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Engineers and Turrets  XML
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dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
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ok when I play my AM I do have a habit of base camping but I'm try'n to make weapons and I do try to keep the sents healed and the turret to a point when it gets hot and tough and no other eng's are around..(it keeps me alive!) I'll bust the block line with a rocket or flak get'n adren and XP, but I get nothing from healing the sents or the turret or what ever it is that needs healing like if I get a healing weapon I use it to stay alive and heal others when no medic is on. it does bother me a little bit about not get'n anything when I do that but thats part of the game and play'n as a team. Then there's the times when I go kinda rambo and have a lucky weapon pop out dd's alot and go on rod spree's...but that has also saved the base from over run at times to lol. There's good points and bad points about how each class can be played. I'm not to sure how to go about changing/fixing the issue of too many eng's link'n one turret maybe if we can convince ppl some how to make multi base's or turrets and go that route

BUT I do know that there are maps that we can NOT BEAT without engineers!
maybe its just the selfishness of ppl going for the easy safe points and not taking any risk that has come over from day to day living...I dont know sorry for rambling on and not really say'n much.

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Ok, so this thread seems to have gone cold. So, the changes I am planning on making are:

Szlat wrote:

  • turret alone - 100% damage done. All xp to turret driver
  • turret plus one linker. 175% damage done. Turret driver gets 4/7 of the xp, linker gets 3/7 of the xp
  • turret plus 2 linkers. 225% damage done. Turret driver gets 4/9 of the xp, both linkers get 5/18 of the xp
  • turret plus 3 linkers. 250% damage. Turret driver gets 4/10 of the xp. Each linker gets 2/10 of the xp.
  • turret plus 4 linkers. 250% damage. Turret driver gets 4/10 of the xp. Each linker gets 3/20 of the xp.
  • turret plus 5 linkers. 250% damage. Turret driver gets 4/10 of the xp. Each linker gets 3/25 of the xp.
    ... and so on.
     
  • So turrets do not get too powerful. All linkers are considered equal, but the more linkers you have, the less benefit they individually get from it.

    Second change is to do with healing the turret. At the moment while the turret is being healed, the linkers get no benefit, and the turret damage is not increased. But the turret driver still gets all his full xp from kills. Without the linkers, he would eventually have to get out to heal the turret. So, I am proposing when the turret is being healed, no damage bonus is given to the turret, but the xp gained is still shared with the linkers.
    dom60

    Wicked Sick!

    Joined: 09/30/2006 16:10:39
    Messages: 931
    Location: NorCal is currant home
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    sounds doable to me

    I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
    Thè-Hättêr

    Wicked Sick!
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    Joined: 06/09/2008 23:49:41
    Messages: 615
    Location: Mexico
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    szlat... ok might be a good idea might not.. what if ball turret can do more damage per linkers..(and more exp is shared).. because so far energy turret and ball turret are. well the same. and sometimes energy is better

    "Only a few find the way, some don't recognise it when they do, some don't ever want to."

    Cheshire, The Cat


    Alice and the Hatter: Quotes: Alice in Wonderland
    Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
    The Hatter: Why should it? Does your watch tell you what year it is?
    Alice: Of course not, but that's because it stays the same year for such a long time together.
    The Hatter: …which is just the case with mine.


    HERE IS MY NEW SKIN ... please take time to download it
    MY SKIN--

    thanks road

    working on a new skill please support and advice would be great
    [MSN]
    dom60

    Wicked Sick!

    Joined: 09/30/2006 16:10:39
    Messages: 931
    Location: NorCal is currant home
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    Energy turret is strait up better the ball turret has lag time for the down range travel time to target of the shot! the energy is way fast in that aspect so is the mini, the mini has a better advantage over the other 2 for the solid projectiles it can use on metal titans which does do more damage the energy weapons on them just like having a reflective 7 weapon and energy shots at you!




    I still would really enjoy a small turret that operates on the same basis as the shock rifle or the 1st turret on the hell bender. the HB is a room clearer on the smaller critters titans and queens are harder same with warlords but you get out of bounds on some maps or just no space to park one in a fairly defensible spot. Being a Small turret (smaller than the others) it would be able to fit in to places you cant get a turret now. (it has something to do with the head clearance above what u spawn )

    I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
    [RMD]RAPIER

    Killing Spree

    Joined: 08/12/2008 18:09:15
    Messages: 52
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    I'm Sorry

    I just caught this thread and being one of my two primary players is an engineer I'll think Ill chime in.

    First off , Eng's tell noobs the best way to level up is to link. it's helps keep the turret up, it spreads around the xp and does help them build the initial skills. All they have is a few blocks anyway. 4 links on a turret and 12000 xp that 2200 ea spread evenly lets compare that to a monster master pullinh dowm 4500 + xp with three red scars.

