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Moof

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Hello, everyone. We have FAQs here for getting started and things like that, but I didn't see any comprehensive monster lists. I decided to go ahead and put one together for us. :)

This is v2, including the current status of the ever evolving DC monster pack.

XP: Monsters are worth a set amount of XP equal to their points value, Nali excepted. XP is distributed by damage. If you damage a monster for 50% of its HP, you get 50% of its XP. Note that should a monster be instakilled by any means (knocked off the map, vorpal, otherwise), you receive 1 XP for the kill and none for damage.

Points and adrenaline are always equal (unless you have the ability that gives you extra adrenaline for kills). Points are awarded to whomever damages the monster for its last hitpoint. The killer's adrenaline also increases by the points value. Note that the points in consideration here are those earned when killing a monster. Since summoning abilities are designed to be highly and easily configurable, they are not listed here.

A side note just for info: These screen shots were taken in Tokara Forest.

Monsters are ranked by points, and at the same point value, by HP, lowest first.

Monster types
Metal: Metal monsters have a permanent reflective skin that, predictably enough, reflects a very high percentage of incoming energy-based shots. This includes Link primary and Shock primary and secondary (but not combo).
Ghost: Ghost monsters can float and they cannot be knocked back.
Laser: Laser monsters fire stronger shots than their brethren. More troublesome, however, is the fact that they are cloaked while not shooting.

Monster DB/DR
All monster damage bonus and damage reduction is equal. It is defined by the equation

where level is the level of the lowest player currently alive, and wave is the current wave number.

Remember that the damage numbers listed below are raw numbers. There are detailed equations including the one above that determine the actual damage done.


1 point monsters
Vorpal Bunny

Attacks: Special
HP: 0
Special movement: Jumping, no dodging
AVRiL lock on DC: No
Pack: DC
Vorpal Bunnies are giant Nali Warbunnies. When they take any damage whatsoever, they instantly shred into pieces and spawn an Ultima. After 6 seconds, it will explode, seriously injuring anyone nearby, and outright killing anyone close to the center of the explosion.

Nali Warbunny

Attacks: None
HP: 5
AVRiL lock on DC: No
Special movement: Jumping, no dodging
Pack: Satore
Not currently in use on the DC server
Warbunnies are harmless. One thing to note, though: there is a bug where, upon death, their death animation does not play. If their dot disappears off your radar, you can assume that they are dead, even if they're still hopping around.

Razorfly

Attacks: Ram (10)
HP: 35
AVRiL lock on DC: Yes
Special movement: Flies
Pack: Skaarj
Razorflies will fly right at you and, if they run into you, will do a few points of damage.

Pupae

Attacks: Bite (8), Lunge (12)
HP: 60
AVRiL lock on DC: No
Special movement: None
Pack: Skaarj
Though Pupae are exceptionally weak, they can do damage to a player in groups, and have been known to eat people who are AFK and/or loading into the game in the early waves.

Nali War Cow

Attacks: None
HP: 80
AVRiL lock on DC: No
Special movement: No dodging
Pack: Satore
Not currently in use on the DC server
War Cows are harmless, though cute.

Manta

Attacks: Sting (18), Whip (18)
HP: 100
AVRiL lock on DC: Yes
Special movement: Flies
Pack: Skaarj
Mantas are almost harmless, but amazingly annoying. They will rush straight at you and then fly in tight circles, making them difficult to hit.

Giant Razorfly

Attacks: Ram (50)
HP: 200
AVRiL lock on DC: Yes
Special movement: Flies
Pack: Satore
Though they are exceptionally large, Giant Razorflies can be quite hard to hit since they can easily move in 3 dimensions, and can change direction on a dime. They have just enough HP to survive one hit from low to medium levels, and can do noticeable damage in later waves.

Giant Manta
(No picture)
Attacks: Knockback Sting (40), Knockback Whip (40)
HP: 250
AVRiL lock on DC: Yes
Special movement: Flies
Pack: DC
This monster is not in use on the DC server.

