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Neon Cat

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Posts posted by Neon Cat

  1. 6 minutes ago, Doctor Pig said:

    if a convar exists to edit damage based on amount of lives remaining

    I don't think you can make it increase, but there already is a convar for damage reduction. So I would imagine it wouldn't be too hard to edit the convar so the damage increases instead of decreases.

  2. Introduction:
    The restless, as you probably know, is a role that has 5 lives. It gradually gets weaker as it dies, losing 20 HP every time it is killed. It has a radar by default and respawns at a random map spawn after dying. I believe that the role is very weak, and unless it delays until very late in the round it has only a slight chance of actually pulling off a win.

    Problems with the restless:

    I will give 4 major problems here, there may be a few more but I feel these are the most important.

    1. The first problem is that the restless only gets weaker. It is the strongest on its first life, having 100 HP, and only gets weaker from there. Also, after getting killed, the restless can be either called out or have its body identified. Both of these would make the whole server go after the restless, further weakening it.
    2. The second problem is the fact that the restless loses all it's guns after dying. This causes the restless to sometimes not be able to find a gun in time, and only be able to use their crowbar against enemies. Some maps don't have many guns near their spawns, or if the server is populated the guns near spawn may have already been taken. Fighting someone with a crowbar while having reduced health puts you at a major disadvantage, making it easy to kill you.
    3. The third problem is not a problem with the restless role itself, but with the maps. Several maps have a very small amount of spawns, which is usually fine. But in the case of restless, after a restless is identified most players will run to these spawns and camp at them. It is nearly impossible to find a gun, pull it out, and kill a player in the time before they kill you if they are looking straight at the spawn, causing an easy counter to the restless.
    4. The fourth and final problem I have with the restless is how a flare gun can simply destroy a restless body. After being set on fire, the restless is no longer able to respawn and loses all of its lives over 1 flare gun shot. The flare gun can be bought by all traitor roles with a shop and jackals, so anyone smart can just buy a flare gun and shoot them after killing the restless. This is a major disadvantage for the restless, as there is nothing it can do about it since they are already dead.
       

    Ways to buff it:
    A good way to fix the first problem would be making the restless deal more damage as it dies. This would balance the restless by making it so while it loses HP, it gains more damage which lets it kill players faster. Until recently, we had it so the restless actually gets a damage reduction as it dies, but I believe that this would fit better. For the second problem, there would be 2 ways to fix it. One way would be it could just not drop guns on death, and get them back on respawning. I think this is a harder to code and not as good method as my second one though. The second way would be making the restless get a random primary and secondary weapon upon respawning, which I think would be better because they don't get to keep any special weapons they obtained, and it could be easier to code (since randomat already has a random weapons event). The third problem can really only be fixed by creating new versions/remakes of the maps with more added spawns. This would allow the restless have time to get to a good spot/find a good weapon before engaging in combat, and allow the restless to be able to get the first shot. The fix for the fourth problem is fairly obvious, just have the restless respawn regardless of whether or not their body is still there.

    Conclusion:
    I think the restless is a very good idea on paper, and it comes so close to it in execution. It is just these problems I listed that all just take away some of the fun of the role, and make it harder to actually win. I believe the restless could be a balanced but also fun role if these changes were implemented. Thank you for taking your time to read this!

    TL;DR
    1: Make restless get a damage boost that gets higher on every death.
    2: Give restless random weapons upon respawning.
    3: Edit maps with low amounts of spawns to have more.
    4: Let restless respawn whether or not they have a body.

    Edits:

    • Problem #4 fix added, restless should no longer need a body to respawn.
    • Problem #4 fix working, restless still respawns with no body.
    • Problem #1 fix added, there should be a damage buff that increases on every respawn.
  3. Introduction:
    Hello, I am making this suggestion because I think that the current way the knife works has bugs and is underpowered in some scenarios, and overpowered in others. I have thought of a fix for this, which is the following suggestion.

    How the knife works:
    So, as we know, on this server the knife does 50 damage, and gets consumed not after any use, but only if the victim is 50 hp or lower. With the way our current knife works, damage multipliers (jarate, executioner, etc.) cause the knife to do more than the intended 50 damage.

    The problem:
    The first problem is that the fact that the knife is capable of doing this makes the knife capable of killing players while their health is above 50. Due to this, the damage kills the player, but the knife does not register this and keeps the knife, resulting in a reusable weapon. This, in some scenarios (especially low population servers) can be incredibly overpowered as it creates not only an insta kill, but also weapon that can be used on multiple players as long as their health is above 50. The second problem is that when the knife does not have the overpowered use of being a multiple use 1 shot weapon, it is very weak and not that good of a weapon, since the person you kill needs to be under 50 hp and they have a long DNA timer on their body after killing. These 2 problems result in a weapon that is basically the opposite of balanced, being able to easily vary between a very lame and useless weapon to a very overpowered 1 shot weapon that can kill a lot of people, and never in between.

    The solution:
    Some of you may know that an insta kill knife is a rather common thing to have on a TTT server. This is because it is very balanced weapon actually, being similar to the trident and AWP as another 1 shot weapon. The thing about the other 1 shot weapons is you can start to see a pattern. The AWP is a very long range and loud weapon that can hit people from across the map. The trident is a weapon that makes a decent noise, but not close to as much as the AWP. It is also a more medium ranged weapon, as it starts to fall before getting too far. Now, naturally, to go along with this pattern 1 more weapon could fit in. The knife, which is a very silent and very close range weapon, which is good for getting a silent kill but also leaves DNA. Adding an insta kill knife would make it more used for a quick, silent, and easy kill without drawing too much attention to your location. It would stay quite balanced, and due to the fact that the insta kill mechanic causes the knife to be consumed at higher HP values than 50, it would also patch the bug where executioners and other roles which get a damage multiplier can re-use the knife.

    Conclusion:

    This addition would not only patch the executioner knife bug, but it would also make the knife a more fun to use, balanced, and useful weapon in general. While it would be another 1 shot weapon in the pile, it makes for a very good one that actually fits well into the game. Thank you for reading!

  4. nova is cool
    nova is like an inno, but it explodes
    you just don't know when, and you take all responsibility for anyone killed
    its more of a fuck you imma mass role
    I think it would be nice for the people who want to mass RDM but don't have an excuse
    anyway it goes kaboom and its funny, which makes it a good role
    you don't know when you explode either so you could go kaboom while right next to 30 people
    other than that it is just inno, so it isn't that op
    consider adding it pls

    #addnova

  5. 9 minutes ago, BlazingArson said:

    it doesnt turn them into primes?

    was there a change? because last time I saw it, all the killed people turn into normal players with 100 health and normal speed, just with the infected role

  6. 2 minutes ago, BlazingArson said:

    Rise from your grave is pretty buggy, infected spawnign with no infected fists 

    I would say rework it to turn them into zombies rather than primes, then it would work. until then I agree with removing it

    also the visualizer randomat is very unfun and doesn't really do much

  7. 15 hours ago, Maunaloer said:

    I'm not sure if they're still in, but I'd add that the RISE FROM YOUR GRAVE and Restless Dead Randomats need to be reviewed for removal as well, as they go against the Randy Rando the most out of all of the events, creating massive opposing teams within moments

    I would keep rise from your grave, but restless dead is just incredibly fucky and broken.

  8. 14 minutes ago, BlazingArson said:

    g3 is not strong enough to be a shop item, its good but not that good. make my favorite weapon a floor spawn again!
    If its going to be a shop weapon it should get a damage buff imo, do the same as rifle or more. Its not worth the jackal credit

    I agree, maybe even make it more accurate and have a flash hider if it stays as a shop item

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