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tyrant666

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tyrant666 last won the day on December 26 2017

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  1. tyrant666

    Patch Notes - 11.16.18

    You're more likely to get in a game with a shitty troll Vanessa whose sole purpose is to exploit the game and wastes everyones time by sitting on a rock where Jason can't hit them with throwing knives for 20 minutes or using lag switches/other exploits to avoid grabs than you are to get a steady supply of communication. I don't particularly blame Shifty, he's only the middle man. He can only report what he's told to report.
  2. tyrant666

    I'm waiting for new patches.

    They just got done with the freebies in October. You would think if they were anywhere close to releasing a new patch. They would've done it when they had the game on sale and with constant percentage perks rolling for the ENTIRE month. The fact that they didn't roll out an update during that time should either WORRY you greatly or blindly hope for something more.
  3. tyrant666

    any update coming soon?

    The next update will have the following thanks to Miller and Horror Inc. settling! - New Perk system - Uber Jason - Bug Fixes and balance changes - Grendel Xmas 2019 - NES Jason over Summer 2019 - Dr. Crews, Reggie the Reckless and Tina Shepherd (new hero) coming October 2019
  4. Something would arguably have to give. Allow Jason to reset his traps one time each or more than once and allow him to place them in new areas, inside, etc.
  5. Other suggestion for a penalty would be reducing medic to only two uses for only one spray in the slot, but that's just something that should be done anyway independent of any new perk.
  6. I've often wondered this. With only a half dozen or so perks being useful, with less than that being VERY useful, some being OP. I kinda wonder much things would've changed for counselor if this perk were available? Now I know what people are gonna say. Bad idea, too OP, etc. Course it won't happen now anyway with the legal nonsense. My though process is if you were to give out this kind of perk, the negative of it would be a flat value and VERY stiff. + Start With A Pocketknife - ALL Heals Reduced to 25 Percent Per Heal So any spray would NEVER heal you fully and every full heal for said counselor would be about 4 sprays if critical, so if a counselor ran medic, thick skin and the pocketknife perk, they would be burning sprays that don't offer full heals. Also for overall balance of likely most of the newer players using this perk if they had it. We change 4 pocket knife spawns to random firecracker spawns and keep the remaining spawns. I could see many seasoned players not bothering with the perk with such a stiff penalty. Especially when they are sacrificing easy spray heals for a defensive item, despite its high value. I could see Jason kill squads and trololol players using them just to prolong the match especially if they are more solo dolo types, but I could see it being a healthy mix of people using it, but others NOT using it because of other valuable perks and the pocketknife being a one time use. Mind you, im not saying this should've ever happened, I just kinda wonder how much loadouts would've changed with it and the stiff penalty that comes with it?
  7. It wouldn't be so easy if Jason had an effective counter against gang attacks or if he weren't so shit with melee. Its laughable that the big 7 foot killer is worse at melee than scrawny ass counselors who can swing through his swings and since grab is pretty worthless against groups... Jason will plow new players and solo dolo lobbies mostly, but against even two or three decent players looking for a kill or just to troll for 20 minutes?...
  8. Should've kept the special abilities to begin with and then balance/work them accordingly. Maybe even giving each Jason his own special ability beyond the strengths and weaknesses as I showed many times before. The perk system was an afterthought and it shows. Most of the perks are worthless and the half dozen or so that are useful can be VERY overpowering for counselor. I'd trade it for the beta special abilities anyday, but that's not happening. What follows is a copy/paste of my old rough ideas for the special abilities concept. I suppose you could make Special Abilities for the Jasons too if you really wanted to. How it would work. With the special abilities for the counselors. I proposed the counselors could use their abilities once for a total of 2 minutes, with a 2 minute cooldown on certain stats following the use of their abilities. I felt this made sense because with 7 counselors, being able to use an ability more than once could be OP, so they would be situational. For Jason, being he is by himself. He could use his ability only 3 times, but each time he uses the ability, he suffers a 30 second RNG cooldown on either Morph, Shift, Stalk or Sense for the first use of his special