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stinkyfish97

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  1. This happens in a few missions and I wonder if it is just how the game renders on the server itself. I dont know honestly because I know nothing about how this game runs. lol. Castle of Monsters you get this happening every 30 or so runs. Its funny when it happens.
  2. And that is not to take away from your point Matt. It is important for the Clem team to see this. Afterall its a fine line between returning functionality and keeping people interesting in playing on Clementine. We need to have these discussions to help the Clem team out. But its more important to find bugs/glitches at this point, than in it is to re-balance everything every single time they implement a new feature. But again its not to say they can ignore the community. After all our support is why they continue to work on Clementine. Without the community who are they building t
  3. Your right. I have not. But I just see it as if the people working on this are busy implementing re-balancing every month; its just going to slow the progress down of more important work to be done. At this point I am trusting the Clem team. As I said the server is 10x better than the last time I joined. It feels like the server is on par with what we originally got in the U.S. Not everything was perfect but they had enough functionality to where it felt like a game.
  4. I would also add. Sega had to constantly battle balancing as they implemented new things. So I am imagining that we will always be arguing this issue, at least until nearly all updates and functionality are returned.
  5. @Matt In any project you start with a focus group. Then when you are nearing finishing the project you start opening things up to discussion. Balance should come once all/most functionality is restored. The changes they make without community input is fine with me, honestly. It allows for them to jump into the server make the changes and see how it effects the functionality of the server as a whole. This balancing thing is more or less the fine tuning that comes towards the end once the official server (s) are finished. I would presume at least. Still though you are not wrong in t
  6. I am just happy I have something to be my stress relief again. Thank you to everyone who has contributed to Clementine. Including everyone who is so passionate about balancing and are anxious for the server to be done. 1.5 years ago Clem was at a state where Marmalade was too stressed to work on it and made that very clear. I only joined back recently and the server progress has advanced what feels like 10x. Maybe its because I am still so relatively new that I do not really care about things being so unbalanced. Maybe its because I always play a support character and never really care
  7. Get rid of all Classes. The only classes we need are offline PSU classes. Hunter/Ranger/Force. LVL 50 Skills/Bullets/Techs for everyone on any class they choose. Then re-balance the races so as to steer people into making their own Weapon choices. Class will effect what S rank weapons you can equip and modify your stats slightly in one direction but race has the biggest overall factor in your modifiers in the end. Hunter's will have higher ATP modifier than Force or Ranger for instance but it will not be tremendously so like it is with FT compared to FF. Instead
  8. Whenever you change class you need to change universe or relog in order to fix it - Answer given by Killroy on discord Masterforce cannot have buffs over level 10. - Answer given by Kyu on discord
  9. I am sure they will find some solution. Or you could just not care because we are all far too powerful to begin with anyways. LOL. I mean if you are maxed out as any class in this game you are a force to be reckoned with.
  10. Just coming at it from my perspective. You are right it is not fair to compare PT to GM. I do play PT just as you suggest, its a support class for sure. That is why I was not happy about the Grenades not having knockback anymore. It takes away one of my supports. And while it is made up for by ex traps and hunter weapons. It makes for a further gap between classes. And when I try to look at it from other gunner perspectives. FG is made worthless. You might as well play PT and have access to hunter weapons and ex traps and skip FG all together; unless you absolutely have to have a rifle.
  11. Here is the thing. GM already has higher ATP and ACC than PT does and nearly the same ATP and ACC as a ForteGunner. They also get a bonus firerate increase, access to lvl 41+ bullets which add quite a lot more damage modifiers to all their guns. I am fine with them being the best gunner class in the game, but now they outclass every other gunner class by a good margin. So while everyone makes valid points about GM not having crowd control weapon. I feel like they now are too powerful. When you combine that firerate increase + lvl 50 bullets + higher ATP/ATA base over other gunner
  12. I am with the guy who said the HIVE missions. For me it is Dark Satellite. Simply nostalgia. I joined 360 side PSU quite literally the day the were doing server maintenance to raise the LVL cap to 80, March 2007. Being new to the game, Guardian Colony 4th floor will always have a place in my heart, does not everyone's story start there; at least those before the White Beast madness happened. I also may have been smoking entirely too much pot at that time in my life and everything about that mission was kind of chill, vibrant, a little bit to sometimes quite a lot trippy with those walls,
  13. The change likely would not help AT unfortunately, but for AF, GT, PT and a few others it could be useful having access to a weapon that you can zoom first person in. Again I play mostly as PT the pistol is just some pretty looking thing that I used to tag enemies with to gain experience back in the day. Now it is almost completely useless except to FF.
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