Recent posts by lulo_spawn on Kongregate

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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Grenade or 'Nade' AKA Impact MIRV one-shot kill is still possible, here is the video that proves it!

Hey,this is not new!

Heh

 
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Topic: Platform Racing 2 / Play My Level!

Username: Lulospawn
Level name: Lulo’s Mind

It’s a bit tough level with 4 different goals. You get to pick which way to go. In a couple of choices, the game will REQUIRE you to take some flak (eat mines, fall, etc) in order to advance. Each path you choose has its own set of difficulties, all pretty much balanced in both randomness and challenge. It’s my first level design, so PLEASE give it a go.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] _Some_ sort of bonus...

Once I suggested adding bonus to a whole bunch of stuff (like making most dmg, taking least dmg, killing all three enemies, making the longest shot, etc.), but I guess the idea is kind of a pain in the ass to implement.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] UMAG goes GOLD!

Congratulations! I’m sure a game of this quality will make you wealthier, and you deserve it.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] @ Ppl with great stats (and zworp)

What I also notice about this is that low 1-stars tend to fumble a lot next to a 2-star. Some are rather easy to psyche-out, actually.

I’ve been playing for a while as a 2-star now, and I get gangbanged (in the not e-pron exploitable way), but I also seem more intimidating. Even when I start out saying “I shaved my balls for this?”

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Is the wind blowing backwards?

I think the shells are WAY too sensitive to wind for high angle shots. At least compared to a 45º rainbow shot. If you try a 75º+ shot, half a block in the wind meter will change the landing spot of your shot in about two or three tanks distance. I find that somewhat annoying.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Impossble-It beat PR2!

I’m sorry. I couldn’t read this thread because the awesomeness of playing UMAG is breaking my concentration.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Stop with the BS cosmetic fixes and get the full version out!

The flipped chicken is not an entirely cosmetic change either, since it allows for an even easier distinction between a living disconnected and a dead one. The health bar is, of course, another obvious way to tell, but a standing/flipped chick is much more definite.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Stop with the BS cosmetic fixes and get the full version out!

Besides he has invested enough time and work on the game already to decide its release because some moron claims his excitement is “dieing”. Get viagra and a subway ticket, dumbass. The thread title is agressive enough to warrant not getting heard by the man.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Play Within Ranks

Separated ranks is not a bad idea. And the “noobs only play noobs” theory is bullshit, because even noob games have xp assigned to damage and kills and winning, so noobs will improve in both skill and ranking, and once they better up, they’ll be facing tougher shit, like me, and learn by watching my awesome moves.

So it’s all fair and square. I don’t mind playing a newcomer, but it’s hardly fair for him, and it’s hardly fun for me to avoid crushing him with a MIRV while he takes pot shots at me.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Stats for player 2 starts

In any case, a game like this that could raise its number of simultaneous players by several K, with such a heavy alpha phase, deserves on its release a set of compact, clear and almost untouchable rules.

Player 2 starts could easily be one of those rules and, if properly presented, could become an important, defining characteristic of the game. The queer thing that makes it impossible to forget. You know… That mortar game in which player 2 started.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] New play order

I’m just saying that if you call everything random, you can’t call it unfair. But I see that randomizing order is probably not a good idea in a finite screen. If you made a looping screen, so no one is on the sides nor in the middle could make a difference, but it’s a whole different game.

I’d like to see it, though: Random turn order in a looping screen. It’s a mode I’d like to test drive, at least. Specially with a game like this.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] New play order

I’ve played a few games with this new order, and it seems to work a bit better for P2, and not so bad for the rest. Since 1v2 and 3v4 still makes a lot of sense, strategically, it give the middle a chance to take on the sides first, which is quite balancing.

But since we’re talking about complete fairness? Wouldn’t complete fairness be no fairness at all? I mean… Turn order gets decided randomly before each game, and you better memorize it if you want to be a tactician.

That doesn’t mean the starting player gets decided randomly and then turn order moves rightwards. Nay… The whole order is random. It could be 1, 2, 4, 3 or 2, 3, 4, 1 or 3,1, 2, 4 or whatever. It’s not fair but it’s not unfair. It’s random and you’ll have to deal with it.

Sides will be in a bit of advantage in certain scenarios, but not entirely because you have no idea how things stand in the first turn, so targets will be a bit random as well.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] maps

Too bad… I mean… About the same gravity and wind and stuff for the other maps…

But come to think of it… It’s something you’d prefer to keep unplayed until you make an even bigger release. I mean… To make shitloads of money with the whole UMAG concept, which is awesome and totally deserves it.

Unless you’re already rich. In that case, go nuke yourself.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] maps

Will there be a tank color/model for each stage or players will choose their own? Or the tanks shown in these pics will not be implemented?

Really nice stages, by the way. Will they have different physics? Like different gravity and shit?

