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 11 
 on: December 18, 2015, 11:01:19 AM 
Started by Ghost Reporting - Last post by irishknots
If the echo wasn't already clear, no. This does not break the game.

Coming from one who is always trying to find new fun ways to increase my loadout and now has metagame designed around him - this does not break the game.

This specific blaster only really trumps other blasters in pure ammo consumption. BOOM Nitrons, RS, Vulcans all can get in the same territory of ROF with the 1,3 blasters having similar capacities.

It all really comes down to this.
Quote
Look, how many times have we seen the HvZ community react to some upcoming/new quantum advance in equipment with doomsday predictions for the game? Or look back on a recent period of continuous improvement and worry over game balance in the future? It was one hell of a lot of times. Too many to list. Tons of product releases and hobby developments. It has been happening all along the road from 2005 to 2015, during which time the equipment has evolved to something superior to the wildest dreams of the early players, let alone what people were once worried about "killing HvZ".

The metagame of HVZ has evolved over the years has grown and changed with what equipment the players have available. Blasters from the Raider to the Rapidstrike were all thought to kill the game when they first entered the market - they didn't. Zombies have always been able to kill players based not on their equipment but their own ineptitude/inexperience. Every player now has the ability to go out and purchase/build a high ROF rifle, but it becomes useless to them in the game if they aren't familiar with it and its habits.

My mod teams have grown around me and seen what kind of firepower fully modded blasters can pump out, thus they let the game evolve. It is not due to my equipment that I am difficult to nom, it is due to my ~40 games of experience and awareness.

We can also see much of this manifested in the fact that Sock Ninjas are still around in the game. Equipment will never break the game, but rather provide diversity to the playstyles.

 12 
 on: December 18, 2015, 10:46:54 AM 
Started by shandsgator8 - Last post by irishknots
You are dealing with two variables there: Dart stability and Flywheel ceiling.

In order for darts to be ballistically stable i.e. fly straight and track, they need to have aerodynamic stability where the center of gravity (mass or where the dart balances due to weight) is at least .5 inches in front of the center of pressure (essentially the middle of the dart). This is basic rocket design and has been used for a long time. Many generic chinese darts, such as the "Koosh" darts sold on ebay, are more stable than elites due to their higher tip mass, and their CG is well ahead of the CP. You can indeed shoot these darts out of any 100+ fps blaster ideally without any issues. As your darts gain velocity, the properties of air become more like a fluid and the more important the stability of the dart is. If  you have fired a Koosh dart (Gen 3) from a high powered springer, you should see that the darts are still much more accurate than almost any other dart, limited experience with FVJs not withstanding.

Flywheels are a different issue all together. If you are seeing darts flying unstable from your blaster, there might be a misalignment in the flywheel cage, front barrel, or magazine well. Do realize that with single stage flywheels, you do have an approximate max velocity of around 120 FPS (Assuming single stage means only 1 set of flywheels + cage). Flywheels also have to be balanced between the top and bottom wheels (Stryfe wheels tend to be the best of the best in terms of straight from the factory balance). Take a look at torukmakto4's blog TheDartZone and read where he discusses how alignment issues easily mess with blaster performance in flywheels.

The stryfe and RS motors are not the same IIRC, I think the RS motors have a higher torque value.

 13 
 on: December 13, 2015, 12:25:58 AM 
Started by CCBall - Last post by CCBall
https://docs.google.com/document/d/1Z3ioOAyigc6WVT2HATocTc1d8yFNbd4puNauXT7KwxI/edit?usp=sharing
Please share this with anyone you can. Please critique this in any way that you like.

 14 
 on: December 12, 2015, 05:33:22 PM 
Started by shandsgator8 - Last post by shandsgator8
From my online research and limited experience with flywheel blasters, it seems like everyone wants higher FPS darts coming out of their flywheel blasters. Based on my limited testing and observations, if the dart moves too fast, the darts are inaccurate and have no precision (imagine using old school Nerf streamline darts in a singled Titan). Using the same setup, slower moving darts have higher accuracy and better precision, although generally get less range. Therefore, I have concluded that there is a "sweet spot" between FPS/range and accuracy/precision when using standard Nerf Elite darts of Koosh darts (Gen 3). However, I've never see anyone reference this idea. QED: I'm missing something here.

Does anyone know what I'm missing or can shed some light on my ignorance?

Also, does anyone know if the Stryfe and Rapidstrike use the same flywheel motors?

Thanks.

 15 
 on: December 10, 2015, 10:08:40 PM 
Started by darlinggluexi - Last post by darlinggluexi
The cover art from Lil Wayne's album Rebirth is featured in a black and white print on the front of this black, 100% cotton t-shirt. A brash, stylish tee from the undisputed greatest rapper alive! To see more Lil Wayne Shirt, visit my website http://lilwayneshirt4u.net

 16 
 on: December 05, 2015, 03:06:52 AM 
Started by Rai - Last post by Rai
Fellow denizens of the zombie horde!  I bring delicious news. The stage has been set for the next two battles of Humans vs Zombies! We attack Camarillo in two waves: the first game on Saturday, December 19th, and the second one on Saturday, January 2nd!

Prepare yourself for the feast, and join the event at:

DAY 1 https://www.facebook.com/events/202658016733598/

DAY 2 https://www.facebook.com/events/1658296437762901/

We ask each player to donate $10, but if you can't afford it, let us know and we can work something out! All profits will go to the Wounded Warrior Project, and any donations we make, Google will match 100%. Last year we raised over $3,600, let’s hit $4,000 this time! Google has also generously allowed us access to their arsenal of over 50 strongarm blasters, so even those without their own blasters can join in!

