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Energy Wall feedback  XML
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Location: UK
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So now that the Energy Wall has been around a bit, any feedback on it?
Too expensive?
Doesn't do enough damage/does too much damage?
Should have a longer/shorter maximum length?
More or less health?
Should it always take out titan rocks or just treat them the same as other projectiles (as now)?

(Before someone suggests that it should let friendly projectiles through and just stop enemy ones, that is difficult to code and probably too powerful a change)

What ways does it work best? Anyone tried the low wall in front of an energy wall?
RoadKill v3.4

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Joined: 06/03/2007 18:43:42
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the low wall on the player side works rather well against most monsters , in some intersections,were monsters have to come in that way
the problem is when they just sit back and hammer at it
I think it is a bit too expensive but fear allowing it and a lightning sentinel would be too powerful
damage is good , health is good, bigger would be better as it could cover a large area but take more damage (nice balance)
i still prefer a high wall with the hole to shoot through, an offensive sent and defensive sent

in bigger maps a paladin behind it creates quite a bit of chaos
seems that it is being used more as a defensive sent as its offensive capabilities are very limited in later waves (warlords just hover above it LOL )

oh and I LOVE the barrels

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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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RoadKill v3.4 wrote:
I think it is a bit too expensive but fear allowing it and a lightning sentinel would be too powerful 
So would making it 10 points rather than 12 be better, so at least you can spawn a def sent as well?

RoadKill v3.4 wrote:
oh and I LOVE the barrels  
Now separate thread.
greg11

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Joined: 02/10/2008 20:00:40
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Szlat wrote:
So would making it 10 points rather than 12 be better, so at least you can spawn a def sent as well? 


I don't find the energy wall useful enough to use. I would rather use blocks and def sents. If I could spawn a def sent with an ewall, I might go for it.
Elite

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Joined: 10/21/2007 13:24:50
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perhaps if you change the properties a little it could become more useful. Like making the wall a bit thicker and also slowing down any monster passing through it, and perhaps increasing the damage, now this would make it worthwhile.

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Thè-Hättêr

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Joined: 06/09/2008 23:49:41
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i got a feedback!!

well it cost like 2 def sents, and sure it does defend well, however it dosent give exp for each proyectile down like def sents...

so far i only have used 1 time... and was wave 12 we were few and we got saved by the energy wall.. but i didnt get any exp--

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well, I have used them (energy walls) in the 217 version a lot (NOT on a the DC server though), and I think they are VERY useful. I have a thought for you...

shift the engineer "building" emphasis away from "blocks" and on to different types of energy walls. Since the engineer is a "techie" I think it would make more sense to have different types of energy walls they can make, and NOT to summon "bricks" out of thin air.

I propose this kind of concept:

walls would all be unidirectional, have the same properties from both sides

walls could be built as "LOW", "MED", or "HIGH" (3 heights)

RED energy wall: stops all projectile weps, allows energy weps through
--moderate damage to walk through for player & monsters
BLUE energy wall: stops energy weps, allows projectile weps through
--light damage to walk through for players & monsters
GREEN wall: acts like a solid wall. nothing can pass through
--Cannot go through at all
YELLOW wall: Does damage only. does not stop projectiles.
--High damage to go through.

Obviously layered walls would accumulate their effects to give the desired result.

so a yellow wall in front of a green wall, would let monsters sit "in' the yellow wall and take damage, but not be able to reach the players behind the green one.

This would be more "techie" and less "magic", as engineer is deploying high tech barriers, and creating not walls from nothing.

Diff types and sizes of walls would have diff cost. In the scenerio above, the Green and blue walls should stop the player sent's as well...

Just a thought.

-Bunny






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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Some extra thoughts about energy walls, which I can't remember seeing mentioned anywhere.

One of the problems is that monsters often stand on the far side of the wall attacking it, and it is difficult to kill the monsters without going through the wall.

Two ways around this:
  • You can crouch down and fire rockets at the monsters feet. This goes just under the bottom of the energy wall.
  • You can spawn barrels just over the wall and drop them on the far side - it makes a nice splash when they explode. I was using large barrels as I was trying out an Extreme Engineer, but the same will apply with normal barrels.

    Oh, and there is a temptation at high levels to spawn two energy walls parallel to each other, so monsters have to go through both of them. Unfortunately, it means you can't link to the far wall to heal it. A better idea is to spawn a low wall on your side of the energy wall. The monsters stop, and keep steeping back into the energy wall thus taking more damage. You can then fire rockets at the monsters - if you miss it hits the wall behind them and kill thems with splash damage.
  • greg11

    Wicked Sick!

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    Szlat wrote:

    Oh, and there is a temptation at high levels to spawn two energy walls parallel to each other 


    When can we spawn 2 walls?
    Szlat

    Wicked Sick!

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    greg11 wrote:

    Szlat wrote:

    Oh, and there is a temptation at high levels to spawn two energy walls parallel to each other 


    When can we spawn 2 walls? 
    Sentinel Specialist. Used to be in the Extreme Engineer, but that got nerfed recently.
     
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