Deadfall Suggestions

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Platinum
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Deadfall Suggestions

Post by Platinum »

Hi there, I have been playing this new conversion known as Deadfall Beta v22. I was wondering how long until the final one is complete, and also have some suggestions for the units.

Firstly, I notice when using any unit during an infection raid of zombies, clicking fast on the zombies results in the fighter not using his weapon, as if there is a delayed reaction to my clicking inputs. Was this playing style meant to be or is there really a problem when trying to target a new target before the soldier has time to fire his weapon.

Second, the sniper is a lot of fun in certain situations, but is far from being a killing machine under most circumstances. Perhaps if the manual reload was taken off, and his special was to snipe based on mana% it might make the unit more plausible, especially during ffa hunting games. Also a suggestion is just a slower rate of fire, and his mana is an explosive of some kind.

Third, the multiplayer isn't bad, when playing against each other, but perhaps you could enable a mode that disables the use of specials during combat. So, a recon cannot use his power beam, and a tekk cannot use his fire. Sometimes the games end so quickly because it is just one massive explosion of everyone t-clicking on each other and getting a bit lucky, so perhaps if a certain difficulty disabled specials, this might make team matches more desirable.

As far as the special attacks go, perhaps if the Krusher got either special attack from the spec ops, it would make him a better unit. Perhaps the sniper could get the dynamite, Krusher gets the deploying machine gun, and spec ops keeps the electrocution bomb.

That is all for now, I would like to know who is in charge of designing this conversion so I can thank them for such a kickass plugin.

OH and might I recommend a broken down amusement park as a map theme for one of the zombie infections? I can't help but think about the movie Zombieland when I play this game.
Platinum
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Re: Deadfall Suggestions

Post by Platinum »

Whoops I got an error and it posted my thread 2x please correct this.
Jon God
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Re: Deadfall Suggestions

Post by Jon God »

Platinum wrote:Hi there, I have been playing this new conversion known as Deadfall Beta v22. I was wondering how long until the final one is complete, and also have some suggestions for the units.
Hey, glad to her people are playing it! Bring on the feedback
Platinum wrote:Firstly, I notice when using any unit during an infection raid of zombies, clicking fast on the zombies results in the fighter not using his weapon, as if there is a delayed reaction to my clicking inputs. Was this playing style meant to be or is there really a problem when trying to target a new target before the soldier has time to fire his weapon.
This is just due to how the myth engine works. After an attack there is a 'cool down' time so to speak, when an attack uses repetitions, the longer it's attacking, the longer the cool down time. Certain classes (Krusher) doesn't suffer from this, but it's not the case with the others.
Platinum wrote:Second, the sniper is a lot of fun in certain situations, but is far from being a killing machine under most circumstances. Perhaps if the manual reload was taken off, and his special was to snipe based on mana% it might make the unit more plausible, especially during ffa hunting games. Also a suggestion is just a slower rate of fire, and his mana is an explosive of some kind.
I've thought about how to fix the sniper, and it feels similar to the Rockets in that sense, completely over powered in some situations, useless in others. If people really want, I will look into changing him for the final.
Platinum wrote:Third, the multiplayer isn't bad, when playing against each other, but perhaps you could enable a mode that disables the use of specials during combat. So, a recon cannot use his power beam, and a tekk cannot use his fire. Sometimes the games end so quickly because it is just one massive explosion of everyone t-clicking on each other and getting a bit lucky, so perhaps if a certain difficulty disabled specials, this might make team matches more desirable.
The special attacks are kinda what makes it unique, I'd say. However, I know the feeling of fast going games. I have some plans to work around that, but we will see if they pan out.
Platinum wrote:As far as the special attacks go, perhaps if the Krusher got either special attack from the spec ops, it would make him a better unit. Perhaps the sniper could get the dynamite, Krusher gets the deploying machine gun, and spec ops keeps the electrocution bomb.
Is this in multiplayer? I feel the sniper is fairly well balanced in that. Krusher is great in objective games in versus, though, you can win with him in FFA. (He's also good in team play, try pyro special+krusher special on a crowd)

Another reason I don't want to go into massive changes for units, is that while they are exactly the same in coop and versus, they are similar, and the same skills apply, having all the attacks switched in one mode and not the other would cause more confusion, I think.

As for single player, I know some people have requested to switch the specials of the Pyro and Tekk, and while aesthetically, it looks nice, it just doesn't work with the gameplay. (Stun+attack 1 guy is a waste.)
Platinum wrote:That is all for now, I would like to know who is in charge of designing this conversion so I can thank them for such a kickass plugin.
Thank you, but I couldn't have done it without the amazing work of many people before me, check the credits of Deadfall, if you get a chance. :)
Platinum wrote:OH and might I recommend a broken down amusement park as a map theme for one of the zombie infections? I can't help but think about the movie Zombieland when I play this game.
I actually started to plan out such a level, but never went through with it. It'd be a lot of work to make good models, as well as a good CMap, and even then, it would be hard to make it fun, as well.

Thanks for the feedback, I appreciate it. I will definitely think about what you said. Let me know next time you're playing maybe we can test some together!

I'm Jon God, and I approve this message.
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Re: Deadfall Suggestions

Post by Platinum »

No problem, and what I meant was with any unit other than Krusher, you can click super fast from unit to unit and the unit would never fire. Like it wouldn'd even initially fire on a certain zombie if the clicking continued, just a bit strange in a way.

Yeah sniper would be better if perhaps its main attack was a devastating pistol at close range, and every 10 seconds or something its mana would let it snipe. The reload sequence really kinda sucks since multiplayer plays so fast, and all the units can catch up to the sniper while hes trying to reload. And like you said, its only good when zombies are lined up, so maybe create a pistol that only fires at close range but really knocks down the zombies, similar to shotgun medic but in pistol form.

Yeah @ the Pyro/Tekk idea, I see you have incorporated a long shot with Pyro that shoots an area flame shot. I say keep them as such, even though the Tekk in clumped zombie maps is a killing machine. Otherwise, I don't see the need to try to "balance" each unit with each other. Although of all the units, I'd say the seeker and sniper are the weakest units unless given ideal conditions.
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Re: Deadfall Suggestions

Post by Jon God »

Platinum wrote:No problem, and what I meant was with any unit other than Krusher, you can click super fast from unit to unit and the unit would never fire. Like it wouldn'd even initially fire on a certain zombie if the clicking continued, just a bit strange in a way.
Wish I could do something about this, but I can't. 'Just how it goes, :/
Platinum wrote:Yeah sniper would be better if perhaps its main attack was a devastating pistol at close range, and every 10 seconds or something its mana would let it snipe. The reload sequence really kinda sucks since multiplayer plays so fast, and all the units can catch up to the sniper while hes trying to reload. And like you said, its only good when zombies are lined up, so maybe create a pistol that only fires at close range but really knocks down the zombies, similar to shotgun medic but in pistol form.
I feel like, in mp the reload is fine, I play with him all the time, and do well. He is not good versus certain classes, but then that's how it is for every class, just about.

In single player, I can imagine redoing the balance of him a little, not sure how I would yet though.
Platinum wrote:Yeah @ the Pyro/Tekk idea, I see you have incorporated a long shot with Pyro that shoots an area flame shot. I say keep them as such, even though the Tekk in clumped zombie maps is a killing machine. Otherwise, I don't see the need to try to "balance" each unit with each other. Although of all the units, I'd say the seeker and sniper are the weakest units unless given ideal conditions.
The reason I added that long shot to the Pyro, was to take out some of the more explody zombies, (Stunners, dirigibles, Wights). He was the only class that just sucked against them. I had to make there be some balance there.

Sniper and Seeker? Hmm. I totally see the sniper, but the Seeker I thought is pretty balanced in both coop and versus. I could playtest the seeker more though, thanks for the heads up.

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Re: Deadfall Suggestions

Post by Platinum »

I think whatever you decide to do with the units, keep them the same in both modes just to keep consistently gameplay, and the same for the tagset too.
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Re: Deadfall Suggestions

Post by Jon God »

Platinum wrote:I think whatever you decide to do with the units, keep them the same in both modes just to keep consistently gameplay, and the same for the tagset too.
Hehe, yes, or at least as close as it is now. Balancing different units for every mode is really a pain anyways.
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