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Two more suggestions: chickens and quitting

Why should there be a chicken at all… If the user goes D/C (whatever the reason), keep the tank there, idle. Turns can be even skipped and the rest of the players can be notified of the DC, but still get the chance to take on the tank and compete for the kill.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] One More Thing Zworp...

It can be annoying at times, and even cause unwanted suicides.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] IP-Banning Aguspal

But he’s funny. I sign nothing.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Suicide up 300% with new stats

Bouncies can be a pain in the ass, I reckon, but once again… It’s a risk you take. As it is, bouncies are funnier than useful.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Suicide up 300% with new stats

I play about 50 games a day, and I rarely see someone suicide unintentionally. Nukes are more often than not used in 1st turn. 2nd at best. This makes sense because nukes are better against armor.

You may misfire a napalm and kill yourself with it, but it’s a risk you take. And I don’t see myself taking so many risks in one day of 50 games.

About huggers, you simply CANNOT use a shatter against them. If they’re exactly where you are, jump. If they’re close, use an impact MIRV. It’s not easy to kill yourself with an impact MIRV, provided you don’t shoot it straight upwards.

How can you possibly kill yourself with an autocannon? If you shoot a wall and a cannon bullet bounces back to you 3 or 4 times in a day, you deserve the ban.

But in any case… I wouldn’t call it suicide if you take someone else with you in the same turn. It would be great to have sacrifice as an option, in order to get a kill. Specially if it’s the last kill of the game.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Suicide up 300% with new stats

If you ice an enemy and his clusters kill you, you don’t get a suicide count. You get a kill and a death. Those certainly don’t count as suicides and shouldn’t be a problem.

If you kill yourself unintentionally three times a day, you need to reconsider your gaming. I rarely see someone accidentally offing himself. Rarely.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Suicide up 300% with new stats

That’s why there could be a certain tolerance for suicides. But if you get a suicide more than two times in a day, then there’s surely no mistake about it. It’s intentional.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Exp awarding

I was wondering how the exp thing works and how I’d like it.

Personally I’d like it to be based on damage made, how little flak you took, how awesome your shots were and stuff like that.

For instance… Doing more than X damage in a single shot. MIRVs and specially nukes would be awesome for that. If you wipe a dude almost out with a superb MIRV, you should totally get a bonus added to the end.

Precise shot. If you land a mortar exactly where the target is… Bonus, dude.

Precise spray. If you land all shells in a multiple shot (MIRVs and autocannon), you get a bonus.

You could get a bonus for hurting all three enemies with a single shot (napalm, nukes, MIRVs, whatever).

Then to the awesome shots… You can get a shitload of exp for covering a lot of distance for a full damage shot. Like… Using a mortar or a MIRV at a really high angle to cover a lot of distance and hit the dude with full force. Bonus for bouncing a shot on the area limit. These could work as multipliers for the exp given to base damage in that shot.

Get bonus for killing two and for killing three oponents. For dealing massive total damage during the game. For surviving with full health and some armor in you. For a Flawless Victory (no damage received at all) you should get a SHITLOAD of exp.

And then odd bonuses, like winning by dealing a really small amount of damage. Camping and sneaking and cheap shooting all the way. And even a funny bonus for winning without dealing damage (this could be accomplished by having the last dude killing himself or disconnecting). Or winning without using certain weapons like Smarts and Napalm and or Shield.

I believe stuff like this can make the game more varied in terms of challenge. You’d see people trying strange shit out all the time.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Suicide up 300% with new stats

Maybe suicides should be penalized with… dunno… 5 or 10 minute bans, provided you only kill yourself with your shot and you’re not a first offender.

Or you could be allowed to kill yourself once or twice per day… Then you get a 10 minute ban for each autokill.

Warnings could be given about it, so that newcomers understand this. Like… “You’ve just commited suicide. This is a warning. Suicides are not tolerated blah blah blah next time ban blah blah blah. Have fun”.

Guests shouldn’t receive a first warning at all.

I say this because, being level 50, I can hardly count the times I killed myself intentionally. Once I napalmed myself because I mixed the napalm with the nuke. 99% of the rest of my suicides were on purpose.

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Suicide up 300% with new stats

A kill should be awarded to none other but the deliverer of the final, killing shot. If you weren’t good, lucky or strategic enough to deliver the final punch, then cry me a river. Besides… More dmg means more exp, which is something much more visible than kills.

This most damage bullshit is like saying Touchdowns should be given exclusively to the running back who did the 78 yards, not the stupid receiver who did nothing except to catch a 7-yard pass in the endzone. I mean… Sure… Kudos to the running back, but the touchdown goes to the receiver. If you don’t like it, play receiver next time.

Next thing you know, cooks will be claiming that waiters should give them whatever tips are left on the tables.

Grow a pair. I’ve been there, frustrated because Mr.Guest nuked himself and my entire damn armor because on my turn I MIRVED him into yellow health. Frustrated because lvl 2 noob napalmed the guy I carefully reduced to napalm bait. It’s my fault I didn’t kill him.

Boo hoo… I do vastly more damage! I don’t care.