TheElusiveMoose

Members
  • Content Count

    10
  • Joined

  • Last visited

  1. TheElusiveMoose

    Opinions Please! Fixing The Nh Gamemode

    Be that as it may, I still don't think the claw attack is a viable attack for the hunter on anyone who isn't low HP, which given how fast humans heal you do not see very often and if you have to stay in close combat to get there you're dead as the NH Probably was a type, but my point was those weren't high level players because they were making basic mistakes. I would say I'm about on his level as a NH and about half the games I play are simply unwinnable. No attack I have can land, whereas the guys he was playing were making basic mistakes. Most of the matches I play I get lucky if I can land one spit/tackle/pounce, let alone survive long enough for a GP since even if I drop it it seems the game always gives a tie to the human (ie-human slices and I GP, it registers his hit and not mine) Maybe that's just my internet though. And that's a fair opinion. I just find that the game they described to me, a stealthy NH trying to sneak attack the humans that is meant to be a nightmare is usually just a joke to high level players and they easily win. Its a nightmare for beginners who usually have it turned off or bail at the beginning of the match. I don't think it needs to be re balanced but rather retooled to add different strategies to help the NH combat the dodging skill of higher level players. I want more viable options for NH attacks than just the one that was shown in the video over and over (which is effective, but VERY counter-able) And you're right, I thought the legendary attacks made the humans more powerful against the NH cause it seems that I die quicker now, but maybe that's just them being good. But I do feel like they heal nearly instantly if they're maxed out (which is easy to do with all the glitches in the game) Hopefully a DEV or someone else can confirm that they heal faster though. All I know is I've played matches where I get so excited to land a tackle and try and rush back to kill the wounded person only to find they aren't wounded anymore. Ground-pound is definitely the most difficult to dodge, but I have definitely seen players who avoid mine every time (even with maxed out range). And its those players that if I miss, I'm dead guaranteed. You're probably right about the spits, I was just giving some sort of idea, but it still isn't an easy kill since when they're alive they can run out of the smoke. And lag works both ways, I've definitely been 15m in the air on my screen and get "sliced" by an enemy on the ground. I've never run into a situation where humans couldn't dodge a tackle. I wish I had a video, but I once ground-pounded someone off a roof and then tackled them mid air, only to have them jump over me. But seeing as how hard it is to land a pounce (since its so easy to drain the HP just a little so you can't pounce, landing 5 consecutive pounces WITHOUT them healing would be impossible. I think 3 is a fair number, but its ridiculous that it isn't any damage already. Plus, the recovery time they have is countered by the recovery time the NH has as well. UV block is very useful, but often times you need to put together a series of attacks in order to defend a nest and you fail (which is fair), but I think its ridiculous that as the NH sometimes you must just sit and wait for everything to recharge because going in without UV block/spits is suicidal. Flying around trying to distract often does nothing, especially against more than 1, since one attacks the nest and the other UV protects. I've tried this method many times, and the NH ground pound cool-down (even after a successful one) often is too long to properly land a spit. By the time you spit, unless you get lucky and move your cursor up just enough and hit them right off the bat, they will recover and jump away BEFORE the spit explodes. This has happened to me TOO many times. Buggy tackle often does more damage to you than to the human, since most humans have the electric cage which automatically engages if you tackle. And tendril sprint isn't enough to catch up, but rather it simply keeps pace if you're going in a straight line. And I'm not trying to say that the healing is OP for the humans, but simply we need SOMETHING upgraded since they got something upgraded. The basics of the game-mode seem to say that the NH should be favored in all matches if you are evenly skilled. I feel like I'm as good of a NH as any other, but higher skilled humans often dodge EVERY attack I have and force me to wait, either killing me or killing the nest in the process. It isn't more power I want, but strategies that don't involve me running in head first to my death against good players. I really like your idea about the survivor sense. I always thought it should be a spot feature rather than a constant usage feature. Much like in Battlefield 4 where you spot someone and they stay spotted on the minimap for 15 seconds or so before going away. If you spam the spot button it has a cooldown. Howl I think is more necessary for the hunter, since it isn't easy to see where humans are with the poor vision and hearing the hunter has (especially when injured) And that is my whole premise with the spit mines. I think it adds a new strategy WITHOUT making the NH unbeatable at any skill level. But I think it would HAVE to be a hidden spit, otherwise it would be too easy to spot and destroy. I think "hit-and-run" style attacks as well as "bait-and-wait" attacks should be more feasible as the hunter, rather than "smash-and-grab" which seems to be the only option now (ie-UV block in, spit, fail a pounce/tackle, have the spit land, keep attacking and hope the spit does some damage) And your English is great, thanks so much for your input because I want the game to get better, not make one side more OP than the other. And I am just one person who has only put 25-30 hours in as the NH so I am FAR from perfect and have yet to encounter many things. I also don't have great internet, so some of my frustration is probably to blame on there. The NH can "throw" cars with tackle and ground pound (if he's close enough)
  2. TheElusiveMoose

