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12/21/2005 14:23:45
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Or allow more mines, but change the refire rate. So you could have 5 or 6 mines out, but can only fire a mine every 12 seconds. That would stop people hiding in a corner firing 'a mine a second', but would allow effective blocking of a back door.
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12/21/2005 16:48:33
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[KitFox]
Dominating
Joined: 11/25/2005 07:59:59
Messages: 232
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Nah, I think the mine layer should be removed altogether.
OMG i agree so much on this one. Completelly 0 skills, and nothing is worse than working hard for a mob, putting damage one him, just to see the mine layer get the kill shot.
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12/21/2005 16:56:41
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Chyster
Wicked Sick!
Joined: 02/08/2005 20:26:37
Messages: 573
Location: Victoria, TX
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Not so worried about them taking the kill, I am worried about their skill. If they rely so heavily on the minelayer and finally do make uber lvl, they still aren't any good. Work the skills at low levels and you'll be tougher to kill later than a new wifes' first biscuits.
Oh, btw, my wifes first biscuits were so tough that I could drop a moose at a hundred yards. She's much better at it now, thank goodness. I don't have the freezer space for that much meat.
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If at first you don't friccasee, fry, fry a hen. |
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12/21/2005 19:44:26
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Teddy_Bear
Joined: 12/12/2005 20:23:53
Messages: 24
Location: Albany, Oregon
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Not sure if this was mentioned, cause didn't feel like reading thru all the pages to find it, but I do a search for it.
Anyway to have the link guns if linked up with another player, give xp to both player if still linked when the monster dies? It would promote teamwork, just wondering if that's possible tho.
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12/21/2005 20:13:17
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Okinesu
Dominating
Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
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Teddy_Bear wrote:
Not sure if this was mentioned, cause didn't feel like reading thru all the pages to find it, but I do a search for it.
Anyway to have the link guns if linked up with another player, give xp to both player if still linked when the monster dies? It would promote teamwork, just wondering if that's possible tho.
You get exp. when you are linked. Why you can't link more than 1 person is still a mystery to me.
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Disastrous Consequences |
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12/21/2005 23:37:17
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320
Wicked Sick!
Joined: 10/11/2005 21:28:38
Messages: 605
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I have a couple suggestions:
1. Since level 1 of denial isn't useful in the rpg version we play, maybe the cost could be negligible (2 points?). Make the minimum level to purchase around 20 or 30 so that totally new players don't buy it by accident and constantly request stat resets.
2. Lower the cost of Retaliation and/or make the cost equal for each level (say 10 per level for all levels). It's a marginally useful skill in the version we play, but might be worth purchasing if the cost came down.
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12/22/2005 01:37:14
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320
Wicked Sick!
Joined: 10/11/2005 21:28:38
Messages: 605
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Suggestion for Rage weapons - make it so the rage weapon doesn't take you below, say, 125 - 150 health. This makes it a blessing/curse for higher level players, but a great weapon to new players.
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12/22/2005 14:04:39
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320
Wicked Sick!
Joined: 10/11/2005 21:28:38
Messages: 605
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Suggestion: Artifacts players should be able to get Regen 1. Perhaps at high cost?
The main benefit of regen is as a wave is winding down and the next hasn't started. A LA player could pick up 30 - 50 health during that time, which would help. Also, what if their regen could take them to starting health + 50, like vamp does for LW players? That would be cool too.
Alternatively, a high heal artifact that also goes to starting health + 50, but can be turned on and off. Booster just carries such a high price tag...
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12/22/2005 14:29:20
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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I like the sound of the high heal artifact. Great thought.
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12/22/2005 16:07:24
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Mr.Clean(TM)
Killing Spree
Joined: 04/24/2005 12:12:45
Messages: 99
Location: Western Mich.
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Szlat wrote:
I like the sound of the high heal artifact. Great thought.
i agree, if it could be kinda like tripledamage, so that u can turn it on and off quickly. but make it only available to LA players
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Keep your stick on the ice ~ Red Green |
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12/22/2005 18:36:46
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Spacey
Wicked Sick!
Joined: 01/07/2005 21:28:14
Messages: 589
Location: Da'Burgh (Pittsburgh) PA
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ROTFLAMO! Of course, there are some in my family that after 20+ years, still cannot make an edible biscuit. They make great catapault ammo though! Only problem is, if you throw them at someone, you are apt to get arrested for assault with a deadly weapon...umm...biscuit. Gives a new meaning to "food poisoning".
Then there was Granma's biscuits and apple butter...no recipes....just a bit of this and a touch of that, and somehow, she never made a bad batch of either! But nobody else could duplicate them! Oh, how I miss them!!
