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boosting vs healing  XML
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Deunan

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Joined: 06/07/2005 21:19:19
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when I get 100 adrenaline, first thing I do is boost because I don't have any artifacts to spend it on.
However, when someone heals me when I'm boosting, the boosting stops and all my adrenaline goes to waste.
This is a problem for me because i'm not an artifact player, I am a LW player and its rare that I spend it on anything else but boost..
Is this somthing you can fix????

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BotFodder

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Vortex has attempted to fix this but hasn't had success yet. Code wise, it looks like it's going to have to be a full replacement of the booster combo - if that's possible on a server game (that's the problem Vortex last ran into, I think).

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Grizzled_Imposter

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I may be wrong, but I believe the boosting stops when your health passes above your starting heatlh. Normaly booster would then begin giving you armor.

As a medic I try not to do this. People tend to get mad.

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Deunan

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that is correct, it starts to give you armour after your health is maxed, but it will stop as soon as someone tries to heal you..

I think people will try to remember not to heal me if I ask, but theres so many medics on sometimes it doesn't matter, everyone is just shooting from every direction.

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Grizzled_Imposter

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Yes when the server is busy medics can tend to make the whole place seem "spammy" especialy on some of the small maps that we tend to play when a lot of people are on.

If that is happening tho, hang on the adrenaline, wait until you need it. or use speed instead so that it is not completely wasted. I tend to use speed when I have a good shield gun tho.

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v0rTeX

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Joined: 12/19/2004 20:59:52
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The problem is this bit of code in the Booster combo:

if ( Pawn(Owner).Health == Pawn(Owner).SuperHealthMax )
Pawn(Owner).AddShieldStrength(5);

where it should say
if ( Pawn(Owner).Health >= Pawn(Owner).SuperHealthMax )
Pawn(Owner).AddShieldStrength(5);

So the game chokes on the fact that your health is suddenly higher than the health max value.


BotFodder wrote:
Vortex has attempted to fix this but hasn't had success yet. Code wise, it looks like it's going to have to be a full replacement of the booster combo - if that's possible on a server game (that's the problem Vortex last ran into, I think). 


I have fixed this. Just not the way Druid would have liked me to fix it.
I made a new adrenaline combo. Two actually. Enhanced Booster and Super Booster. Both use the BBFF key combo to activate it.

Druid originally was hoping I could make it just replace or alter the normal booster combo so that no one had to memorize a new key sequence. But no one on our server is having trouble using it as far as I can tell because I use an RSS feed to advertise tips and its one of them.

I will gladly provide the mutator to anyone who wants to use this new combo.

Ratar_Killer

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Instead of changing booster, maybe the medics could be given the ability to boost shields as well.

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Deunan

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clever Idea Ratar...

However in the meantime, I guess it looks like I should be using BBFF???
?

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Akuma



Joined: 06/18/2006 16:09:31
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Yeah I prefer booster over the extra 50 HP...gives you 150 shield. Its too hard for medics to know who is boosting with all the battle going on, so I dont get mad at the healer, but still I run away and then damage myself so I can get shield regeneration.
v0rTeX

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Deunan wrote:
However in the meantime, I guess it looks like I should be using BBFF???
?  


That key combo wont work on the DC server unless Druid decides to use one of the new combos.

320

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I hope it's something Dru considers. The biggest downside that I can think of from a gameplay standpoint is that new people, who don't have knowledge of it, would be at a slight disadvantage to the rest of us "in the know."

However, that's true of most stuff on RPG anyway. Some know how to use the artifacts, others don't. Some know how weapon dmg percentages work, others don't.

Another obvious effect on gameplay is it would be a big "stay alive" factor for LA, who, by virtue of the medics, are staying alive pretty good these days. Maybe it eats adren at 1.5 times normal booster?

Technical implementation could have a host of headaches I might not be considering though.

For LA players with ghost, if you boosted and the round is nearly over and you haven't ghosted yet, hit your suicide key to kill the boost and go to 300 health.

Szlat

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It should be a relatively easy mod to the healing weapon so that it gives no health to a player currently running a combo. Or even stops giving health at their normal maximum.
v0rTeX

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Szlat wrote:
It should be a relatively easy mod to the healing weapon so that it gives no health to a player currently running a combo. Or even stops giving health at their normal maximum.
 


True, but why penalize both parties by not allowing the healing to go above normal health. The booster combo should never have been coded the way it was. They just plain didn't think that someone might make something that pushes health above the max without redefining the default max value.

As for new people not knowing, I'm sure there are at least half a dozen people that would remember to clue them in on it before too long.

320 wrote:
...Maybe it eats adren at 1.5 times normal booster?...
 


I made two version of the new combo. One that is just fixed, and a super booster that regenerates 3x faster and eats the adrenaline 3x faster also.

Maybe on DC it isn't as necessary to regenerate 15 health/sec but on our server its a life saver.
Szlat

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v0rTeX wrote:
The booster combo should never have been coded the way it was. They just plain didn't think that someone might make something that pushes health above the max without redefining the default max value. 

Agreed. So if we can fix the booster, then that's the best way to go.

However, if we can't fix the booster, what then? We need to find another way of stopping the medic weapon invalidating the booster combo. If we stop the healing weapons healing above the normal maximum when the player is boosting, then the medics can freely heal everyone, and the booster will still give armour rather than just throwing the adrenaline away.

Although not perfect, it's a lot better than the current situation.

Or, pick up on

Ratar_Killer wrote:
Instead of changing booster, maybe the medics could be given the ability to boost shields as well.  

and change the medic weapon so that if the player has a booster running, heal to the booster health limit, then 'heal' the shield to the max.
KohanX

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Joined: 03/04/2006 13:40:23
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Ooh, to fix everything, we could have booster act as an Armor-only regenerator . Just a random thought.
 
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