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Messages - Lunacy

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16
Zombie Hell / Re: The Current ZF Perks
« on: February 23, 2015, 10:30:41 am »
Zambos need to work as team and surround a survivor, tar if they're fast

Edit: I remember a suggestion in another thread to have toxic ramp up damage the longer you stand still, forcing survivors to find and eliminate you.  Not by a lot but at least some form of significance.

17
General Discussion / Re: Sounds arent working
« on: February 16, 2015, 04:41:22 pm »
Also whats up with that weird sound whenever you melee something on all servers

18
Off Topic / Shrektines Day
« on: February 14, 2015, 04:08:06 am »

I wanted an excuse to post this with context.

19
Freak Fortress Hell / Re: Battalions Balancing
« on: February 12, 2015, 06:54:50 am »
hammy just butthurt, but one thing that needs a Nerf is lighting strike, it gives full battalion rage with taking 5 damage
I mean, so does cave johnson's fire, you can have nearly infinite battalions against cave johnson

20
General Discussion / Re: Loading Music Suggestions!
« on: February 09, 2015, 12:02:35 pm »



21
Freak Fortress Hell / Re: Battalions Balancing
« on: February 07, 2015, 09:49:29 pm »
battalions makes hale weak, it's basically like an uber that charges in 3 or so crockets
I was on this one server where if you taunted with a medigun you would do an amputator heal, and during your uber the aura would uber other people, so everyone went medic rush and it was impossible for the hale and it was removed in like 2 days

anyway the logic is pretty much "nerf medic because I can't kill anyone as cave johnson if there's a medic around" as if you can't kill the medic first
still takes you like 4 swift hits to kill the buffed medic anyways

22
General Discussion / Re: DO scouts actually survive fires compeditively?
« on: January 24, 2015, 01:36:01 am »
Never have I 1hitkilled a scout with the Loch n Load but apparently it is possible :T

23
Off Topic / Re: lenny contest
« on: January 19, 2015, 11:57:33 pm »
( ͡° ͜ʖ ͡°)

24
Zombie Hell / Re: Perk
« on: January 17, 2015, 12:45:40 pm »
Trapper is pretty much weak and useless, especially since the fire does 3 damage per tick and zombies passively regenerate half of that.
I like the speed bonus, but the attack bonus isn't completely necessary if mines get buffed.  maybe +50% fire damage and 25-50 random damage on explosion I'd say may be fine.  Engineer Trapper is even more pointless since they just go magnetic and bypass both the mines and the sentries.

While wise does snowball crazily, it's still countered by things like Roar and Horrifying.  You can camp on a health pack and let a Fan-o-war scout come hit you until you have 70 defense if you want to troll with it, also pocket medic.  If you want to be so tryhard you can try to get everyone on the team to focus that one person, but good luck getting anyone to listen on Zombie Fortress pubs.

While something like a single medic or any Holy 100% counters Toxic, there's no incentive to hunt them down with these classes and perks available.  If it also lowered attack and defense by 1% per tick up to a maximum of 25%, they'll be a little less useless.  It currently does its job, but is easily countered by anyone with a healing effect.  I guess after the toxic is killed they will regenerate 5% stats per second until they're up to normal.  Basically makes it so leaving that one guy alive because he seemingly isn't doing much will be a growing mistake.

maybe only -10% for tarred if you do touch it, but they're only dangerous in maps with running space, as long as there is additional players behind you.
But honestly anyone you would use tar against would be moving faster than you anyways, ie Ninja.

Speaking of Ninja, even with a -50% speed penalty, they still move at maximum speed while they are jumping, often abused on Medics who just live forever because of their escape potential and regen, because heavies and spies can never catch up to them, even when they're moving as slow as possible. (unless they Leap)

Yes Vampiric is OP in all regards and can only reliably be taken out by damage buffs or crits.  They regenerate 12 health per tick and heal a fuckload on hit, making them near impossible to out-melee.  Taking 20% more damage would be a reasonable nerf, concidering the only thing that can kill them at a reasonable distance is a sniper.

Hunter seems fine right now, their damage buff is pure incentive to remove their spawns, but it is a problem in spots that are impossible for survivors to reach (lots of places of ZF_Dustbowl).  I guess if it was possible to not have the damage buff in certain areas of the map, but that would just take a lot of time and effort.  Also I once racked up 250+ deaths in 1 map because I was hunter and got spawncamped the entire time.  My average lifespan was about 0.03 seconds.
Also there was a guillotine crit glitch on the server at one point, so with hunter I could 1hitkill pretty much everybody, it was fun.

Also, any ways to fix thieving vs Cow Mangler/Pomson or will it forever be stuck being stolen in 1 hit because of the way the items are.

26
General Discussion / Re: Things that STILL bug me about TF2
« on: January 11, 2015, 09:06:50 pm »

27
Off Topic / Re: need online gf pronto
« on: January 10, 2015, 12:30:23 am »
This should work well enough:


I really want that cup of milk :0

28
Machine Hell #1 & #2 / Permanently stuck on Machine Attacks? [Solved]
« on: January 09, 2015, 01:42:10 pm »
Every time the map changes via vote, it seems to revert to Machine Attacks ep1. :T
It changed to different map, download new map, suddenly it was Machine Attacks ep1 again :T

29
General Discussion / Re: POLL: Faggot of Saxton Hell
« on: December 22, 2014, 06:47:59 pm »
You don't know enough usuals!

30
Off Topic / Re: prepare ur wallets
« on: December 20, 2014, 01:33:31 pm »
Mine has been empty since borderlands and isaac

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