    Opinions Please! Fixing The Nh Gamemode

    These changes are aimed to balance the game at higher skill levels WITHOUT making it too difficult for casual or beginners to fight the night hunter. And I think these changes add strategic strength to the NH, so if you think these would make it impossible for high level humans to lose wouldn't that make the current status in favor of the humans? My general idea with these changes is less to make the NH a stronger fighter that can run in and do damage, but rather give him more options for attack strategies. I would agree that you are a solid player, but even your video in the game you won stands to show that the NH needs improvement. (which if you being the best of us shows need for change, how does that play out for the rest of us as the NH?) I tried to write down my own stats of the game only to find that there were ones given at the end. Mine were slightly different, but the general idea is the same. You hit around 50% of your spits, and even then 2 of your spit kills come because of a beginner mistake (minute 12:45). MOST of your spit lands REQUIRED a follow up attack in order for them to land, ignoring the fact that many of those landed spits led to no benefit. Some could be argued that the required follow up pounce/tackle put you more in harms way than led to an effective attack. You hit 20% of your pounces and 38% of your tackles. Most of these misses came from the necessity to follow up a spit, but that necessity puts you into an awkward position of charging into the humans when that shouldn't be your strategy. It was made VERY clear to me both when I bought this game and was trying to level up that the general rule for the NH is DO NOT GET CLOSE. The NH is supposed to be a stealthy, quick, and powerful sneak attack character, not a smash-in-and-spit-everywhere-then-fail-a-bunch-of-attacks-to-hope-one-spit-lands character. You had a successful close encounter rate of about 1:4 (or 1 success in every 5 encounters). I counted success as close encounters that ended with them dying or being worse off AND didn't require you to flee for your life. Seeing as 2/4 attacks require you to be close (tackle/ground-pound), I would say that you need to either strengthen the distance attacks (spit/pounce) to make up close encounters a worse strategy OR strengthen close encounter attacks so that you can increase the success of up close encounters. (remediated by giving failed pounce a damage amount, spit mines, and poison claws for "hit-and-run" style attacks rather than crash in, ground pound, run. I wouldn't call these guys in the video experienced players, as I have found rank often is misleading. You get 2 free kills from people abandoning, 2 free kills from a mistake of not jumping higher to avoid bombers for 1 second (minute 12:46), minute 2:40 shows a human just dancing around when he could've been doing something useful (ie-shooting with arrows/guns/grenades) or pushing toward to revive, and NEVER have I seen an experienced player lose so much time as the humans did in stretches like 8:13-8:56, 9:19-10:13, and 13:42-14:20. I'm sorry, but in my games if I have to wait to recharge health/spits that long, they make me suffer with a nest. That was almost 2 full minutes lost. Your necessity to spam ground pound towards the end shows the uselessness of other NH attacks. Not to mention they have NO skill at back-jumping away from the ground pound to avoid it, which I have encountered many times already. My point isn't that you're a bad Night Hunter. I think its just the opposite. If we look at the good night hunters such as yourself we can see that the night hunter strategy is fairly simple, making it predictable. Adding new strategies (spit mines and failed pounces) while being able to counter others (instant heal and buggy bail) give the night hunter new tools WITHOUT hurting new players. Basic play styles like "approach the nest with caution" and "keep the UV light ready to stop the NH from getting close" still apply, so new players don't feel the change as much. If they can't block the pounce, they would die anyway. Against experienced players, you at least come out with SOMETHING other than a failed pounce and no energy. I hope that ALL night hunters and human players give opinions here because I believe the game mode CAN be fixed without making one side OP at any experience level. My hope is that new players can fight the hunter and learn to get better, while experienced players can't just rely on quick button mashing to dodge attacks and force the hunter to the defensive. I want to make the game mode more tactical and frightening for ALL human players, not just beginners. I disagree that the legendary skill trees haven't help the humans. More health, more damage from ranged/throwing weapons, higher resting miminum health, and faster health regen speed have ALL given the humans a slight edge, whereas the NH got nothing there. With the introduction of the buggy, even 10m and quick fingers to press the grab button can be difficult for new NH. It took me quite some time to get my first grab, only to realize I had to mash melee to attack. After I attacked I realized the human bailed out. If you have to get EVEN 1 hit to kill people in the buggy it would be nearly impossible if the humans are paying any sort of attention. Jumping out of the buggy is nothing compared to waiting 3 seconds before an attack is delivered. Your best bet to handle ground pound spam is to jump back/sideways and whip out distance weapons. Whether that be a shotgun or explosive throwing devices, the time it takes for the NH to cancel the GP you can do a LOT of damage. If you have a teammate with a UV light you can likely kill them. To revive humans in toxic spit you can wait for it to end or I'm pretty sure you can heal yourself (let the heal start before running in) and then revive while you're healing. It takes around 6-7 seconds for toxic spit to kill you and only around 3-4 to revive a teammate. And if they had that long of a range with their claws I might check your internet connection. I've had a few matches where it seemed like they were getting attacks MUCH farther than they should, and that was because my connection was bad (I had to check it on other games)
  3. TheElusiveMoose