2 point monsters
Poison Pupae

Attacks: Poison Bite (8 + poison), Poison Lunge (12 + poison)
HP: 60
AVRiL lock on DC: No
Special movement: Strafing
Pack: DC
Poison Pupae are an annoyance more than anything. They do no more damage than normal Pupae, but when they hit you, they will poison you for a few extra damage.

Krall

Attacks: Strike (20), Throw (30), Zap (17)
HP: 100
AVRiL lock on DC: No
Special movement: No dodging
Pack: Skaarj
Kralls are a slave race to the Skaarj. They have a little zapper stick that doesn't do too much damage - the Skaarj have put limiters on them to ensure the Kralls cannot revolt.

3 point monsters
Nali

Attacks: None
HP: 50
AVRiL lock on DC: No
Special movement: No dodging
Pack: Satore
Not currently in use on the DC server
These poor Nali have come to the battlefield without first arming themselves. Their race was entirely peaceful prior to the Skaarj invasion, and they had no need for weapons!

Nali Fighter

Attacks: Special
HP: 70
AVRiL lock on DC: No
Special movement: No dodging
Pack: Satore
They may be worth three points, but Nali are the bane of many a player. These guys use the same weapons players do, and a Nali with a shield gun is very dangerous. Also note that Nalis are immune to magical attacks. It's a racial trait. For example, they cannot be nullified, poisoned, frozen, or knocked back, and they are immune to vampirism and rage. Nalis are the only enemy susceptible to headshots.

Elite Krall

Attacks: Strike (20), Throw (30), Zap (25)
HP: 100
AVRiL lock on DC: No
Special movement: No dodging
Pack: Sjaarj
Elite Kralls hit slightly harder than Kralls. They can also go down, but not out: depending on how much damage they take, they can fall and keep firing at you from the ground, requiring a second hit to finish them off.

Metal Manta

Attacks: Sting (18), Whip (18)
HP: 170
AVRiL lock on DC: Yes
Special movement: Flies
Pack: DC
Not currently in use on the DC server
Metal Manta have more HP than Manta, and like other metal creatures, they reflect most energy-based shots.

Vampire Gnat

Attacks: Vampiric Ram (5%-35%)
HP: 40-200
AVRiL lock on DC: Yes
Special movement: Flies
Pack: DC
Vampire Gants form one half of "The Red Menace." Vampire Gnats move quickly, are very difficult to hit, and vamp damage on each hit. Furthermore, they will split in two if they reach 200 HP. If allowed to do enough damage in groups, they can and will take over entire maps, can kill even experienced players, and often require teamwork to defeat.
Suggested tactics: Vamp Gnats always bounce directly backwards when they hit you. Knock them out with a shock combo or AVRiL when they rebound. Alternatively, if you have no AVRiL available, you can allow one to hit you while someone else covers the area in shock combos.

4 point monsters
Blast Krall

Attacks: Strike (20), Throw (30), Blast (80)
HP: 130
AVRiL lock on DC: No
Special movement: No dodging
Pack: DC
Not currently in use on the DC server

Metal Elite Krall

Attacks: Strike (20), Throw (30), Zap (25)
HP: 140
AVRiL lock on DC: No
Special movement: No dodging
Pack: DC
Metal Elite Krall have more HP than their Elite Krall brethren, and like other metal creatures, they reflect most energy-based shots.

Gasbag

Attacks: Punch (25), Pound (35), Belch (45)
HP: 150
AVRiL lock on DC: Yes
Special movement: Flies, mediocre dodging
Pack: Skaarj
Gasbags are giant floating...er...gas bags with arms and fists. They spit fire, and when they group up, it can be hard to dodge the fiery rain.

