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la_bomba

Killing Spree
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Joined: 01/07/2005 15:19:42
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Personally, I'm in favor of a medic becoming full support. As for the link gun modifications, those actually sound really sweet. Coming from someone who is just extatic about the medic class, this would solve a lot of problems, although it would introduce a few.


Good Things
-Definetely no more having to thread the needle in chasing people on the run. An absolute plus. Also benefits attackers as they no longer have to be a siting duck. They can concentrate on doing their job as attacker and not sit still (plus, as Druid stated, xp sharing). Although, this doesn't mean the attakcer should abandon their medic, I still think it's their responsability (as a decent attacker) to defend a medic that's healing them.

-Easier to heal; with the flexability of the link alt fire, the medic can look to the sides (somewhat) and watch for monsters while still locked on to their team mate.

- A chain of medic gun's on alt fire. Instant full health in under a second! (I want a screenshot of that).

- This just sounds/feels like a more supportish role (is that a word?). This forces teamwork and, well, just sounds more supportish! (Sorry, I just like how this sounds).

Bad Things
-As for not being able to kill, i'm iffy on that (the part about not being able to pick up other weapons). It would be lovely though if.... healing xp were increased...again (sorry). Most of my xp has been coming from fighting, so if I can't get XP like that anymore, then an increase, I would think, would be in order.

-In sharing the xp using link alt fire, it may cause conflict with exploiting. What if someone doesn't want to share their experience? What if they're full health and the medic just camps for the xp mooching? (I still think it's an awesome idea, but problem should be addressed). Maybe attacker's can have an off/off switch allowing them to be linked to or not...

-What about adrenaline? If we're supposed to (eventually) be medic's AND monster masters, how are we supposed to get adrenaline without being able to kill monsters? We can get adrenaline drip, and pick up adrenaline packets, but is that enough? I don't know the answer, I just know it's worth thinking about.

-I THINK, repeat THINK, that knocking a monster off the end of a map (like FaceOffClassic) gives you the xp for killing them. If I'm correct, then the knockback would still give medic's some xp for killing. It's a minor point (and I may be wrong), but another thing to bring up.

All in all, I find myself hovering the forums due to excitement. This is an absolute plus in making this server stand out, and much appreciated as well!

P.S. I'm sorry if these are all noobish comments. After all, I am noob!

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



Joined: 01/04/2006 17:14:35
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I agree on la_bomba(noob^2&3) with the good and bad things. As for the xp part. I have a lv35 and a lv20 medic(due to reset) and I gain twice xp with my medic then my weapon master. There is someting unbalance as lack of monster or monster to easy... Can't find the exact missing thing. Was my 2 cents...
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
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la_bomba wrote:
-I THINK, repeat THINK, that knocking a monster off the end of a map (like FaceOffClassic) gives you the xp for killing them.  


It gives you one point. Due to the way RPG bases experience on damage and gives 1 bonus point for the actual killing of the monster, it gives you 1 experience point since a stage falloff is considered a non-damage, instant death.
FodderFigure

Wicked Sick!
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Joined: 03/31/2005 17:04:57
Messages: 508
Location: Northern Indiana
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As medic:

Buliwyf - full 16 waves - 611 exp

Torlan - full 16 waves - 655 exp - spent most of game killing monsters, map too big to hunt down people.






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



My skin
http://www.disastrousconsequences.com/dcforum/posts/list/1093.page

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
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Some thoughts to throw in the pot about an Engineer class:
Would have to have a super link gun for repairing vehicles. This of course would be able to increase the armour of a vehicle above it's normal amount (aka medic's healing)
Could perhaps get 20% extra speed out of any vehicle
Should be able to adjust weapons to make them more efficient. Either more damage or faster fire rate. Perhaps artifact based?
Could perhaps have a specialised radar - tho exactly what to show I don't know!
As mentioned earlier, should be able to create weapon lockers and turrets - both the automated dump-and-leave sort, and the manned sort of turret.
Perhaps have an 'armour drip', so his armour keeps increasing.
Perhaps be able to deploy 'energy barriers', that monsters can't go through, or take lots of damage if they do go through.
And of course would have to have a Scottish voice pack, with the pre-defined phrase ' but the engines canna take it'
Perhaps an improved translocator and vorpal shield gun?

