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Messages posted by: Ryuxen  XML
Profile for Ryuxen -> Messages posted by Ryuxen [130] Go to Page: Previous  1, 2, 3, 4, 5, 6, 7, 8, 9 Next 
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Ability Monster Damage Bonus reduced from +5% per level to +2% per level

Current Build- The skill is maxed at lvl 20, pets get +100% damage bonus
Next Build- The skill is maxed at lvl 20 too, pets get +40% damage bonus

Thats howI think it will be implemented

Elite wrote:
If you are to do any increasing with the shield, the extreme engineers need it most of all. 


Yes they too
Szlat If you want to encourage the sentinel master to be more offensive with the autoguns its ok but we are so weak against a monster in a battle with a link gun, sent masters dont have shield regen, health regen, adren regen to gain heal,vampirism, energy leech, medic weapon or vampire surge as the other classes. The auto guns are kinda limited, because when you use your main gun to target a monster you have to be near of it so the autoguns start shooting at it, Ive tried my self and I get hit a lot because of the range. You can balance this with some alternatives I would like to share.

1.- Give the ability to get shield regen at max, increase the range when targeting a monster so the autoguns start shooting Or make the autoguns start shooting when you shoot with any handheld weapon, for example I see a titan and Im really far away from it so I start shooting from that distance and the sentinels start shooting, like If I can control their shooting and can shoot anything at any distance like controling their fire.

To add more playstyle to this sentinel master you can add the classic autoguns but with the increased targeting range to activate them.

Add another type of autogun that shoots when u shoot. So If I want to shoot at a wall they will shoot too.

Or we can be the defense/shield heal type.

Sentinel masters are pretty good making bases ( Bases are their first defense in game without them they will not survive ) so how about increasing the teamplay adding to them enhaced shield healing so they can heal shield up to 250 they will heal at their base with blasts or with their link gun just like the medic class but shield oriented, and add a skill that increases exp from shield healing per level. To make it work good they can put defense sentinels near the base that gives 1 adrenaline max per sentinel so they will protect base from projectiles and givin adrenaline to the members inside the base and refilling sent master with adren so they can heal teammates with blasts.

Those sentinels were hiding somewhere!! oh my!!










And those too!!!...





Viva Disastrous consequences!!!
wow wow!! looks amazing pls add this to the server!!

DyersEve wrote:
I like the idea of no mid game voting after wave 4 or something. At least if the map switches before 4 not much of a investment in that map was wasted.

It is kinda nice to be able to change the map after a server crash, or if you come on and your the only one on. I would hate to see it removed entirely.

100% vote before map change would seem reasonable to. 


I vote for this option.
cribbage is right, you need skill to make the monsters fight for you, healing them, creating more when they die, u have to be constantly behind them in support mode. And finding the sweet spots where monsters are the must. this is about technique, same is with sent master.
And using berserker in the right times in the right places give you a nice score even wit a sent master, there is a variation of strategies that dont mean certain classes are OverPowered.

The thing is in my previous screenshots the sent masters have a score variation, If the sentinels were overpowered, all of them in the same map would get at least 2500 exp in each game but that is not happening.

What it makes this server unique is that certain classes require different strategies to survive, we dont have to be all running all around seeking for monsters, we have pets, turrets, vehicles and sentinels we depend on.

If those classes dissapear the server will become just like another RPG invasion server.
Well the berserker with the increase damage on weapons deadly with flak cannons or shock rifles, AM and Extreme AM with bolts can kill steal easly from any newbie players and they destroy them in 2 seconds while the sentinels take more time to kill a mob, the Extreme monsters with red skaarj can kill a monster in 1 sec but they can only summon one at a time and using other monsters even with increase damage they take their time killing monsters, the pets intelligence is not that good yet.

What we need is new monsters with new abilities its all, almost all of the players know the abilities of the monsters, how they attack, how they move, how they shoot and how u can dodge them, so with this new subclasses we need new monsters with abilities that will take a time to us to study and to get the point how to get rid of them fastly.


Well my Adrenaline master character lv 117 can beat any sent specialist, they dont really do that much exp only with sentinels, If you are a Sent Spec and want a great score you have to kill with ur link gun too.
They are not overpowered, they are good the way they are, the map Yro thats is in my screenshot is a map very good for engineers but I also defeated them with my adrenaline master.IF they were killing that much with their sents and just staying in there without using the engineer link gun they would have to score more than this screenies.

And even with my normal engineer could beat a sent specialist and I used a turret with 3 def sentinels



Not even close againts a berserker!! lol


Another AM scoring more than a Sent Specialist.



MM beating a Sent Spec



In other words sents specialists are not that powerful they are balanced, scores say it all
OR let the fly follow you until you get near a sent specialist then take a sit and look how the sentinels take care of it while you eat popcorn.

Bait wrote:
1- Team skins for pets- aka pink pets. The pet halo's can look like life bars, blend in with lava skaarj and may be missing completely. All pets need to be colored distinctly different from the monsters. Recommended colors - pink, orange, yellow, light blue or white.

2- Ion tank/cannon and Hell bender secondary guns need to stop knocking friendly players all over the place.

3- Lockable vehicles and turrets. Ideally this would be for each piece of equipment individually.

4-Only allow vehicle owner to drive. This could disable the forward and back commands or not allow other players from entering seat #1. This would not be needed if lockable vehicles was made to work.  


1.- Yes the pet halos sometimes are confusing
2.-Im agree
3 and 4.-Let them lockable: bots or newbie players like to play around with our main weapons
Well for me the sentinels are not overpowered, they are our primary weapon they should kill that way just like the Extreme Monsters they dont kill as good with their primary gun couse its nerfed but they specializes in monsters they even have damage bonus increase on pets but at least they can heal themselves, as a Sent specialist you dont have any shield regen, health regen, vampirism, adrenal regen abilities, how are we supposed to survive well with bases we create and with the kills the sents do we can get adrenaline to heal ourselves, so nerfing the sent power even more would be the total destruction of the class, the sentinels dont live forever we need to constantly healing them, If u use 2 offense sents you will get good exp but u have to be healing them all the time and IF u place an offense and 2 def sents they will survive for a while without healing them but just in the first waves. So getting this sent class is also a big task couse u need to get to lvl 150 to get it, and its not an easy job you must work hard to get it in this hardcore server.

The autoguns for my point of view are inbalanced, we need to be near enough of the target to get the autoguns activated, they fire good but its a risk to be near monsters when we dont have any protection skills as I stated before.

The turret and Vehicle master are missing something so people are not playing them they are kind of underpowered on defense. vehicles and turrets get destroyed easly in later waves.

Extreme Engineer needs a boost, the word Extreme says it all, it should have all the engineer skills to the extreme like its missing 5 blocks to spawn, should be a total of 20, should get an improved vehicle and turret from the extremes and even to be able to spawn 2 def sents and a lightning one, they need all the levels of healing shield or even getting 2 more as it should be extreme. Right now they only have the link gun nerfed, the defense sentinels new skills and the new rapid build there is a little difference between the normal Engineer with the extreme one.
Turrets are not affected by the spheres so you will get no exp, I wonder why
Wow I was thinking almost the same but too lazy to post it.

Nice post
Yes I want the package called Weapons of Mayhem.

They add a Linkgun that its alt fire link to the vehicles and you can hook on them.
The rocket launcher when It explodes fire come out from it and burn the enemies.
The Shockrifle of mayhem ( I luv this one ) shoots beams and plasma balls of colors : red, white, blue, rainbow, yellow, green and orange the weapon picked gets randomly a color. The beam and plasma balls when they hit the floor, wall or any inanimated object they rebound just like a mirror effect.

They would be pretty effective for the class enhaced weapons master.







And the Sticky translocator for Engineers
Allows your translocator beacon to stick to objects, vehicles, and players. You can imagine that there's quite a lot of ambush, hide and spying potential with this one.

Download:

Mayhem Weapons
http://download.beyondunreal.com/fileworks.php/mods/mayhemweapons-beta.zip

Sticky Trans http://unrealtournament2004.filefront.com/file/Sticky_Translocator;32681
 
Profile for Ryuxen -> Messages posted by Ryuxen [130] Go to Page: Previous  1, 2, 3, 4, 5, 6, 7, 8, 9 Next 
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