    Opinions Please! Fixing The Nh Gamemode

    I've posted this in a few forums in hopes that people might respond to give their opinion on how to fix the night hunter game mode, but no one has. I'm hoping to get some input because I think these are legitimate options to help balance the game without making one side more powerful than the other. I know this is a long post, but I would REALLY like your input. I believe I've targeted a few problems that make playing as the NH against experienced human players VERY difficult, and given solutions that don't make impossible for newer or less experienced human players. I don't believe that ALL of these mechanics need to be added to make the game balanced, but I believe that some can change the dynamic enough (while others just make the game more fun and give it more play-ability) Problem: Most good human players have mastered the "complete" dodge, (can dodge pounce, tackle, ground-pound, AND spits) leaving the NH vulnerable and without any good attacks to take down the enemy. Solution: Give failed pounces a damage amount. This would give you SOME advantage for sneaking up behind and grabbing them quickly (even if its blocked in the end), and I think its not unfair to say if you do that 3 times and they haven't healed that you can knock them unconscious like 3 successful tackles. This also gives the NH an attack that CANNOT be blocked for once. Much like the drop-kick or death-from-above on the human side, this would do high damage, but require multiple contacts to kill. Problem: If you are playing an experienced player or ANY player if there are 2+ people in the lobby, coming in close to kill someone can often turn the hunter into the hunted. It doesn't take long after a failed pounce/tackle/ground-pound to UV the energy away from a NH making it impossible to escape and keep going. This doesn't even make sense because the ENTIRE game mode is based off the fact that the humans are meant to be scared of the NH and something they try to push away while they complete the objective, not something that is worth finding and killing with their UV-melee combos to destroy the nest (which at this point I think is the most viable strategy for winning as the human). Solution: Make the NH jump and/or sprint (which is much higher and faster than humans) immune to low-energy. Especially on this one I would like your input. I believe that with this game mechanic you can actually do a lot to nerf the NH. Players have the chance to stay alive more and live to fight another day, but vulnerable enough they need to retreat and recharge. This might make going from no-energy to low energy a longer wait time, during which spits don't regenerate, and you have to stay still to make it happen (much like how the health regeneration feature works on the NH now). Problem: Spits are hard to land, especially on maps where side jumping is very easy because its very open (the country) and where many things get in your way vertically (the slums and old town). With the recharge speed the way it is (which I think is fair seeing as TOO quick recharge would make the NH more powerful) this makes it difficult to use these to actually land, which IF you do they have safety nets to protect themselves (ie-get high to avoid bombers and throw down flares to prevent pounce). Solution: Make spits act like mines. If you drop a small colorless spit bomb-trap that doesn't explode until a human gets near (or forces it to explode via weapons). This gives the NH a new opportunity for stealth. Lay a few mine traps in the site and wait for the enemy to get near to attack. This can also give the NH SOME time to recover if they die and the humans get on the nest. I think they should be hard to see (ie-not a glowing green/pink/orange blob) so you actually have to pay attention and approach the nest