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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/07/2008 20:45:05
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ECHO
Wicked Sick!
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I finally have a little time to sit down and read everything in this forum
I would have to agree that the teleporter and electromagnet are pretty useless, however I say we should keep the boots of flight. Some people use it to avoid falling off a cliff, but I mainly use it for fixing a broken trans.
I wouldn't mind seeing the beam and bolt go bye-bye. The more I've thought about it, the two are overkill. The rod is more than enough for indirect attacks. The rest of the specialized LA artifacts are great.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/07/2008 22:07:02
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Micron(Micron)
Rampage
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I agree that the Beam is overpowered; perhaps some nerfing required.The bolt should be left alone except for being combined with a double damage as that combination is a great advantage wich I personally have expoloited and many are now using. I disagree with scrapping them completely, unless we are going to eliminate the advanced damage for WM players. Scrapping both of these artifacts in my opinion basically means scrapping the adrenaline class altogether. Maybe the adrenaline class should be a support class, which would require an advanced booster. If we are going to eliminate anything I think it should be the turrets, and I think the recent scores will reflect this.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 06:38:47
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-Jason_x-
Wicked Sick!
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Engineers to the best of my knowledge are nearer to the bottom of the list for now for the UT3 conversion
I agree with micron on both counts concerning the rod...
As for the beam...it is quite powerfull..(and handy in PvP against engi sents ..and the engineer which Ive seen mine die a good few times that way..)
INV wise...Ive used the Beam as a dropped artifact from other players, cant say how it is with leech but with a medic and drip, as well as seeing Am'splay it looks like it kicks major butt....
As for the turret scores...they are the equivalent...(though more expressed) effect of team work with not many players on..) ie someone jumps in the turret built by engi (usually Wonko..) and the engi sits behind the turret boosting the health and the damage bonus .....Its like a link chain...but with fewer ppl and stronger guns...(BUT no dodging..)
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-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 08:56:14
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Wonko The Sane
Dominating
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Agree with jason on turrets. Turret by itself is not overpowered (I do a lot better on feet). Its a combination of turret + boosting + small map that becomes powerfull. But every class is allowed to sit in the turret and get the same bonuses, so...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 11:02:39
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ECHO
Wicked Sick!
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I don't see the beam and bolt as an equivalent to advanced damage bonus/reduction. Those two skills are necessary to differentiate medics and WM's as the tanks (characters who can take damage) and the warriors (characters who can deal damage). LA's don't necessarily fit into either category and don't need something to balance it out. They specialize primarily in weapons enhancements which, by itself, is a very powerful skill set.
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You can never have too much precision in your soup.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 15:54:29
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Micron(Micron)
Rampage
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So would you not agree that getting rid of both of these artifacts basically leaves you with a WM without vamp or regen? Nerf them down, but dont get rid of them, or nerf the distance which they can be used.
The point I was trying to make is that we do not really need another class whos primary role is for support. If the LA class does not have the Beam/bolt it will only be left with team artifacts and the ability to max weapons, putting them in a support role.
Realistically if a LA is to become more of a support class, which I have no problem with, then the team artifacts will need increased XP when they are used and should require less adrenaline(like the medic/eng blasts).
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 20:00:46
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ECHO
Wicked Sick!
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Micron(Micron) wrote:
So would you not agree that getting rid of both of these artifacts basically leaves you with a WM without vamp or regen? Nerf them down, but dont get rid of them, or nerf the distance which they can be used.
No, I would not. WM's obviously cannot buy leech or drip. Their artifact abilities depend on the monsters, not loaded artifacts. And vice versa with regeneration and vampirism... this is what separates the two classes. An adrenaline master without the beam/bolt is not a stripped down WM.
Micron(Micron) wrote:
The point I was trying to make is that we do not really need another class whos primary role is for support. If the LA class does not have the Beam/bolt it will only be left with team artifacts and the ability to max weapons, putting them in a support role.
Realistically if a LA is to become more of a support class, which I have no problem with, then the team artifacts will need increased XP when they are used and should require less adrenaline(like the medic/eng blasts).
I'm still not seeing how keeping the beam/bolt prevents the LA class from being a support class. What about the triple (or double) and globe? That's not team related. I'm not against LA becoming more support either, but I don't think it should be more offense-related than WM's. The beam/bolt does just that.
There's still a lot of XP to tap into using the rod or triple.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 20:30:01
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(DC)DEMONSLAYER
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ECHO wrote:
No, I would not. WM's obviously cannot buy leech or drip. Their artifact abilities depend on the monsters, not loaded artifacts. And vice versa with regeneration and vampirism... this is what separates the two classes. An adrenaline master without the beam/bolt is not a stripped down WM.
Uh, WM's do not depend on monsters or the related artifacts, unless I'm missing something. Or are you referring to the dropping of artifacts when a monster is killed?
As far as I'm concerned, let's get one class (with the possible related abilities) going in UT3 Invasion mode(vote for WM first), resolve any issues with the first class, and then add another class (one at a time) until we have ported over all of the possible standards we currently have.
I kinda dislike the idea of trying to do a "bulk" transfer of all possible/potential classes and abilities from UT04 to UT3 without trying out each class first and learning what works and what doesn't.
I generally try to stay out of the discussion since most of the threads on UT3 are beyond my keen!!!!!!
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 20:37:22
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ECHO
Wicked Sick!
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(DC)DEMONSLAYER wrote:
Uh, WM's do not depend on monsters or the related artifacts, unless I'm missing something. Or are you referring to the dropping of artifacts when a monster is killed?
I should have phrased that sentence differently. Yes, you are correct. I was referring to the fact that WM's don't get artifacts unless they are dropped, so it's almost like the class is artifactless. Some maps I do not pick up a rod or triple as a WM.
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You can never have too much precision in your soup.
"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 20:48:01
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(DC)DEMONSLAYER
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Interesting enough, I hardly use any artifacts with my WM, except for the MWM once in a great while. I much prefer using my adren for combos instead. That's why you see me dumping artifacts all the time.
So, are the planners/developers dumping the combo setup? I don't recall much discussion on that subject.
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Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson
Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 22:32:22
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Micron(Micron)
Rampage
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ECHO wrote:
(DC)DEMONSLAYER wrote:
Uh, WM's do not depend on monsters or the related artifacts, unless I'm missing something. Or are you referring to the dropping of artifacts when a monster is killed?
I should have phrased that sentence differently. Yes, you are correct. I was referring to the fact that WM's don't get artifacts unless they are dropped, so it's almost like the class is artifactless. Some maps I do not pick up a rod or triple as a WM.
Honestly when I was playing my WM I thought that artifacts were an unfair advantage, even if the chances of picking them up was less I still managed to get all the artifacts I needed(triple,rod,globe) at least 80 percent of the time, making the WM a partial loaded artifact character anyways(This of course puts all classes in the same category). My best estimate for rolling a vampiric weapon would be less than 5 percent(believe me i have tried hundreds of times to roll a desired weapon)
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/11/2008 01:55:31
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Disiple
Killing Spree
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I like to see a few new artifact . Perhaps instead of globe you could have reflecting and instead of double you could have piercing. THis you see more of and effect of magic weapons when you have higher level players on.
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