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YEah, It makes sense.
I hope they subclasses get released soon, I luv your program.
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Wow they look nice
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nice skin btw
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Adding new game screen shots to the webpage would be nice
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Well its a nice program
I had to say good bye to my calculator
But I have a question, I cant buy subclasses when my char is lvl 200+
Are they not available yet?
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UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 2102 MHz with 2046MB RAM
Video: NVIDIA GeForce 8400 (8634)
General protection fault!
History: UObject: rocessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine: raw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Waisten-Fix-b2 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
got hitted by a titans rock
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Szlat wrote:
Officially they are still in beta testing, until Druid says they are ready. And part of the finalisation will be deciding what the minimum level for each subclass should be.
I believe the hybrids will probably be somewhere around 80-100, and the extremes somewhat higher - perhaps 100-120. The other "fun" ones - berserker, tank etc are likely to be perhaps higher still. But it will be Druid's call.
Yay!!!!! I was getting terrified that ony Lvl 200+ players will purchase them.
Phew!! Ok, Ill be waiting when Druid says they are ready!!
Thx so much for the response Szlat and Thank you for keeping us playing this game with your new game upgrades and I apretiate your effort for doing this game more exciting each day!!!
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Just to make things clear,
Szlat IS it true that the sub/Extreme classes are finished from beta testing?
I mean the subclasses were in test mode so only high lvl players 200+ would have the benefit to try and test them out, But I see in the new build they are still for players lv 200+ so Im wondering IF at the end of all the final tests and when they are released for all the public they will still be only for players 200+?
I hope they get available for players 100+ when they are bug and exploit free.
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I vote for the release of subclases, the hybrid ones for players 100+ and the extreme ones for players 120+
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Well I was thinking almost all of the sub/Extreme classes are balanced As I see it now, IS there any chance that in the next build we are getting the sub/Extreme classes available for lvls 80+ or 120+ characters?
Ive seen a lot of tweaks on the sub/Extreme classes and I guess If you let more players check it you will find some little tweaks u have to fix.
And you will see how the gameplay gets affected when a lot of sub/Extreme classes are playing at the same time.
I guess this will be the final test, fireproof.
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Ratar_Killer wrote:
I would be fine with removing the spree's all together from the rod/triple/double combo. It more about survival, then xp.
Has anyone thought about upping the difficulty level?
Dru did that about 2 years ago, and now with the new charaters and sub classes, maybe it's time for a boost. Do we really need to finish everymap? There has been alot of discussion about thing being over powered for the last year or so, maybe the levels are just underpowered.
P.S. especially with the invention of ENG bases survival has gone way up.
How about new waves, from wave 16 to 20, 4 new levels of waves but really EXTREME, low level players will die or maybe not if they hide in bases and shooting from there, more intense monsters and more exp.
With those 4 new waves will encourage new players to lvl up so they can deal with the new extreme waves.
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Is it has been implemented that now any engineer that fixes other engineers`s turret, vehicle will get exp from it?
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dom60 wrote:
Ryuxen wrote:
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 1401 MHz with 510MB RAM
Video: NVIDIA GeForce4 MX 4000 (9371)
General protection fault!
OH MY GAWD!!!!!!!!!!!!!!!! put some more memory in that thing!! it'll work sooooo much better!
Well I have been using this computer and playing this server since 2005 until now and no problems so far but the new patch is creating me a lot of errors only when im using my engineer but If u buy me new memory Ill be glad to receive it
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UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 1401 MHz with 510MB RAM
Video: NVIDIA GeForce4 MX 4000 (9371)
General protection fault!
History: UObject: rocessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine: raw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Curse 4 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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Well My concerning is about Turret specialist,
I see they are the weakest class, why?
Well here are my points of view:
1- They cant spawn turrets in areas like small rooms and hallways. for example in places where is a base made ( small rooms ) they are unable to spawn a turret there and IF they spawn a turret outside of the base they will get killed in seconds in higher waves.
What could resolve the problem here is to make turrets smaller, really smaller
2- Turrets cant hold a lot of hits and they die so fast, they cant move as a normal player to dodge or hide from enemy fire
Maybe giving them more health or advance damage reduction only applied to turrets would be nice, they lack of defense sentinels to protect themselves. OR maybe Shield activation.
3- Sometimes when they spawn a turret in a room there is a problem regarding monster targeting, sometimes the monsters dont appear in the room selected and they have to unsummon and summon another turret in another room. Sometimes the point of view of the turret to target monsters is not good enough because the translocator was placed in a bad angle.
What could help is giving the turrets the ability to have legs, legs?? YEah!! Just add them legs and they will be just like a Mecha!! They will move slow just like tank but they can walk between rooms and find a good spot to shoot monsters at or maybe covering for enemy fire without destroying the turret and then spawn it again. Imagine a Ball turret walking slowly looking to kill some monsters, maybe they could fly or jump higher than a player because they are machines but they will be slow, could be the new enginner tank or something like that.They will move slow so the linkers can follow it without a problem of linking range.
Defense Turret: Maybe some players dont want to be offensive but defensive there is an option for them, creating a turret just like the turret ball turret that can spawn in front of it a big shield that covers players from enemy fire, IT can be moved to any direction of the turret driver to cover fire, enemy fire cant penetrate the shield but teammates fire can shoot from inside of it to outside without a problem, the shield has ammo and it can last for a long time but It has to be recharged, they get exp from all the enemy fire covered. More exp than def sents.
Just an idea
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