Just ideas really - the more the better at this stage.
[KitFox]

Dominating
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Joined: 11/25/2005 07:59:59
Messages: 232
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Engineer is a good idea, i was thinking about a Rogue class.

Something that can "Hide" and that is actually working against monsters
Make it so the moving rate is very slow or something.

With a BackStab ability that could insta kill. It would be helpfull to have a rogue survive on that wave 16 hiding and killing everything left. But that might take a long time if he moves slowly :p

Like the Medic is also the Monster Master.

Engineer could be Rogues.

Just an idea
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Perhaps the engineer could have his own version of "The Healer", modeled after the shield gun. The primary fire would be a short-range uber-healer for vehicles (active, no charging), with the sound effects of the Shield Gun Primary (sorta sounds like mechanics clinking together), and the alt-fire of a link gun, with the same sounds, but longer range and less of a direct effect. Oh MAN... perhaps for actually making vehicles, there would be an awesome mod that would replace every VehicleFactory with a VehicleBase, where the engineer would have set points to make vehicles, sorta like turrets in Star Wars: Battlefront/2. The same weapon would be used, and a little progress bar thingie would be around, and once it's finished and the engineer steps away, poof! A new vehicle!

In my opinion, Engineers should be the behind-behind-the-lines. Here's the hierarchy of combat: Weapon, Adrenaline, Medic, Engineer. Perhaps give the Engineer half of all stats except Adrenaline? Like 50 total health, -100 Damage Bonus (0.5%), -100 Damage Reduction (ditto), -50 Fire Rate, et cetera. This would emphasize the 'super-support' essence of it, and keep them around bases instead of out in the open where they aren't of use as engineers anyway.

To la_bomba, thanks for your support, and to comment on the Link Shaft thing, you can customize it to maintain a link at up to 90 degrees, though I think 45 or 30 would be fine for this role, as I'm sure people can move their mice fast enough to catch up with anything beyond such.

As for shared EXP between Healer and Healee, I'm not sure that's such a good idea. Just stick with 5%-Damage EXP healing method and play it by ear. Because only one weapon will be able to heal (that Medics wield), there won't be the issue of "playing the medic wrong", and we will have more general EXP-gained-per-game statistics, so we can fine-tune it easier. Sorry for using 'we' so much, I just like the whole idea.

...Go Medics!

Ah, something more to add. Perhaps the 'Master' should be removed from classes. It would save space, and also allow for more creative names. Medic Master would be Medic, Monster Master would be Tamer, Weapon Master would be Warrior, or Mercenary or Marine or something, Adrenaline Master could be, um... I dunno, I don't know much about what they can do, and Engineers would just stay Engineers.

Why are Marines called Marines if they don't have anything to do with water?

As for the whole 'Rogue' idea, it's alright, but we already have enough non-front-liners, and the Engineer is good enough, and being half Rogue would increase the want to go out and kill yourself when the other players need you at the base making vehicles for them.
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Jeez, are my posts long enough?
Chyster

Wicked Sick!
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Joined: 02/08/2005 20:26:37
Messages: 573
Location: Victoria, TX
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I dunno if this got fixed, but Sunday night pets were being healed way too much. Here is a screenshot of several bunnies who's health bars (awareness ability) streched halfway across my screen.
 Filename Shot00020.bmp [Disk] Download
 Description Megahealth Bunnies
 Filesize 2304 Kbytes
 Downloaded:  74 time(s)


If at first you don't friccasee, fry, fry a hen.
[Email] aim icon [ICQ]
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
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That's hilarious. Must've been some really weird bug O.o
Shadow-X

Rampage

Joined: 01/22/2006 13:46:46
Messages: 114
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Mega rabbits
{NYA}ViCorp:S

Killing Spree

Joined: 08/21/2005 14:26:22
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I was thinking of things to add, not like a new class, and I came up with two skills I would like to see: Sturdy and Balance. Sturdy would act just like Sturdy weapons do in that you wouldn't get bounced by energy blasts hitting you. Nothing I hate more than getting stuck in a corner or against a wall and getting "juggled" like in some Street Fighter game until I die. Balance would help you keep you footing so that Titans couldn't bounce a player so much (or at all at the top level). Anyhow, just my 2 cents on things.
la_bomba

Killing Spree
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Joined: 01/07/2005 15:19:42
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Okay, first let me say that I am in favor of having a medic become full support, but in order to justify my own beliefs on the subject, some things should be addressed. I think the name for me at this point is, "Devil's Advocate."