We're looking for admins, moderators and helpers for this coming game, so if you're interested in helping out, please send us a message.

! In the meantime, tell your friends and like our page https://www.facebook.com/camhvz and get ready to overrun these pathetic humans’ defenses!

 17 
 on: December 04, 2015, 12:32:24 AM 
Started by Ghost Reporting - Last post by torukmakto4
Ghost! You're alive! Old memories.

Oh geez. This subject, equipment fairness and HvZ.

Look, how many times have we seen the HvZ community react to some upcoming/new quantum advance in equipment with doomsday predictions for the game? Or look back on a recent period of continuous improvement and worry over game balance in the future? It was one hell of a lot of times. Too many to list. Tons of product releases and hobby developments. It has been happening all along the road from 2005 to 2015, during which time the equipment has evolved to something superior to the wildest dreams of the early players, let alone what people were once worried about "killing HvZ".

How many times have those pundits been right?

Never.

Not once in the history of HvZ.

There are a number of factors as to why; not the least of which is that HvZ is an evolutionary player vs. player struggle by nature (at least when it is healthy) and is far from one-sided. The zombies have their tools; they just aren't physical objects that are so easy to fixate on. Game balance has remained intact through all these years and not just all the equipment changes but also the massive improvement in human tactics and skill due to the decade of community experience between the very first game and now. Before anyone cites rules and moderators as the primary cause of that, anyone who has played a true vanilla game in 2015, as I have, knows that the core mechanics don't need much balancing assistance.

And there's the key point.  HvZers don't exactly have the kind of intensive training required to not make the sort of mistakes that get their brains nommed.  Even without infinite ammo we're pretty much already at the point where the average player has enough firepower that giving them even more dakka won't really make much difference.  Modern HvZ is all about outsmarting the humans and making them screw up rather than taking advantage of crappy weapons like it used to be.  Taking down a proton pack wielder is going to be basically the same as taking down somebody with a high-end Rapidstrike build: ambush them, or isolate and overwhelm them in a mass horde rush.

And this is truth.

Blasters are guns, not forcefields. And the defeat of humans nowadays, probably since at least 2012 if not earlier, is primarily driven by the failings of human players (based on skill in combat, but more importantly larger scale strategic errors) moreso than inadequate hardware. Modern loadouts are such that they can run as hard as the player can run them in nearly all cases.

As to escalation of capacity, nowadays we are probably at an inflection point where the change in human effectiveness per unit capacity increase has started to reduce and there is even less to worry about in terms of impact from these sorts of developments than there may have been early on in the transitional period mentioned above. Modern magfed loadouts can allow humans in common HvZ situations with a bit of skill/practice changing mags to keep shooting quite continuously and carry enough ammo for extended fights already. They are already so adequate that there is only a marginal remaining benefit to chase.

Bulk loaders, hoppers, airfeeds, etc. for HIR guns, as much as I don't (personal preference) really like non-magfed getting too mainstream, are not going to be a threat in HvZ. Systems like this are still squarely in a machinegun or squad support role - they are bulky, expensive to build, not very controllable, not very versatile in the way a rifle platform is, and very hungry. The predecessors to HIR Zedbuster packs are the gravity mag or drum mag equipped Nitron and the Vulcan which had capacities and fire sustainability at the time similarly notable. It isn't magic, nor will it get mass market penetration.

 18 
 on: November 30, 2015, 04:12:09 PM 
Started by Jangular - Last post by Jangular
After doing a few "standard" loadout videos, I remembered I had a ninja outfit from years back and thought it could be fun to do a light hearted and goofy sock ninja video that isn't what I would call accurate by any means, but just meant to be entertaining.

https://www.youtube.com/watch?v=F5Rqb0YaTU8

 19 
 on: November 24, 2015, 06:07:25 PM 
Started by TacticoolTactiction - Last post by Katyusha
Sock ninja is pretty much the ultimate scout/lone wolf loadout.  It's all about speed and agility, and it's also great for concealability for going to class.  It tends to be ineffective against larger packs of zombies though unless you're really good at it, and in missions it basically relegates you to the roles of either scout or hit-and-run skirmisher.  This is a very useful role but some people don't like it,so it's up to you whether or not this interests you.  As far as loadout, the Thunderbow is rather bulky and awkward and that's going to be even more of a problem for a sock ninja.  I'd recommend something more compact and capable of high RoF for if you get rushed and can't run away.  I'd also recommend ditching the hatchets in favor of a sword with more reach.  Melee is something to be avoided if possible since it puts you in tagging distance but if you're going to carry a melee weapon at least use something you can keep the zombies at arm's length with.

 20 
 on: November 20, 2015, 09:54:07 PM 
Started by Ghost Reporting - Last post by Katyusha
barring mistakes

And there's the key point.  HvZers don't exactly have the kind of intensive training required to not make the sort of mistakes that get their brains nommed.  Even without infinite ammo we're pretty much already at the point where the average player has enough firepower that giving them even more dakka won't really make much difference.  Modern HvZ is all about outsmarting the humans and making them screw up rather than taking advantage of crappy weapons like it used to be.  Taking down a proton pack wielder is going to be basically the same as taking down somebody with a high-end Rapidstrike build: ambush them, or isolate and overwhelm them in a mass horde rush.

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