ability. For the second use, he will suffer a 60 second cooldown on such powers. For the 3rd and final use, he will suffer a 90 second cooldown on a random power. Jason Special Abilities Part 2 - Live Bait Like in the film. Part 2 Jason will come equipped with 3 rope traps on top of his own Trap strength. Essentially giving him 10 traps total. However the 3 rope traps would work differently from the bear traps. They won't do any damage per say. However if a counselor steps in a rope trap, they will be hung upside down indefinitely and can only be freed by another counselor. If after 2 minutes nobody saves the counselor in question, they will pass out from the blood rushing towards their brain and then die as a result. Jason has the option to kill the counselor hung upside down immediately or leave them alive in hope that a counselor tries to save them. When one of the counselors falls into this trap. Both Jason AND the counselor knows they fell into it. The trap will be marked on the map for Jason, but the counselors will hear a different high pitch scream allowing the counselors to know someone stepped in a rope trap. Part 3 - Marksman Like in the film. Part 3 Jason will come equipped with a speargun which he can use 3 times before he loses it. He can instant kill with the gun, but only if its a direct headshot. The body blows are no joke either. If Jason strikes one of the counselors with a blow from the spear gun. They may still be able to run away or even limp away, but they MUST heal because the strike from the speargun causes them to bleed out and die otherwise. Part 4 - Darkness Like in the film when Jason destroyed the phone and power supply in the final act. Part 4 Jason will be allowed up to 3 times to destroy one power generator that in effect will disable all the power generators on the map. The phone would still be tied to its own power/box, but now he can effectively generate fear much faster than any other Jason, on top of disabling the Jarvis radio immediately. The catch balance is that the counselors would only need to fix one generator to fix them all IF Jason decided to use his ability. Roy - Strapped Similar to Part 2 in a sense that he's going use brand new traps. The difference is he's gonna strap counselors to trees similar to how he killed the one guy in Part 5 with the strap against the tree. Roy will come with 3 strap traps that he can use to tie a counselor against a tree. Again like Part 2, these traps would not damage the counselor and Roy can decide to perform the same kill on the counselor that he did in the film, by tightening the straps if he chooses to do so. The major difference between this and Part 2 is Roy would need to grab a counselor first and then press R instead of executing a kill. Roy would then strap a counselor up against a tree in which he will know where that counselor is immediately and the counselors would again hear the same kind of high pitch scream once the counselor is strapped up. Part 6 - Camouflage Like in the film when Jason sprung from the tree to triple decapitate the 3 paintballers. Here with this ability, Jason will be able to hide up in the trees 3 times. He would be in a state of permanent stalk when doing this, HOWEVER the trade off is if he jumps down, he loses the stalk ability immediately, so its best to use it wisely because if you jump down when nobody is around. You just wasted 1 of the 3 times you can use it. Counselors can't expose you in this state either, but he can't do it anything with it obviously unless counselors are around to surprise with. Part 7 - Gardening You already know what this is going to be. Part 7 Jason will come equipped with the weed eater in which he can use to instant kill up to 3 counselors if they are close enough. He can't use it out of shift and when its being used, it ALWAYS makes noise so the counselors on the map know he's using it, but its range is even farther than that of the spear/trident. He can't just leave it idling either, because the gas acts as a timer and if Jason doesn't use the weapon before the gas expires, he loses the weapon. So he has to use it wisely, but its range AND ability to cut up multiple counselors make it deadly. Part 8 - Teleport Like in the film. Part 8 Jason was all over the place constantly it seemed. Well this ability is basically just that. Up to 3 times, he's going to be able to use Morph WITHOUT a cooldown for a total of 60 seconds each time. Simple and straight forward, ripped directly out of the film. Part 9 - Grunt Like in the film and one of the rare times in any of the films. Part 9 Jason was known for the random grunting like Part 3 and Part 4. Here, Part 9 Jason's grunts are going to be fear amplifiers. Up to 3 times a match, Part 9 Jason can make a loud, haunting grunt noise that scares the shit out of the counselors AND if close enough, actually causes the counselors to fall to the ground, leaving them completely open to melee or grab. Each grunt induces a maximum level of fear for counselors until they go near fireplaces. As