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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360544 times)

Killah Zillah

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3660 on: September 27, 2012, 09:11:10 pm »

K-Z:
Needs a buff somewhere (to balance out Red team buffs), because her pistol and rifle are lacking heavily compared to other comparable classes (Jensen, Rosie, Dante). I don't know what direction she wants to take with this class, but I can think of a ton of ideas to improve offensive and defensive support if not an overtly power related buff.
One idea I have is that each of her primaries would have a special ability. Pistol ability would be ricochet bullet that deals increased damage the further it travels. Gives her some "skill-indexed" (lol that fucking term) ability that helps deal with some long range problems. Rifle ability would be a hitscan shot that deals some damage and 'marks the enemy', making them take additional damage, aka decreased defense. The drawback with this is that there is a delay from when you press the button to when it shoots, and the hitscan line will be visible right before it fires. However, it wouldn't be affected by friendly bodies. Since it only shows the line right before it fires, you can bait people into jumping into it when they react to seeing you in your aiming animation.

KZ needs a buff? I was thinking of something a while back, that if she uses up three injectors, she becomes melee focused, higher jumping (like scout's base jump), and faster moving. A Hulked Out KZ mode, basically.

If that's too much of a buff, another idea I had was making it so that when she's crouched and not in the direct line of sight (behind a box infront of them or behind the opponent, just not in the direct line of sight), she has passive invisibility.

You could also make her MP5 use the same bullet type as her Sig uses, that perfectly straight and quick projectile. That would be easier to do and would make her MP5 practically a sniper rifle when crouched.

The direction I've always wanted with my class was versatile support, the ability to suppress the enemy's advance and help the team. The first suggestion would assist on CTF games or catching enemies that refuse to die and stay outside her Sig range. The second option would be a unique KZ feature that would allow her to use her Sig in surprise attacks against the enemy push (imagine using it to break up a cluster of enemies or to assassinate an enemy healer/buffer class). The third option would increase her usefulness on large open areas, increasing her ability to hamper the enemy charge and especially useful against sentries on such maps. Personally, I like the second option the most, it sounds like it'd be the most fun/useful and would require the least amount of work.
« Last Edit: September 27, 2012, 09:25:55 pm by [PHS] Killah Zillah »
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AcidLead

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3661 on: September 27, 2012, 10:07:54 pm »

lol rebs before you change jensen you might want to fix his pistol, right now he can reload it while firing it

also you still don't have audio for xan or something because he has his own dodge and death sounds in his voice

and that shockball non-combo blast is damn purple, wtf u dong



If you're adding to Kid, consider whether it's going to be a pair of weapons or just changing the ranged weapon (I doubt you'd get rid of the Cael Hammer alone). Also, will it change what his skill is? Since you picked a weapon independent one, you don't have to.
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eighty-five percent hit chance
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RebelINS

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3662 on: September 27, 2012, 11:29:31 pm »

@K-Z: Well, any thoughts on my two ideas? Both give the class better offensive tools that cover long range weaknesses, and still fit with the support theme. I don't like the three injector use idea because it encourages taking damage, using them up as fast as possible and then abusing the speed boost. Keep in mind that I can still tweak the crouch weapon mechanics to make it more suitable, regardless of whatever skills I end up adding.

lol rebs before you change jensen you might want to fix his pistol, right now he can reload it while firing it
Adam Jensen has an ammo reloading augmentation.  :hehe:
also you still don't have audio for xan or something because he has his own dodge and death sounds in his voice

and that shockball non-combo blast is damn purple, wtf u dong
I need to find the sound clips in ut99 with unreal editor. I'll do it eventually. And purple explosions are awesome.

If you're adding to Kid, consider whether it's going to be a pair of weapons or just changing the ranged weapon (I doubt you'd get rid of the Cael Hammer alone). Also, will it change what his skill is? Since you picked a weapon independent one, you don't have to.
I don't really see the need to give him another melee weapon. You could poke stuff with the spear, slash rapidly with machete, or maybe shoot flames with the bellows? Hammer is already pretty strong, and does what it necessary at melee range. Besides, if Kid got a whole other moveset, it wouldn't be fair to other classes that have no choice in the matter. Dante would have like 5 different melee weapons, all of his styles, and even more ranged weapons.

I'll think about giving him a weapon specific secret skill on the weapon switch. It all depends on how that weapons plays into his overall role. Right now, I'm thinking the galleon mortar because it fills a mid-range role.
« Last Edit: September 27, 2012, 11:31:31 pm by RebelINS »
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AcidLead

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3663 on: September 28, 2012, 03:49:30 pm »

I'll think about giving him a weapon specific secret skill on the weapon switch. It all depends on how that weapons plays into his overall role. Right now, I'm thinking the galleon mortar because it fills a mid-range role.
also i don't know if anyone else has a move like the mortar

but yeah i didn't think it would be necessary to exchange the cael hammer, just looking at the option
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MAY HEGEHOG

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3664 on: September 28, 2012, 06:24:58 pm »

Code: [Select]
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action number 1
of Collision Event with object VikingRed
for object ValeforGust:

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                                        ^
at position 39: Unknown variable weapon








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action number 2
of Collision Event with object VikingRed
for object IxionAeroSpark:

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            other.lastDamageSource = weapon;
                                        ^
at position 39: Unknown variable weapon







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action number 1
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Error in code at line 9:
  
            other.lastDamageSource = weapon;
                                        ^
at position 39: Unknown variable weapon
hellfire works fine
clocktower works fine
« Last Edit: September 28, 2012, 06:27:28 pm by $WAqqEd OuT MaY »
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Killah Zillah

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3665 on: September 28, 2012, 06:40:49 pm »

Oh shoot, I forgot to add what I thought of your own ideas! Sorry, I was sleepy at the time and was eager to get to bed.

