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Forum Index -> Druids RPG
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Acyd

Killing Spree

Joined: 02/06/2010 21:25:15
Messages: 71
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Just a few things that would be kind of nice to have.

1) Is it possible to make a variable for the current inventory item?
i.e. %i
This would be useful in trying to assist team members by giving them a +1 mod or triple, etc.

2) It would be nice for Sentinel Specialists to be able to use shield blast to help protect the team. Since SSpecs can't have shield regen, what if it did everyone, except the caster?

3) Engineers to be given a way to Kill All Offense Sentinels and Kill All Defense Sentinels. (similiar to medics killing oldest pet or all pets)

4) Once at level 80, Medics and Engineers can cross. It would be nice if the MM/Engi hybrid wasn't sided towards Monster Medic. Some of us would rather heal =)

My Characters:

Acydreign - WM
Acydeer - Engineer
Acydjunk - AM
Acyd-Medic - Monster Medic
Acydmed - Healer Medic
Acyd - General
Ryuxen

Rampage

Joined: 10/08/2009 09:10:26
Messages: 131
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Wow I was thinking almost the same but too lazy to post it.

Nice post
F8_AL

Rampage

Joined: 05/31/2008 05:21:22
Messages: 145
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here are my thoughts on the engineer, as this is the only character i have with subclasses:

I think the sent specialist is overpowered, because the sents just kill things even if your not playing. I know this has been mentioned before, but i think they should shoot for say 5 seconds for every monster u kill, or something along those lines.

I LOVE the new defence sents. I think the update for them is great. Im also a fan of the new autoguns, although i think their range should be increased.

The vehicle master is fairly balanced i would say, as the ion tank is powerfull but doesnt do so well on titans, so this compensates for its high xp on other waves. I would still love to see a flying vehicle for this class. another idea would be to replace the ion tank with the leviathan, as the gun is slightly slower and would enable teammates to use the vehicle, making it more of a team orientated class.

The Ion cannon is very powerfull, i think it could do with shooting slightly slower. In my opinion it is currently too powerfull.

I also think the knockback from both the ion tank and turret needs to be removed from friedly players. The ion turret will also damage friendly players and vehicles if you shoot and get out before the blast has exploded. It can literally destroy the whole base, and easily kill other players.

Ill post sugestions on hybrids when iv played them

((> > F8_Al < <))- level 159 engineer

My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474

You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page

Ryuxen

Rampage

Joined: 10/08/2009 09:10:26
Messages: 131
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Well for me the sentinels are not overpowered, they are our primary weapon they should kill that way just like the Extreme Monsters they dont kill as good with their primary gun couse its nerfed but they specializes in monsters they even have damage bonus increase on pets but at least they can heal themselves, as a Sent specialist you dont have any shield regen, health regen, vampirism, adrenal regen abilities, how are we supposed to survive well with bases we create and with the kills the sents do we can get adrenaline to heal ourselves, so nerfing the sent power even more would be the total destruction of the class, the sentinels dont live forever we need to constantly healing them, If u use 2 offense sents you will get good exp but u have to be healing them all the time and IF u place an offense and 2 def sents they will survive for a while without healing them but just in the first waves. So getting this sent class is also a big task couse u need to get to lvl 150 to get it, and its not an easy job you must work hard to get it in this hardcore server.

The autoguns for my point of view are inbalanced, we need to be near enough of the target to get the autoguns activated, they fire good but its a risk to be near monsters when we dont have any protection skills as I stated before.

The turret and Vehicle master are missing something so people are not playing them they are kind of underpowered on defense. vehicles and turrets get destroyed easly in later waves.

Extreme Engineer needs a boost, the word Extreme says it all, it should have all the engineer skills to the extreme like its missing 5 blocks to spawn, should be a total of 20, should get an improved vehicle and turret from the extremes and even to be able to spawn 2 def sents and a lightning one, they need all the levels of healing shield or even getting 2 more as it should be extreme. Right now they only have the link gun nerfed, the defense sentinels new skills and the new rapid build there is a little difference between the normal Engineer with the extreme one.
Bait



Joined: 06/29/2010 22:35:04
Messages: 25
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Med Hybrids,

Only normal medic and extreme have healing blast/spheres. All of these Hybrids can only summon one useful pet at a time and the IQ is capped at 2 out of 7. This means that the pet will stand around as a meat shield most of the time and isn't smart enough to be a decent decoy. Also the experienced healing is capped at 2% out of 9.

I suggest the IQ be increased to 5 so the pet will follow and shoot what you are targeting at least. Also the XP healing should be set to 3 or 4 so it is worth the med's time to shoot someone with the healing gun.

MM/AM- (weak med with a rod/TD) needs more adren gain skills
- AM looses leach, surge, and team artifacts (his main skills) to gain a med gun and lvl 5 advanced damage reduction
- MM looses most pets, xp healing, and 5 levels of Adv DR to gain a rod and TD and resupply (if you spend 50 non refundable points in max ammo)

MM/WM- good balance, just needs a good pet
some vamp & regen, med gun, adv DR5 , adv DB 5, drip 1 Fun class!

MM/Eng -Eng with a med gun, shield blast and a healing D sent! Great support player. Has standard med limitations and little armor vamp/regen and construction health 6 (I think)
Bait



Joined: 06/29/2010 22:35:04
Messages: 25
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1- Team skins for pets- aka pink pets. The pet halo's can look like life bars, blend in with lava skaarj and may be missing completely. All pets need to be colored distinctly different from the monsters. Recommended colors - pink, orange, yellow, light blue or white.

2- Ion tank/cannon and Hell bender secondary guns need to stop knocking friendly players all over the place.

3- Lockable vehicles and turrets. Ideally this would be for each piece of equipment individually.

4-Only allow vehicle owner to drive. This could disable the forward and back commands or not allow other players from entering seat #1. This would not be needed if lockable vehicles was made to work.
Ryuxen

Rampage

Joined: 10/08/2009 09:10:26
Messages: 131
Offline

Bait wrote:
1- Team skins for pets- aka pink pets. The pet halo's can look like life bars, blend in with lava skaarj and may be missing completely. All pets need to be colored distinctly different from the monsters. Recommended colors - pink, orange, yellow, light blue or white.

2- Ion tank/cannon and Hell bender secondary guns need to stop knocking friendly players all over the place.

3- Lockable vehicles and turrets. Ideally this would be for each piece of equipment individually.

4-Only allow vehicle owner to drive. This could disable the forward and back commands or not allow other players from entering seat #1. This would not be needed if lockable vehicles was made to work.  


1.- Yes the pet halos sometimes are confusing
2.-Im agree
3 and 4.-Let them lockable: bots or newbie players like to play around with our main weapons
F8_AL

Rampage

Joined: 05/31/2008 05:21:22
Messages: 145
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I would love to see a Vortex for the XAM, like the one of the old chaos UT. It would be an aera of affect skill, cost like 250 adren

((> > F8_Al < <))- level 159 engineer

My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474

You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page

 
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