revert sleeping carp back to the old times

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saprasam
Joined: Fri Nov 16, 2018 11:42 pm
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revert sleeping carp back to the old times

Post by saprasam » #564131

ok carp's garbage again i will argue that we should bring back the old carp with the balanced and fair instakill combo yes yes? very fun compared to flash punch kick punch kick
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Shadowflame909
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Re: revert sleeping carp back to the old times

Post by Shadowflame909 » #564132

saprasam wrote:ok carp's garbage again i will argue that we should bring back the old carp with the balanced and fair instakill combo yes yes? very fun compared to flash punch kick punch kick
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Super Aggro Crag
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Re: revert sleeping carp back to the old times

Post by Super Aggro Crag » #564142

he not ded plz buff
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Flatulent
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Re: revert sleeping carp back to the old times

Post by Flatulent » #564183

new grabs courtesy of necromanceranne make it unfeasible sorry
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SkeletalElite
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Re: revert sleeping carp back to the old times

Post by SkeletalElite » #564197

Revert to old carp
Take away the grab
Give it tackling with a big bonus.
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NecromancerAnne
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Re: revert sleeping carp back to the old times

Post by NecromancerAnne » #564201

Flatulent wrote:new grabs courtesy of necromanceranne make it unfeasible sorry
This is some rose tinted shit right here. While sleeping carp had aggrograbs you also could double resist chances (due to a bug), the grab was a special restrain version similar to CQC and the math was only half as forgiving but occured more frequently. You basically only used the aggrograb to put someone in place to then set up the stomach knee, then juggle the stuns you have left. Most people just hammered harm punches once they landed stomach knee, as that had an rng stun, but I used headkick for maximum damage output and stuns.

The aggrograb was more notorious for it disarming you of your stuff and robbing you of handuse unless you rng out by rapidfire pressing the movement and resist keys, and being mostly completely silent for most of it's lifespan, short of the huge warning text.

Edit: Also were you one of those people abusing grab's broken math. Sad. :3c
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saprasam
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Re: revert sleeping carp back to the old times

Post by saprasam » #564329

NecromancerAnne wrote:
Flatulent wrote:new grabs courtesy of necromanceranne make it unfeasible sorry
This is some rose tinted shit right here. While sleeping carp had aggrograbs you also could double resist chances (due to a bug), the grab was a special restrain version similar to CQC and the math was only half as forgiving but occured more frequently. You basically only used the aggrograb to put someone in place to then set up the stomach knee, then juggle the stuns you have left. Most people just hammered harm punches once they landed stomach knee, as that had an rng stun, but I used headkick for maximum damage output and stuns.

The aggrograb was more notorious for it disarming you of your stuff and robbing you of handuse unless you rng out by rapidfire pressing the movement and resist keys, and being mostly completely silent for most of it's lifespan, short of the huge warning text.

Edit: Also were you one of those people abusing grab's broken math. Sad. :3c
bring back damage resistance in a lesser form so carp doesn't get killed by people immediately
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