    Second, an unlinked turret is a POS, I'm over level 200 and it will take 30 to 40 hits to kill a titan. you need at least one linker to have any killing power at all. for those times when a energy turret is wiping the titan from the field it's not only the linkers, more than likle the eng in the turret has begged a tripple from someone somewhere and has it running the whole wave.

    Maps like Woot and other full open maps are basically unwinable with out a 3 to 4 man linked turret.

    Low levels eng. are screwed with the new link gun, it may be more powerful but with the spacing between shots I've seen monsters run between the shots and not get hit once. also anything at a distance is much harder to hit because the monster has moved from the point it was shot at, long before the shot gets there. even on beserk the eng link has only 70% of the fire rate on the avg link gun. if the link gun is such a band with problem they all should be slowed down.

    Any one that can pick up a link should be able to link a turret and get XP for it. Most are hiding in the bases anyway on the more difficult waves they may as well support the team and get somthing from it. Plus they can only link for a short time before they run out of ammo but may help get through the wave.

    Killing the number of linkers to a turret is like limiting higher level weapons from weapons masters and AM's. 5 linker on a turret is like a am running around with a vorpral shock-22 lets limit that vorp to a level 4 and see how well he does.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    The changes are in the current 224 build, so lets see how it goes, and adjust it if necessary.

    RAPIER wrote:
    First off , Eng's tell noobs the best way to level up is to link. it's helps keep the turret up, it spreads around the xp and does help them build the initial skills. All they have is a few blocks anyway. 4 links on a turret and 12000 xp that 2200 ea spread evenly 

    For a very low level engineer to be able to pull in 2000-3000 xp just for sitting hiding in a base linking a turret is not balanced.

    [RMD wrote:
    RAPIER]... lets compare that to a monster master pullinh dowm 4500 + xp with three red scars. 
    XMMs can now only summon one red skaarj. And they have to be high level to do that.

    RAPIER wrote:
    Second, an unlinked turret is a POS, I'm over level 200 and it will take 30 to 40 hits to kill a titan. you need at least one linker to have any killing power at all. for those times when a energy turret is wiping the titan from the field it's not only the linkers, more than likle the eng in the turret has begged a tripple from someone somewhere and has it running the whole wave. 
    For a non-AM to be able to run a triple for the whole wave is not a good sign. You seem to want to be able to sit safe and just wipe stuff out. That would be incredibly unbalanced. Titans should be able to wipe out anything that cannot hide.

    RAPIER wrote:
    Low levels eng. are screwed with the new link gun, it may be more powerful but with the spacing between shots I've seen monsters run between the shots and not get hit once. also anything at a distance is much harder to hit because the monster has moved from the point it was shot at, long before the shot gets there. even on beserk the eng link has only 70% of the fire rate on the avg link gun. if the link gun is such a band with problem they all should be slowed down. 
    I cant slow them all down. But it is the infinite ones that are the biggest problem - the others run out of ammo. The shots from the englink now travel faster, so you should be able to track monsters better.

    RAPIER wrote:
    Killing the number of linkers to a turret is like limiting higher level weapons from weapons masters and AM's. 5 linker on a turret is like a am running around with a vorpral shock-22 lets limit that vorp to a level 4 and see how well he does. 
    A low level AM cannot spawn a vorpal 22

    EDIT: It isn't the high levels I am concerned about. It is how easy linking makes it for the low levels. It is too easy and too safe. Compare being a low level Eng with a low level AM or WM, and try to get 2000-3000 xp as one of those. It is much much harder to do.
    Thè-Hättêr

    Wicked Sick!
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    Joined: 06/09/2008 23:49:41
    Messages: 615
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    i know its old subjet.

    however i think there is something wrong... something called turret speciallist!

    no one will want to link, and they dont get def sents, then, if any1 link there will be like droids just reparing damage. gaining no exp.. and waisting time

    "Only a few find the way, some don't recognise it when they do, some don't ever want to."

    Cheshire, The Cat


    Alice and the Hatter: Quotes: Alice in Wonderland
    Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
    The Hatter: Why should it? Does your watch tell you what year it is?
    Alice: Of course not, but that's because it stays the same year for such a long time together.
    The Hatter: …which is just the case with mine.


    HERE IS MY NEW SKIN ... please take time to download it
    MY SKIN--

    thanks road

    working on a new skill please support and advice would be great
    [MSN]
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
    Offline

    Thè-Hättêr wrote:
    ..... gaining no exp.... 
    Where do you get that from?
    If a low level links to a turret specialist he will get 3/4 of the XP the high level turret specialist gets. That is a lot more than he will get in the open.
    Ryuxen

    Rampage

    Joined: 10/08/2009 09:10:26
    Messages: 131
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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?
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Ryuxen wrote:
    Is it has been implemented that now any engineer that fixes other engineers`s turret, vehicle will get exp from it? 
    You never get xp from healing vehicles/turrets etc.
    If you are linked to a turret, and it is not being healed, and it is doing damage, you will get some of the xp.
    You will not get any xp from linking to vehicles.
     
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