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Ive seen a lot these days that some members like to map voting when someone is in wave 13 or 10, when they die they just start voting, and dont let the other players finish the game.
Today 2 members just were on voting spree changing maps like crazy just because they didnt like them, we were only 4 players on those maps.
They changed map 4 times in a row, any ideas to stop preventing this?
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Elite wrote:
Szlat from my perspective on the sentinel specialist... it is a balanced class. I wouldnt recommend adding more sentinels, the only thing it needed was shield regen or shield healing which you have already implemented into the next build. Any more sentinels and I fear people will only play the sentinel specialist to camp and let the sentinels do all the work for them. With that said having sentinels carefully positioned in key points of any map will result in a good number of kills, adequate to what is needed. Also with rapid build level 10 a specialist can respawn a sentinel right after it has just been destroyed, proving in quick rebuilding of any base or relocating sentinels. Thus I see no reason to add more.
Mmmmmm.... ok. I would like to test that class so bad.
Well Shield regen max lvl 5 would be nice.
The engineer link gun on sent specialists what damage does it do?
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Wait Wait...
The Extreme Engineer has 20 points of construction, right??
Does that mean that they can spawn 2 offense sentinels just like the Sentinel Specialist and then they can spawn turrets and vehicles, so whats the point of playing a sent specialist??
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[RMD wrote:
RAPIER]I am not at all sure about giving sentinel specialists more offensive sentinel power. With the latest changes, I am trying to encourage the 1 offensive plus 2 defensive approach.
I'm not asking for any more offensive power, I just would like to be able to put up one def with the two offensive.
The sub-class is giving up all vehicles and turrets for a second offensive sent. The normal eng can put up one def and one offense ot two deffs. plus a turret plus a vehicle.
Don't get me wrong, I'm happy with the sub class as is. It just would be nice to be able to put up one def with the two offense.
Yeah, a normal engineer can spawn 2 def sents and 1 offense, but the Sentinel specialist should spawn more than that.
My idea would be to let them create 4 sentinels:
2 offensive sents like 2 lightning or 2 plasma sentinels or 1 lightning + 1 plasma sent and 1 defensive sent for each offensive one.
Just giving them the ability to spawn 2 more def sents when they have spawned 2 offensive sounds a good idea for sentinel specialists.
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I guess this skill should be on sentinel specialists, because they are kinda limited againts other classes and they depend too much on sentinels.
That skill woulb be perfect for them
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mare666 wrote:
yep im 25 now but i have one problem. sometimes when i die my game is shutting down with error message and i don't know why... Do u know something about such errors?
The crashes are kinda normal because there are some bugs in the build right now, but our Hero Szlat is working hard fixing them.
Take a look here
http://disastrousconsequences.com/dcforum/posts/list/4745.page
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Well when I first tried this server back in 2006, I had the same idea in my mind, to give like 1000 exp per wining a map but I guess thats not a good idea when you play the server after a few months.
80 exp per wining a map is ok for me
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IS not your game CD, you got that imposter tag after your nickname couse there is another member with the same nickname you have, but the deal here is that he registered it first in the server before you did.
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Well It just came to my mind a skill for the Sentinel, Turret, Vehicle Specialist.
If they depend too much on their creations maybe they need a new skill that let them spawn with full health any construction they build, so they can spawn faster their sents, turret or vehicles, I know their link gun or other handheld weapons got nerfed for them so this little help will be a nice boost.
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Well The lightning sent is a must for every engineer, It helps to kill small bugs and it attracts them so when they are attacking ur sent u just kill them as easly target with ur turret.
Ive found nice strategies with the lightning and def sents, the other sentinel with the plasma shoots is kinda useless for me.
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Szlat wrote:
However the first step is the big one - releasing the hybrids at level 80. That is going to affect the most people.
Bringing the extremes down to 130 and the others to 150 from 200 will affect fewer people - it could wait, but that would mean waiting for 2 builds, which could be a long time.
Let's give it a go. Of course, it all depends on when Druid gets time for a build.
Well Im agree with this
If you put in the next build the sub,extreme and specialist classes at the same time with those level caps, now you will see the real deal when almost all the people are playing them.
You will see server stability, gameplay affected, balance issues, monsters getting weak, bugs, etc.
Its the final test of your amazing work.
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Oh and by the way Szlat you should try to take a look at sentinel, turret specialists, always when im playing my engineer and there are players playing turret or sentinel specialists classes they cant beat me in the score, im always on top of them, maybe they are kinda underpowered againts normal Engineers.
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F8_AL wrote:
i imagine the hybrid classes will be played by the mid level 80-120 when released. just think, if you have the choice of all the subclasses, you are almost deffinalty going to play the extreme ones, but if you get to level 80, you will switch to a hybrid, as it is something new. This is why i think for testing, the hybrids should be availible to lvl 80+, then they will actaully be tested.
Yeah the hybrids should be released for players 80+ and Extreme ones for players lv 120+ except berserk that one should be for lvl 200
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Mmmmmm..
I would like to recommend you to post this error in this page:
http://disastrousconsequences.com/dcforum/posts/list/4722.page
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With my engineer I have the same problem but in my case It doesnt happen too often
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