Your ideas are definitely unique and would help a great deal to counter her weaknesses. The Sig idea would allow her bullets to travel farther and do even more damage after they bounced off a surface, and since the Sig is meant to be spammed, it makes it even harder for enemies to escape outside her range. The MP5 idea would definitely be a boon against the enemy push, and further makes her secondary an ad hoc sniper rifle which is indeed what it's supposed to be (when crouched that is)... but these ideas also don't really fit the character. They're great ideas, they certainly fix the problems she has, but they don't fit her character. KZ wouldn't bother trying to bounce shots around like a trickshot sideshow marksman, she'd focus on getting the job done through tried and true warfare tactics. The MP5 idea doesn't work either since it's an automatic weapon, why would she bother shooting one single round (that also behaves different from the others in a huge way) when she could spray it into their faces? That idea would work if she had a tranquilizer rifle like the Sydney Sleeper, but she wouldn't bring one of those into a warzone. I'm not saying either of these are useless, as I said they definitely ARE useful, but they don't suit KZ as a character is all I'm saying. It would be useful if the soldier class could switch to a rapid fire machine gun like Rosie's since it would compensate for his slow-firing/slow reloading main weapon, but it wouldn't fit him as a character, right? It needs to be something that compliments her love of planning and on the battlefield (like the passive invisibility idea) as well as her conventional way of fighting (like the crouched sniper accuracy MP5 idea).

I didn't think you would like the Hulked KZ idea, I didn't really like it much either since it didn't fit her established theme very well, didn't gel with the rest of her battle strategy and I didn't like the idea of making animations for it, but I figured it wouldn't hurt to give you ALL the ideas I had just to see what sticks. :z7:

Also, I know I suggested this before, but now that you're considering wacky ideas for him... what if Bo Jackson threw the intel like a football when he had it? It could do 100 damage on hit, allowing him to save himself easier when he had it. And he could also pick up small teammates like Quote, Reisen etc. and throw them for the same effect. You would need to give the player a way to say no to it incase said Bo is just using it to troll, but otherwise it would make a great battle mechanic and could really shake things up. Imagine a thrown Quote knocking out a heavy then blasting through the enemy's push!
« Last Edit: September 28, 2012, 06:46:24 pm by [PHS] Killah Zillah »
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RebelINS

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3666 on: September 28, 2012, 10:22:35 pm »

I've already nixed the intel spiking idea because he's a runningback, not a quarterback. Plus I don't really like gamemode specific attacks.

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3667 on: September 29, 2012, 12:45:30 am »

INS mod needs buff.
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Killah Zillah

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3668 on: September 29, 2012, 12:52:25 am »

INS mod needs buff.

INSmod has Techno Viking, there's enough buff there for 5 mods. :z6:

I've already nixed the intel spiking idea because he's a runningback, not a quarterback. Plus I don't really like gamemode specific attacks.

The ability to carry/chuck a small teammate in a similar manner wouldn't be gamemode specific and would make him more versatile, but you're right, Bo's not a quarterback so it doesn't make sense for him to do any throwing... hmm... I guess he's not the kind of character I should make suggestions for, since I'm not a football fan by any means.

RebelINS

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3669 on: September 29, 2012, 05:08:03 pm »

I think Bo Jackson just needs a good no frills buff; he doesn't need anymore complicated things. If you think about it, some of the least complex characters are the best, like Vein and Xan. Vein has the exact same stats on his minigun as the overweight, but a slight improvement on his sandwich and bike make him arguably the best 1v1 class in the game. Xan is just a basic high burst damage, high health character, but he's one of the most dangerous in a lot of situations.

I'll think of something.

Killah Zillah

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3670 on: September 30, 2012, 04:15:15 pm »

I just noticed, you forgot to update the download link, it's still linking to 1.25.

RebelINS

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3671 on: September 30, 2012, 05:05:37 pm »

Ok I got it updated.

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3672 on: October 01, 2012, 08:06:46 am »

I just noticed, you forgot to update the download link, it's still linking to 1.25.
I See
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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3673 on: October 03, 2012, 06:55:15 pm »

I'm back!

Jumping right into things:

Clocktower: 2 thumbs up. Definatly and interesting map to play on. Some balance isues like the Medusa Head will have to be worked out but it is still a very cool map.

Bo Jackson: Still needs a buff the poor guy. Maby if we made it so that his momentum would increase/decrease the damage he dealt with Stiff Arm. I dunno just spewing stuff out.

Yuma: Looking good, all of the projectile attacks are cool and varied.

Sorry I can't offer more insite, it has been forever since I have played INS mod.
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RebelINS

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Re: INSmod | Version 1.26 ex | Try out the new fancy map, cp_clocktower
« Reply #3674 on: October 03, 2012, 07:23:59 pm »

I'm back!

Jumping right into things:

Clocktower: 2 thumbs up. Definatly and interesting map to play on. Some balance isues like the Medusa Head will have to be worked out but it is still a very cool map.

Bo Jackson: Still needs a buff the poor guy. Maby if we made it so that his momentum would increase/decrease the damage he dealt with Stiff Arm. I dunno just spewing stuff out.

Yuma: Looking good, all of the projectile attacks are cool and varied.

Sorry I can't offer more insite, it has been forever since I have played INS mod.
Can you elaborate on Medusa head balance? Is it doing too much damage? Too little? Too many spawns? Spawn placement? For the most part, the left paths have more spawns compared to the right because they are faster.

Momentum based damage for Bo would be redundant because you're almost always running when you hit something. It's equivalent to a straight up damage buff, which is a bad solution.

>Yuma
It's Yuna man. We've been though this.
« Last Edit: October 03, 2012, 07:37:19 pm by RebelINS »
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