[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
Extreme AM Report  XML
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3, 4, 5, 6 Next 
Author Message
Thè-Hättêr

Wicked Sick!
[Avatar]

Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline

not exactly, since adrenaline can be get by adren drip, adren surge, or killing, but the bar cant.

"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]
Elite

Godlike
[Avatar]

Joined: 10/21/2007 13:24:50
Messages: 417
Offline

Ok just so I get things straight... the beam will deal the most damage to one monster, the chain lightning will deal the exact same damage as the beam but distributed among more than 2 monsters, and the fireball will deal a fixed amount of damage and can deal splash damage to nearby monsters but over time as it burns will deal the exact same damage as the beam. Okay this is what I think, am I wrong?

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
Spacey

Wicked Sick!
[Avatar]

Joined: 01/07/2005 21:28:14
Messages: 589
Location: Da'Burgh (Pittsburgh) PA
Offline

I know when I was playing last night, I was finding it hard to keep my adren up with either the rod or the bolt. And this was with a capped off inf rocket and e+4 flak. Then we had a few maps when one of the MM's was running around with 3 red skarj, and things were even worse. This is even before you consider the confounded "You cannot use this artifact again yet" which I keep getting, along with an apparent set of times where the bolt would not fire, with the monster clearly targeted (sometimes at very VERY close range).


I have screen caps I will have to move off my system and put where they can be shown, complete with the scoreboard, and the F3 screens for myself and that MM. (BTW... I have shots of almost every single game going way back of the scoreboard and F3 screens which I can try to dig out if there is interest).

*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)

[Email] [WWW] [Yahoo!] aim icon [MSN] [ICQ]
Szlat

Wicked Sick!

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

Elite wrote:
Ok just so I get things straight... the beam will deal the most damage to one monster, the chain lightning will deal the exact same damage as the beam but distributed among more than 2 monsters, and the fireball will deal a fixed amount of damage and can deal splash damage to nearby monsters but over time as it burns will deal the exact same damage as the beam. Okay this is what I think, am I wrong? 
Pretty much yes. The fireball I was thinking of as pretty much like a flak shell or rocket, that the AM fires and which explodes causing splash damage. I hadn't thought about having a burn effect which continues to hurt over time. I don't mind - whichever way people think will work best. If it burns, the initial splash damage will be less.

Spacey wrote:
I know when I was playing last night, I was finding it hard to keep my adren up with either the rod or the bolt. And this was with a capped off inf rocket and e+4 flak. Then we had a few maps when one of the MM's was running around with 3 red skarj, and things were even worse. This is even before you consider the confounded "You cannot use this artifact again yet" which I keep getting, along with an apparent set of times where the bolt would not fire, with the monster clearly targeted (sometimes at very VERY close range). 
At the moment the MMs are too powerful due to the red skaarj. This will be fixed after the next build. In the current build, the rod is not any more effective for the Extreme AM than for other players.
Ratar_Killer

Godlike
[Avatar]

Joined: 02/12/2006 13:46:09
Messages: 413
Location: New York City
Offline

Spacey,

Try a game with just shield and beam. Use Blast occasionally in big groups.

I've been playing this way for a few days hardly ever find myself low on adren and I'm living through wave 12, which I amost never do with my AM.

LMN how it goes.

There are 10 types of people in the world: Those who understand binary, and those who don't.
[WWW]
Thè-Hättêr

Wicked Sick!
[Avatar]

Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline



points and XP looks good..

"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]
Elite

Godlike
[Avatar]

Joined: 10/21/2007 13:24:50
Messages: 417
Offline

Szlat wrote:
Extreme AM now starts with adrenaline maxed 


I think this should be a skill bought and not just given when you buy the subclass, like ghost is bought... perhaps there should be different levels.

For example:
level 1 you start off with 1/4 of your adrenaline maxed
level 2 with 1/2 of your adrenaline maxed
level 3 with 3/4
and level 4 with 100% of your adrenaline maxed

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
Szlat

Wicked Sick!

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

Possibly.
I just did it that way because WMs get maxed ammo as part of Loaded Weapons, so I gave the Extreme AM maxed adrenaline as part of Loaded Artifacts.
Szlat

Wicked Sick!

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

Szlat wrote:
.... The fireball I was thinking of as pretty much like a flak shell or rocket, that the AM fires and which explodes causing splash damage. I hadn't thought about having a burn effect which continues to hurt over time. I don't mind - whichever way people think will work best. If it burns, the initial splash damage will be less. 
Ok, added a fireball artifact for AMs.

The basis is similar to a rocket - the Extreme AM can pretty much fire them all day, just like a WM can fire rockets all day. The FireBall does more damage than a rocket, but fires less frequently. So, pretty much on a par.

The fireball currently is not flagged as superweapon damage, so it gets the normal DB/DR adjustment - just like a rocket for a WM would. And like a rocket, you get hit with the splash damage.

There was talk about having a burn effect (like poison) put on the victims. However, I think that could make it overpowered - just like spawning always with a +4 poison rocket. So to keep it balanced and reduce processing overhead, I have not included that feature.

This is of course experimental at the moment. It may be removed later, or drastically tweaked up or down - at which time we may add the burn effect. But not yet. I also found I was getting self-damage from fireballs quite a bit - monsters too close or their fire exploding them. As an AM, I am not keen on the extra health I would lose to the burn effect. Give me a poison mini over a poison rocket launcher any day.

To me, the firing rate is a bit slow. I am tempted to double the fire rate and halve the damage, but this will just increase network loading due to the number of projectiles, so we will test it as it is for the moment. I think the big difference with the artifacts is you can't just hold down the fire button in the same way as you can with a rocket.

It is weak against titans - takes about 5 or 6 secs to take one down. But good against kralls/brutes etc. Works well with a DD.
Also works well if firing a weapon at the same time - e.g. poison mini. But it will explode if it hits another projectile.
dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
Offline

ok is that for any am??

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
Offline

dom60 wrote:
ok is that for any am?? 
At the moment yes.
However, the adrenaline cost is higher for a standard AM and takes longer to recharge, so is much less useful.
dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
Offline

is it in the currant build or in the next?...cuz i dont see it yet

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
Offline

Next build. There are a lot of changes waiting for the next build. See this thread
dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
Offline

I want it NOW!!!!

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
Offline

Any feedback on the fireball or the chain lightning?

( in case we want any changes before the next build? )
 
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3, 4, 5, 6 Next 
Go to: