Deadfall Suggestions
Posted: Thu Mar 01, 2012 11:55 pm
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.
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.