GVHv2 - Beta 7 Released!

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Amuscaria
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Re: GVHv2 - Cold Demise trailer up

Post by Amuscaria »

oODemonologistOo wrote:Mountain Kings have hit the Doom after Warcraft 3 OMG ! :shock:

Nice but too short trailer :/
For Khazmodan! (however you spell it - and no,. i dont play WC3 or WoW)
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Major Cooke
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Re: GVHv2 - Cold Demise trailer up

Post by Major Cooke »

oODemonologistOo wrote:Mountain Kings have hit the Doom after Warcraft 3 OMG ! :shock:

Nice but too short trailer :/
Nah, the trailer length is perfect. Can't give away too much. Besides, those are all actors in a small ACS/DECORATE script, so that makes the mystery even more foggy.
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Captain Ventris
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Re: GVHv2 - Cold Demise trailer up

Post by Captain Ventris »

Still, I would have watched 10 minutes of that. XD
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Re: GVHv2 - Cold Demise trailer up

Post by Cutmanmike »

http://cutstuff.net/blog/?p=1577

New trailer showing some GVHv2 new features
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Cardboard Marty
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Re: GVHv2 - Cold Demise trailer up

Post by Cardboard Marty »

I have to say, I hope the ghouls get upgraded in someway too :P

One thing I did notice though...jesus you were kicking ASS. I wish I was that good lol.
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Ethril
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Re: GVHv2 - Cold Demise trailer up

Post by Ethril »

Marty Kirra wrote:I have to say, I hope the ghouls get upgraded in someway too :P

One thing I did notice though...jesus you were kicking ASS. I wish I was that good lol.
This. Both of them.

Although, to be fair, melee-range bots are stupid. They just charge madly with no regard to stealth, and they don't use altfires either. The only real danger with ghoul bots is when you're in close quarters, especially with a Jitterskull, because their superhuman reflexes allow them to charge around corners flawlessly. (when they feel like it, anyway. sometimes they just get stuck on the wall because they are, as I said earlier, stupid)

Human bots, on the other hand, have things like railguns and rapid-fire hitscans, which are a pain in the ass because you can't dodge them and bots (usually) have super accuracy. Also you can't really sneak up on them like you can with real players. :P
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Cutmanmike
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Re: GVHv2 - Cold Demise trailer up

Post by Cutmanmike »

I find that the Sjas and choke bots are more dangerous when you're running away from them. You can stand still and Sjas will just circle you, maybe hitting you every twenty seconds or so :P
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Re: GVHv2 - Cold Demise trailer up

Post by Cutmanmike »

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Amuscaria
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Re: GVHv2 - Beta 5 released

Post by Amuscaria »

Will try once i finish all my assignments.
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Re: GVHv2 - Beta 5 released

Post by Dark-Assassin »

Will try once i finish all my assignments.
I have one to do, and may finish it.
Then may try gvh.
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Re: GVHv2 - Beta 5 released

Post by zdude »

As far as I can tell, no major problems with this release. Although I noticed you recolored the Cyborg's sprites from Gray to the standard green. Because of that, the metallic remains no longer match the player color. Just the cosmetic thing i noticed. Other than that, good release. :)
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Amuscaria
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Re: GVHv2 - Beta 5 released

Post by Amuscaria »

I've just tested and noticed many great changes, especially to the Hunter. There are however, some new balance problems that i've seen. I tested this on a public server with the two new Endless War classes as well. Here's what I thought.

NOTE: I'm not sure if the ghouls have been weakened or anything, but It sure seem that way.

