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Extreme WM Report  XML
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Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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So nothing really has changed with this subclass has it?... Because it still seems to be lacking. With most of the subclasses starting to be balanced it just leaves the Extreme WM and Extreme Eng unbalanced.

We have had a few ideas so far regarding the Extreme WM:
One was the Vanilla route as proposed by road increasing damage with LW7, another was double magic on weapons, another increased mines, or a 3rd super weapon. So we have 4 ideas so far to help out this subclass, it doesn't matter which ones are chosen I just know that at the moment this subclass is lacking.

And by the way the +1 artifact was a nice addition but when I use it, it seems to be better fit for the skilled weapons subclass not really Extreme WM subclass.

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Not a lot has changed at the moment.
As you said, I added the +1s, but in practice they help other WM subclasses more than the Extreme WM.

I have submitted a change to up the Advanced Damage Bonus from +1.5% to +2% per level, which will primarily help the Extreme WM and the normal WM most. So we will have to see what difference that makes.

Apart from that, I don't really know what way to go. But partly, this is because I don't know how big the problem is.

My vague thoughts, based on guesswork as much as anything, are that the Berserker is probably the strongest WM subclass, and the normal WM is probably the weakest, with Extreme WM somewhere between. Which is why I went for increasing the Advanced Damage Bonus.

So, how does an Extreme WM compare XP score wise against a standard WeaponMaster, the WM hybrids, and the other base classes AM, Eng, MM?
I suspect it will be about on a par.
RoadKill v3.4

Wicked Sick!
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Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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My EWM scores and Xp are a little higher on average than with my normal WM (depending on weapons)
The only short coming of the EWM is that they can still end up with a sturdy flak +4 as their best weapon.
Don't know if it's possible but could certain weapon types be removed from the "spawn rotation" (Sturdy,Protection,Reflection,Penetrating) this would give the EWM a better selection of weapons .Could cause balance issues of course (better odds of piercing/vorpal/rage weapons)

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
 
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