Shell Gasbag

Attacks: Punch (25), Pound (35), Shell (60)
HP: 150
AVRiL lock on DC: Yes
Special movement: Flies, mediocre dodging
Pack: DC
Shell Gasbags are small blue Gasbags who, instead of spitting slow moving puffs of fire, spit fast, heavy flaming balls of metal. Fun, huh?

5 point monsters
Ice Krall

Attacks: Strike (20), Throw (30), Freezing Zap (60)
HP: 140
AVRiL lock on DC: No
Special movement: No dodging
Pack: DC
Ice Kralls have a special zapper stick that will freeze anything its shots hit.

6 point monsters
Skaarj

Attacks: Spin (20), Claw (25), Burst (30)
HP: 150
AVRiL lock on DC: No
Special movement: None
Pack: Skaarj
Skaarj are fairly straightforward. They have Wolverine style claws and can fire energy bursts. They move fairly quick and can dodge.

Ice Skaarj

Attacks: Ice Burst (25), Spin (20), Claw (25)
HP: 150
AVRiL lock on DC: No
Special movement: None
Pack: Skaarj
The elemental Skaarj all fire appropriately colored energy bursts that do heavy knockback. They are slightly stronger than the 'normal' Skaarj.

Skaarj Trooper

Attacks: Spin (20), Claw (25), Burst (30)
HP: 200
AVRiL lock on DC: Yes
Special movement: None
Pack: Satore
Skaarj Troopers are Skaarj armed with a small blue energy buckler (a shield worn on the forearm). While they have the shield out, damage they take from 70° to the front is reduced by a huge amount.

Laser Krall

Attacks: Strike (20), Throw (30), Laser Zap (60)
HP: 200
AVRiL lock on DC: Yes
Special movement: None
Pack: DC
Laser Kralls have a zapper stick equipped to fire a fast moving high damage bolt. They also cloak when moving around and not shooting.

Sniper Skaarj

Attacks: Snipe (55-65), Spin (20), Claw (25), Arc (Snipe hits up to 3 targets near the original)
HP: 200
AVRiL lock on DC: Yes
Special movement: No
Pack: Satore
Sniper Skaarj are Skaarj Troopers armed with a lightning gun type weapon. (See Skaarj Trooper above.)

Slith

Attacks: Glob (20+), Claw (25)
HP: 210
AVRiL lock on DC: Yes
Special movement: No dodging
Pack: Satore
Sliths are somewhat fast. They fire a Bio Rifle type projectile, which means that when they group up, you need to watch your step.

Brute

Attacks: Pistol Whip (35), Rocket (55)
HP: 220
AVRiL lock on DC: Yes
Special movement: None
Pack: Skaarj
Brutes have a rocket launcher in each fist. Their rockets do not seek, but they fire a lot of them at once, so they can do significant damage if they catch a player off guard. However, they are slow to move and not very smart.

Behemoth

Attacks: Rocket (55)
HP: 260
AVRiL lock on DC: Yes
Special movement: Strafing
Pack: Skaarj
Behemoths are beefed up Brutes with a little more HP. They also focus all their energy on rockets.

7 point monsters
Fire Skaarj

Attacks: Fire Burst (45), Spin (20), Claw (25)
HP: 150
AVRiL lock on DC: No
Special movement: None
Pack: Skaarj
(See Ice Skaarj)

Metal Skaarj

Attacks: Ice Burst (25), Spin (20), Claw (25)
HP: 150
AVRiL lock on DC: No
Special movement: None
Pack: Satore
Metal Skaarj are, more accurately, Metal Ice Skaarj. The only difference is their reflective metal skin.

Mercenary

Attacks: Spray (10-15), Rocket (50), Punch (20)
HP: 180
AVRiL lock on DC: No
Special movement: No dodging
Pack: Satore
Mercenaries are another slave race to the Skaarj. They are armed with a machine gun and a rocket launcher, though they rely on the gun more often than not.

Ghost Slith

Attacks: Glob (20+), Claw (25)
HP: 200
AVRiL lock on DC: Yes
Special movement: Flies, no knockback, no dodging
Pack: DC
Other than being a ghost, these Sliths are identical to their normal brethren.

