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Medic and Engineer inf weapons are too powerful  XML
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Poll
How should the Medic and Engineer weapons be reduced?
Reduce damage against monsters by 33%, remove berzerk from affecting these weapons. 41% [ 7 ]
Reduce damage against monsters by 50%, give option to purchase resupply lvl 1 24% [ 4 ]
Reduce damage against monsters by 66%, give option to buy resupply lvl 2 6% [ 1 ]
Change healing/engineer weapon to be a special link like gun that does no enemy damage. 12% [ 2 ]
Infinite weapons should be self resupplying instead of truly infinite. 18% [ 3 ]
Total Votes : 17
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MrAndrew



Joined: 08/18/2009 02:21:30
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I may be repeating myself and others, but...
Szlat, is it available to make these weapons not consume ammo or self-resupply it when player use his weapons for right purposes(healing/shielding/linking)? So it stay as effective as it was when using it for it was supposed to, and when the deal comes to killing/spamming it will be just ordinary weapon.
emetakleze

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I think my original idea of making the weapon do no damage what so ever was a little misconstrued. My intent was to say, medic/engineer either spawns with a designated type of inf "class" weapon (a link like gun for example) that will do no damage to monsters at all. They have the ability to pick up all weapons on the map and can feel free to use them. Perhaps giving the ability to purchase resupply 1 or 2. Or, give an artifact upon spawn that lets them create any weapon they pickup into that inf "class" weapon that causes no damage to monsters (this gives the player the ability to pick their favored healing/shielding weapon they are used to). Now that can be handled in one of two ways. Either that weapon slot is now filled and they can not get another of that type unless they pick up a dead players weapon like everyone else and have an "inf class weapon" and a second "** magic weapon". Or when the artifact turns the weapon into said "class weapon" it opens the weapon slot again allowing the player to pick up a weapon at any wep spawn point.

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RoadKill v3.4

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OK tried last night to not use Medic weapon as primary attack weapon which is easier aid than done without resupply

my score was pretty much on par with my normal score (sans monster not going berserk )
I could maintain my adrenaline fairly well to provide heal blasts (adren drip3)
but without resupply I actually move around more and have to be a bit more aggressive when it comes to getting to ammo spawns
actually had 3 medics on last night out of 6 players, which was a HUGE surprise as medics really aren't that common
given the right map I can still berserk fairly well with a non-medic/eng link (depends on how I conserve ammo for titan waves and ammo spawns of course)
my medic is level 300 so will function a little different than most that are on (other than Ton or Cribbage).
at my level I'd happily give up Medic weapons harming monsters for resupply (but it may make me even more aggresive Rage 10 Flak )
,but for lower/mid level medics it could be devastating to their ability to survive if not camping with the engineers

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Thè-Hättêr

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i like the idea.. very very much.. but sure engis and medics need resupply... well here is what i got..


even with exp healing maxed (10%) of everything healed you must heal 10'000 of damage to gain 1k..now 1k i can gain that any day even with a 20idish character.. you might ask any one-.

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(DC)DEMONSLAYER

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I've been trying to wean myself away from using the enigneer link as much as possible...........and for the most part, it hasn't been affecting my scores much.

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Thè-Hättêr

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i have got the perfect idea....

what about a infinite engi wep but a harm wep as well.. in that way players wont be using it to spam all over.. and if they do they get harmed.. but its still infinite to link adn infinite to defend them self.. now with medic it works to since medics do not hurt each other and the harm property do not activate

now those abilities are all ready coded

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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
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RoadKill v3.4

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watched a coupla engi filled maps last night if its spam we are worried about take away the primary fire and just leave engi link with linking (secondary) fire sheesh five players sitting in a hole blindly firing out

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TheDruidXpawX

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RoadKill v3.4 wrote:
1: how about eng link that only has secondary fire ,this would eliminate link spam
2:make Medic weapons with resupply instead of truly infinite , this would prevent constant firing of Medic weapons
3:reduce damage done to monsters by say 25% and increase healing value by say 25% , this would make the medic weapons more effective as healing tool and less effective as a offensive weapon
4:I like the idea of no adren bonus for killing sprees while using these particular weapons ,but am not sure how easy the coding would be
 


All good suggestions. These are on the short list of ways to deal with this

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I agree with RK's 3rd option. Reduce damage to monsters by 25% and increase healing value. Maybe take away infinite and give option for resupply 2 or so. I really don't think it will affect people's scores that much to be honest.

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If I can break 1k at lvl 25 with a char. that has not bought a class, giving engineers and medics resupply for their other weapons and taking away damage from their inf. weapons shouldn't affect them TOO much...really gives them more of a fighting chance in a way.

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[RMD]RAPIER

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I've have looked threw most of the posting and much of it has to do with using infinite weapons and beserk togeather. If the beserk is the problem with the infinite weapon. Why not make the beserk a time limited item instead of a adrin base item.

For example you can only use Beserk for 20 sec on any given round and only once each round. This would stop the constant use of beserk and free up band with.

Or you can't use an infinity weapon with beserk. Just like you can't use a triple with a vorpral.



DrNathan



Joined: 06/21/2008 07:03:59
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I like this new solution from Rapier it makes the stress on the system much less without having to take away the medic and engineer's infinates.
Thè-Hättêr

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TheDruidXpawX wrote:

RoadKill v3.4 wrote:
1: how about eng link that only has secondary fire ,this would eliminate link spam this will help for server packages a lot...
2:make Medic weapons with resupply instead of truly infinite , this would prevent constant firing of Medic weaponsi really like this idea and if i had i would vote for it
3:reduce damage done to monsters by say 25% and increase healing value by say 25% , this would make the medic weapons more effective as healing tool and less effective as a offensive weaponnow and engis?
4:I like the idea of no adren bonus for killing sprees while using these particular weapons ,but am not sure how easy the coding would bei like it but i wont solve server package problem
 


All good suggestions. These are on the short list of ways to deal with this  




"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
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Szlat

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Lets assume that Druid wants to cut the link usage down. We have two to deal with - the engineer and the medic.

The engineer link we can change so it fires half as fast but does double the damage. Instant halving of packets from engineers. As other options we could
  • speed up the projectiles, so there are fewer of them active at any one time
  • Remove the primary fire, and have both fire buttons generating a beam. This is only worth doing if the beam puts less load on the system than the projectiles - which I do not know

    For the medic, we do not necessarily need a weapon. Two alternatives are:
  • Give them instead something like the AM Beam that heals the target for 30 health
  • Make it so that anyone within a certain distance of a medic automatically gets healed for say 10 health a second, if the medic has not shot an enemy in the last 2 secs.
    In both cases, the medic would need to be able to buy resupply for their other weapons, and would require some method of self healling - perhaps an enhanced form of regen?

    EDIT: An alternative for the medic quick and easy would be to not allow the medic weapon maker to work on links.
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    Szlat wrote:
    EDIT: An alternative for the medic quick and easy would be to not allow the medic weapon maker to work on links. 


    Don't know about other players, but I've never used a link for healing as medics need the splash action to keep themselves alive.

    Dru's concerned with the inf links, regardless if they are medic/engineer/regular...........

    Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

    Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

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    TON80

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    If the medic weapon is nerfed I'd like to be able to lock onto team players with the rocket launcher, increase my healing if the damage I can do is reduced. . (and give my pets healing weapons! ) As far as the link goes, I rarely use it. I wouldn't miss it (much) if the medic weapon charm didn't work on it.



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