noted earlier, if Part 9 Jason is in visual sight of a counselor when activating this ability, their stamina will be cut by 50 percent no matter how much they have left and obviously as mentioned earlier, if close enough they call actually fall to the ground. Savini - Burned After coming out of hell after Part 9. Savini Jason is obviously hot as hell. This ability is simple enough. Up to 3 times a match when activated. When activated, for up to 60 seconds. Savini Jason's melee strikes will cause severe burning on the counselors, causing them to bleed out IF they don't heal. NES Jason - Throwables Like in the NES game during the side scrolling section of the game. NES Jason would actually throw his weapons at the counselors. For up to 30 second intervals each use. The NES Jason would be allowed to constantly throw his melee weapon at the counselors. He wouldn't be able to instant kill them, but each time he hits them, the damage would be same amount as a throwing knife. He couldn't spam throw them either as there would be a 1 or 2 second cooldown between throws. And that's all. Counselor Special Abilities Vanessa - Adrenaline Rush A one time use in the match. For approximately 2 minutes, Vanessa would have unlimited stamina. Allowing her to run wherever she wanted, as fast as she wanted without any cooldown whatsoever. Could be useful at any point in the match, especially the final 2 minutes if you are alone. However like in real life, adrenaline doesn't last forever, so you have to be mindful of when you use it. The reason is because her speed and stamina would be cut in half for the next 2 minutes following its usage. Her speed would drop from a 10 to a 5 for the next 2 minutes and her stamina would drop from a 9 to a 4 for the next 2 minutes. Jenny - Hero Like Vanessa, this would be a one shot deal. If Jenny has an axe or a machete in her possession. She will have a window where she is allowed to kill Jason in one hit with one of those weapons, no need for a sweater, no need for Tommy, no need for a demasking. The only requirement is that you MUST stun Jason with something first, whatever it may be in order to attempt to kill him. Like Vanessa's ability, there is a downside. If Jenny misses the kill, her composure and her luck will be cut in half for the next 2 minutes. Her composure will drop from a 10 to a 5 and her luck will drop from a 9 to a 4, leaving her very vulnerable to death if she can't escape. Kenny - Handyman Like the others, they ALL are one time uses. Being the head counselor of the camp. He knows the ins and outs of the campsite. Knowing this, he knows the location of a HIDDEN PHONE on the campsite. Only Kenny knows where this phone is and only Kenny can use it. Jason doesn't know where this phone is either and...AND...no power box/fuse is required, its already a working phone. The only thing that Kenny has to do is call the cops. The only way Jason can stop him is killing him where he is before he can make the call or destroy the phone power, which sets itself on fire, rendering it unusable. Now...that said, just because the phone box/fuse are in place already on this hidden phone for Kenny, doesn't mean its a done deal. If Kenny fails to make the call or Jason destroys the phone power. ALL of Kenny's stats go from 5 to 1 for the next 2 minutes, leaving him VERY vulnerable to death by Jason. AJ - Blended Just like the others, a one shot deal. She makes the most of her stealth ability. For 2 minutes, AJ is completely and utterly untraceable by Jason. He can't use sense to find her, he can't see her sound blips, he can't see her in any cabins that would normally light up. She is completely invisible to Jason except by sight OR by going into the water. This would be incredibly useful if you were alone or in the final two minutes. The only downside to this ability is if Jason finds you by visual sight. Her Stealth would be cut in half, from 10 to 5 and her composure from a 7 to a 3. Leaving her very vulnerable to death for 2 minutes. Tiffany - Skinny Dip Like the others, a one shot deal. Similar to AJ in that she's going to use stealth as a one shot deal to help her survive, only for her its the water. If you are in trouble as Tiffany. Maybe your the last one alive or one of the last few and you need to hide. For her, she's going to take off ALL HER CLOTHES and jump into the lake, which allows her to be invisible to Jason except by sight for 2 minutes. No sense, no sound blips, etc. The only way Jason will know where Tiffany is ends up being by actually going into the water and seeing her player model swimming or...OR finding her pile of clothes somewhere on the map. Her pile of clothes will not always be at the shoreline either, in fact almost always never. They could be anywhere on the map and IF Jason finds your pile of clothes, the lake IMMEDIATELY lights up RED, indicating to Jason your in the water. In either event, whether he spots you visually or finds your clothes. Your stealth drops from a 10 to a 5 and your stamina drops from a 