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08-03-2012, 11:43 PM | Post: #321
stryker: 
About TT poison, if its not enough getting marked by a swirl of green around you you get numbers telling the mando where you are. Cant it just be a slow effect like a keg, or take it away and bring auto activated tts back?

EDIT:
Not to mention people spamming them on no kill servers. -_-

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(31-03-2013 07:01 AM)skata123 Wrote:  Tomonor is a bad astronaut.
(This post was last modified: 08-03-2012 11:49 PM by stryker:.)
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04-05-2012, 02:24 AM | Post: #322
stryker: 
Y U NO STICKY?

Anyway, commandos would be more fun to play if there were less anti-mando abilities. The class is currently focused on killing other mandos (dUhhrrr).

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(31-03-2013 07:01 AM)skata123 Wrote:  Tomonor is a bad astronaut.
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04-05-2012, 02:43 AM | Post: #323
The_WUUSTER 
(04-05-2012 02:24 AM)stryker: Wrote:  Y U NO STICKY?

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(23-12-2012 06:57 AM)TPangolin Wrote:  I've always enjoyed reading your posts.
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05-05-2012, 05:14 PM | Post: #324
Ruhti 
What if Stealth had limited duration and much shorter cooldown to enhance knifing? What I mean is that knife playstyle wont be so 1 kill 1 death story anymore if Stealth had a much shorter cooldown. Currently a game with very many mandos (like 5 or so) is basically kind of like pre-game but with snipers popping out of nowhere making the gameplay incredibly stupid and because of that mando limits have to be in place.

Also the effectiveness of invisibility shouldnt scale with ability rank but duration instead, making the early game stealth actually worth it. And mandos would have to think more when to stealth instead of just activating it straight away after spawning.

If stealth had limited duration, maybe servers would loosen up their mando limits as well.
What do you think?


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06-05-2012, 12:50 AM | Post: #325
The_WUUSTER 
^And snipers wouldn't camp so hard.

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(23-12-2012 06:57 AM)TPangolin Wrote:  I've always enjoyed reading your posts.
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06-05-2012, 01:22 AM | Post: #326
stryker: 
I would quit and never tell anyone to play this game EVER if stealth had limited duration, it would ruin the class.

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(31-03-2013 07:01 AM)skata123 Wrote:  Tomonor is a bad astronaut.
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08-05-2012, 02:58 PM | Post: #327
mnjcompagnie 
^I dont think so, but stealth would have to last for like LONG. Or the cooldown should be like REALLY SHORT (5 secs)
yeah, because commando's actually really need their stealth


Also, TT has better use of the slow-effect than the keg. My gunner takes profit of the slow effect, but doesn't really use it. If the gunner would have the poison effect, he would still be able to chase running commando's (and he actually kinda needs that). But it wouldn't be such an OP ability (I hear a lot of whining...)and the slow-effect on tt's would be a real buff to knifers.

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(This post was last modified: 08-05-2012 03:01 PM by mnjcompagnie.)
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09-05-2012, 04:40 AM | Post: #328
epicchickengod 
Posion keg wouldnt make any sence though.

They could return the burning keg though.

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09-05-2012, 06:12 AM | Post: #329
orpheus###### 
I think mandos should have an autoaiming ability that does 200 a shot on any weapon.
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09-05-2012, 08:49 AM | Post: #330
NewToEarth 
Mmm slow effect? I think leg it, blasting strike and keg slow is the 3 annoing abilities for knifer...
Because is unbalanced respect the knifer ability...
Hate say that if you choose the perfect time to attack when this ability is on cooldown....
But is very annoing wait behind a enemy that use blasting strike and after attack...And with gunner u must choose when leg it and keg is on cooldown...so boring.
Poison blade w slow effect istead poison damage unspellable will be interesting...or healable only with widget if easy need money(antipoison pants).

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09-05-2012, 12:15 PM | Post: #331
Ruhti 
^ Id rather see Stealth altered, knife backstab damage buffed, machete & katana buffed and Keg slow removed than a slow effect on Poison Blade. The slow not only feels buggy it also scales based on class, Gunner for example only receives a 5% slow from Keg while Commando gets 40% slowed down.

Knifers should be more effective but less annoying, Slowing Blade would make them extremely annoying.


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09-05-2012, 08:57 PM | Post: #332
s0zage 
(09-05-2012 04:40 AM)epicchickengod Wrote:  Posion keg wouldnt make any sence though.

They could return the burning keg though.

Well, does it make any sense that the explosion of a keg slows you done?
Burning keg did make sense, yeah.
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10-05-2012, 07:37 AM | Post: #333
HATE Go to next important person...
(09-05-2012 08:57 PM)s0zage Wrote:  Well, does it make any sense that the explosion of a keg slows you down?

It's a massive explosion of force and wood that would take any regular person's leg off.....which would render them incapable of walking at all.

But since we are all Heroes here our legs don't get blown off - so that same leg-tearing explosion just gives us a leg cramp for a little while; slowing us down.

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10-05-2012, 03:54 PM | Post: #334
FlaSh[b]aCk 
(10-05-2012 07:37 AM)HATE Wrote:  
(09-05-2012 08:57 PM)s0zage Wrote:  Well, does it make any sense that the explosion of a keg slows you down?

It's a massive explosion of force and wood that would take any regular person's leg off.....which would render them incapable of walking at all.

But since we are all Heroes here our legs don't get blown off - so that same leg-tearing explosion just gives us a leg cramp for a little while; slowing us down.

You know HATE, you could've just said it's a cartoon shooter...

Anyways, will we see a nerf or at least some kind of "fix" to this keg?

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11-05-2012, 08:38 AM | Post: #335
NewToEarth 
So 5 keg leave 75 hp or more at mandoes.....i think the slow effect is balance, but damage and the purple aura that leave the slowmotion effect is not more fun for 2 things...too much visibility for fragile knifer stealthed...and incredible damage that kegzooka give...
simply leave the damage of keg, and permit to blow up the barrel for propagate the damage of bazooka at the keg area effect, because all gunner use to blow it w zooka....

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11-05-2012, 03:52 PM | Post: #336
mnjcompagnie 
or make the keg go like a mark target thingy(Wait, not marking read further)

some red line around the damaged guy (just like as you can see someone through a wall).
This wouldn't be visible through walls

As the target has low health, the line is red. If he has high health, the line is white.

just my 2 cents

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13-05-2012, 02:55 AM | Post: #337
stryker: 
How about the keg having no effect?

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(31-03-2013 07:01 AM)skata123 Wrote:  Tomonor is a bad astronaut.
(This post was last modified: 13-05-2012 02:57 AM by stryker:.)
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13-05-2012, 03:42 PM | Post: #338
mnjcompagnie 
Naaa, It needs something

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14-05-2012, 09:26 AM | Post: #339
SweetName 
(13-05-2012 03:42 PM)mnjcompagnie Wrote:  Naaa, It needs something

Massive damage + knockback?

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14-05-2012, 10:12 AM | Post: #340
NewToEarth 
(14-05-2012 09:26 AM)SweetName Wrote:  
(13-05-2012 03:42 PM)mnjcompagnie Wrote:  Naaa, It needs something

Massive damage + knockback?

Unbalanced?

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