple stomp attack.  A NH can fall from great distances but can't seem to do anything to humans if you land on them, not even knock them down.
     
    A NH could be granted a lot of additional attacks and changed to make sense.
     
    Also, open the game up to NH's hosting the match so at least we can explore the environment as a NH while waiting.  Quite frankly, "invasions" is actually backwards.  The NH has the nests.  It's Crane that is invading our world.
  20. Upvote
    SomeOldDude got a reaction from Zoralink in "balanced"   
    Yeah, like this, right?
     

  21. Upvote
    SomeOldDude got a reaction from DaniloC.Q in Techland: Will Something Be Done About All The Hacking Hunters?   
    Hunters hacking?  I see survivors doing it all the time.  Maybe that's why the other side hacks--simply to have a chance?
     
    Yes, please fix the hacking!
  22. Upvote
    SomeOldDude reacted to Zoralink in So While There's (Hopefully) Some Balance Changes Coming, Are There Any Plans To Address Baits?   
    Must have just had bad luck or something then, because I was still getting matched with people with grappling hooks and such even right after my first mutation while still level 1.
     
    Honestly I'd be fine with having two weaker hunters being able to work together. As it stands, once you get to 3-4 people it just becomes a game of "Try to get that one desperate pick." (Unless they're.... not good, in which case it becomes a slaughterhouse) Hell, even having one person control a souped up feral while another is a hunter would be nice.
     
    EDIT: And now that my rank is getting even higher, the shield blocking spit exploit is really starting to get on my nerves. Nothing says "chupacabra you" like landing a perfectly sniped spit stick and then just watching it do.... nothing.
  23. Upvote
    SomeOldDude got a reaction from jcks in How Hard Will The New Nightmore Mode Be...   
    If there isn't a fix for the GP and other issues, then there's not much of a BtZ mode.  The GP is supposed to be an escape for the NH when stamina is depleted, but for me it doesn't go off half the time and the charge up is costs time that gives the survivor another swing (and a kill) so it's pretty useless in CQC.  The one thorn that would fix nearly everything in BtZ mode is get rid of the near paralyzing when UV stamina is depleted.  Once UV stamina is depleted in a CQC, against decent players, it's a loss of a nest because unless you're lucky enough to get away, you're dead.
     
    All of these pretty strategy videos on how to win as a NH is useless against a team with one team member who stays away from the melee to UV the NH and uses the shield exploit to protect himself from all ranged attacks.  When you have two doing that, you might might as well forfeit as I've not made the first dent in that tactic.  Oh, I can push them around with a toxic spit, but they just move to another vantage point.
     
    Most losses, for me, come from the Slums where there is limited structures to block UV.  I can't imagine the new map having anything that works as well to block UV as Old Town.  Just nerfing the UV light is not going to cut it and most human players will rebel.  You will need to buff the NH's CQC skillset.
     
    One way to handle everything I've outlined without completely making the NH OP is tie the amount of damage given to the strength of the UV stamina and completely removing the run/tendril/jump nerf.  This would still push the NH back and protect the survivor while the stamina is depleted while still allow survivors an opportunity to risk an attack.  Right now, it is trivial to kill a NH in that scenario.
     
    I look forward to the new release, not for the BtZ mode, but the new campaign.  Color me skeptical for anticipating anything worthwhile for the btZ mode, though.
     
    Oh, and if there's a new items on the skill tree and I have to go through more mutations or even levels I will be so mad it's not even funny.  I have to wade through 100,000 xp right now for each level and multiply that by 2, 3 or 4 for each skill point...
  24. Upvote
    SomeOldDude got a reaction from NullExoZombies in Here's Something I've Not Been Able To Figure Out...   
    Sometimes my Ground Pound will not charge.  I'll be spamming the GP while out of spits and I'm getting him low on HP and then the GP will not charge.  I'll try again and hold the button until I see the charge, but nothing.  Then the next try it goes off, but it's too late.  I'm low on HP and have to get away.  Of course, he can instantly heal and it all was for naught.
     
    Also, sometimes the spit and spit charging doesn't go off.  I was thinking I was missing the keys in the heat of the moment, but then I started looking down.  Lo and behold, I was holding the G key!  ...and nothing.
     
    I only started seeing this over the past few days.  My mouse is fulling charged, I've completely turned off the computer and restarted, made sure nothing else is running.  I have a pretty fast machine with 16g memory and higher end graphics card.  I'm I've tried to duplicate it in lobby and away from survivors. It all works fine.   It's different players of various skill levels, so it's not some mod.  I seem to see this only when confronting survivors--the very time I need it most.
     
    One thing I'm thinking is the UV light canceling the charge?  If so, why?  The GP is supposed to be a way to escape, but it seems absolutely ridiculous to have the only defense to countered by the very thing that put you in jeopardy in the first place.
     
    Of course, I can't look back to the videos as I have no clue what buttons I'm pushing.  (Oh, that would be a cool mod!  Display on screen the controls at any particular time.)
     
    Or is it something else?  I need a new driver for the keyboard?  (Which is corded USB, BTW.)
     
    Thoughts?
  25. Upvote
    SomeOldDude got a reaction from NullExoZombies in Death From Above, It's Gotta Be Fixed   
    ...and the hit box on DFA is massive.
     
    The only real defense is to not be below a human, but that's not always feasible or a guaranteed.  I've been DFA'ed from flat ground.  I tried a tackle, it was avoided, and he immediately DFA'ed me.  
     
    Don't get me wrong I hear that double thump of a missed DFA, but humans have absolutely no punishment for a miss.  It's treated like any other fall.
     
    That's not to mention an interrupted pounce near the edge of a rooftop.  The survivor merely needs to jump and attack to get a DFA.
     
    Once at a certain level of play even experienced NH can't defeat a player that knows the tricks and that's not to mention all of the cheaters out there with modded games and trainers.  I've poured hundreds of hours into the game and I have way too many WTF moments for the BtZ game to be entertaining.