Property damage should count towards building haunt, the only real 'health' the busters have, whereas the ghost has 3 respawns *which can be found and destroyed by the invincible team.* Like in prop hunt, shooting proper props hurts you until death. In this, it's fucking up the building, that should be good for the ghost, whose goal is 'fuck up the building'
Early on alot of em skipped the tutorial, and never learned how the ghost was intended to play. Nor does the game make the correct strategy excruciatingly obvious as it needs to be for people who don't pay acute attention to dynamic UI elements. The fastest way to haunt the entire building is to haunt individual rooms by possessing items and making them start acting out on their own. Scaring civvies is a nice bonus, but is time consuming and honestly best done tangentially as you roam to force busters to calm them down or risk losing early. If the busters spend all their time tracking down rifts while ignoring the ghost, the ghost gets to very very rapidly haunt entire rooms. Each room does something like 30ish percent of the entire building's haunt, and haunted items can only end up scaring civvis- which can cascade very quickly. It's important for busters to have people harrying the ghost, forcing them to rotate between a set of rooms instead of focusing on only one while 1 or 2 track down rifts or deal with civvies. ATM whenever the salt squad plays ghost they just meander around aimlessly instead of rotating and rarely ever possess items, meaning that the busters can just chase them around for a longass time while the ghost gets nothing done. In am ideal competitive scenario, the ghost will rotate between 2 or 3 rooms that it has fast exclusive access to (meaning it can get there quickly, but the busters can't. Usually due to flight allowing them to ignore staircases and the like) booing civs as they go along and possessing items to buy themselves time while the haunt meters of the individual rooms steadily increase. The red ghost (which the squad has identified as the "best" one) is specialized at fighting the busters directly, with powerful direct attacks. But it doesn't have very good room haunting abilities like the pink ghost does- meaning it HAS to fight the hunters and scare civvies in order to keep up.
I have a question for sam. Do you trim off the hair in the center of your moustache or does it just grow that way? Genuinely curious because I like the style fam.
With the level of property damage Sam and Kaif accumulated, I'm pretty sure the hospital would've rather had the poltergeist around instead of them xD
They're gonna end up with more ghosts now...
Civilians: "Oh my god! Our hospital! I can't believe the ghost did all this!"
Kaif and Sam: "... Oh yeah, shit, what an asshole ghost eh?"
Property damage should count towards building haunt, the only real 'health' the busters have, whereas the ghost has 3 respawns *which can be found and destroyed by the invincible team.*
Like in prop hunt, shooting proper props hurts you until death. In this, it's fucking up the building, that should be good for the ghost, whose goal is 'fuck up the building'
It’s cool seeing everyone getting goo’ed and still coming out ontop
It seems really hard for the ghost to win in this game
Early on alot of em skipped the tutorial, and never learned how the ghost was intended to play. Nor does the game make the correct strategy excruciatingly obvious as it needs to be for people who don't pay acute attention to dynamic UI elements.
The fastest way to haunt the entire building is to haunt individual rooms by possessing items and making them start acting out on their own. Scaring civvies is a nice bonus, but is time consuming and honestly best done tangentially as you roam to force busters to calm them down or risk losing early. If the busters spend all their time tracking down rifts while ignoring the ghost, the ghost gets to very very rapidly haunt entire rooms. Each room does something like 30ish percent of the entire building's haunt, and haunted items can only end up scaring civvis- which can cascade very quickly.
It's important for busters to have people harrying the ghost, forcing them to rotate between a set of rooms instead of focusing on only one while 1 or 2 track down rifts or deal with civvies. ATM whenever the salt squad plays ghost they just meander around aimlessly instead of rotating and rarely ever possess items, meaning that the busters can just chase them around for a longass time while the ghost gets nothing done.
In am ideal competitive scenario, the ghost will rotate between 2 or 3 rooms that it has fast exclusive access to (meaning it can get there quickly, but the busters can't. Usually due to flight allowing them to ignore staircases and the like) booing civs as they go along and possessing items to buy themselves time while the haunt meters of the individual rooms steadily increase. The red ghost (which the squad has identified as the "best" one) is specialized at fighting the busters directly, with powerful direct attacks. But it doesn't have very good room haunting abilities like the pink ghost does- meaning it HAS to fight the hunters and scare civvies in order to keep up.
Matteo lost that round because the building haunt spiked to 100% as the rest of you started capturing him. Win to lose I guess.
sam is a menace to society
I don't think anyone is surprised
Hope everyone is having a good day!
I hope you are as well :)
Combine all the property damage Sam caused, and you've got an average medical bill here in the U.S.
I have a question for sam. Do you trim off the hair in the center of your moustache or does it just grow that way? Genuinely curious because I like the style fam.
natural
The hit game, Abovus
Pog busters!
if the salt raiders could change the ectoplasm color what color would they choose?
sam is the best ghost...not as in skill but in entertainment factor as ghost xD
yee
lmao this game is an unbalanced mess, but its pretty fun
gggg
I'm first yeah