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So you want to be a Medic/Monster master Player?  XML
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FodderFigure

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Joined: 03/31/2005 17:04:57
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In this thread we can discuss:

1. What skills to add first to get us on the right track
2. Why you'd think these skills are important.
3. Discuss a skill and what it does for your type of play.
4. How skills interact with other skills.
5. What exactly various skills do.
6. Etc...






You mean I really am important? How I feel when I'm drunk is correct?



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My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
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la_bomba

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Well, first off, a medic's also a monster master. Most pick medic first, then go to summoner. Ya may wanna adjust that title...

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
FodderFigure

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.






You mean I really am important? How I feel when I'm drunk is correct?



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My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
My Artifact character is known as [DC]FodderFigure_LA
la_bomba

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In my totally honest opinion, what it is now and what it will be in a week may be totally different. I'm waiting on Druid to announce that the medic is officially out of Beta before I make decisions like that.

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
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Joined: 01/04/2006 17:14:35
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My medic char will be going 100% medic till verrry late lv.

1. What skills to add first to get us on the right track
1.1 - summon Health packs (bandage) artifact.
1.2 - Possibility to summon a vamp gun +0.
1.3 - resurrect someone with X amount of hp and by this, removing the same amount of hp to yourself.
2. Why you'd think these skills are important.
2.1 - Just like a paramedic. So people can in case of life threath, get life.
2.2 - medic can heal themself to and not only others (common sense)
2.3 - Help every1 but by the cost of your own life.
3. Discuss a skill and what it does for your type of play.
- Healing + xp healing = make other's live and makes you happy by gaining xp.
4. How skills interact with other skills.
- Still a bit young but the ones i am interested in would be "shield's up and +healing by items" so i can be tuff and heal myself more with the items.
5. What exactly various skills do.
6. What each class strengths and weaknesses are
- Strengths : heal others
- weaknesses : a medic can't heal himself ???
7. What each class role is in game
- Loaded weapons = kill's monster
- Loaded Medic's = heal others
- loaded adrenalin = make's kick as weapon (could be the futur engeneer class maby)
- Loaded monster = should be able to heal all monsters even other's as well as having more then 1 of them or by giving skills to each of them as the monster gain xp as he goes.
FodderFigure

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I see with Loaded Monsters I can, at each level, get a better monster. But what does monster points do?

It says Allows you to summon monsters with the Loaded Monsters skill., but isn't that what Loaded monsters does.

Is it like Loaded monsters is the gun and monster points is the ammo?

What is a good balance between the two?
Should they be equal levels?






You mean I really am important? How I feel when I'm drunk is correct?



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My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
My Artifact character is known as [DC]FodderFigure_LA
BotFodder

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I have not figured out the MS and MP issue yet ... but for the newbie Medic who wants some advice, here's what I spent points in for (DC)BotDoctor - Note that BD is a Medic centric M/MM - no monster summoning skills until way late in his levels:

First, I maxed out Loaded Medic (to level 3). This you should be able to do with your starting 28. This will get you to where you can heal people up to 150 over their start. So far it looks like if you get someone up there the first time, when they take monster damage, you get XP all the way back up to their "medic max". This is good.

Near as I can tell at this time, for healing monster damage, *everyone* (including non Medics) gets 1% of the damage they heal in XP. So the next step for BD was to get him more. it took until level 26 to get his Experienced Healing maxed out (to level 9, so he gets 10% of the damage he heals in XP). He had 3 points left over at this point, and they were all put into HB.

My next steps will be:

Every level spend 5 points in Weapon Speed, 2 points in HB. By level 36, WS should be maxed at 50, and HB at 46. At level 37, five points will go into Damage Bonus and 2 into HB, bringing them to 5 and 50.

From here it's 5 pts into HB and 2 into DB. At 52, HB will be maxed and DB will be 35.

After that, the plan gets a bit more complicated as I spread some points around to eventually get Awareness at 57.

That should get you started. However, if you *really* wanna know what you should do stat wise, ask Fro.

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Mach10

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Since you will likely get more XP killing than healing, what I did was the following....

Max out Loaded healing and purchase EXP healing 1.

Max out wep speed then Damage bonus.

After that I'm on the process of maxing out EXP healing.