Laser Behemoth

Attacks: Shock (50)
HP: 240
AVRiL lock on DC: Yes
Special movement: Strafing
Pack: DC
Laser Behemoths have traded in their rocket launchers for energy cannons and a cloaking ability.

Spider Slith
Attacks: Glob (20+), Claw (25)
HP: 250
AVRiL lock on DC: Yes
Special movement: No knockback, no dodging
Pack: DC
This monster is not finished yet.

Metal Slith

Attacks: Glob (20+), Claw (25)
HP: 250
AVRiL lock on DC: Yes
Special movement: No dodging
Pack: DC
Metal Sliths are Sliths with more HP and the reflective metal skin.

Ghost Behemoth

Attacks: Rocket (55)
HP: 250
AVRiL lock on DC: Yes
Special movement: Flies, no knockback, strafing
Pack: DC
Ghost Behemoths have less HP than their weaker counterparts. But, of course, they're ghosts.

Metal Behemoth

Attacks: Rocket (55)
HP: 290
AVRiL lock on DC: Yes
Special movement: Flies, no knockback, strafing
Pack: DC
Beefy Metal Behemoths have beefed up HP and the metal skin.


8 point monsters
Ghost Skaarj

Attacks: Ice (25), Spin (20), Claw (25)
HP: 170
AVRiL lock on DC: Yes
Special movement: Flies, no knockback
Pack: DC
Ghost Skaarj are ghostly Ice Skaarj.

Elite Mercenary

Attacks: Spray (16-19), Rocket (50), Punch (30)
HP: 240
AVRiL lock on DC: Yes
Special movement: No dodging
Pack: Satore
Elite Mercenaries have seeking rockets and fire their rockets much more often than their non elite brethren.

Lava Skaarj

Attacks: Glob (40+), Spin (20), Claw (25)
HP: 250
AVRiL lock on DC: Yes
Special movement: None
Pack: DC
The second half of "The Red Menace," Lava Skaarj will kill you and they'll do it quick. They fire what amounts to a boosted red Bio Rifle glob, and they can rack up far, far more damage than the raw 40 noted above. Kill them fast and don't let them hit you.

Giant Gasbag

Attacks: Punch (50), Pound (75), Belch (45)
HP: 600
AVRiL lock on DC: Yes
Special movement: Flies, mediocre dodging
Pack: Satore
Giant Gasbags are much the same as regular ones, except, well, bigger and stronger. They also spawn a small army of regular Gasbags around them. One thing of note: if you have "Full Gore" turned on, when these guys gib, the meat chunks can fill hallways and rooms, often obscuring entire portions of a close quarters map.
Recommended tactic: The regular Gasbags these guys spawn do not give points or XP. Furthermore, when you kill the parent Gasbag, all the children disappear, so go for them first.

9 point monsters
Metal Elite Mercenary

Attacks: Spray (16-19), Rocket (50), Punch (30)
HP: 280
AVRiL lock on DC: Yes
Special movement: No dodging
Pack: DC
Metal Elite Mercenaries have, like the other metal monsters, more HP and the reflective skin.

Metal Giant Gasbag

Attacks: Punch (50), Pound (75), Belch (45)
HP: 660
AVRiL lock on DC: Yes
Special movement: Flies, mediocre dodging
Pack: DC
These guys follow a similar pattern as the other metal monsters, though they can't spawn children.

10 point monsters
Warlord

Attacks: Strike (45), Rocket (70)
HP: 500
AVRiL lock on DC: Yes
Special movement: Flies, mediocre dodging
Pack: Skaarj
Warlords are the first of the three highly dangerous monster families. They can fly, they have a good chunk of health, they have two rocket launchers that fire seeking rockets, and they are fairly smart.
Recommended tactic: If Warlords are at an elevation equal to you, and you are standing still, their rockets won't lock on. Any movement, however, including that from getting hit by another monster, is enough to bring the rockets in.

