Sign in to follow this  
Echo.controverc

Kinda Takes Away From The Experience

Recommended Posts

So I dunno if it's just me or if I'm just engaging the survivors wrong, but these drop kick addicts are pissing me off. There's nothing fun about being drop kicked three times and dying like nothing- especially seeing as how the drop kick cuts to a cut-scene style attack that seems to home in on you pretty effectively. 

 

Now- my suggestion would be a movement counter for the Hunter. Maybe show the humans drop kicking over if the hunter crouches at the right time. A directional dodge would be useful as the hunter, but I realize that may be a little over the top. Probably end up with little dodging matches more so than there already are. The game mode has issues - especially when you start adding more humans - but overall it's pretty enjoyable. 

 

Couple other suggestions:

 

 -- When 4 human players are in the game- the zombie density on the map should sky rocket. Also we should have some of the nightmares that constantly roam the map. The current system that just makes the transformed infected near the nests super difficult to kill is broken and can easily be overcome by just tackling through the zombies and curb stomping them while they're on the floor. When the nests are being killed STREAMS of weak zombies (with intermittent virals and nightmares depending on player count) should just start crawling out of the woodwork while the nests are taking damage. The numbers can die down again to the preset value of zombies that are always on the map.

Fix:

*Zombie density in relation to skill/number of players in-game.

 

-- Implement some kind of dodge for the night hunter against the human's god damn drop kicks. Either that or put a stamina limit on JUST the drop kick. OR increase the amount of distance traveled required in order to initiate it? There shouldn't be any way for a single human to chain together an unlimited amount of those. Too intense for a singular hunter and too lame to be fun at the same time.

Fix:

*Drop-kick limit

 

-- To be fair, we should also implement some kind of tackle limit when there's just 1 hunter vs. 1 human. Maybe even 2 humans. I've seen too many hunters tackle a helpless, cornered, survivor, into a pulp and just continue to spam it. This is especially unfortunate if the survivor doesn't know about the dodge they can do. But once they do it opens up the problem listed before this. 

Fix:

*Tackle limit.

 

-- Regardless of the weapons humans are using in the be the zombie game mode, the damage dealt by humans and damage received by hunters should be pretty static and consistent. Some of the human weapons do WAY too much damage when thrown in a group - sometimes even by themselves. Though it's fun for the humans to be able to kill a night hunter in a swipe or two, it's extremely frustrating from the perspective of the hunter. Also seems to be a pretty unforgiving game model for newbies- which is the biggest reason we have such a shite time finding matches. People get scared because they get completely wrecked by the hunters and then disable the game mode indefinitely.

Fix: 

*Everyone's weapons do the same amount of damage. A preset five hits to kill a hunter (or some other arbitrary number- whatever is decided works best).

 

 

 

== I'll probably continue to update this with newer ideas as they come to me. 

 

 

 

Let's make this game the best it can be!

Edited by Echo.controverc

Share this post


Link to post
Share on other sites

Maybe you doing something wrong to get chained by drop kick. If you get dropkicked once, spit then jump or use your tendril. or do a GP

as a survivor yes i can chain drop kick but only if the hunter is standing around after getting drop kicked

 

Damage dealt by humans to hunter is already static as it is regardless of the weapon damage or the color of the weapon. Using sword/Sickle you need to get 3 hit, Knife 10 hit, Hammer/Axe 2 hit, there is no more OHK Hunter except get hit by throwing hammer or gas tank/barrel

 


 

-- Implement some kind of dodge for the night hunter against the human's god damn drop kicks. Either that or put a stamina limit on JUST the drop kick. OR increase the amount of distance traveled required in order to initiate it? There shouldn't be any way for a single human to chain together an unlimited amount of those. Too intense for a singular hunter and too lame to be fun at the same time.

Fix:

*Drop-kick limit


-- Regardless of the weapons humans are using in the be the zombie game mode, the damage dealt by humans and damage received by hunters should be pretty static and consistent. Some of the human weapons do WAY too much damage when thrown in a group - sometimes even by themselves. Though it's fun for the humans to be able to kill a night hunter in a swipe or two, it's extremely frustrating from the perspective of the hunter. Also seems to be a pretty unforgiving game model for newbies- which is the biggest reason we have such a shite time finding matches. People get scared because they get completely wrecked by the hunters and then disable the game mode indefinitely.

Fix: 

*Everyone's weapons do the same amount of damage. A preset five hits to kill a hunter (or some other arbitrary number- whatever is decided works best).

 

 

 

== I'll probably continue to update this with newer ideas as they come to me. 

 

 

 

Let's make this game the best it can be!

Share this post


Link to post
Share on other sites

1.drop kick is already limited, play better, be fast, jump...thats the best and only dodge...

 

2. Weapons dont have the same damage

 

3.tackle limit? LOL......LOL.....dude the Hunter is already weak :s do you wanna make it more useless?

no chupacabra but i have faced a few survivors that can litterly warp u back to the drop kick animation from bieng idk like maybe 100ms away lmao yes it has happened to me before people who know n practice this can get very irritating again then need to make hunter better or at lest give u some more skill ok lets put this into perspective we will count everything as skills hunters got jump basic attack ttreds groundpound and air gp tackle and 2 spits and a spit slam hmm that what o wait lets not forget crouch soo 10 moves humans got vault slide tackle slide kick jump crouch basic attack power attack throw attack DK DFA dodge uv light grapple hook well every items thats craft able to use thats like what 50 items or so ok now look at that comparison thos 10 moves compared to the hmm 150 a human has ok really unfair does that make sence?

