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Search found 273 matches
- Sat Jun 09, 2018 3:58 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Weapons Dropping from Grab shouldn't Stun Players
- Replies: 7
- Views: 4316
- Gender:
Re: Weapons Dropping from Grab Stun Players and Do Damage
Nice post. It could also happen if Khnight was shooting with the uzi, for example. One possible way to fix this is to raise the minimum velocity required for a dropped item to hit someone.
- Fri Jun 08, 2018 3:16 am
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: weird melee hitbox
- Replies: 6
- Views: 3952
- Gender:
Re: weird melee hitbox
There will always be small variations (like a few "SFD-pixels") for players in online games. Analyze the pattern in the map editor as it strips away the client/server side + ping variations introduced otherwise. I repeated what I did in the video (the one with the chain and the bot) in the map edit...
- Fri Jun 08, 2018 1:32 am
- Forum: SFD Status Updates
- Topic: Status update 2018-06-06
- Replies: 14
- Views: 7498
- Gender:
Re: Status update 2018-06-06
Some of you have only experienced it through the video for a few minutes to which I say: give it some time. It's a really "flashy" effect, no wonder it surprised everybody. But, even if an option to turn it off is made available, I'm definitely going to give it a chance. On the plus side, it remind...
- Wed Jun 06, 2018 11:59 pm
- Forum: SFD Status Updates
- Topic: Status update 2018-06-06
- Replies: 14
- Views: 7498
- Gender:
Re: Status update 2018-06-06
Yeah, people were discussing about the red flashing. Basically, some people liked it on some situations: when objects and players are burning, I think the red filter looks pretty cool: https://i.imgur.com/zGtONhi.png But almost everyone thought the red flashing when objects take damage was distracti...
- Tue Jun 05, 2018 9:23 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Make counter attacks more reliable
- Replies: 3
- Views: 2677
- Gender:
Make counter attacks more reliable
Something that's been bothering me for a while is how we can block counters, very often too. I think this happens more often now than in older versions, might be because of the change in the ADAD melee - the block/punch animation was changed slightly in duration? Here's a video example (map was made...
- Tue Jun 05, 2018 8:09 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: weird melee hitbox
- Replies: 6
- Views: 3952
- Gender:
Re: weird melee hitbox
Sree It's not just the visual art. I tested it a bit more, here's the video: https://youtu.be/X-g_Z_TuA_4 Zoom in and notice how the chain visually touches him while I'm on his left side, but on the right side, the chain doesn't even touch him and the hit connects. Maybe it has something to do with...
- Fri Jun 01, 2018 11:55 pm
- Forum: Superfighters Deluxe
- Topic: Weird Player-made Ingame Rules
- Replies: 16
- Views: 9285
- Gender:
Re: Weird Player-made Ingame Rules
Oh no, this is turning into another "grab nerf" thread! In response to the original post: I usually don't like when players say "runner", "grabber" etc, but I don't care anymore, I just find it funny. Eventually they'll realize that sometimes they have to play dirty to win in this game. You also hav...
- Sun May 27, 2018 4:39 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Grab nerf
- Replies: 93
- Views: 44393
- Gender:
Re: Grab nerf
These stamina changes in grabs are great! Combos are a healthy addition to gameplay, they require skill, they're rewarding and make melee more dynamic. But having full stamina after doing a combo surely was a problem. Now that this stamina change is done, I agree with Noble that maybe Gurt and Hjärp...
- Tue Apr 24, 2018 6:37 pm
- Forum: Superfighters Deluxe
- Topic: What does this chinese neon sign say?
- Replies: 17
- Views: 10024
- Gender:
Re: What does this chinese neon sign say?
I love mysteries... Here's what I found out: First, I drew the most simple ideogram, the third one from the orange sign. Google translate has a tool that allows you to draw the word and it gives you suggestions of what you tried to drew. Then, google suggested "soldier" and I noticed it was using th...
- Sun Apr 01, 2018 1:13 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Weapon reworks!
- Replies: 6
- Views: 4919
- Gender:
Re: Weapon reworks!
