Author |
Message |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/10/2009 06:18:57
|
F8_AL
Rampage
Joined: 05/31/2008 05:21:22
Messages: 145
Offline
|
i have read about the possibility of the engineer link guns seconday fire being reduced. i disagree with this but do have an aidea that could enclude it.
At a certain level the engineer could choose one of two pathways, one more offencive and one morem defencive.
The defencive option would enable a third defence sent and the link beam woud be shorter but allot better at healing your constructions.
The offencive route would lengthen the link beam and maybe strengthen it, decreasing its effectivness at healing your constructions to that of a normal link gun. you could allso have a "drone" which comes in a mod which i no has been discussed before called "Drones v1.3". this drone would help shoot and would heal your shileds slowly if they fell below a ertain level. this would encourage the engineer to maybe plays a little more ofencily like the medic. the defence engis would make the bases, the offence enjis would be more like a medic but with shileds.
Any more ideas or comments?
|
((> > F8_Al < <))- level 159 engineer
My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474
You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/10/2009 06:29:08
|
F8_AL
Rampage
Joined: 05/31/2008 05:21:22
Messages: 145
Offline
|
or if not the dron, they could have shield vampirism?
|
((> > F8_Al < <))- level 159 engineer
My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474
You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/10/2009 11:04:18
|
tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
Offline
|
If engineers had shield vampirism, I would suspect Sheild Regeneration would not exist anymore.
|
TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/10/2009 14:20:24
|
F8_AL
Rampage
Joined: 05/31/2008 05:21:22
Messages: 145
Offline
|
mmm thats is a point but then that would be the idea that each branch would have something different
|
((> > F8_Al < <))- level 159 engineer
My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474
You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/10/2009 15:04:12
|
tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
Offline
|
Well they're already the original Regeneration and Vampirism. There's already something different for each class, but if we were discussing a Junkie thing since they have no way of healing themselves, it might be easier to enforce.
|
TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/11/2009 11:17:07
|
F8_AL
Rampage
Joined: 05/31/2008 05:21:22
Messages: 145
Offline
|
Allso what about an armour blast that heals ur vehicles and/or sents that can be used in vehicles?
|
((> > F8_Al < <))- level 159 engineer
My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474
You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/11/2009 16:51:58
|
tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
Offline
|
F8_AL wrote:
Allso what about an armour blast that heals ur vehicles and/or sents that can be used in vehicles?
That sounds nice, but it would only benefit the engineers unless you are healing vehicles on onslaught maps or healing another player that is using an engineer's creation.
|
TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/13/2009 04:11:48
|
F8_AL
Rampage
Joined: 05/31/2008 05:21:22
Messages: 145
Offline
|
what about reflecting pads like the metal titans so that you can shoot around corners by bouncing your link shots of it? this would mean it would be easier to stay alive
|
((> > F8_Al < <))- level 159 engineer
My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474
You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/13/2009 17:35:49
|
tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
Offline
|
I like that idea, I have nothing against it. But its more of a base hiding technique, not a chance to stay alive.
|
TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/19/2009 18:29:59
|
Elite
Godlike
![[Avatar]](/dcforum/images/avatar/7fa732b517cbed14a48843d74526c11a.jpg)
Joined: 10/21/2007 13:24:50
Messages: 417
Offline
|
There is something on my mind that has troubled me for some time... and I have heard of a couple of engineers that seem to have the same mentality as I have about the engineer class. I find it frustrating having to destroy both of my sentinels when I only want to destroy one of them. Also if there will be 3 def sentinels possible in the next druids build will this also destroy all of them; this will create an unnecessary waste of time. Now what I suggest will not make the eng class stronger just more efficient.
Can there be a way for us engineers to choose which sentinels to destroy, possibly showing the sentinels that are alive on the left middle portion of the screen right above the artifacts of the engineer. And then choosing which of the 2 or 3 to destroy. This would help greatly instead of destroying 2 sentinels or for future tense 3 sentinels.
Now here are my questions:
1.If this can be applied can it also be applied to the medic class for their 3 pets? Also showing which pets are alive
2.Can this be an ability adding on to the awareness skill that both medics and engineers have? For engineers it would show the health of the sentinelss on their screen to know which needs healing, and for the medics it would show the health of their pets on their screen to also know which needs healing.
3.Also when can we expect all these changes mentioned in the next build to actually happen or be applied to the game?
|
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 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/19/2009 20:06:48
|
tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
Offline
|
Ive had that on my mind also elite.
I was thinking of an artifact called "Select Sentinel" or "Select Turret" or whatever. When the player uses the artifact, it will cycle through sentinels/turrets/etc by putting a crosshair of somesort over the player's sentinels. When a certain sentinel has the crosshair over it, that sentinel is considered "selected." Another artifact called "Destroy Selected Sentinel" or whatever will destroy the selected sentinel. I would find this very useful, and it seems do-able since I have seen something like this before, only you would select certain turrets to defend on some UT mod.
I always find it annoying to have to destroy all the sentinels or whatever and have to rebuild them.
If this solution is not possible, or is not considered, I have one other suggestion. Get rid of the timer. This would save the time to rebuild the sentinels if one is in the wrong spot or something, but I would highly recommend the one with selecting constructions.
|
TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/19/2009 23:44:24
|
Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline
|
Whilst I understand the desire for being able to destroy individual sentinels, I am not sure that it should be provided. I think Engineers should have to think ahead, rather than just live for the now. If they want 3 defense sentinels for wave 6, then don't expect to fix it in the break between waves 5 & 6 - start thinking in wave 4. And if you lose some sentinel kills in the meantime, I think that is ok. I am not at all sure you should be able to quickly change the sentinels deployed. Giving this ability would make engineers more powerful. Druid never agreed to giving AMs artifacts to generate specific weapon types, and I think this will fall in the same "step too far" category.
Perhaps it should go the other way - if an engineer gets rid of a sentinel, he should lose half the xp it generated? (I am not really serious but just trying to show alternative viewpoints) I think the current set-up is a nice balance. But that is just my opinion. Druid may decide differently.
However, there is a new ability called RapidBuild which should speed up the rebuilding process. I am not planning to do any more in the short term to help Engineers. I want to see how the current set of changes work when they go live.
The next build of course will be when Druid does it. I suspect that may be in about a month, but I, like everyone else, can only guess.
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/20/2009 09:43:50
|
Thè-Hättêr
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/2387337ba1e0b0249ba90f55b2ba2521.jpg)
Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline
|
why not a gun than can inflict damage to the turrets ? in that way everything could be easy ( and the gun does no damage to monsters or whatsoever, only to constructions)
|
"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--
thanks road
working on a new skill please support and advice would be great |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/20/2009 10:16:19
|
Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline
|
Thè-Hättêr wrote:
why not a gun than can inflict damage to the turrets ? in that way everything could be easy ( and the gun does no damage to monsters or whatsoever, only to constructions)
And make sure DemonSlayer has one.
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 04/20/2009 14:22:25
|
tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
Offline
|
Rapid Build sounds interesting..
Maybe that could be the solution for constant talk about "the engineer link gun being too powerful." Maybe the ability would only affect the amount of damage done when linked, which is then turned into health. Otherwise it acts normally in combat. If this was put into place how about an ability called "Shaft Extension" or something that extends the distance of the link shaft. I find it difficult to build a linking station too far away from a turret while it being in a safe spot.
|
TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
|
 |
|