After you get those core stats imo you can basically go any route. I'm probably going to bump up my health stat after i max out EXP healing. If you maxed out wep speed and damage bonus you won't have to worry about switching weps.
BotFodder

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Okay - I haven't really kept 100% track, but I think I still get about 50/50 when it comes to XP. Particularly since ExpHealing is maxed now. However, I am a new convert to the "Medic School of the Mini" (or is it "Mini School of the Medic"?). The only kicker to this is that you need to have another Medic friend.

I had this fixation with the rocket launcher - I could heal myself, and do tons of damage with a single shot. However, accuracy wise, most of these monster thing move, and not always in a straight line at constant speed. So, I wasn't getting the monster based XP I should have gotten. Besides, looking down at my feet all the time was beginning to depress me.

Finally, with three or so other medics on, I tried a Mini and made sure to hang out with other Medics more often.

I also found the primary fire toggle keybind on Fodder Figure's Keybind Thread. My hand hurts no more (well, at least not from holding down my pfire button on my mouse).

I'm getting more XP - people are easier to heal, I'm not dying noticably more (as long as I'm near other medics), and more of my damage potential is actually impacting the monsters more often. The only remaining issue is the screen shake - my apologies to my medic bretheren, by the way - before now I thought you guys were just whining.

Finally, with the right map and the right location, you don't even have to be at the keyboard for most waves. One Tundra map I spent sitting inside a doorway firing out, with the primary toggle firing off, and my fellow medics coming by once in a while to heal me ...

The only potentially negative thing about it was that I became a landmark ...

"Meet me over by BotDoctor!"

There are ... issues ... with the primary toggle as well:

If you plant your trans on a "falling" map, and you switch to your trans mid fall without shutting off your primary fire (a tap on your pfire button will shut it off), you will recall your trans, which usually results in your death.

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v0rTeX

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FodderFigure wrote:

I see with Loaded Monsters I can, at each level, get a better monster. But what does monster points do? 


BotFodder wrote:
I have not figured out the MS and MP issue yet ... 


If you are referring to Loaded Monsters vs. Monster Points, then think of it this way:

Increasing Loaded Monsters will 'broaden' the range of monsters you can summon and it will give you more summon charms to sort through so you can choose the right monster to summon.

Increasing Monster Points will allow you to summon more monsters (in terms of the number of any monster you can summon).

If you have 10 monster points, you can summon 10 Pupae(because they cost 1 Monster Point each), or (1) 10-point monster (Behemoth maybe?).

So when you go after these starting buying Loaded Monsters until you reach a level where you can summon a decent pet. Then increase Monster Points until you can summon several of that type of pet.
kyraeu

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I (as Excuses) have been playing as a medic for the past few days, and I'm level 30 as of now.

I went the route of weapon speed and damage bonus, and I level up once every one or two maps, so far. I have no experienced healing, but I don't really care - I heal anyway, and then bash monsters for my XP. I had maxed both weapon speed and damage bonus at around level 21, and since then I haven't spent a point, on the grounds that it won't really help me out much. I also feel like feeling the power of spending 100 or so points at once.

So where do I go from here, with 54 unspent points? Well, in my opinion, experienced healing won't help me much. Even though I do heal, it takes far too many points to even become effective, and upon becoming effective, is still not as effective as flat out killing monsters. If ghost didn't have such big prerequisites, I would buy it. If I had ghost, I would definitely buy ultima (which I can right now). I have no points in health bonus and none in DR, and I can live through everything but late-wave queens and warlords. Earlier-wave ones I can usually handle.

As far as weapon choice, I usually switch every few waves. A general plan is something like this:

Waves 1-5: Shock
- Easy to get combo master, for some extra XP
- Easy to heal a large group of people, or kill most monsters in one combo
- Usually is easy to find, and included on many maps
Wave 6: Link, or failing that, flak
- Link does the largest damage/second, and is easy to hit titans with
- Flak does good damage/second as well, but link is generally better
Waves 7-11: Usually flak, sometimes stay with link or go back to shock
- Flak is a decent all-around weapon, and these waves are a sort of jumble of monsters, which flak can always hurt
- Metal skaarj can be difficult to hit with link or shock, but are few in number
- Most monsters are still weak enough to be comboed once, and then be almost dead
- On the queen wave, use flak or link (see WAVE 6 for reasons)
Wave 12: Bio, or link, or failing both, flak
- Now I get to explain why the biorifle is such a good medic weapon!
- It works great against warlords. If you charge at them, they generally can't hit you very well, unless they start flying.
- You can heal yourself with the biorifle, while damaging warlords
- The bio is like a link mixed with a rocket launcher: rapid fire, splash damage
- You can, in essence, use the time you aren't fighting to charge up the biorifle, thus not wasting your time while looking for monsters
Waves 13-14: Link
- Hands down, quickest way to kill brutes, gasbags, and titans at this stage.
- With a lot of medics in the game, you can get a lot of people linked up for huge damage.
- With the triple damage, titans fall generally faster than they can throw more than 1 rock
Wave 15: Bio or flak, maybe rocket
- Bio can incapacitate just about everything in one big glob and ~5 normal primary ones
- Anything that does splash damage is good here: these monsters hit hard and aren't all that easy to dodge
Wave 16: Bio, maybe link if I won't need to self-heal
- Bio works great against titans and warlords, esp. with triple
- Link is like the bio w/o splash damage!

Actually the bio is a viable weapon all through the map - but mostly for the later waves, sometimes I use it from wave 7 onward. The big globs are very useful for "storing" time spent not actually fighting, and can take most smaller monsters out in one hit. The big monsters are just punching-bags for the bio - they just sit there and take the damage, and if you're lucky will want to attack someone else instead of you.

Yeah, so that's basically what I have to say. Hope someone finds it useful. And don't underestimate the power of the biorifle!

My Players: Junkie: Kyraeu 85 -- Medic: Excuses 68 -- Weapon: Fyruse 40
Saving for: Ghost 1, 2, 3, then adren skills -- Ghost 3 -- max DB, then some HB
PhoenixFire

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My opinion for weapons (hehe, first post):

Shield Gun - Useful on early waves where you have no guns/ammo/adrenaline, and you just want to quickly get 10 adren while searching for weapons. I usually use this for said purpose, but beyond that it's never coming out again except when I need to shield against attacks.

Assault Rifle - Eh... I don't really need to say anything about this, do I?

Bio Rifile - Well said by Excuses/Kyraeu, the Bio has a quick fire rate for primary fire, it does splash damage so you can heal yourself, and a fully charged bio is quite powerful (ask anyone who plays TAM). However, its drawback is the projectile-trajectory. It can be difficult to line up long range shots; luckily, monsters are often dumb enough to walk into the goop and damage themselves.

Shock Rifle - The shock combo is quite useful, both for healing and killing. The shock cores by themselves can be used to heal yourself, though at a very slow rate. Primary is standard hitscan; you miss, or you hit. Shock cores can be spammed to heal or kill too. Annoying when the metal skaarjs pop up though.

Link Gun - Awesome healing weapon... for other people. Fast rate of fire and damage/shot, but you will have to make sure you're near another medic so you don't die. Don't know if high level medics run into this problem or not. Linking up with other medics is very useful as well, as one chain multiplies the damage greatly. Simply put: SPAM THIS WEAPON. Metal Skaarj annoyance is applicable here as well.

Minigun - Similar to the above, the mini employs a high rate of fire without the ability to self heal. Primary (faster, weaker, less accurate) is for close range, and secondary (slower, stronger, more accurate) is for long range obviously. In my opinion the link and mini are interchangeable; up to the preference of the user. Another spammy weapon as well.

Flak Cannon - Ah, the wonderful flak cannon. People hate flak spammers for a reason in DM; they whittle your hp down quickly with little effort at all. As a medic weapon, it can self heal at a rapid pace with both primary and secondary (obviously, you'd use the latter) and is very useful for killing monsters. Flak monkey is an added bonus. I like shooting flak shells at the ground while running head first into a pack of skaarj, who run into the splash damage while I heal myself. You can also use the bio strategy in the above post with this.

Rocket Launcher - Has the ability to self heal at a great pace, both with primary and secondary. I use the secondary more generally, but both firing styles work nicely. The flak strategies I mentioned above work here too, though with a bit more jumping around. Rockets at long range though are hit and miss; monsters have an erratic way of moving, so you'll end up missing as much as you hit, unless you're a really good spammer.

