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Messages - Marryth

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46
Freak Fortress Hell / Re: Boss Rotation
« on: July 28, 2014, 10:54:22 am »
Yea, and dead by goomba going into next life.  So if he's low, goomba, fgts

47
Freak Fortress Hell / Re: Boss Rotation
« on: July 28, 2014, 01:15:54 am »
F2P Duo is actually different in comparison to Seeman and Seeldier.

Instead of summon and explosion, they have lives, get uber upon loss of life, and guns upon rage if I remember correctly.

48
Freak Fortress Hell / Re: Fix heavy spy
« on: July 25, 2014, 03:37:46 pm »

49
Eh, yeah, one for the vents in mannco hq as well.  Snippers like to hide in there as a last effort.  Maybe with it physical it'll encourage them to ballsy up or feign jumping from the platform.

50
Regarding the lights in Infraquaticous, most bosses can get up there with a well-timed jump and punch.  The water-tower though in top arena should have the collision box fixed as some people, the newer ones, generally have no idea what is physical and what isn't.. and generally have to be told where the clipping error is (if they pay attention to chat.)

51
Still needs that killzone/collision box for the water tower in top arena.  :l   To discourage relying on a clipping error so you can rack up damage as sniper and not be seen at all :v

Ex:
http://steamcommunity.com/sharedfiles/filedetails/?id=288933261
http://steamcommunity.com/sharedfiles/filedetails/?id=288933388

52
Freak Fortress Hell / Starfox Fox+Wolf Boss Duo
« on: July 19, 2014, 12:21:15 am »
With Wolf O'Donnell a boss, why not have a boss duo with him and Fox McCloud now.  Y'know, because furries.  And it'd be cool to fight both of them. :v

53
Freak Fortress Hell / Re: New taunts command
« on: July 06, 2014, 02:05:35 pm »
Binding it to the "Call for Medic" key would work because then we would be able to rage in the air with ease.

54
Freak Fortress Hell / Re: Did Man-treads get a nerf in jump-boosting?
« on: June 13, 2014, 09:12:54 pm »
Ah, alright.  Thanks for the response.

55
Freak Fortress Hell / Did Man-treads get a nerf in jump-boosting?
« on: June 13, 2014, 08:44:31 pm »
Curious, did mantreads at some point get nerfed in their effectiveness to make you rocketjump higher?  I've been using them as of late and they don't seem to be giving me that extra boost like they claim to for FF2.

Not sure if they have been nerfed or if it's a current bug. 

56
Freak Fortress Hell / Re: BoBo's are taking over ff2
« on: May 11, 2014, 06:22:36 pm »
Pls

57
General Discussion / Re: Admin Applications Now Open!
« on: May 08, 2014, 08:48:24 pm »
Cheers to those that get accepted.  :)

58
Freak Fortress Hell / Re: Do we need a shrek hale?
« on: January 04, 2014, 07:36:34 pm »
Additional Suggestions (to make Shrek OP as fuck):

Ogres are like onions, they have many layers.  --> Shrek would have 3 lives.
->If live system, worldstun and uber on loss of life.
---->Uber would be green ubercharge. (He's a fucking ogre Shrek! That NEEDS to be green.)

Thunder ability (3 uses) upon loss of a life.
Snare ability (3 uses) upon rage.

Customized Fists Weapon:
-450 dmg per hit
-Strange Part: Dragons Killed - 9001
-Description: IT'S OGRE 9000!!!

Above Average Speed.

---

It's Shrek, make him flippin' overpowered somewhat unbalanced.


59
Freak Fortress Hell / Re: Do we need a shrek hale?
« on: January 04, 2014, 05:56:27 pm »
Yes.

@Mr. Pillz, onion launcher rage would be neat; keep ammo per rage down to 3 perhaps?  Like the reg clip size for Cave Johnson.

60
Freak Fortress Hell / Re: SCP-173
« on: October 26, 2013, 12:52:00 pm »
Yeah, either an extended stun range or a face pop-up would be preferred to make up for the loss of instant attack.  Though for stun range I wouldn't make it entire-world but rather a larger area.

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