9 to a 4. Also, you become fully clothed once you leave the lake, whether Jason finds you or the timer expires on the match or the timer expires on your ability. So you won't be seeing Tiffany run around butt naked if she leaves the water. When the ability is activated, the player playing her will see a cutscene of Tiffany taking her clothes off and going into the water, but her private parts will be black censored for laughs. Deb - Resourceful Like others, a one shot deal. Her intelligence is her greatest asset, but in electronics. She will be allowed the one time deal of repairing the phone box, WITHOUT THE FUSE. She hacks the phone to her liking, allowing her to call the cops without the fuse step. The downside is as usual, if Jason discovers this and destroys her repair in particular, her intelligence will drop from a 10 to a 5 for 2 minutes, making it harder for her to repair anything and her stealth will also drop from a 10 to a 5 for 2 minutes. Eric - Nerdout Similar to Kenny, but instead of finding a special phone to call the cops. Eric finds a special walkie, which he can use to radio the cops without any worry of phone boxers or whatnot. Jason again would never know where this walkie is, only Eric would know. However once Eric finds the walkie, unlike Kenny with the phone. The radio call on the walkie beams off the PA system at Crystal Lake, leaving Jason to know where he is on the map and what's he's doing. If Jason grabs Eric while he's calling the cops on the walkie talkie, the walkie will fall to the ground, rendering it useless or if Jason kills him at all in any way, same deal. The special walkie is for Eric and Eric only. He CAN NOT MOVE when making the exchange with the walkie. If he fails, his stealth drops from an 8 to a 4 and his repair drops from a 10 to a 5 for the next 2 minutes. Chad - Coward Like the assholish coward he is, his ability would be a one time use. When this ability is activated, Chad's inventory is filled with the random necessary items to escape the map on his own. At random, he could have the fuse in his inventory. At random, he could have the propellor and the gascan in his item inventory, completely invisible and UNKNOWN to the other counselors and Jason himself. None of the other players would be able to use the parts, even if Chad is killed, they die with him. Even the car, he could have the battery, the gas and the keys all inside his item inventory. These are NOT the parts and items on the map, only exclusive to that Chad player. His existing items would be removed if he decided to use this feature, which means you should use it wisely. If Jason catches Chad and grabs him or slashes him at any point during the match when this ability is active, Chad loses ALL the parts or items for that particular escape, and his speed is reduced from a 9 to 1 and his luck is reduced from 10 to 1, for the next 2 minutes. Leaving Chad totally and utterly helpless to the fate of his cowardism. Adam - Hotwire Again, a one shot deal. Where Eric and Deb have more intelligence in electronics. Adam is a master grease monkey. If a car has gas and the battery inside already. He no longer needs the keys to start the car. He can hotwire whatever car he gets into and it starts instantly, no need for long ignition times. Useful for when those pesky keys can't be found or being held by trolls. If Jason smashes the car, Adam's composure drops from an 8 to a 4 and his strength drops from an 8 to a 4 for 2 minutes. Bugsy - Fighter Similar to how Julius tried to fight Jason in Part 8. When Bugsy activates this feature, he will be allowed fight Jason with his fists. Any blow he lands on Jason staggers him back, but ONLY one punch can stun him. This feature would be useful in allowing yourself to get away to buy time or help others escape. IF Bugsy fails to stun Jason to the ground with one of his fists, Bugsy's strength will drop from a 10 to a 5 for 2 minutes and his speed from 8 to 4. The ONLY way Jason can avoid being stunned is by combat blocking one of Bugsy's punches and he CAN NOT swing back while trying to block him. Bugsy will be allowed to deal all of his punches to Jason that stagger him back, but if he doesn't deliver the stun, he loses out severely for 2 minutes, leaving him open to death. Tommy - Watery Finish He's the hero already, but even he has his own special ability. When activated, Tommy will be morphed into a canoe in the lake, where he calls Jason to distract him and get him to follow him into the lake. The Jason player will be morphed to the shoreline as well. The Jason player can choose to fight Tommy in the lake, one vs one and risk being chained to the bottom of the lake, resulting a new death scenario for Jason OR continue to chase the existing counselors. For both Jason and Tommy, there is incentive here. If Jason enters the lake fight, all the other players can't help Tommy in the lake. Tommy has to do it alone or die, leaving Jason invincible to death for the rest of the match. If Tommy chains Jason to the bottom of the