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VoorheesAJollyGoodFellow

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VoorheesAJollyGoodFellow last won the day on August 26 2018

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About VoorheesAJollyGoodFellow

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  1. No, it's new content, period. At all. The only thing they can do is fix bugs and ensure stability.
  2. Ok do you really expect them to put in more man-hours to make a goddamn black hole or ballistic missile hit Crystal Lake and annihilate the map or some shit? Keep dreaming.
  3. But the thing is, in this game the amount of time the stamina lasts in each usage from full to empty is the same throughout the match. My proposal is that the max stamina usage time would decline somewhat. Essentially shave off running time after so many stamina points used up. It is meant ot emulate how when you run in real life, say you run for some amount of time until you can't run anymore. You rest for 30 seconds and do it again. The next time you run you will run less because a human can't fully recover their short term stamina(glycogen) that fast. If you've burnt up your glycogen then you'll have less to run with when you do it again.
  4. Dude I'm not talking about running in the game I'm talking about real-life running. As in the average REAL person cannot run(not jog) for 20 solid minutes without stopping, adrenaline be damned.
  5. These are average people and not athletes, except for two. The average person can't run for a solid 20 minutes without stopping or slowing. And I mean run-run, not jog.
  6. Even with adrenaline eventually you’ll run out of energy to burn. You’ll hit the wall and get muscle cramps and such. Like Nitrous Oxide can boost a car but without fuel there’s nothing to boost.
  7. Well I’m talking about a different stun system. For a different game. We’re stuck with the RNG stun chance in this one but a different game can have different mechanics. Like in Minster Hunter weapons do both stun and normal damage, just in different ratios compared to other weapons. A monster still takes health damage when stunned. So I’m just saying a non-rng stun system can work for a different F13 game with different mechanics.
  8. It’s not a guarantee that Jason will grab and/or kill the counselor even when it doesn’t stun. I’ve avoided grabs in this situation. Plus I’m talking about an entirely different future game that doesn’t exist yet.
  9. I don’t think it will be in this game, but hopefully in the future they could do a Monster Hunter style stun system where stun damage accumulated until a stun threshold is met. Say each weapon has stun damage and physical/normal damage. There are multiple stun thresholds for a number of stun points accumulated. Say first stun threshold is 100 stun damage accumulated, next threshold is 120, then 170, then 250, etc. the premise being each new stun threshold is a bit harder to reach than the last. A gun would do like 300 stun damage so if you used a gun on Jason early in the match then you’d effectively make it harder to stun him for the rest of the match because you’d jack him up several stun levels. Eventually stun gaps would be so many points apart that it wouldn’t be worth trying to combat Jason at that point unless you were a combat focused counselor or Tommy or in a group. Eventually the stun gap is so big you effectively make him instunnable unless you wail on him for several minutes.
  10. There is the Freddy vs Jason Las Vegas Weigh-In where Jason is stated "275 pounds even" by Michael Buffer. And apparently when holding his Machete he reaches about 320+ pounds. So Jason's Machete is officially about 45 pounds...
  11. Part 5 Roy in... blue, coveralls? BLUE Coveralls? BLUE... COVERALLS!!! GRRRRRRRRRAAAAAAAAAAHHHHRRGHGHGGHG!!!!!
  12. Ironically, most of the actors who have played Jason are taller than Kane Hodder. Kane's just stocky AF with platform shoes. You can see them here:
  13. One thing I like to do is right as someone tries to attack me, place a trap and they fall right in. Doesn't always work but it's satisfying when it does.
  14. Watch for sound pings. If you can't find them, morph a distance of 1/4 to 1/3 the length of the map and watch for more pings.
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