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Author Topic: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE  (Read 132623 times)
Dusty
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« Reply #2790 on: April 17, 2012, 09:39:02 pm »

You gotta give it a few minutes mew.
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Mew!
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« Reply #2791 on: April 17, 2012, 09:40:29 pm »

Okay hosting again.
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Killah Zillah
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« Reply #2792 on: April 17, 2012, 09:41:44 pm »

You gotta give it a few minutes mew.

Yeah, you usually have to just leave it running in the background for about thirty minutes before people take notice of your post in the thread or sign out of their normal GG2 servers and see an INSmod one up. That's the curse of INSmod, without any dedicated hosts up 24/7 (Like Boner's or Jesus), it takes a while for players to see that there's an INSmod server up, because it's usually so unexpected when it happens.
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Humble Master
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« Reply #2793 on: April 17, 2012, 10:48:32 pm »

We should set up a 24 z INS server.
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Killah Zillah
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« Reply #2794 on: April 17, 2012, 11:07:57 pm »

We should set up a 24 z INS server.

That would be hard to do, but it would be awesome and very beneficial for this mod if we could have that!

As for Tetriole, you weren't playing classes that countered KZ's strengths, that's why she seemed very OP to you. You also weren't playing against her weaknesses. She has to hide from you a lot to replenish ammo and injectors, you can't let her out of your sight but you absolutely MUST NOT get too close with a slow character, or her Sig will chew you up like a vault boy Super Sledge. You were playing Kid 75% of the time, he plays against none of KZ's strengths and is much too slow to effectively dodge Sig fire. His main weapon takes several seconds to charge up, allowing KZ to easily dodge it and get in close with her Sig. His hammer doesn't deal damage as fast as the Sig does and the Sig has longer range than the hammer. That's why I said "Kid just sucks", I didn't have space to add "against KZ".

KZ's weaknesses are that her guns take an entire four seconds to reload, her injectors take five seconds to use and ten seconds to replenish, she only has three of them to use so she can really only use one before dying (if you're playing against her right), her only long range attack does 7 damage per shot which is only SLIGHTLY SLIGHTLY more damage than the faster shooting medigun (which also has double the ammo), that Sig you hated so much has extremely poor range so it's easy to never ever give her the opportunity to use it at all, and she's a tall tall target, which makes her very very easy to hit with explosive weapons like hammers and rockets.

Her strengths are that her 16 damage Sig shots can be fired as fast as you can click, which chews your health up like a report card in a paper shredder, her attacks are very very spammable if you weapon juggle efficiently and stay in range with your Sig, she can crouch into tight corners to make herself nigh unhittable and her medium-high speed allows her to retreat fairly well to restock ammo and injectors.
If you keep pouring the damage onto her outside the range of her deadly Sig Sauer P226 and use classes that play against her ability to run and hide in the corner, you'll beat her very easily.

Classes that eat KZ's for breakfast are Techno, Slain, Iji and Tassadar. These characters can deal massive damage to her from outside her Sig range, which is her most effective weapon. Slain, Iji and ESPECIALLY Tassadar are classes that can completely FORCE KZ to never get the opportunity to use her Sig with attacks that play perfectly against her retreat speed and the requirement that she retreats from battle for a moment. Did you notice that I would constantly run away when things got hot and hide in a corner? That wasn't me being a coward, that's how you play KZ. You have to know when to retreat or you'll die very very fast. Did you also notice that you were able to kill KZ in 3 seconds from her spawning when you were Techno? She's not an unbalanced character, you just need to know how to play against her.

Classes that KZ wrecks in droves are Chrysalid, Kid, Z4 Giraffe (he can't outrun her Sig range), and in their current state, Afro Samurai, who has to actually get right up in her Sig range in order to hurt her. These are classes that she can either catch up to and use her Sig on, or classes that are big targets that don't deal enough damage to kill her quick enough while she uses her pistol on you (such is the case with Kid and Afro Samurai in its current state).

Her MP5 is mainly used to deter people away as she retreats, like the medic's needlegun, and as a way of finding spies. Other than that, it's a pretty weak gun. Only her Sig has the power to take down enemies on its own, but if you stay out of its very short range she'll never have the chance to use it.
« Last Edit: April 18, 2012, 08:00:21 am by [PHS] Killah Zillah » Logged

Vein
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« Reply #2795 on: April 17, 2012, 11:12:58 pm »

Tassadar completely annihilates Mojo's and Agh's toys with his Thunder.

I mean, they don't even last half a second in it.
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Dusty
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« Reply #2796 on: April 17, 2012, 11:14:19 pm »

We should set up a 24 z INS server.

That would be hard to do, but it would be awesome and very beneficial for this mod if we could have that!

As for Tetriole, you weren't playing classes that countered KZ's strengths, that's why she seemed very OP to you. You also weren't playing against her weaknesses. She has to hide from you a lot to replenish ammo and injectors, you can't let her out of your sight but you absolutely MUST NOT get too close with a slow character, or her Sig will chew you up like a vault boy Super Sledge. You were playing Kid 75% of the time, he plays against none of KZ's strengths and is much too slow to effectively dodge Sig fire. His main weapon takes several seconds to charge up, allowing KZ to easily dodge it and get in close with her Sig. His hammer doesn't deal damage as fast as the Sig does and the Sig has longer range than the hammer. That's why I said "Kid just sucks", I didn't have space to add "against KZ".