with caution. Since its already fairly quick to destroy the nest (1 death of the NH = 1 nest) I think forcing the approach with more caution is fair. Problem: The buggy is impossible to defend against. If you do get lucky enough to grab it (which I think is fair how difficult it is, since the map is large and humans need to be fast) you have to wait a while before you can press melee enough times to actually ground pound them out. 9 times out of 10 human players simply jump out of their car and let it roll away and then shoot you as you are stuck on the buggy trying to press the "get off" button. Solution: Make buggy attacks the normal melee and make the "escape car" button more like a ground pound, where you must hold it to use it. Normal melee is weak, so you wouldn't kill them off the bat unless they're low health, and AT LEAST you can do some damage before they jump out of their car. This makes it more like how volitales attack your buggy in game as well. Problem: New Legendary skill trees make health higher, healing nearly instant, and melee attacks more deadly. This makes putting together complete kill-combos nearly impossible, and ANY misses (eg-tackle or ground-pound, or if you're close and have to melee) a death sentence for good players, and a way to push the NH away for beginners. Solution: Make close-up melee attacks slightly weaker, but with a poison/bleed effect. This gives the NH an option to "hit-and-run" and have SOME sort of benefit from it, rather than "sneak around and smash-in to finish" which is the current logic. I think this makes the NH more feared, but also means that if the NH plays up close he is more vulnerable to attacks. The bleed effect can counter the instant heal since you cannot heal while you are bleeding out, or the effects negate and you don't change in health at all. This also helps counter many human complaints about "ground-pound or tackle spam" because the NH has more viable options of attack. No longer can the humans turn the hunt so easily, which keeps the game true to the game mode. Many of these changes can add new strategies for the NH which can counter the current human strategies. This gives more dynamic to the game play forcing the humans to adapt RATHER than the basic "dodge NH attack, kill NH, destroy nest" mentality. It also would increase the lifespan of the game mode. I feel like the only people I run into now as the NH are new players who bought the game off a steam sale or seasoned players who have played since the beginning and are impossible to defeat. I think small changes like this would make the game more fair without making it more difficult for inexperienced players. Frankly, I think these types of changes could make the game more interesting rather than a dodge and pound fest by experienced players. Mines would make approaching nests much more dangerous, but surrounding zombies would force you to do something. Pounce damage can force you to watch your back more to catch the NH BEFORE he initiates the pounce, and also gives the NH a bonus for catching the humans off guard. Jeep attacks would be more frightening since you can actually get hit pretty hard if the NH catches the jeep (cause I think its already hard enough to get that lucky land, only to have them bail before you can smash anything). Maybe you guys can see a flaw with some of my ideas, but I think its time that they added mutation lvl 4 and 5 and gave the NH some new tricks to fight these good players.
  4. TheElusiveMoose

    Why Do Humans Get More Than We Do?

    Well when I bought the game last November that is EXACTLY how I felt this game mode was advertised. I still stand by that certain upgrades would help the NH without making the game imbalanced. (eg-spit mine traps, failed-pounce damage)
  5. TheElusiveMoose

    Why Do Humans Get More Than We Do?