lake, the counselors win. If Jason ignores Tommy at the shoreline, ALL of Tommy's stats are reduced from 10 to 5 for 5 minutes instead of 2. On one hand, it may look like an easy choice for Jason. Ignore Tommy and his stats are reduced dramatically for the next 5 minutes, but killing Tommy would make things easier for him and the other counselors can't help him this time. Now you might say, what's to stop Jason from ignoring Tommy, reducing his stats and then just killing him? Well the trade off is Tommy is the ultimate hero, so the trade off is he secretly repaired one of the objectives. Whether its the 2 seater, 4 seater, boat or cops. While Tommy was busy distracting Jason at the shoreline, all the player has to do is find the objective on the map and go to it and leave or call the cops. Which objective is ready to go will be marked on the map by Tommy for the other counselors, allowing them the chance to escape while he sacrifices himself potentially for the others, and Jason will not know which objective is fixed unless he gets there in time to stop them. 
  9. The idea is long overdue. I'd like for the old stats to be re hauled too to spice up the game, but I highly doubt it will happen. For instance - Speed and stamina shouldn't be the end all, be all tier to allow players to survive against Jason. Stealth should matter more, composure should matter more (add chance of falling to the ground for 1-3 composure counselors for instance would keep those counselors away from close encounters) - Grip Strength should've mattered more for Jason. Weapon Strength came with a damage modifier, Grip Strength should have too. There wouldn't have been a need to replace Grip Strength with Weapon Strength for Part 7 if Grip Strength itself carried more weight than a toggle, like a damage modifier and maybe even the ability to tank a pocket knife. Likewise things like Stun Resistance, Defense and Hit Points should all be rehauled given the Jason kill squads. Also...Part 4 Jason should've had a better representation of stats compared to the film. What it is now + Can Run + Destruction + Weapon Strength - Traps - Shift - Water Speed What it should've been + Can Run + Shift (He was at his fastest in the 4th film) + Destruction - Less Hit Points (He was at deaths door in this film) - Traps (Keep it) - Defense (Put this in and keep Water Speed neutral because he did kill people in the water in that film) Other than that...I'd really love for special abilities to return for counselor, but that's content and more balance so that's out... Oh and overpowered perks? Medic and Thick skin. Easy nerf for medic is only allow ONE TIME of 2 uses so only one spray has 2 uses.
  10. When I used to play. I usually played random. Weapon swap is fun, but with combat stance being clumsy with certain weapons on doors. It kinda takes the thrill away from using certain weapons. For instance, the fire axe is a one handed swing, but the wooden axe and battle axe are double handed swings. So you can't combat stance as easily, but I don't like not having variety in my weapon choices. I wouldn't want all my Jasons having only machetes, cleavers or single handed swinging weapons. Luckily, the spear is also much more viable now. Part 3 and 8 are probably the most preferred and balanced. NES Jason having his own stats will probably never happen now with the lawsuit, among other things. I think Uber Jason (also never likely) would've been one of the most played Jason's because he didn't have any crippling weaknesses and so-so strengths, but a cool weapon. His leaked stats. + Stun Resistance + Destruction + Grip Strength - Can't Run - Sense - Stalk I think in the long run. Grip Strength should've been a much more worthwhile strength, a decent neutral and a crippling weakness. They modeled weapon strength off of damage, they should've done the same with Grip Strength + Grip Strength = 3 Grabs equals a limp plus harder to escape, plus the longer the grab, the more damage thus deleting the need for more grabs, but a grab NEVER kills by itself, I'd even go as far as to say a + Grip Strength could tank a pocket knife and still hold the counselor unless others free the person, but that would be OP I guess Neutral = 5 Grabs equals a limp - Grip Strength = Does no damage, easier to escape, has a slight cooldown preventing grab kills immediately, say 2-3 seconds
  11. If he could've grabbed counselors through windows via the car grab animation, this would be a non issue.
  12. If they were ever able to have a 'hardcore' meta mode. Basic Changes - No Jason Music - No Sense For Jason - No world maps for counselor, only minimap Course, they would need 'new' servers for such things.
  13. tyrant666

    Horror Inc Files Appeal

    If anything, this just confirms money matters more than legacy really. I'd rather know my franchise is in good hands than worry about money I'm never gonna need really. I doubt this guy has many hardships unless he's a gambling/drug addict.
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