Post by [}{]xProvidence* on Feb 23, 2011 15:19:20 GMT 10
Before I forget:
When you press F and not have a flashlight weapon, it doesn't swap to a weapon that does. I noticed this when holding the knife and tried swapping to my 9mm for a light.
Doublepost, but I don't think PPSh levels (or is improved) by Support. Okay so it's a machinegun but it's pretty much built for Support.
Also had 4 tank Scrakes left with 2 players left alive, Support and Firebug. Kited for ages but there was really no chance from the start. Maybe they can have less base health but more additional health per extra player?
Might also be easier if their rage threshold is lower.
Post by [}{] Demon_333 on Feb 26, 2011 4:41:40 GMT 10
Lately i've noticed just a few people crashing uncommonly. i'd appreciate it when any of you crash, don't get rid of the crash error window that comes up,
instead copy the error log and paste either here or to me in Steam, so that i can see what it was and try to resolve it.
Post by [}{]TheBoobyTrap on Feb 26, 2011 8:27:18 GMT 10
hey guys. im not that happy about dildo alt fire raging fp, i thought it was an alternative to the fire axe. or else most ppl will not use it. also pyromaniac rules it can actually win in this server, and imo, demo man should be re-renamed, but thats not important tbh.
i think is is really good but.. the leveling of perks could of been more diffuclut coz i went from level 2 -20 in 1 day
If you read earlier at what Wannas said about it, you'd understand, who knows in the future we would increase the level cap, but that's not something i'll do for a while.
Last Edit: Feb 27, 2011 5:22:40 GMT 10 by [}{] Demon_333
Okay, here's the things I think still need changing before a public release:
- Dildo launcher weight (I've already mentioned this via chat but just in case) needs 7 free to purchase but only weighs 5 - Baby FPs run faster than you. This is a bit harsh for Medics and Ravagers who normally don't worry about Bloats and can't kill them as quickly or efficiently as pretty much any other perk. - Patriach Jr. spawned from slot machine (apparently) is full size. Is it also possible to give mini Pats in general 0 heals? Especially for something that can turn up randomly they take ages to kill when they can heal. Not to mention they still kill you easily with their weapons. - Fire Axe still doesn't light anything on fire. Actually the last time I tried it was with Medic so I guess it might be working. Will check soon.
EDIT: I'm pretty impressed with how you've implemented the Rambo PPSh. But Super Boomstick for Support feels a tad underpowered. Here's my suggestions for the Support stuff:
- Increase ASF12 ammo (maybe between current and the old AA12's max). I only lasted because I was super ammo-conservative, and this is me we're talking about. - If possible fix ASF12's ability to headshot. - Add Super Boomstick's slug/buckshot ability to the regular Boomstick. - Give Super Boomstick a larger clip size (4 or 6) and lower its recoil a lot. Cheaper/more ammo would be nice too - Finally, decrease Overcharged AA12's reserve ammo by a little. It's 'spam-till-it's-dead' attitude makes it the most powerful gun in the mod, and it should have the drawback of running out of ammo quickly.
As usual feel free to disagree, dispute and criticise.
Post by [}{] Demon_333 on Mar 1, 2011 23:06:26 GMT 10
KFLv12 Changes:
1. Dildo launcher weight set to 7.
2. Marksman gets faster fire rate with Mosin Nagant, it effects the fire rate of his bayonet aswell.
3. Glowstick brightness and radius put down
4. Baby Fleshpound walking speed reduced.
5. Some weapons Ammo raised up by 20% - PPSH, The Executioner, Super BoomStick, Pump Action Shotgun, Bulldog, AK48S, AFS12, The Phoenix, Trinade Launcher, Xbow
6. Support get's new Pump Action Shotgun with slugs, Rambo can use the slugs also.
7. Battlemedic now will get resistance percentage per level against the Bio Launcher's Blob, level 1 starts with 40%
8. Chaingrinder get's bonus speed movement with Ravager now.
9. Rambo get's less recoil from PPSH per level
10. Ravager starts with 40% resistance to bloat bile at level 1.
11. Ravager spawns with Chaingrinder at level 20 instead of Katana.
12. Nut Grabbers clot ability hold time lessened.
13. Fixed a bug with Rambo not being able to see HP bars or stalkers at level 1.
14. Ravager: In Zed time using Ice Katana, Katana and Dildo Sword, your movement speed is increased.
15. Added real PPSH sound to PPSH
16. Glowstick priority put down
17. FMOD Launcher has damage radius.
18. Puny Gingerfast running fixed, he runs properly now.
The Ravager's bloat bile resistance seems to be working cumulatively with the ordinary damage resistance - I had 30% damage and 68% bloat bile resistance (or something like that) and I didn't even get a screen blur when puked on. This isn't neccessarily a bad thing, but just something to take note of.
When using any Katana as Ravager you can drop and pick up your weapon to instantly cool down the Zed-time ability. But it costs you 20 health if you haven't waited a minute since the last use, so maybe that's okay.
Ravager is also useless against the Patriach. But I guess he doesn't do much in a normal game either unless there's a swarm of them with chainsaws.
I am wondering is it possible to increase the maximum armor of Ravager with its perk progress in order to make Ravager more tough? Like level 10 has 150 armor, level 20 has 200 armor in total.
Another thing with Ravager is whether it could have very slow armour regeneration. For example at lv20, if you have less than 20% armour it will slowly regenerate up to 20. Not sure if it's possible though.