    When I got the game I was excited about playing as the NH, stealthily attacking enemies, and in general being feared by the humans. I now have 30+ hours and feel I've tried every possible strategy the NHs can do and have yet to see this in game. There is nothing to fear when even if you make mistakes you can easily recover, yet if the NH makes a mistake they're almost guaranteed to die and lose a nest. Might I ask you, how regularly YOU lose to a NH? The way you talk you'd think it was just as easy to be a NH expert as it is to dominate the NH as humans. So don't charge forward to attack. A backward dodge puts you far enough away that a ground pound won't have effect. BTW, ground pound will not kill you in 2 seconds, and by the time the NH can pounce the humans can use their UV.
  6. TheElusiveMoose

    Join The Nh Strike

    I agree with this strike. The NH has been given a tremendously bad hand in the new Following map. I made this post in another thread, but I stand by that these changes might help make the NH more fair without hurting newer and more inexperienced human players. Give a failed pounce a damage amount. I think much like tackle, 3 unsuccessful pounces (blocked by UV light) should lead to a death that can be revived by a teammate. This would make UV block less potent since it seems like experienced players block EVERY time even when I initiate a tackle from behind when their light is off. Make spits more like mines. Make them small and hard to spot so you can set traps for the humans rather than a visible grenade. This means you can put it in a good spot and only when humans get close enough to trip it will it explode. As mines would be more potent, and traps more effective, I think the longer (current) recharge time is justifiable, especially if they're hard to spot. Make these mine-spits detonatable with grenades, bullets, or other thrown objects so that NH don't always just spam the nests with them so humans can't get close. This gives the NH time to recharge spits BEFORE humans get to the nest, allows for sneaky planning, but is easy enough counter if you're paying attention. Perhaps a spit mine can be a mutation the NH can obtain (lvl 4 mutation?) but he has to place them rather than throw them? Make the jeep attack a grab/slash instead of a grab/smash/kill. This makes it so that expert players can't just jump out immediately (before the NH can even get off) and start spamming attacks. This would allow you to get a quick HP hit before they just jump out so it was actually WORTH grabbing onto the car. Also, make it a longer button press for humans to escape their cars. Make the close up melee a very weak attack (like 25 damage if it isn't already) but make it a poison attack. Either a poison that bleeds your health and you can't heal, that blocks survival sense for like 60 seconds, or perhaps reduces stamina. SOMETHING that makes it worth getting a hit and running, rather than just avoiding that attack entirely. Something ELSE that the human has to worry about. Perhaps it can be a really high perk that you need to be maxed out to get as a NH. Lastly, fix Rained Death From Above. The game magnetism is TOO lenient on this attack that is an insta-kill for the NH when there is NO leniency on insta-kills for the NH. I think the easiest way to do this is to simply make the window for pressing the button smaller and more precise. That'll just give it less chances but its still just as potent if you get it.
  7. TheElusiveMoose

    Post Any Btz Bugs/exploits Here

    Yes this was in the country side. I It all happened so fast that I don't know which safe zone it was exactly, but I know it was fairly large and had a few buildings within the walled/barbed complex, much like the first compound you get to in the campaign
  8. TheElusiveMoose

