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Forum Index -> UT2004 DisastrousConsequences.com
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dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
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OK I must be a complete dweeb but i cant seem to find any info on the new class updates/skills that you guys made...where are they??

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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here
Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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Talking about the updates...

For the AM class

The energy shield can it be activated when the AM player reaches a health of 1 instead of 10... and what do the different levels do? Do they use less adrenaline per hit per level?
And if so, could there be more levels perhaps 4 or 5 because I have noticed the new ability gets used up pretty quick resulting in a major absorption of adrenaline by just 2 or 3 hits while having 200 adrenaline or more ( Fromm 200 to 0 in 2 hits or so), might something be done or do we need more time to see how things work out.

For the WM class

The new damage bonus that was added from 1% to 1.5% its all fine but instead of just adding the change what about leaving it at 1% but adding 5 more levels, so it would be a total of 15 levels so the WM would have to pay for the other DB, don't give it to us for free make us pay for the extra damage ... nothing wrong with this but just a thought

For the ENG class

The energy wall is a nice addition, but I dont see it killing more than a offensive sentinel or giving more xp that a offensive or lightning sentinel so why does it cost more points. This is from what I have seen...

Defensive sent: 5
Lightning sent: 8
Offensive sent: 10
Energy wall: 12

maybe the energy wall should cost less points so another sentinel can also be made or increase the damage the energy wall does... because due to the fact that it gives less xp and points I don't see many engineers making the energy wall instead of the sentinels we can already make.


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
dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
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Szlat wrote:
here 





ok where??

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
Spike

Wicked Sick!

Joined: 01/05/2005 07:50:20
Messages: 636
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it was a link - click on it

"Not all those who wander are lost" -J.R.R.Tolkien
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Elite wrote:
Talking about the updates... 
Thanks for the feedback

Elite wrote:
The energy shield can it be activated when the AM player reaches a health of 1 instead of 10... and what do the different levels do? Do they use less adrenaline per hit per level? And if so, could there be more levels perhaps 4 or 5 because I have noticed the new ability gets used up pretty quick resulting in a major absorption of adrenaline by just 2 or 3 hits while having 200 adrenaline or more ( Fromm 200 to 0 in 2 hits or so), might something be done or do we need more time to see how things work out. 
Agreed could have been 1 - I just chose a number and 10 seemed a safer bet than 1, as I didn't want a rounding error somewhere to end up killing the player. Level 2 uses adrenaline half as fast as level 1 - so 100 adrenaline saves 50 health level 1, or 100 health level 2. I agree this may need balancing - as you say more levels or a better health/adrenaline ratio.

Elite wrote:
The new damage bonus that was added from 1% to 1.5% its all fine but instead of just adding the change what about leaving it at 1% but adding 5 more levels, so it would be a total of 15 levels so the WM would have to pay for the other DB, don't give it to us for free make us pay for the extra damage ... nothing wrong with this but just a thought 
WMs are perceived as under powered compared to other classes - this was to address the balance a bit. Could have more levels but the WM already has to spend more points to max compared to a AM, so making them spend more points seems a bit unfair. I know the very high players have spare points they want to spend, but I felt increasing the 1% to 1.5% was a better solution for everyone.

Elite wrote:
The energy wall is a nice addition, but I dont see it killing more than a offensive sentinel or giving more xp that a offensive or lightning sentinel so why does it cost more points. .....maybe the energy wall should cost less points so another sentinel can also be made or increase the damage the energy wall does... because due to the fact that it gives less xp and points I don't see many engineers making the energy wall instead of the sentinels we can already make. 
Again, time will tell how it needs balancing. I think as people use them more, they might find more powerful ways of using them - we will see.
For example, if you find a bottleneck where the monsters usually come from the other side, you can erect an energy wall, and put a low wall immediately in front of it. You then have
  • a more powerful defense sentinel that stops all the fire coming through, although it does take damage
  • a sentinel similar to a lightning sentinel for the monsters that fly through - they turn and attack the wall.
  • the low wall stops most monsters getting through. But keeps them where they will bump into the energy wall every so often and take more damage
  • Agreed it doesn't get kills quite as fast as a normal sentinel. But if the wall is in the correct place, you constantly explode rockets or flak against your side of the wall and the splash damage kills the monsters on the other side of the wall while you are perfectly safe.
    So, let's see how players use them before we decide to knock them down, or up, in points.
  • RoadKill v3.4

    Wicked Sick!
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    Joined: 06/03/2007 18:43:42
    Messages: 1085
    Location: Resurrection Hub orbiting Canada searching for More Beer
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    oh my the barrels are fun !!
    I'm the mad bomber, BOOM baby boom
    what kind of damage do they do ?
    xp from them seems minimal but I don't watch xp very well

    there are a few too many items now for engineers to scroll through though , any suggestions for keybinds ? say for buildings, turrets, and sentinels (go to first item)

    so with the energy wall splash damage does get through ?

    great work as always Szlat and thanks Dru & Shan for implementing them and adding some new maps

    http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
    dom60

    Wicked Sick!

    Joined: 09/30/2006 16:10:39
    Messages: 931
    Location: NorCal is currant home
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    ok I thought it was a link ...BUT saw/see no link..maybe its just my ver of firefox?

    but thats some good info tho!

    I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    RoadKill v3.4 wrote:
    oh my the barrels are fun !!
    what kind of damage do they do ? 
    Currently, at the core, the explosion is 150 damage per barrel.

    RoadKill v3.4 wrote:
    there are a few too many items now for engineers to scroll through though , any suggestions for keybinds ? say for buildings, turrets, and sentinels (go to first item) 
    No plans at the moment.

    RoadKill v3.4 wrote:
    so with the energy wall splash damage does get through ? 
    yes
     
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