Reasons against a medic becoming full time support...

- Dependant on team work. On a good game, this could be beneficial, but if there's only kids on, or the more "stuck up" players, then your leveling can be significantly decreased due to the incompetence, or just plain rudeness of others.

- What if we're the last character alive? Wave 16 with dozens of titans, queens, and warlords, and all I can do is use knockback on them? I was always taught that suicide is not an option.....

- What about the inevitable vehicle invasions? Can medic's fight offensively now? Or not? What about healing vehicle damage? Link guns already do that, can we do it better? Heal the person INSIDE the vehicle?

- Fun. Who doesn't enjoy blowing up a skarj or titan? I love healing, but even I get the urge to make things go boom occasionally.... This would severely inhibit our abilities to do anything else but heal.

- What about monster masters? What if someone wants that before becoming a medic? Must they level using Nali Bunnies and Cow's until they can summons better things? That would be hell. Without fighting, they're forced to get healing before monster abilities.

- (This is partially a joke) Shoot me if I have to listen to a constant link gun alt fire for healing an entire game. Maybe the sound can be altered? For the Love of God, PLEASE! (Minigun for 16 waves straight is mind numbing).

- Auto taunts, make em' stop! Playing at 3:00am and healing bot's could get more annoying then that stupid phone commercial "Can you hear me now?"

- Ummm, I guess that's it for now (I'll probably come back and edit this later with more).

Again, I want a medic to be full support (as long as certain problems are addressed which have already been stated) but the other side of the argument should be looked at. If this can be disproved then it would support the case even more. If not, well, some (including myself) may even change their minds.

Also, it should be said that even if the Medic class is left as is, we shouldn't get angry that we didn't get more. What Druid's done is awesome, and while even I complained at the rate originally, with a few levels of experienced healing I'm now getting (peak) 1,000xpa game, at level 24. It's not broken, but it COULD be upgraded, but we shouldn't get greedy.

Athough, I WANT MY RESURRECTION SKILL, NOW!!!!!!! (j/k)

A penny for your thoughts....

Noob(s), out....

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
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{NYA}ViCorp:S wrote:
I was thinking of things to add, not like a new class, and I came up with two skills I would like to see: Sturdy and Balance. Sturdy would act just like Sturdy weapons do in that you wouldn't get bounced by energy blasts hitting you. Nothing I hate more than getting stuck in a corner or against a wall and getting "juggled" like in some Street Fighter game until I die.  


I actually developed a skill for that. I call it Iron Shoes and its in my RPG package. It has 4 levels and each level reduces the amount of juggling by 25% so that when you have 4 you dont get bounced at all. For some reason it does not keep you sturdy against redeemer blasts but it works on everythign else.

And as an added side effect, it stops working when you turn on the Globe of Invulnerability. So the penalty for being invincible is no more sturdy unless you have the guns.

If Druid feels like adding it he could just swipe out some code from my addon. Heck he might even be able to clean it up or improve it somehow.
[KitFox]

Dominating
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Joined: 11/25/2005 07:59:59
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I actually developed a skill for that. I call it Iron Shoes and its in my RPG package. It has 4 levels and each level reduces the amount of juggling by 25% so that when you have 4 you dont get bounced at all. For some reason it does not keep you sturdy against redeemer blasts but it works on everythign else.

And as an added side effect, it stops working when you turn on the Globe of Invulnerability. So the penalty for being invincible is no more sturdy unless you have the guns.

If Druid feels like adding it he could just swipe out some code from my addon. Heck he might even be able to clean it up or improve it somehow.
 


And it works against Titans bounce?

OMG That would be so cool to have on the server

 
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