-Marine is a bit overpowered. The shotgun with autoaim is very powerful. Not sure if autoaim was disabled or not, but all players use Autoaim from what I can tell with spectate.
-This applies to all classes, but more so with humans. Having a completely Black colored player reverses the whole game dynamics. On dark maps, it becomes the humans that are hunting the ghouls. Humans are so much harder to see then the ghouls (since only the Jitter can be black). Oh bright maps, there is really no difference, but the ghouls don't have any advantage either. Humans with the ranged weapons definitely dominate on almost all the maps now. Perhaps changing the color changes or getting some new skins for the human classes will make it more ghoul friendly.
-Choke class is by far the hardest to use. It's attacks are pretty weak, and the way the bloodball works only hinder the class. Being able to cancle a charge or better yet, pre-charge a bloodball and then being able to fire it whenever would make it much more useful.
-Ghost Busters class is underpowered compared to the updated human classes, although only by a little.
-Jitterskull seems much weaker than before. It gets the least kills on all the maps, and i'm not sure why. However it seems to die a lot faster for some reason.
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Ethril
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Re: GVHv2 - Beta 5 released

Post by Ethril »

Eriance wrote:NOTE: I'm not sure if the ghouls have been weakened or anything, but It sure seem that way.
Jitterskull's attack does not hit as wide of a radius now, and I believe the other ghouls were left untouched.
-Marine is a bit overpowered. The shotgun with autoaim is very powerful. Not sure if autoaim was disabled or not, but all players use Autoaim from what I can tell with spectate.
Hitscans in general are annoying, really. It DOES seem like people are autoaiming sometimes, but I could've sworn it was disabled on all weapons a few updates ago, so I have no idea.
-This applies to all classes, but more so with humans. Having a completely Black colored player reverses the whole game dynamics. On dark maps, it becomes the humans that are hunting the ghouls. Humans are so much harder to see then the ghouls (since only the Jitter can be black). Oh bright maps, there is really no difference, but the ghouls don't have any advantage either. Humans with the ranged weapons definitely dominate on almost all the maps now. Perhaps changing the color changes or getting some new skins for the human classes will make it more ghoul friendly.
Black Jitterskull and Cyborg say hi. ._.;
-Choke class is by far the hardest to use. It's attacks are pretty weak, and the way the bloodball works only hinder the class. Being able to cancle a charge or better yet, pre-charge a bloodball and then being able to fire it whenever would make it much more useful.
I don't know about being the HARDEST to use, but I see where you're coming from. Choke's bite actually does a lot of damage if you score a direct hit. I think it's around 50? Of course, you're rarely ever going to GET a direct hit, so yeah.
I believe Cutty said you'll be able to cancel it in the next version of EW. Pre-charging it and firing whenever would make it overpowered. Personally, I think it'd be best if you could hold it for a few extra seconds, like the Marine's new grenade, except without changing the launch distance...
Maybe even have it so if you hold it too long, you could swallow it and regain 10 hp or something. "but that's not fair choke is too fast he'll just run away and heal back to full every time he gets hit" Yeah, except it takes a while to charge the blood ball, and someone's bound to hear you while you're making all those gurgling noises.
-Ghost Busters class is underpowered compared to the updated human classes, although only by a little.
Yeah, once you run out of traps (which he could use 5 or so more of, IMO) you're stuck with the relatively crappy proton pack. Of course, he's getting some cool upgrades in the next EW update, which I can hardly wait for. :3:
-Jitterskull seems much weaker than before. It gets the least kills on all the maps, and i'm not sure why. However it seems to die a lot faster for some reason.
Jitterskull dying faster probably has more to do with unskilled players (STOP CHARGE SPAMMING IT LEAVES YOU A SITTING DUCK) and/or the modified humans (Cyborg players tapping the button for short bursts of flight can stay in the air for an extremely long time. Of course, they can't really do much while they're up there).

@Cutty
As a Hunter, I managed to kill a Sjas with the lightning teleport. It was pretty funny. HOWEVER, it gave the same obituary as the fire spin, which was disappointing.
Also, the ice spikes are nigh-worthless. Be careful with them, though, because it'd be extremely easy to make them overpowered. They could probably do with a slight increase to range and damage. I mean slight as in like 1-2 more points of damage and <5 more range.
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Mikk-
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Re: GVHv2 - Beta 5 released

Post by Mikk- »

I don't see where you're coming from with the GhoulBuster.

Trust me, GB can dominate if you use him right!
I was playing as him and I seemed to be the last man standing, and the Proton Pack isn't actually bad.
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Cutmanmike
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Re: GVHv2 - Beta 5 released

Post by Cutmanmike »

Sorry for the bump but does anyone know where the music is from in that AEons of death map?

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