But on topic, I agree that folks need to learn more about playing with the different weapons. There are times I will primarily use shock one game, the sniper the next, the bio the one after that, etc. This is a great way to make sure that you can handle those times when you have a bad copy of your better weapons, but a great copy of another, or when you do not have the flak, etc.
Chyster wrote:
Not so worried about them taking the kill, I am worried about their skill. If they rely so heavily on the minelayer and finally do make uber lvl, they still aren't any good. Work the skills at low levels and you'll be tougher to kill later than a new wifes' first biscuits.
Oh, btw, my wifes first biscuits were so tough that I could drop a moose at a hundred yards. She's much better at it now, thank goodness. I don't have the freezer space for that much meat.
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*BEL*_e (spacey), BEL Clan General -- You Frag em, I'll Slag em!
LA -- *BEL*_e (level 283 - Extreme AM), LW -- *BEL*_o (level 26) MM - ?? ( *BEL*_Rolaids ?? *BEL*DrWho??, Engineer... *BEL*BS_E_E [BSEE '89, Ohio U] (level 22)
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12/22/2005 22:20:25
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Chyster
Wicked Sick!
Joined: 02/08/2005 20:26:37
Messages: 573
Location: Victoria, TX
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Spacey wrote:
They make great catapault ammo...........assault with a deadly weapon
My sentiments exactly
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If at first you don't friccasee, fry, fry a hen. |
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12/30/2005 10:35:59
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320
Wicked Sick!
Joined: 10/11/2005 21:28:38
Messages: 605
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As is well-known at this point, the deemer and painter are killing players even when the player who fired it is nowhere near the explosion. It's also been confirmed that it's not a wall-squish or falling off a ledge kind of thing. For some reason, it is inflicting full damage to players, at this point, in a seeming random fashion.
To give an idea of the severity of this problem, I was killed three times today (ghosted), brought down to about 80 health on another occasion. I saw probably half a dozen other players killed for the same reason. All of this was during three rounds, or about 1.5 hours of gameplay.
My suggestion is to turn off Loaded 3 (if that's possible) until this gets sorted, and/or for players to not use these weapons except under the most conservative of circumstances, such as on large maps or mid-way through the tough waves when the balance of players is already out.
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12/30/2005 15:35:44
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Spacey
Wicked Sick!
Joined: 01/07/2005 21:28:14
Messages: 589
Location: Da'Burgh (Pittsburgh) PA
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320 wrote:
As is well-known at this point, the deemer and painter are killing players even when the player who fired it is nowhere near the explosion. It's also been confirmed that it's not a wall-squish or falling off a ledge kind of thing. For some reason, it is inflicting full damage to players, at this point, in a seeming random fashion.
To give an idea of the severity of this problem, I was killed three times today (ghosted), brought down to about 80 health on another occasion. I saw probably half a dozen other players killed for the same reason. All of this was during three rounds, or about 1.5 hours of gameplay.
My suggestion is to turn off Loaded 3 (if that's possible) until this gets sorted, and/or for players to not use these weapons except under the most conservative of circumstances, such as on large maps or mid-way through the tough waves when the balance of players is already out.
I don't think this is as common as that, but that may just be due to my observations. I know I have been right exactly where the deemer or painter has gone off countless times and suffered no damage. And then I know I have been relatively near where it was, had a bug knocked back into me and <tingle tingle tingle> off I go ghosting. A few times, I know that this happened but I did not see the corpse, but could infer it from others which were knocked just as far as I was.
As for people doing self-kills, knocking people off the edge, wall splats, etc., yea, folks need to be a bit more careful. But this goes for both sides of the blast, particularly where you can be knocked off the edge. In those cases, folks need to remember to try to knock folks onto the map, and if knocked off, remembering the TL is your friend... (I have been knocked so far back on maps like hyperblast and morpheus that it took 5 TL hops to get back).
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*BEL*_e (spacey), BEL Clan General -- You Frag em, I'll Slag em!
LA -- *BEL*_e (level 283 - Extreme AM), LW -- *BEL*_o (level 26) MM - ?? ( *BEL*_Rolaids ?? *BEL*DrWho??, Engineer... *BEL*BS_E_E [BSEE '89, Ohio U] (level 22)
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01/04/2006 11:45:22
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[KitFox]
Dominating
Joined: 11/25/2005 07:59:59
Messages: 232
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Loaded Artifact 4:
You get
Null Entropy Weapon Maker
Freezing Weapon Maker
Vorpal Weapon Maker
Infinity Weapon Maker
Rage Weapon Maker
Vampire Weapon Maker
Energy, etc...
That Breaks when used and doesn't respawn.
It would at least compensate for the incredibly powerfull
Loaded Weapon 5 with Mine/Avril/Redeemer/Ion etc.
That will never be available to a Artifact specced player.
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