Share this post


Link to post
Share on other sites

na i know for a fact thats not long that is litterly how bad the magnetics are for DK it will grab u from mid air completely change ur location in the game just to stick u into their animation TBH there should not be any animated moves in this game the ruin it

Share this post


Link to post
Share on other sites

I gotta say I faced a team of drop kickers and the whole game if I got hit once that was it. They tag teamed me and the was nothing I could do. Jumping was useless since you can drop kick a jumping hunter, befor my tendrils could get to anything Id be redrop kicked. And if I tried spitied hoard they didn't care. They drop kicked me till I died then revived the 1 or 2 players that got blown up. Hoard kills shold be instant kills like every other explosion.

Edited by Strata_G_X

Share this post


Link to post
Share on other sites

Observations continued:

 

- So its a little inconvenient that you have to use your players' supply of medkits in btz. Especially if its one of those cases where you were more or less forced into the game- not saying that humans should HAVE to be using medkits "if you're good enough" blah blah blah- whatever. Possible fix: Fixed number of medkits(10?) going into the game and reverts to your original number of medkits after the btz match.

 

- Zombie health still needs to be fixed. Quantity of regular strength zombies over just a few crazy strong ones. Makes it ridiculously difficult to engage nests without completely clearing the area of zombies first in 1v1 scenarios. A super strong zombie that is capable of shredding half of your health in one flury of punches and getting back up after you've hit it multiple times with your strongest weapon just isn't consistent with the rest of the game- not to mention it leaves the human extremely vulnerable from even a novice pounce. Include spitting effects and redirection through ground pounds and tackles.. Yeah. Kinda needs a fix.

 

-weird glitching area at the bus station. Took some videos of it.

 

- will continue to update as need arises.

Share this post


Link to post
Share on other sites

- Zombie health still needs to be fixed. Quantity of regular strength zombies over just a few crazy strong ones. Makes it ridiculously difficult to engage nests without completely clearing the area of zombies first in 1v1 scenarios. A super strong zombie that is capable of shredding half of your health in one flury of punches and getting back up after you've hit it multiple times with your strongest weapon just isn't consistent with the rest of the game- not to mention it leaves the human extremely vulnerable from even a novice pounce. Include spitting effects and redirection through ground pounds and tackles.. Yeah. Kinda needs a fix.

Zombies around the nest are largely irrelevant thanks to potions and flares. Pop a night hunter potion or something with a damage/defense buff, run up to the volatile spawn, surround it with flares and hack away. Zombies around the nest can't engage because they're blinded by the flares and even if they did the damage they deal would be negligible. If the night hunter shows up his only options are ground pound and spits, both of which are easily countered with dodge spam.

 

I'll post a video example of this when I get back to my computer.

Share this post


Link to post
Share on other sites

Zombies around the nest are largely irrelevant thanks to potions and flares. Pop a night hunter potion or something with a damage/defense buff, run up to the volatile spawn, surround it with flares and hack away. Zombies around the nest can't engage because they're blinded by the flares and even if they did the damage they deal would be negligible. If the night hunter shows up his only options are ground pound and spits, both of which are easily countered with dodge spam.

 

I'll post a video example of this when I get back to my computer.

true i believe the city should be infested with all the single player zombies including the ones from the nest this would make for intense gameplay and guess what you would not have to touch anything on the humans ez fix techland

Share this post


Link to post
Share on other sites

Zombies around the nest are largely irrelevant thanks to potions and flares. Pop a night hunter potion or something with a damage/defense buff, run up to the volatile spawn, surround it with flares and hack away. Zombies around the nest can't engage because they're blinded by the flares and even if they did the damage they deal would be negligible. If the night hunter shows up his only options are ground pound and spits, both of which are easily countered with dodge spam.

I'll post a video example of this when I get back to my computer.

Good advice, but I see that option as more of a currently applied work-around, not an actual fix for the game. You shouldn't be required to use unfair tactics in order to play the game how it should be played, you know? The night hunter booster is stupid in my opinion and I can say I've only ever played against it- never abused it as the human. There's really no point unless you're 1v1 and completely out-gunned. The zombie health will still be unproportional though you'll be able to dispatch them since you're stronger and flare spamming shouldn't be advocated seeing as it is one of the issues the game mode is already struggling with. Thanks for your input though!

Share this post


Link to post
Share on other sites

Good advice, but I see that option as more of a currently applied work-around, not an actual fix for the game. You shouldn't be required to use unfair tactics in order to play the game how it should be played, you know? The night hunter booster is stupid in my opinion and I can say I've only ever played against it- never abused it as the human. There's really no point unless you're 1v1 and completely out-gunned. The zombie health will still be unproportional though you'll be able to dispatch them since you're stronger and flare spamming shouldn't be advocated seeing as it is one of the issues the game mode is already struggling with. Thanks for your input though!

Oh those aren't my suggestions for fixing the game. That's currently what is possible and what happens on a daily basis. That's why I'm saying zombies don't matter because with the above methods I mentioned you can completely bypass them all with little to no trouble.

 

 

Edit: here's the video I mentioned earlier but forgot to post it.

 

Edited by jcks

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this