KZ's weaknesses are that her guns take an entire four seconds to reload, her injectors take five seconds to use and ten seconds to replenish, she only has three of them to use so she can really only use one before dying (if you're playing against her right), her only long range attack does 7 damage per shot which is only SLIGHTLY SLIGHTLY more damage than the faster shooting medigun (which also has double the ammo), that Sig you hated so much has extremely poor range so it's easy to never ever give her the opportunity to use it at all, and she's a tall tall target, which makes her very very easy to hit with explosive weapons like hammers and rockets.

Her strengths are that her 16 damage Sig shots can be fired as fast as you can click, which chews your health up like a report card in a paper shredder, her attacks are very very spammable if you weapon juggle efficiently and stay in range with your Sig, and her medium-high speed allows her to retreat fairly well to restock ammo and injectors.
If you keep pouring it on outside the range of her Sig, you'll beat her very easily.

Classes that eat KZ's for breakfast are Techno, Slain, Iji and Tassadar. These characters can deal massive damage to her from outside her Sig range, which is her most effective weapon. Slain, Iji and ESPECIALLY Tassadar are classes that can completely FORCE KZ to never get the opportunity to use her Sig with attacks that play perfectly against her retreat speed and the requirement that she retreats from battle for a moment. Did you notice that I would constantly run away when things got hot and hide in a corner? That wasn't me being a coward, that's how you play KZ. You have to know when to retreat or you'll die very very fast. Did you also notice that you were able to kill KZ in 3 seconds from her spawning when you were Techno? She's not an unbalanced character, you just need to know how to play against her.

Heh.
The illusionist v2 may play hell with KZ.
No hard feelings! Honest!
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Killah Zillah
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« Reply #2797 on: April 17, 2012, 11:20:00 pm »

No hard feelings, of course! It wouldn't be any fun at all if there were no challenge, and she'd also be unbalanced if there weren't any characters that couldn't beat her! If Illusionist is tough for KZ as he is right now with his strange and unconventional attack methods (I LOVE fighting him, he's my favorite opponent!), then he'll be a treat to play against in the next version when he gets new tools and abilities!

Oh, and WTF was up with the lobby?? I was getting weird jargon numbers instead of servers, Mew's server would disappear at random when I tried to click it, and it would give the same error Tetriole showed up there in a screenshot. What on earth happened??
« Last Edit: April 17, 2012, 11:21:04 pm by [PHS] Killah Zillah » Logged

AcidLead
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« Reply #2798 on: April 17, 2012, 11:30:21 pm »

itt: not enough minerals/vespene
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Dusty
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« Reply #2799 on: April 17, 2012, 11:31:33 pm »

Pygg2 is having a field day.
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Martulux_555
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« Reply #2800 on: April 17, 2012, 11:34:32 pm »



The fuck? I have a feeling AJF is screwing with something...


lol this also happend with Randomizer mod  hehe
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Just some incrediboxes that i have no place to put:
1st incredibox, it sucks.
2nd one.
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« Reply #2801 on: April 17, 2012, 11:43:28 pm »

alright motherfuckers here's what I have so far for 1.21ex changelog

Code:
Most of the bugs should be fixed (chainsawing buildings/void knights, dr doom dying while using photon array, etc)
- fixed icon error for physical offense decrease getting mixed up with physical defense decrease

Samurais:
- increased base physical and elemental defense to 1.25
- removed pizza slicer on down+m1. Replaced with an aerial slash. 36 damage, cancels lag by landing on the ground, moves at a downwards angle.
- can build rage meter by hitting enemies with slashes and blocking. Blocking builds more meter, and just defense builds even more.
- can press Q to activate rage. increases damage output. Most likely will be changed for a different effect.

Afro Samurai:
- M1+M2 to bolt slash. Moves him in the direction you're facing, but limited to W, NW, SW, E, NE, SE (compass coordinates). Slight delay before bolt slash comes out.
  - costs 12 rage meter, does 30 damage
  - use as an offensive dash to simultaneously get in and deal damage

Samurai Jack:
- M1+M2 to parry. Parries projectiles and teleports you above the shooter. Doesn't teleport if it would get you stuck.
  - costs 12 rage meter.
  - defensive maneuver that synergizes with his melee skills

Adam Jensen:
- decreased his HP regen to .5 per 15 frames (1hp/sec)
- Sneak mode decreases energy slowly
- decreased physical and elemental defense to 1.1 from 1.25

Kid:
- added a roll on Space, similar to Dante's but not as fast.
- added a stronger stationary swing. a downward swing
« Last Edit: April 18, 2012, 12:54:00 am by RebelINS » Logged

Lady Z3r05t4r - Honorary Life Insurance
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« Reply #2802 on: April 18, 2012, 08:49:47 am »

So my Eurolagland 1.2 is open. Under the name: Super Smash Garrison Bros. - INS Mod. As usual.
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Dusty
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« Reply #2803 on: April 19, 2012, 07:29:12 pm »

What do you guys think the illusionist health decay rate while overcharged should be? should it be greater than the healer's regen? less? equal to?
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Kalir
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« Reply #2804 on: April 19, 2012, 07:50:09 pm »

I say set it equal to the healer's regen to start with, then tweak it after playtesting to see what the best fit is.
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