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already pre-ordered!
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mine has never been uninstalled ... its right next to my UT2004 startup
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got to hand it to you, you make some really nice skins. Have you ever thought about retexturing the monsters on this server? Im sure they could use an upgrade. Just an idea of course
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wow very nice skin...looks much like the skin I always wanted. I wanted an Illidan skin from Warcraft III, not sure if you guys know what he looks like, but the idea is the same except he has horns sticking out of his head and the same type of bat wings; overall very similar. The only main difference is that the Illidan character left footprints of fire everywhere he stepped
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I didnt get my first pupae until I was level 105 or so. And since I focused on myself first, I had mostly everything I needed at that level. Once I got my 3 brutes around level 170, I focused on retaliation, until I got it to level 8 at around level 210 or so. And then I maxed my adrenaline from 175 to 250. From there you can do what you want... but that was my game-plan .
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The hunger game series... one of the best series to date... IMHO
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The link sentinel was the main purpose for re-modifying the extreme engineer into a base specialist. I also agree the defensive sentinels are a bit much... not only can you make 4, but they can give ample adrenaline and ammo, and to top it off they heal and shield you. If I may suggest, although I am not sure if people would agree, a solution that breaks into 3 parts:
1)Completely remove the defensive sentinel and the extra healing, adrenaline and ammo the defensive sentinels give for the base specialists, perhaps those 3 are not necessary. As people have stated before the base specialists should provide protection and not luxury.
2)Replace the defensive sentinels with energy walls. Make the energy walls more powerful for the base specialists only, perhaps an impenetrable wall, where monsters cannot pass, and maybe a little thicker as well. Make them cost less engineering points. These energy walls, maybe a maximum of 3 could be built, would replace the defensive sentinels the base specialists can build now. So it would not take away from the sentinel specialist but instead still provide protection keeping the uniqueness in every subclass. The total of all the sentinels that would be built would be 3 energy walls and a link sentinel.
3)This 3rd one, I am still unsure about, but should a base specialist have access to a turret? Although its a mini-turret, when a link sentinel is attached to it, the firepower is doubled. So should they be able to make a turret?
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OOOh just 200 points to go... depending on how many monsters there were left, you could of pulled it off.
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Don't all games atart off at 59.99... no matter how good or bad they are
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aww...lucky
No wonder you're always working on building that computer of yours, it paid off.
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(DC)DEMONSLAYER wrote:
Alienware Area-51 ALX Desktop
Is all of that really necessary?
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Szlat you are considering all the flak shells hit the monster, I don't roughly know but a shell contains around 10 or more pellets. And you are assuming all of them hit the target for maximum damage, the same with the link gun, you are also assuming they all hit the target. As for the AM the beam instantly hits the target, it takes no time to travel, and since it takes no amount of time to travel you will miss much less, you just need steady hands.
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Szlat wrote:
Locrian wrote:
Though reducing the "maxed out" level gap between AM's and WM's would certainly simplify the balancing process.
The only way to do this would be to charge more for the AM skills - which will make it more difficult for AMs in the 40-70 range.
Not really, currently the artifacts are as follows, at least according to the DC wiki:
Max Magic Modifier
Double Magic Modifier
Magic Modifier Plus One
MegaBlast
FreezeBomb
PoisonBlast
Remote Damage
Remote Invulnerability
Remote Max
Repulsion
Sphere of Invulnerability
Sphere of Damage
Lightning Beam
Lightning Bolt
Chain Lightning
FireBall
These artifacts could be arranged into a series of 5 levels or perhaps 6 levels for Extreme AM, to balance it out with the Extreme WM. Instead of charging more, spreading them out would be a better alternative while still charging the same amount of points. All the artifacts would be split into 3 groups: Offensive, Defensive, and Miscellaneous. I think Miscellaneous should be of the first 2 levels, Defensive of the next 2 levels and Offensive of the last 2 levels. or however you see fit. Either way they can be arranged in order to fulfill 6 levels or perhaps 7 levels of loaded artifacts.
Miscellaneous
Level 1
Boots of flight
Teleporter
Magic Weapon Maker
ElectroMagnet
Level 2
Max Magic Modifier
Double Magic Modifier
Magic Modifier Plus One
Deffensive
Level 3
Remote Damage
Remote Invulnerability
Remote Max
Level 4
Repulsion
Sphere of Invulnerability
Sphere of Damage
Offensive
Level 5
MegaBlast (effective on skaarj waves mainly)
FreezeBomb (very effective in DM)
PoisonBlast (effective when you're the last one alive)
Level 6
Lightning Rod? (always effective)
Lightning Bolt (especially effective against red flies and pupae)
Chain Lightning (used against large clusters of weak monsters)
Level 7 (These being the most powerful artifacts)
Lightning Beam
FireBall
These are just ideas but it wouldn't be much of a nerf, in fact its not a nerf at all, they get the same abilities just in a different order and it might take 3 levels longer to acquire but nothing more. Of course this does not take the cost into consideration, which I assume could be made equivalent to what the WM pay for their loaded weapons skill.
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Yes!! ... spread them out, like Ive stated before, theres is no reason why the AM's should max out before the WM while being just as powerful, meaning if they max out earlier, the AM's will be more powerful than the WM at that specific level.
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Well I like those bots, especially Annika or whoever is the highest level bot, because if you happen to kill them in Deathmatch, they give you a ton of xp and since they can't think you can kill them the same way over and over... hence my 4 400 level characters
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