Beam Warlord

Attacks: Strike (45), Beam (60)
HP: 500
AVRiL lock on DC: Yes
Special movement: Flies, mediocre dodging
Pack: DC
Beam Warlods have traded their rocket launchers for fast-firing zapper style weapons.

Null Warlord

Attacks: Strike (45), Null Rocket (50)
HP: 500
AVRiL lock on DC: Yes
Special movement: Flies, mediocre dodging
Pack: DC
Null Warlords do less damage than Warlords, but it's small comfort. Their rocket explosions Null Entropy anything in their blast radius for 3 seconds - and by the time these guys show up late game, standing still for 3 seconds is an eternity.

14 point monsters
Queen

Attacks: Shoot (40 ea), Claw (70), Stab (90)
HP: 800
AVRiL lock on DC: Yes
Special movement: Ground pound (passive)
Pack: Satore
Queens are the second of the three most dangerous monster families. They spawn a small army of Pupaes around them. Close in, they use their pincers to eviscerate their enemies; at range, they can fire huge blasts of energy that hurt badly. They also have a massive shield that will reflect all incoming shots from the front while it is active. On top of that, they can teleport around the map.
Recommended tactic: Queens take about two seconds to recover after a teleport. Hit them hard.

15 point monsters
Ghost Titan

Attacks: Rock (special), Slap (85), Punch (80)
HP: 700
AVRiL lock on DC: Yes
Special movement: Flies, no knockback, ground pound, no dodging
Pack: DC
Ghost Titans traded some of their skin's hardness for ghosthood.

Poison Queen

Attacks: Null Poison (15 ea x1-7), Claw (90), Stab (110)
HP: 800
AVRiL lock on DC: Yes
Special movement: Ground pound (passive)
Pack: DC
Poison Queens are vicious and arguably the most deadly monster in the game. Not only do they have the same abilities as Queens, but they spawn Poison Pupae, they can Null Entropy you, and they do fantastic amounts of damage in a very short period of time.

16 point monsters
Titan

Stone Titan

Attacks: Rock (special), Slap (85), Punch (80)
HP: 900
AVRiL lock on DC: Yes
Special movement: Ground pound, no dodging
Pack: Satore
Titans and Stone Titans are identical except for looks. When they get angry, they can pound the ground and send everything near them a short distance into the air. Close in, they'll take a swipe at anything they can reach, easily hurting or killing their target. At range, they throw rocks that will instantly kill all but the hardiest of players. In addition, if you are in the unfortunate position to be under a Titan's feet whether the Titan is falling, on a ramp, or otherwise, you will be killed instantly.
Recommended tactic: You can shoot the largest boulders (the instakill ones) with AVRiLs or other high damage weapons to break them up before they hit you.

18 point monsters
Metal Titan

Attacks: Rock (special), Slap (85), Punch (80)
HP: 1300
AVRiL lock on DC: Yes
Special movement: Ground pound, no dodging
Pack: DC
Metal Titans have a mind numbing amount of HP, reflect energy shots, and come with all the other dangerous Titanisms.

Moof, Scholar of Ni

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Moof

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Okay, everyone. Fact check me, tear it apart, let me know. I'm sure I've made mistakes and/or left good stuff out.

Moof, Scholar of Ni

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ECHO

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Moof wrote:
War Cows are harmless, though cute.  

Yeah, that's not biased at all...

  • I'm pretty sure you can't use an AVRiL on elite and ice krall.

  • There's a typo in the Lava Skaarj description... "amoutns" --> "amounts"

  • Poison Queen image link is broken

    Awesome Moof! Just what we need

  • You can never have too much precision in your soup.

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    Continuum

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    Might not really be worth mentioning but nali cows/rabbits seem to have the ability to occasionally telefrag you when your using the translocator to telefrag stuff... I guess that really doesn't count as an attack though..




