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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360742 times)

Jowly

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #690 on: August 23, 2011, 08:50:16 pm »

On the subject of buffs for the marine.
I was thinking something along the lines of full automatic on his gun.
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Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #691 on: August 23, 2011, 09:19:09 pm »

On the subject of buffs for the marine.
I was thinking something along the lines of full automatic on his gun.


He doesn't need a buff. His power is in a medibuddy, and he is almost overpowered with one. Without one, he is an OK player, with no special abilities.

So, if your working as a team, he's awesome. This means he is not op when used properly, but skilled.
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Jowly

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #692 on: August 23, 2011, 09:20:17 pm »

On the subject of buffs for the marine.
I was thinking something along the lines of full automatic on his gun.


He doesn't need a buff. His power is in a medibuddy, and he is almost overpowered with one. Without one, he is an OK player, with no special abilities.

So, if your working as a team, he's awesome. This means he is not op when used properly, but skilled.
Hng, you do have a point.
His weakness is being alone which encourages others to help out.
Therefore he needs no buff.
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #693 on: August 23, 2011, 10:34:39 pm »

from what i can discern right now, marine would be quite good in team deathmatch if you are good at jacking all the medkits.

Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #694 on: August 23, 2011, 10:46:21 pm »

from what i can discern right now, marine would be quite good in team deathmatch if you are good at jacking all the medkits.

Make a medkit cooldown then, like with the Terraria potion system. If you take a medkit, you have to wait 30 seconds or some other arbitrary time limit before you can take another one.

Solves medkit camping, allows medkit sharing, keeps the medic in a job, and balances the marine instantly.
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #695 on: August 23, 2011, 11:10:20 pm »

i'm not saying it's overpowered. i'm saying it's good, because you don't need a dedicated healer.

there's going to be regular medkit respawn time, but no internal self-cooldown. that would be stupid and unintuitive.

edit: btw, the exact stats for the medkits are as follows (and subject to change per testing):
health vial+5 hp/17 sec respawni try to bunch up 3-4 in a row to improve map flow and direction
medkit+25 hp/17 sec respawni put them in hard to camp spots
« Last Edit: August 23, 2011, 11:29:34 pm by RebelINS »
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Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #696 on: August 23, 2011, 11:26:18 pm »

i'm not saying it's overpowered. i'm saying it's good, because you don't need a dedicated healer.

there's going to be regular medkit respawn time, but no internal self-cooldown. that would be stupid and unintuitive.

Balance medkits to the point of stupidity, misuse of medkits could be very bad.

Also, add hurtboxes, that touching does damage. Think a killbox, but it hurts you. Its a much better add in then the acid you mentioned earlier, because it means you can make your own acid by combining hurtboxes and water. Plus, it would allow for me to make my fallout themed megaton map involving radiation.
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/Furious\

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #697 on: August 24, 2011, 12:52:20 am »

i like the idea of medkits, but only if used sparingly.

ask me if you need a host, im available afternoons-mornings (US)
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¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯¯\(°_o)/¯

Super Sgt. Brown

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #698 on: August 25, 2011, 04:45:23 am »

Anyone up for a Cat Soccer?
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Meower

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #699 on: August 25, 2011, 04:48:11 am »

Anyone up for a Cat Soccer?
:o

What is that even a thing
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Lemonade

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #700 on: August 25, 2011, 04:57:19 am »

um

Playing on that one Q/C knockback map with multiple Meowers ?
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i already have a pet that follows me around 24/7
it's called  :z4:
you may have seen it

Super Sgt. Brown

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #701 on: August 25, 2011, 05:17:35 am »

Anyone up for a Cat Soccer?
:o

What is that even a thing

I lol'd.

Meower's M2 shoots a soccer ball that you can continuously shoot into until it disappears.


EDIT: Also, hosting.
« Last Edit: August 25, 2011, 05:43:37 am by /GGG/ Sergeant Brown {BBH} »
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Meower

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #702 on: August 25, 2011, 05:22:41 am »

Oh fuck yes I have like the best game mechanic ever

SSBM Music - Break The Targets

Use this as bgm when playing Meowball, I think it's quite fitting
« Last Edit: August 25, 2011, 05:22:57 am by Meower »
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Lemonade

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #703 on: August 25, 2011, 05:44:06 am »

Also, hosting.
Seems like I can't see your server.

Also yes this music is awesome  :z6:
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i already have a pet that follows me around 24/7
it's called  :z4:
you may have seen it

Super Sgt. Brown

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #704 on: August 25, 2011, 05:47:56 am »

I was hosting but then I grew bored of waiting so I shut down.

Wanna me to re-host?
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