    Attention All "night Hunters" The New Map Is Suicide

    I've played quite a bit as the Night Hunter and was very pleased to see the new update. I think nerfing the humans might cause more grief than help in the situation of this game. The spectrum of skill levels in this game in conjunction with the limited number of people who keep a lobby open (on PC) makes it hard to find a fair match-up. I think a few simple things could make the balance between the NH and the humans more fair without hurting newer and generally bad players Give a failed pounce a damage amount. I think much like tackle, 3 unsuccessful pounces (blocked by UV light) should lead to a death that can be revived by a teammate. This would make UV block less potent since it seems like experienced players block EVERY time even when I initiate a tackle from behind when their light is off. Make spits more like mines. Make them small and hard to spot so you can set traps for the humans rather than a visible grenade. This means you can put it in a good spot and only when humans get close enough to trip it will it explode. As mines would be more potent, and traps more effective, I think the longer (current) recharge time is justifiable, especially if they're hard to spot. Make these mine-spits detonatable with grenades, bullets, or other thrown objects so that NH don't always just spam the nests with them so humans can't get close. This gives the NH time to recharge spits BEFORE humans get to the nest, allows for sneaky planning, but is easy enough counter if you're paying attention. Perhaps a spit mine can be a mutation the NH can obtain (lvl 4 mutation?) but he has to place them rather than throw them? Make the jeep attack a grab/slash instead of a smash/kill. This makes it so that expert players can't just jump out immediately (before the NH can even get off) and start spamming attacks. This would allow you to get a quick HP hit before they just jump out so it was actually WORTH grabbing onto the car. Also, make it a longer button press for humans to escape their cars. Make the close up melee a very weak attack (like 25 damage if it isn't already) but make it a poison attack. Either a poison that bleeds your health and you can't heal, that blocks survival sense for like 60 seconds, or perhaps reduces stamina. SOMETHING that makes it worth getting a hit and running, rather than just avoiding that attack entirely. Something ELSE that the human has to worry about. Perhaps it can be a really high perk that you need to be maxed out to get as a NH. Lastly, fix Rained Death From Above. The game magnetism is TOO lenient on this attack that is an insta-kill for the NH when there is NO leniency on insta-kills for the NH. I think the easiest way to do this is to simply make the window for pressing the button smaller and more precise. That'll just give it less chances but its still just as potent if you get it. I think small changes like this would make the game more fair without making it more difficult for inexperienced players. Frankly, I think these types of changes could make the game more interesting rather than a dodge and pound fest by experienced players. Mines would make approaching nests much more dangerous, but surrounding zombies would force you to do something. Pounce damage can force you to watch your back more to catch the NH BEFORE he initiates the pounce, and also gives the NH a bonus for catching the humans off guard. Jeep attacks would be more frightening since you can actually get hit pretty hard if the NH catches the jeep (cause I think its already hard enough to get that lucky land, only to have them bail before you can smash anything). Maybe you guys can see a flaw with some of my ideas, but I think its time that they added mutation lvl 4 and 5 and gave the NH some new tricks to fight these good players.
  9. TheElusiveMoose

    Post Any Btz Bugs/exploits Here

    I just was playing a game of BTZ and when I spawned as the zombie I spawned in the middle of one of the restricted zones and then died.
  10. TheElusiveMoose

    Can I Get Some Help?

    So I've put about 20 hours into the BTZ mode now and I've run into many of the problems that have been discussed about humans being OP. I've also played enough times as a survivor and played other survivors that are fairly new to realize how frustrating it can be when things don't work out for you either. But even times that I feel like I've played a good hand as the hunter, I don't end up getting any kills... just land a few ground pounds or tackles but they play the time and kill me (and in turn get a free nest). Here are a few scenarios that I can't seem to get around... After wasting spits (because they just jump out of the way), I;m forced to rush in to protect a nest, flares/UV lights prevent a viable pounce, killed before I can activate a ground pound Try and get in close, tackle seems to be dodged more often than it lands, get stabbed to death before I can even jump away When the humans are destroying a nest in lower areas, the gray-out and heartbeat-hearing combo makes it impossible to escape because all the walls seem to have some little ledge that prevents me from tendril-ing away, jumping just makes me hit something above me, and ground pound seems to easy to back away from that I can't use that to give me time to escape I just wanted to know what can I do as a hunter to avoid these things. I tried waiting for spits to recharge before pushing in to attack, but that just gives them too much time to destroy nests. I try to use ground pound more often to escape, but even when it lands it seems like the recovery time for the humans is still half a second, not to mention his buddy that stood back and has his flashlight on me the whole time preventing my escape. And I can't afford to let them take control of those tight areas because that often gives away a nest or allows them to get really close to the next one. I know that this is meant to be more difficult for the hunter because its a challenge, but I feel like there isn't a single hunter weapon that isn't easily avoidable by the humans yet the vast majority of human attacks (which do more damage btw) are almost exclusively unavoidable unless you're far away (giving them an advantage to move or destroy nests). As much as I'd like to see some buffs for the Hunter (eg-reduced respawn time, spawn closer to nests, increased zombie hordes around nests, remove the heartbeat hearing when injured, have a hide-scent feature like the humans, be able to stick to walls with tendrils, etc...) I think that there needs to be some sort of way to make the skill level more homogeneous rather than really good players and really bad players. Too many times have I just had my butt handed to me because NOTHING I do seems to work as the hunter. When it does work, it doesn't do enough to get kills, just delaying the inevitable. I would really appreciate the help because I see flashes of brilliance in this game that make me think its the best game I've ever played, but too often do I rage quit because its frustrating watching your ground pound get beat by the drop kick. Thanks