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About gtdjlocker311

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    He's killing meeeeeeeee!!!

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    being a cool dude

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  1. After being grabbed and using my pocket knife on Jason, my weapon disappeared and could not be found.
  2. @Jason Todd Voorhees Thank you for the invite. I'll be there! I also hope to find a group for semi-regular F13 private match sessions.
  3. If you are Deborah or AJ, your goal is to escape QUICKLY. The stealth and avoid sense perks are great early-game advantages, so find parts and get out ASAP. If Jason hits Rage and you're still around, you're kinda screwed as one of those characters. Just take your lumps and hope for better luck next match.
  4. They're working someone else's code with a tiny team. Give 'em a little slack, dude. Also, calling for Matt's job is TOTALLY uncalled for. He's been polite and helpful throughout his tenure here.
  5. @mattshotcha Thank you so much for the info and clear (and entertaining!) style which you used to deliver the info. I appreciate that you guys are continuing to work; like many, I've been frustrated by many things related to this game (because I love it so much!), and I've been as critical as anyone in the past. I understand the challenges and limitations the team is facing, so I appreciate that they continue to grind away on this. I especially am psyched to see improvement on single player challenges. I have not tried the new change yet, but I'm happy so see any effort on improving the AI in that mode. My biggest frustrations with that mode are the pathing (seemingly addressed here), and the AI field of vision. I seem to get spotted through cabin walls and sometimes across the map. I'd love to see more of these improvements; the Missions mode is a great idea whose execution fell just short of being really fun due to predictable yet erratic AI. I'm excited to try 'er out. EDITED TO ADD: Matt, PLEASE tell the team to put back in the ability to dance out the exits from a police escape.
  6. Haha I'll be here til the end. As I've said before, this is the only online game I enjoy; and I check fairly often for new info. Although I've slowed down a lot on that over the last year or so. Also, OP is a really specific type of troll. Someone here made him mad, and he won't rest until... I don't know, he'll get off on something, I guess.
  7. Haha, touché. I'll try it out when I get home. Thanks for the notification.
  8. The balance was actually pretty great when the game first came out. Jason had a (fairly cheap, I admit) suction grab which made counselors rightly very afraid to be near him. Jason was very rarely killed, but escaping via objectives was definitely possible. During these early days, I would tend to get 5-7 kills as Jason consistently and escape probably 1 out of every 4-5 tries. This seems like a pretty fair balance to me. The reason this game got so damn unbalanced is because: a -- people started gaming the system and essentially only used meta perks (Thick Skin was especially powerful early on; glad it got nerfed) b -- the developers started listening to players who thought that counselors ought to be just as deadly as Jason. I guess it's because I'm not a typical online player, and I play games to -- get this -- HAVE FUN, but I never minded getting killed as a counselor because at least I got to see a cool kill animation. That's the reason I bought the game. I also didn't get too upset when I was Jason and counselors escaped, because I recognized and appreciated the skill, patience, and strategy used by those players. What is annoying is when you get killed by a group of counselors for really no greater reason than that the mechanics kinda suck and you get locked into situations where you really have no way to fight back.
  9. It will come next month, until next month gets here. Then it will actually be coming the next month.
  10. Yep. There have been plenty of "fixes" that actually made the game worse, but this was the most pointless in my opinion. There was nothing wrong with the original window interactions.
  11. I would be mildly shocked if client-side saving were even implemented...ever.
  12. If the developers had included some toggles similar to ones that were technologically available and implemented in at least one game from over 20 years ago (Perfect Dark), we could test stuff like this. Imagine giving all players the "Cutthroat" attribute, in which they will willingly sacrifice (and even sabotage!) their fellow counselors in an effort to escape. We could see counselors crippling each other in order to make their "pal" an easier target for the Jason player. Seeing as how this is not really "new content," I have hope that this is something that could still be implemented as the game's life draws to a close. It would certainly make the single player more interesting and varied.
  13. Based on what seems to happen in the video, I wonder if the "supersize" effect is limited to how the spectator is seeing it. I say this because the Deborah player does not attempt to hit Jason from a long distance. It makes me think that the weapon was still normal size from the perspective of the player. I know if I saw my counselor wielding a 15-foot long machete, I'd try hitting Jason with it from 15 feet away.
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