Lightning Gun/Sniper Rifle - Unless you're going for headhunter I don't recommend this for a medic. Hitscan weapons are for hitscanning, and unless you're an extremely good shot (read: a botter), this will be very useless. Can't heal yourself either. Though, one thing I haven't tried is seeing if headshots heal the 140 damage a lightning headshot would normally deal in DM. Hmmm....

Deemer/Ion Painter - Get everyone in a group and have a healing party! Ok, maybe not, but hey, if you tell everyone to gather at the beginning of the round, you can heal them all at once and maybe get some good exp at the same time. But why heal when you can kill monsters? MWAHAHA

Ok, so that's my experience so far as a medic in terms of weapons. As a final note, I think experienced healing really depends upon the individual and how much healing they do per round. I know I get around 500 XP per round solely from healing at exp. healing level 5/6, but I run around and heal everyone that's below 250 HP, and I try to get everyone to their max if possible, so the next time I that I heal them I can get exp for it.

Hou ye hui cong shu diao ~ Saru mo ki kara ochiru. ~ Even monkeys fall from trees.
BotFodder

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How Do You Become A Medic/Monster Master?

You are strongly encouraged to read this entire thread.

You will need a number of stat points - at least 1 to pick a class.

1. First, hit "L" to get into your stats window.
2. Highlight the "Class: Medic/Monster Master" skill and click "Buy". It will cost you 1 point.

It's that simple. However, the next steps depend on what specialty you want:

If you want to specialize in being a medic and make a medic weapon:

Scroll through the list and find the "Loaded Medic" skill. Level 1 of this skill will cost you 3 points. You probably won't want to stop there. See the "Info" for this class; it is accurately duplicated on the Main FAQ's RPG Skill Description page - included under the "Loaded Medic" description is information about the "Medic Weapon Maker".

If you want to specialize in being a monster summoner:

See the information in the rest of this thread. You'll need to at the very least purchase levels in both "Loaded Monsters" and "Monster Points". Both start out only costing 2 points each for level 1 of each. How LM and MP are interrelated are explained to the best of my ability below.

What's the whole "Loaded Monsters" and "Monster Points" thing?

"Loaded Monsters" determines what monsters you could possibly summon, providing you have enough "Monster Points" (generally, the higher the level of LM required to be able to summon a monter, the more MPs it's going to cost to summon it). "Monster Points" determines how many of a given monster you can summon. As an example, if you have 6 MPs, you can summon:

1 pet that costs 6 MPs
2 pets that cost 3 MPs
1 pet that costs 4 MPs and 1 pet that costs 2 MPs

etc. I think you get the idea now. Your "Monster Points" indicator (when it's working - there still are a few bugs remaining) will change to indicate how many of your monster points you're using. For example, if you had 8 possible MPs, when you start out you'd see an indicator that would say "0/8". You summon a 2 MP monster, and the indicator will change to "2/8". That monster dies, and the indicator will change back to "0/8".

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Fraggerman

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Problems:
The life of a medic can be trying. A medic only has three choices,
  • Summon monsters, but other players always complain that your pets are getting in the way.
  • Kill monsters, in which case he/she might as well become a LW or LA player.
  • Heal players, and listen to people complain how the medic didn't seek them out when all the info they get is "I need healing"

    Solutions:
  • Create your pets and don't let the other players harass you. Watch out though, stupid pets tend to get in your way, buy monster intelligence.
  • I've seen some 50 level and below medics rise to the top of the scoring table just by healing and killing. This class is is the cure for the stupid situations others get into.
  • This solution is for non-medics to follow, tell the medic where you are, otherwise they won't get to you. see http://www.disastrousconsequences.com/dcforum/posts/list/0/1231.page and follow the directions in the section Quick Communication to team mates
    Try: Code:
    TeamSay I need healing at the %L! 

  • Ask politely to be healed, it really gets annoying hearing a player tell a medic "Heal me!", now there's a prime candidate who should hear a two word response to the players two word command, except that would get him banned. Medics aren't you personal servants, it's possible they won't heal you if you treat them as such.

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    Grizzled_Imposter

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    A few tips:

    1 if you don't regularly get the first kill, use shield gun on the first couple of monsters, killing with the shield gun will give more addrenaline, this lets you start healing faster.

    2 you can share healing experiance with the link. make sure the medic at the head has the highest experianced healing skill.
    BTW you will even share when the head of the chain heals you and you are part of the chain, experiance from healing yourself so to speak!

    Well thats it, have FUN!

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