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    Moof

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    Continuum wrote:
    Might not really be worth mentioning but nali cows/rabbits seem to have the ability to occasionally telefrag you when your using the translocator to telefrag stuff... I guess that really doesn't count as an attack though.. 


    Satore really put a lot of work into the four Nali characters. More than I would have, that's for sure - especially since save the Nali Fighters, the three others simply exist and play an animation every once in a while.

    In fact, the Nali War Cow code looks like this:
    *Every once in a while, take one or two steps, then play one of four animations.
    *Every second, if standing on a movement or map pressure trigger, activate it
    *When hit, calculate which direction to flinch and how hard, and do so
    *If dying, calculate in which direction to fall, and how to do so based on the energy of the hit, and then fall

    That's the whole darn file, in terms of functions. Nothing about telefrags.

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    Szlat

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    Excellent post Moof.

    The Giant Mantas I think are finished, but are not currently in use on the DC server. I think the knockback is a bit too unpredicatable in its effect for us to use.

    Under 3 point monsters should be the RPGNali (not yet finished)
    Like a regular Nali Fighter except it randomly has magical weapons (e.g. a vorpal shield gun)

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    Good job Moof... even after 3 years, I learned a few things.

    Just a thought tho... I know several of the new "hybrid" monsters haven't been unleashed on us yet, but does anyone else think that having a metal version of every race is just a bit overboard? The new variety is nice...you all did a nice job on them...but it's just a feeling I have is all.

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    Flak Monkey wrote:
    Just a thought tho... I know several of the new "hybrid" monsters haven't been unleashed on us yet, but does anyone else think that having a metal version of every race is just a bit overboard? The new variety is nice...you all did a nice job on them...but it's just a feeling I have is all. 
    Various servers may want slightly different configurations, so I created metal variants of a lot of monsters. I do not expect any given server to run more than 2 or 3, but which ones could well change. It was very little coding, and is very little extra overhead.
    Grizzled_Imposter

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    Awesome Job Moof!

    Just 2 questions, are the points listed for monsters in the reference for the summoning aspect? or for the score? and is this referenced in the Wiki?

    Thanks for the great explanation. I have a lot more ammo when picking my summon on a given level.

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    Grizzled_Imposter wrote:
    Awesome Job Moof!

    Just 2 questions, are the points listed for monsters in the reference for the summoning aspect? or for the score? and is this referenced in the Wiki?

    Thanks for the great explanation. I have a lot more ammo when picking my summon on a given level. 


    Thanks, everyone!

    The score is the points you earn when you kill 'em. Those are hardcoded. The summoning ability is wildly configurable, so I didn't list that here.

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    Except for the AVRiL and Kralls, I've made all the corrections listed above. (Can anyone verify Echo's statement? If not I'll try to get into the game tonight.)

    I've added notes on XP and instakills, on where the point values are coming from, that you can break Titan rocks up with high damage weapons, and more movement info (dodge, strafe, jump).

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    Moof wrote:
    (Can anyone verify Echo's statement? If not I'll try to get into the game tonight.) 


    I verified it this morning. Didn't get a lock-on with either monster.

    You can never have too much precision in your soup.

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    ECHO wrote:
    I verified it this morning. Didn't get a lock-on with either monster. 


    Hokay. Fixed!

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    Location: Twin Cities, MN (aka frozen tundra)
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    I've been waiting for an updated monster compendium since the new monsters were introduced.

    Thanks Moof, and nice work!

    Summit Extra Pale Ale....the best beer known to man.

    My skin: http://download.beyondunreal.com/fileworks.php/skincity/ut2k4/boid_ut2k4.zip
    Moof

    Wicked Sick!
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    Joined: 06/24/2006 19:42:44
    Messages: 433
    Location: College Park, MD
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    Corrected AVRiL info for Lava Skaarj and Laser Krall.

    Moof, Scholar of Ni

    Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta)
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