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Extreme COOP update

Discussion in 'Announcements' started by marvel, Jul 4, 2011.

  1. marvel

    marvel Head Administrator Staff Member

    Changes 4/7/2011:

    1. Tanks will always be paranoid.
    2. SI have a chance of becoming invisible, about 20% chance.
     
  2. vishus puss

    vishus puss MG Donor

    Woah... Guess people got more intense gameplay!
     
  3. LentoMan

    LentoMan Member

    A non paranoid tank spawned in the helicopter after the paranoid died on the EU extreme co-op server earlier, not sure how the tank died since I was waiting in the helicopter.
     
  4. Collector

    Collector <img src="http://mgftw.com/leadweb.png" />

    tanks can teleport themselfs into a helicopter sometimes. depends on who the tank is chasing
     
  5. Edward Marlus

    Edward Marlus Senior Member

    Seriously

    :|

    EDIT : Remind me why Extreme COOP was such a good idea in the first place?
     
  6. bloodhand

    bloodhand MG Donor

    i tried it.. and got my ass raped from invisible spitter :D but its really extreme now. its a real challenge now, every map. but maybe make it more attractive? with 1 1/2 more exp/pts reward at finals? or idk. extreme challenge - extreme reward? ;P
    really i like it now :)
     
  7. Edward Marlus

    Edward Marlus Senior Member

    i'd probably mind, no point wasting my time in getting failkilled by SI for the lose

    EDIT : unless the rewards are jacked up appropriately
     
  8. Collector

    Collector <img src="http://mgftw.com/leadweb.png" />

    whats wrong with this post? :)
     
  9. marvel

    marvel Head Administrator Staff Member

    No you already get more EXP and Points because of the many SI / commons.

    I might do some more changes btw. Maybe add more uncommon mobs and do something about the molotov spam.
     
  10. Raised in Hell

    Raised in Hell Senior Member

    I played on the Xtreme Coop for a bit and like Marvel said, all the tanks will be paranoid, actually they weren't and i didn't see any invisible SI.
     
  11. Collector

    Collector <img src="http://mgftw.com/leadweb.png" />

    well duh:P you cant see invisible SI :) thats why its called invisible hehe (just like the little icoon next to marvel name *invisible* lol
     
  12. ?????

    ????? Guest

    the invisible SI is only about 95%. I only see a couple spitters, boomers, and chargers turn invisible though.\


    And I saw a couple normal tanks yesterday :/.
     
  13. marvel

    marvel Head Administrator Staff Member

    I had to remove 100% paranoia tanks because the server crashed too much. But I just played on it and I think it's hard enough already now. We just had 3 tries on c5m2_park with about 12 people and the 3rd time only 1 guy survived.
     
  14. Collector

    Collector <img src="http://mgftw.com/leadweb.png" />

    i was modding 4 campaigns yesterday (only spec) and people rushed through the map like there was free beer and hookers in the saferoom. mostly all of them made it (accept for the bots dieing)
     
  15. littlebrother

    littlebrother MG Donor

    actually marvel, everything should stay the same in extreme coop except for jockey.. increase the jockey damage a bit more.. and the players will have a hell of a time in extreme coop..

    was playing at LA coop.. almost half the team was rushing infront while me and a few other very high or high level players was helping other stranded players at the back.. and guess what.. all the players in the front line got incapped by jockey by the time we caught up with them.. lol..

    so my point is i like this extreme mode.. its really freaking tough and for players that says it easy, its probably because half the team was filled up with very high level players and really know how to play the game or the spawning of CI and SI was blocked by choochoo's pathing.. no offence choochoo.. often the CI and SI get caught by fences or blocked by obstacles that was not meant to be there.. so thats why at certain maps there is lesseer CI and SI or just probably the game glitch and was not in extreme mode..

    to sum up, just increase the damage for jockey and if possible for the CI too.. players will get incap way faster and the gameplay will be brutal.. any other changes will just kill the game.. thats my personal opinion..
     
  16. marvel

    marvel Head Administrator Staff Member

    Yes I agree totally. I'm certainly not planning to make it easier. In fact I'm looking for more ways to improve difficulty. I'm currently testing with the uncommon common hordes but I can't get them to autospawn yet (someone who played with me yesterday and today probably noticed Jimmy Gibbs hordes and stuff).

    I will see what I can do with the jockey, he's quite powerful already and scares every player not having a molotov ;)
     
  17. vishus puss

    vishus puss MG Donor

    Make jockeys immune to fire! :D
     
  18. Raised in Hell

    Raised in Hell Senior Member

    Yeah jockeys are too strong already. They decrease my max health from 275 to 140 by the time i can use my knife on it so if they get more stronger than we wont even probably get a chance to use our knives. Well people who are low level to mid-range will get incap already. I think the price of the molotov should increase which will definitely stop the molotov spam and that will make the game a bit more tougher, especially with those jimmy giibs hordes who are immune to fire.
     
  19. ?????

    ????? Guest

    I agree with Little Brother.

    Also, may I suggest increasing the cost of molotovs as well? it turns out, they are very easy to come by, and 8 bounty is just too low on extreme, I often find myself spamming molotovs where ever I pass and killing tons of SI. The last couple of runs I did, I was litterally throwing molotov's everywhere (kind of did some teamkilling :c!).

    In some cases, I also label it as farming on my own behalf... :[

    Maybe molotovs should cost 12 or 15 bounty instead?
     
  20. marvel

    marvel Head Administrator Staff Member

    I added a lot of uncommon mobs now :) Every boomer bile it'll spawn 25 uncommon commons (ceda, jimmy, clown etc).