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spidermines  XML
Forum Index -> UT2004 DisastrousConsequences.com
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Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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Hey szlat i think you should take a look at this web page if you are still interested in making spidermines for engineers... which you posted earlier??
But if you arent interested then dont bother looking.

http://www.fpsbanana.com/skins/23162

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
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Nice thought. I had forgotten about that. The mod appears to be an enhanced version of Angel Mappers Spider Steriods mutator - which most of you will already have under mutators, but changed so you can ride on the spider mine.

See this thread for the previous discussion on engineers and mines.

The basic conclusion I think was:
  • if Druid wants, he can enable the spider steriods mutator for everyone any time he wants. This would benefit everyone, but probably WMs with LW2+ most, as they will always have a mine layer.
  • To give engineers another powerful weapon is not top on most people's lists of enhancements they want to see. Engineers are considered fairly overpowered as it is, and if they are lacking, it is easy to add goliaths, cicadas, and allow more sentinels.

    So, I can't see it getting the popular vote.

    However, it might be tempting to implement a variant of the spider steriods mutator.
    At the moment, I am not keen on the way you can hide out of reach of the monsters and throw mines out. It feels a bit like an exploit. In the days before the engineer class, there were few locations where you could hide from the monsters yet not be picked up by the anti-camper. Now with corridors blocked off, it is very easy to create a place that monsters can't get into, but mines can get out.
    So, if we changed it so the standard mine damage was greatly reduced e.g. a third of what it currently does, but allow it to be charged by anyone up to three times its current damage, then this could work.

    So someone hiding and throwing mines will do less damage. Someone using mines for defending their back will do better. And the extra time taken to charge is reompensed by the extra damage. Most benefit to WMs since they have mine layers and resupply.

    Perhaps make it a skill as to how big you can grow the mines?

    I might be tempted to make it so that the bigger the mine, the slower it scurries?

    Thoughts?
  • -Jason_x-

    Wicked Sick!
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    Joined: 04/25/2007 11:40:19
    Messages: 1107
    Location: Barbados, West Indies
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    I agree that this spider- mine mod, as is, is very powerful....

    Though I do like idea of the making a spider-mine vehicle (minus the deadly explosion because ...uh..well...) they are large enough....even better with a variable size before one gets in..(but that last part is more hassle...)

    Depending on how much you reduce the power and speed...you may be better off tossing grenades onto a spider mine before setting it free...they walk slow and deliver a punch..(though not as much as giant spiders..)

    Then again they dont have as large a blast radius as the giant spiders of doom

    Opinions:
  • To give giant spider mines to engi's I say no: A little over powering
  • To give to everyone with reduced power and speed: Maybe...but not too big because like pets they can block the way...only you cant move them unless your the owner. Though making it a skill to get a bigger mine may help with that problem..(that and the fact they run everywhere due to large attack radius..) also thinking about self-damage may be bigger risk if one did decide to boost it

    Idea:
  • Make engi's capable of making the mines bigger WM..like how AM's remote max engis give the mine steroids..(though a Piercing 6 giant mine would uh....be scary...or rage one....oooh..)

  • I like the idea of a vehicle more than weapon..but maybe because Im just a fan of multi-legged vehicles...

    So yeah...

  • -Jason_X- : lvl 97 Medic
    -Jas0n_X- : lvl 59 Engineer
    -Jasôn_X- : lvl 47 Engineer
    -Jas@n_X-: lvl 42 Adren. Master

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