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Old 12-22-2006, 02:01 AM   #1
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Scheduled Play testings thread

Since fighting a limited number of bots can get boring after a while, I was wondering if it was a good idea if we could just schedule some play testings here? I also think it would be a good idea if map voting was allowed and minimum players to bots ratio be increased. Well take care all and hopefully we can get some play testing that does not only include bots =P
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Old 12-22-2006, 03:14 AM   #2
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I see you're back bitch :P

Welcome home!
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Old 12-22-2006, 03:30 AM   #3
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Thanks 0:-) I have been back under alias (Zombie Horror =P ) and I am liking how OJP has progressed so far. I have improved even more on my saber skills, loving those transitional combos. X_XO==('_'Q) ("\(^_^)/") But sometimes just fighting [ (>^(>O_o)> ] a single bot and waiting for someone to come can get boring, thus I suggested that the minimum players to bots ratio be increased. And of course, this thread to make it easier for players to just set up play testings/matches etc. instead of just waiting for someone to join while fighting one bot. Hopefully I will see more of you guys in Meat Grinder server. =D

*edit* headed to meat grinder right now for a bit, be prepared if you are headed there. ___/\____\o/___ *roflmao*
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Old 12-22-2006, 02:24 PM   #4
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well i wont be able to play for a few days sence im going to NY city and my grandparents comp is anchient and besides ill be spending time with the fam over chrismas and Jack ill get u sooner or later im lurning ur moves

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Old 12-22-2006, 02:44 PM   #5
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Originally Posted by madcatmach2
well i wont be able to play for a few days sence im going to NY city and my grandparents comp is anchient and besides ill be spending time with the fam over chrismas and Jack ill get u sooner or later im lurning ur moves
Well happy holidays Madcat I was just playing with Doctor Shaft and Nub, some pretty good playing went on there =P I am really surprised at how many people claim the game is random but yet they did not bother to read the manual, kind of ticks me off sometimes. And others like Runik who decide the saber system sucks because I handed his ass over and over no matter what build he had lol. Well hopefully I will see you around after the holidays and we can get to some nice OJP Enhanced action, I am actually getting better strategies believe it or not, making me more monstrous than I was when I first encountered you ("\(.:...:.)/") Hopefully people use this thread to get some communication down to meet up at servers therefore not spending much time fighting silly bots :P (Speaking of which, funny how the cultist bot kept going spammage in a power duel and kept hitting his teammate, which was a real person and occasionally would kill the bot out of rage :P)
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Old 12-22-2006, 07:14 PM   #6
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Good to see you around, Jack. I have the same AIM if you want to play sometime.


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Old 12-23-2006, 06:51 PM   #7
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I find it interesting that people complain about the saber system and then leave when it's perfectly fun and possible to play pure gunner.


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Old 12-24-2006, 11:11 AM   #8
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Quote:
Originally Posted by razorace
I find it interesting that people complain about the saber system and then leave when it's perfectly fun and possible to play pure gunner.
Not really.

Pure gunners are gunners without absorb which means you will get prawned by any Jedi or Sith Force power.

WHAT IS fun though is taking Absorb, Jetpack and a flamer as a gunner. It's all you'll ever need to beat anyone!

The E-11 is totally useless, you need to land 35 bowcaster shots to get someone out of DP, the rocket launcher is only useful if you're willing to take yourself out too.

The only weapons I really like are the thermal and detpacks, with a few adjustments ofcourse.

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Old 12-24-2006, 06:03 PM   #9
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<--- Has his server up, anyone welcome to come. (6:02 PM eastern time)
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Old 12-25-2006, 02:15 AM   #10
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Old 12-25-2006, 03:34 AM   #11
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Quote:
Originally Posted by Maxstate
Pure gunners are gunners without absorb which means you will get prawned by any Jedi or Sith Force power.
I don't think you do. You just have to use more skill to counter them. I find that using the jetpack a lot helps.

Quote:
WHAT IS fun though is taking Absorb, Jetpack and a flamer as a gunner. It's all you'll ever need to beat anyone!
That shouldn't be the case. You can't flame a fully healthy player to death with one shot of the flamer. You'd have to evade the jedi for long enough to regen for another burst of flame.

Quote:
The E-11 is totally useless, you need to land 35 bowcaster shots to get someone out of DP, the rocket launcher is only useful if you're willing to take yourself out too.
Yeah, the blaster could use some work. I think the main issue is that it's so hard to hit a jedi that's strafe charging and do enough damage to kill them.

As for the rockets, I think it's obvious that they're not a close quarters weapon


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Old 12-25-2006, 06:11 AM   #12
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Nice!

As for Ace: OJP has pretty much stopped being fun for me because of hybrid classes, you don't have to care, but if you/we want this mod to hit the spotlights and have a following, get a fanbase, things ain't gonna be able to stay like this I believe.

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Old 12-25-2006, 08:10 AM   #13
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Is there a way to disable the left side of the skill screen (I have not been able to find a way other than disabling all weapons but Lightsaber and melee, but that does not disable things such as jetpack, flame thrower, cloak, etc.)? That way you can just play Jedi/Sith only if you want to do so and would not have to worry for unbalanced hybrid types. You can be doing that in the meantime while things get fixed?
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Old 12-25-2006, 10:43 AM   #14
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Old 12-25-2006, 02:05 PM   #15
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Quote:
Originally Posted by razorace
That shouldn't be the case. You can't flame a fully healthy player to death with one shot of the flamer. You'd have to evade the jedi for long enough to regen for another burst of flame.
Which, unfortunately for the Jedi, is pretty easy to do. Especially if you are a mix-class and have a saber to block/parry with while your flame recharges.

