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03-16-09, 07:49 PM #11
Only thing I disagree with is the increase in your thoughts on the Witch... A head shot should still cap her, but a health bonus is in order. A good team can take her out before she hits her target in a matter of seconds. She certainly doesn't need an increase in damage, as if you're a smart SI you would capitalise on the Witches attack and try to pounce onto the Survivor who's been capped after the Witch dies. Successive pouncing (where one Hunter pounces again after the first dies) can kill off a Witch victim with a great deal of ease, or at the very least piss off the Survivors and slow them down long enough for the SI to regroup. Adding more damage to the Witch will only overpower her.
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03-17-09, 01:43 AM #12
That seems way too overpowering for the SI. When would it EVER be to the survivors advantage to destroy a cocoon to release a tank? Sure, he might get a few SI but they respawn, Survivors don't. The benefits will never outweigh purposely spawning a tank on yourself.
And the Boomer Pile just seems like a movable crescendo moment. Regardless of whether it kills a few SI in the explosion, the horde will more than slow down the survivors long enough for them to respawn.
NM3 ladder is already hard enough to get up without losing at least 1 person. Any of these things there and the survivors might as well commit suicide to avoid being eaten painfully because it would be almost impossible.
I do wish the car alarms were randomized though. Also, why in BH1 can the tank not hit the cars near the house?
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03-17-09, 09:40 AM #14
I saw some gold in there that I was thinking just the other day, the car alarms should be randomized. For all the randomness this game provides, I was actually surprised that they omitted something so simple to implement.
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03-17-09, 12:43 PM #15
If you listen to the developer commentary, they comment on how they intended the players to be well aware of which cars were alarmed when playing through campaign. The games gives you the warning, plus the chirping when you get near, and the obvious fact that they are all red.
I think it was just something Valve did to make it a bit easier on the player, due to the amount of cars in some of the streets, if it was random people would be setting off hordes acidentally ALL the time.
That's not to say I don't agree with your point, just explaining why I think it's currently the way it is.
It *does* seem like it would be an easy fix, though, you're right. A line of code or two could randomize it strictly for Versus, which I think would be very beneficial.
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03-17-09, 01:03 PM #16
about the traps I think it does need more traps but I dont agree with yours besides the car alarm in more cars they can be as they are now just more of them to raise the stakes of passing one and hitting another.
Something I would want to see to make it a little more interesting is to add more guns into the gameplay like a heavy machine gun a rocket launcher make it seem like when the army was there they left the weapons with the dead soldiers you see everywhere so you get bigger and badder weapons
And for the SI I think you need to make up some new characters like a super boss something that makes the tank seem like a puppy and have it as the finales final boss which requires all of the SI players to be in like one controls movement another controls an arm or something like that and give the normal Horde more health to deal with the bigger weapons
Thats what I think
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