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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/08/2010 21:41:05
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Trooper
Godlike
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BUT its essentially a FULL medic, just lacking an extra 50 health, WITH vamp, WITH Energy Leech, WITH Resupply.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/08/2010 22:02:16
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dom60
Wicked Sick!
Joined: 09/30/2006 16:10:39
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but without xp for healing also!
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I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!  |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/08/2010 23:10:45
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Trooper
Godlike
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Joined: 05/17/2008 15:32:06
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its balanced for xp maybe but not for POWER
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/08/2010 23:19:25
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Jefe
Godlike
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Joined: 11/05/2008 22:52:53
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I'm missing that healing XP
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The new DC server:
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/08/2010 23:34:04
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Let's wait and see. I am not too worried about it being strong at low levels as they are also very team beneficial, without getting more xp than other classes.
If it is too strong at high levels we will nerf it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/08/2010 23:59:06
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F8_AL
Rampage
Joined: 05/31/2008 05:21:22
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i can't see it getting too powerfull, your cut of at 2 levels of vamp, which would probably have been the main factor in them being overpowered. I even think they may be a bit underpowered at high level, becuase as szlat said they have not offensivce pets/sentinels, and they are going to be a fairly average fighter alone compared to a WM, AM or MM
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((> > F8_Al < <))- level 159 engineer
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/09/2010 08:44:07
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dom60
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all I know is that I do spend a fair amount of time healing when I'm playing my gen char... so I'm not killing and getting xp that much but keep'n others alive so we can win the map and get that BIG 80 points XP at the end
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I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!  |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/15/2010 16:22:42
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Elite
Godlike
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okay so I found another problem... due to many people now playing the general class, and not only that but also engineers being on, the extreme medic does not get enough xp through healing as it should. When subclasses become open to the lower levels, I believe the majority of the medics will shift to the monster master subclass. I was playing around with the extreme medic subclass and came to a conclusion. I think the experienced healing which at the moment gives 1% xp for healing should be bumped up to 2% xp. Currently at experienced healing maxes out at level 20 which means 20% xp for healing, this would mean it would increase to 40% xp. It sounds like a big jump but I strongly believe the subclass needs it.
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WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
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Most rocket launcher kills: 459 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/15/2010 19:01:48
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Spacey
Wicked Sick!
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Joined: 01/07/2005 21:28:14
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Elite wrote:
okay so I found another problem... due to many people now playing the general class, and not only that but also engineers being on, the extreme medic does not get enough xp through healing as it should. When subclasses become open to the lower levels, I believe the majority of the medics will shift to the monster master subclass. I was playing around with the extreme medic subclass and came to a conclusion. I think the experienced healing which at the moment gives 1% xp for healing should be bumped up to 2% xp. Currently at experienced healing maxes out at level 20 which means 20% xp for healing, this would mean it would increase to 40% xp. It sounds like a big jump but I strongly believe the subclass needs it.
I have been seeing another problem, which is related to this and which I have mentioned before. Take a map which I can normally score well on, and halfway keep the adren going, and throw in a couple of engi's, generalists, or other even moderately heavy hitters (the more players, the less it takes), and not only does my XP drop off as folks are observing, but I am running out of adren more and more, where I have no luck of killing a pupae, much less surviving against the higher level titans, queens, etc.
BTW Szlat... I hope when you collect your stats, you are handling things like players entering/leaving the game in the middle, perhaps multiple times, and can also piece together which map it was and who was playing what. These are things which can greatly affect what scores will be.
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*BEL*_e (spacey), BEL Clan General -- You Frag em, I'll Slag em!
LA -- *BEL*_e (level 283 - Extreme AM), LW -- *BEL*_o (level 26) MM - ?? ( *BEL*_Rolaids ?? *BEL*DrWho??, Engineer... *BEL*BS_E_E [BSEE '89, Ohio U] (level 22)
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/15/2010 19:06:01
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Thè-Hättêr
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i know the default answer, but i dont lose anything asking. any plans for the entering of extreme or subclasses ? a date?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/15/2010 20:52:36
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RoadKill v3.4
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In my limited experience with the XAM in later waves I'm usually out of adren ,but being able to use beam with only 2 adren helps
with Xmedic I can usually out xp (or close to top) most players if there isn't a bunch of Engis on (lotsa def sents and shield regen)
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/16/2010 16:20:43
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Szlat
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Elite wrote:
okay so I found another problem... due to many people now playing the general class, and not only that but also engineers being on, the extreme medic does not get enough xp through healing as it should. When subclasses become open to the lower levels, I believe the majority of the medics will shift to the monster master subclass. I was playing around with the extreme medic subclass and came to a conclusion. I think the experienced healing which at the moment gives 1% xp for healing should be bumped up to 2% xp. Currently at experienced healing maxes out at level 20 which means 20% xp for healing, this would mean it would increase to 40% xp. It sounds like a big jump but I strongly believe the subclass needs it.
I agree with the addition of engineers and the general class that medics have less to heal. This will also be affected by the hybrid classes becoming available at lower levels - which will mean more players have access to medic loaded healing 2.
However, I am not sure about the solution of upping xp granted to 2% per level. This will mean huge amounts of xp when no other general/medics are on, but not that much improvement when there are lots of other healers on.
Instead, I suggest that extreme medics should be able to heal better - so up the max from +150 to +200 above for them. This will give them a clear +100 above what hybrids and the general class can heal to.
I think extreme medics will always be rare, so let them have a real influence when they are on. The 2% change gives more xp to them, but doesn't really help othes much - whereas others will see the benefit of the +200.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/16/2010 16:29:04
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Szlat
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Spacey wrote:
I have been seeing another problem, which is related to this and which I have mentioned before. Take a map which I can normally score well on, and halfway keep the adren going, and throw in a couple of engi's, generalists, or other even moderately heavy hitters (the more players, the less it takes), and not only does my XP drop off as folks are observing, but I am running out of adren more and more, where I have no luck of killing a pupae, much less surviving against the higher level titans, queens, etc.
I don't fully understand what you are after here? What subclass are you playing? You say you get problems as other players get killed - yes as a high level you will. But the record for the highest xp for a map currently goes to an Extreme AM - so don't tell me they are under-powered.
Spacey wrote:
BTW Szlat... I hope when you collect your stats, you are handling things like players entering/leaving the game in the middle, perhaps multiple times, and can also piece together which map it was and who was playing what. These are things which can greatly affect what scores will be.
I note how long the player was playing for on each log, so a xp per minute value is still valid. For most of my information, I limit the results to those players that have been on for at least 20 mins.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/16/2010 16:56:39
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Trooper
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the thing is that most AMs seem to be the running around using beam alot. it seems extreme AM mostly uses spheres in a base. thats why they get more xp per map, not because they are killing more but because they are milking a high density area with a sphere during times when its not needed, doing the team little benefit. thats what he was saying about underpowered; underpowered in points and kills, overpowered in xp
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/16/2010 21:14:39
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Elite
Godlike
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Well I would of suggested the extra 50 hp for the extreme medics but did not know if you would approve on that. Also wouldn't the other extreme classes complain for some unique advantage like the one you are going to give for the extreme medics?
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WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
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