These suggestions remind me a bit of Fortnite, which I have been playing recently, hehe. I liked all your suggestions, except for a few details. -Snipers: Having a single shot loaded seems like a great idea to nerf sniper in close range. If you miss, you get punished with a long reload time, without...
- Mon Mar 19, 2018 8:01 pm
- Forum: By design
- Topic: Simple mistake in the survival map
- Replies: 6
- Views: 4265
- Gender:
Re: Simple mistake in the survival map
It's not because of low settings, maybe this drawing makes it more clear:
The light grey lines correspond to the blue lines, it's just light on the side of the metal structure.
The light grey lines correspond to the blue lines, it's just light on the side of the metal structure.
- Thu Mar 15, 2018 9:30 pm
- Forum: By design
- Topic: Knockdowns without critical hits
- Replies: 4
- Views: 2739
- Gender:
Re: Knockdowns without critical hits
It didn't seem like "multiple projectiles" in the second case I described. But if the effect/mechanic can last a few seconds, then the guy was probably being shot a few seconds earlier (maybe 2 seconds) which explains the knockdown.
- Thu Mar 15, 2018 6:48 pm
- Forum: By design
- Topic: Knockdowns without critical hits
- Replies: 4
- Views: 2739
- Gender:
Re: Knockdowns without critical hits
Oh, I know that sometimes you get knocked down for taking many bullets, as happens with automatics often, but maybe I explained it wrong. I meant to say that sometimes the non-critical hit knocks down players (even if he didn't take too many shots in a row), and sometimes it doesn't. I shot a CPU se...
- Thu Mar 15, 2018 3:30 pm
- Forum: By design
- Topic: Knockdowns without critical hits
- Replies: 4
- Views: 2739
- Gender:
Knockdowns without critical hits
As far as I know, the sniper has 75% chance of critical hit, and the critical hit does 45 damage, while a non-critical deals 30 damage. But sometimes, you hit a critical (the enemy gets knocked down) but he only takes 30 damage. I just tested it in a damage testing map I made. PS: sometimes the magn...
- Tue Mar 13, 2018 11:35 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Knife nerf/throw nerf
- Replies: 10
- Views: 6965
- Gender:
- Tue Mar 13, 2018 11:28 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Grab nerf
- Replies: 93
- Views: 44393
- Gender:
Re: Grab nerf
Gurt (first time using mentions, yay) I hope you guys don't remove combos completely, because I like them too, but I'm curious about what kind of changes to the recovery roll you'll be testing. After a lot of discussion, it seems like the community can't make up their mind about what to change in g...
- Tue Mar 13, 2018 1:49 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Voting next map at the END of a round?
- Replies: 1
- Views: 1891
- Gender:
Voting next map at the END of a round?
Here's a suggestion. I think we should vote on the next map at the end of a round, not at the beginning. At the beginning, we're busy checking our surroundings, searching for items or even fighting. I don't know about you, but I always forget to vote for the next map. Another possibility is to displ...
- Sun Mar 11, 2018 9:02 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Grab nerf
- Replies: 93
- Views: 44393
- Gender:
Re: Grab nerf
About the hitbox, the grab sometimes can feel like the guy has magnets on his hand: https://media.giphy.com/media/lK15N787Ar61FD7sle/giphy.gif Maybe the grabs shouldn't connect in this situation, but from a balance perspective, it would make players "exploit" even more the strategy of jumping on top...
- Fri Mar 09, 2018 1:58 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Grab nerf
- Replies: 93
- Views: 44393
- Gender:
Re: Grab nerf
First I'll explain a new idea I had, then I'll explain why. Grab rework idea: -Grabs will be way faster, almost as fast as a punch. -You can't throw your opponent anymore. -The grab punch deals as much as a regular punch. 8.5, or maybe 10-12. -Finishing move: If you grab an opponent with 15 health o...
- Wed Mar 07, 2018 10:26 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Grab nerf
- Replies: 93
- Views: 44393
- Gender:
Re: Grab nerf
The in-universe reason for the high damage, at least in my imagination, is that the person receiving the punch is defenseless. It's a bit like a finishing move. Like in the movies, where the hero or villain charges up the mighty punch that knocks their enemy out. If anything, we might need ideas on...