Quote:
Originally Posted by razorace
Yeah, the blaster could use some work. I think the main issue is that it's so hard to hit a jedi that's strafe charging and do enough damage to kill them.
Heck, even if they aren't strafing or dodging in any way, you won't do enough damage to kill them. DP damage for guns needs upsies.
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Old 12-25-2006, 07:16 PM   #16
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So, it sounds like the problem is with the flamerthrower doing too much damage before jedi can kill them IF mercs have absorb. Is absorb just too powerful in general, too cheap, or just too strong for mercs?


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Old 12-25-2006, 07:32 PM   #17
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Well, I do think that Absorb is too cheap for what you get, whether you are Merc or Jedi.

If the flamethrower made your mishap meter fly up, which in turn made you vulnerable to force regardless of Absorb, I don't think it would be such a problem.

I really like the idea of guns making your mishap meter go up, and I think the same basic rules should apply: high mishap means force vulnerability, and mishap doesn't recharge while you're running. That would make it impossible to be a runner-gunner with huge weapons, and I'm in favor of that.
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Old 12-25-2006, 11:41 PM   #18
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Quote:
Originally Posted by Sushi_CW
Well, I do think that Absorb is too cheap for what you get, whether you are Merc or Jedi.

If the flamethrower made your mishap meter fly up, which in turn made you vulnerable to force regardless of Absorb, I don't think it would be such a problem.

I really like the idea of guns making your mishap meter go up, and I think the same basic rules should apply: high mishap means force vulnerability, and mishap doesn't recharge while you're running. That would make it impossible to be a runner-gunner with huge weapons, and I'm in favor of that.
Amen!!! Since jedi only have a limited amount of swings essentially on a gunner before they get burned to death while they desperately slash at gunners, gunners should get a limited amount of shot spamming before they are vulnerable to force (since higher point gunners laugh off most force powers). I'm not entirely sure about making the mishap bar stop completely while they run though. I might be more fair to just have it go up faster when they are running so they only get penalized for spamming shots and can pull back if needed.

However, the damage done by blaster shots and crossbow shots on saber DEFINITELY needs to go up. Maxstate saying that it takes 35 shots is pretty close to the truth considering a jedi can just zig zag and easily miss 70% of those shots fired at him. Gunners end up just resorting to flamethrower for the kill 90% of the time.

Also, How about if we have a new skill called gunner balance, which determines how fast the gunners mishap meter goes up for spamming shots or flame? Heck, we could even divide it up into two skills, one for the heavier weapons and another for the lighter weapons. With the top rank of these, however, It should still penalize shot spamming enough to give jedi a chance, otherwise they'll just continue to own pure jedis at that level.

And yes, absorb should probably go up a bit in cost, but its not as necessary if we implement the stuff sushi's talking about.


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Old 12-26-2006, 02:40 AM   #19
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I don't think we want a skill that determines the MP increase speed for gunners since jedi don't have similar skill. Plus, balancing would be harder with different MP increase levels to worry about.


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Old 12-26-2006, 06:17 AM   #20
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Sure they have Ace; if you make deflecting part of the mishap bar.

We need to get a good and intuitive deflecting system back in OJP that will enable Jedi to kill opponents by using their own blaster shots from a distance instead of just being forced to go close-in all the time.

Mishap should be a part of it, as long as your mishap is low you can still REFLECT or deflect towards your crosshair.

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Old 12-26-2006, 12:50 PM   #21
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Do Jedi/Sith get penalized for running and being shot with guns? Maybe adding some sort of penalty for balance? Just throwing some crazy ideas out there :P
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Old 12-26-2006, 03:27 PM   #22
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Old 12-26-2006, 03:59 PM   #23
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Quote:
Originally Posted by JackBaldy
Do Jedi/Sith get penalized for running and being shot with guns? Maybe adding some sort of penalty for balance? Just throwing some crazy ideas out there :P
Yes, they get DP damage.

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Old 12-26-2006, 04:13 PM   #24
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I never noticed because I usually never got damaged enough by normal blasters/bowcasters.
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Old 12-26-2006, 08:19 PM   #25
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Quote:
Originally Posted by JackBaldy
I never noticed because I usually never got damaged enough by normal blasters/bowcasters.
Yeah DP damage for getting shot while running is double, but yeah it still doesnt do enough damage to really be effective. Like I've said before, the damage DEFINITELY needs to be increased.

And sushi's ideas a good ones and should not be ignored here eventhough this is the wrong thread for them. He's posted them else where as well. I thought I had some good additions there as well.


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Old 12-27-2006, 10:44 AM   #26
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Old 12-27-2006, 02:40 PM   #27
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Old 12-28-2006, 03:06 PM   #28
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Old 12-28-2006, 10:25 PM   #29
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Old 12-28-2006, 11:37 PM   #30
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If I only did it once it wouldn't bump up the post and it wouldn't show the proper person who last posted/edited... It's not like I am spamming though, that is on topic. lol
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Old 01-04-2007, 07:12 PM   #31
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Old 01-05-2007, 01:59 PM   #32
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