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		<title><![CDATA[Latest posts for the topic "Artifact Feedback"]]></title>
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				<title>Artifact Feedback</title>
				<description><![CDATA[ I popped on tonight with my medic to try out the new-and-improved blast and sphere. Awesome. Not too powerful and the cost is just right. Didn't see any immediate issues. Good job guys!

There were talks of some adren artifacts being overpowered, but I don't remember hearing which ones. Maybe a junkie could fill in that blank.]]></description>
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				<pubDate><![CDATA[Wed, 13 Dec 2006 22:16:11]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ When I made the MegaBlast have a "redeemer-like blast", perhaps I carried it too far. If the firer ghosts before the explosion occurs, it takes out team mates.  :(  I speak from experience. Beware.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2773.page#24046</guid>
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				<pubDate><![CDATA[Thu, 14 Dec 2006 00:42:55]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ I am unsure about the repulsion artifact, that massively "knocks back" the enemy. On maps with lava or space, it perhaps dominates the game too much, and provides too easy a way to get instant kills. 
Two initial options would be to increase the adrenaline required, or to make deaths caused by it give back less adrenaline? 
At the moment, with surge 2, if you blow 2 titans off the map, you end up with more adrenaline than you started with, so you just keep doing it.

Thoughts?]]></description>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 01:12:50]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ Looking at the team artifacts, I think the medics are doing fine with the healing blast and sphere. However, from my limited playing time online, it is not often I see the invulnerability sphere running, and the damage sphere virtually never. 
Do we perhaps need to lower the adrenaline on them?
Currently the globe invulnerability takes 12 adrenaline per sec, while the sphere takes 20. The triple damage takes 10 adrenaline per sec, while the double damage sphere takes 20. 

An alternative might be to drive those spheres using a different set of conditions. For example, make a sphere run until the summoner moves. So, while he is still, the sphere remains. Or it stays until he fires a weapon. And just take say 200 adrenaline as the initial charge for setting it off, rather than taking adrenaline every second.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2773.page#24067</guid>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 01:35:43]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ Adrenaline and Damage Spheres: I use them but mostly on tighter maps when I know there's a bunch of people around me.

Lighting Beam and Bolt: These both do the same damage, correct?  Then we should get rid of the unguided one.

Repulsion: The maps where you can do that are rare and you don't always get away with it.  But boyo is it fun.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2773.page#24068</guid>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 04:38:27]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ Does the repulsion blast make a shild gun sound?  I played Stormwitch yesterday and I think somone set that off and I was bounced about 1/4 mile strieght up over the lighthouse....nice view up there.  So if that's what it was, it does us friendlies also.]]></description>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 06:31:35]]> GMT</pubDate>
				<author><![CDATA[ Flak Monkey]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Looking at the team artifacts, I think the medics are doing fine with the healing blast and sphere. However, from my limited playing time online, it is not often I see the invulnerability sphere running, and the damage sphere virtually never. 
Do we perhaps need to lower the adrenaline on them?
Currently the globe invulnerability takes 12 adrenaline per sec, while the sphere takes 20. The triple damage takes 10 adrenaline per sec, while the double damage sphere takes 20. 

An alternative might be to drive those spheres using a different set of conditions. For example, make a sphere run until the summoner moves. So, while he is still, the sphere remains. Or it stays until he fires a weapon. And just take say 200 adrenaline as the initial charge for setting it off, rather than taking adrenaline every second.&nbsp;
		</blockquote>

The idea of set and forget (all cost at once) is perfect. I, for one, would use them more often. The "invunerablity sphere" should pay a high price but maybe "damage bonus" could come down some.

]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2773.page#24071</guid>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 06:55:37]]> GMT</pubDate>
				<author><![CDATA[ Ratar_Killer]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>Lighting Beam and Bolt: These both do the same damage, correct?  Then we should get rid of the unguided one.
&nbsp;
		</blockquote>
I think the aimed one (Beam) should do slightly more damage. The defaults have 6 damage per adrenaline rather than 4, but I don't know what Dru has configured.]]></description>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 09:48:17]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>Flak Monkey wrote:</cite><br>
		<blockquote>Does the repulsion blast make a shild gun sound?  I played Stormwitch yesterday and I think somone set that off and I was bounced about 1/4 mile strieght up over the lighthouse....nice view up there.  So if that's what it was, it does us friendlies also.&nbsp;
		</blockquote>
It shouldn't do friendlies (but there may be a bug)
The sound is ballgun_launch, which is the sound of the bombing run bomb launcher, so not the same as a shield gun, but similar.
I wonder if it was a nali with a very good shield gun?]]></description>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 09:54:04]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ Szlat:

Not sure, it's what I remember, correct or not.  I know someone who was playing at that time had the same happen to him, whether it was then or a previous map. :-? ]]></description>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 10:00:32]]> GMT</pubDate>
				<author><![CDATA[ Flak Monkey]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ Ok, thanks for the warning anyway. If others experience the same, can they let me know please, and we will try to find out what is causing it. :)]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2773.page#24077</guid>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 10:50:59]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>Flak Monkey wrote:</cite><br>
		<blockquote>Szlat:

Not sure, it's what I remember, correct or not.  I know someone who was playing at that time had the same happen to him, whether it was then or a previous map. :-? &nbsp;
		</blockquote>

That other player was me. Very strange indeed. Was there an adren player playing at the time? I know there are jump pads on that level, but I don't know how that could have caused us to both be rocketed upward at the same time.]]></description>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 19:27:42]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>ECHO wrote:</cite><br>
		<blockquote>That other player was me. Very strange indeed. Was there an adren player playing at the time? I know there are jump pads on that level, but I don't know how that could have caused us to both be rocketed upward at the same time.&nbsp;
		</blockquote>
The other point is Repulsion pushes enemies directly away from the player initiating it. For you to be sent up in the air, the person would have to be underneath you?]]></description>
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				<pubDate><![CDATA[Sat, 16 Dec 2006 02:55:28]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>I am unsure about the repulsion artifact, that massively "knocks back" the enemy. On maps with lava or space, it perhaps dominates the game too much, and provides too easy a way to get instant kills. 
Two initial options would be to increase the adrenaline required, or to make deaths caused by it give back less adrenaline? 
At the moment, with surge 2, if you blow 2 titans off the map, you end up with more adrenaline than you started with, so you just keep doing it.

Thoughts?&nbsp;
		</blockquote>
Not sure I agree.

Yes you get adren.  Yes you get score.

You get 1 xp per kill.  That's it.  So it's like a vorpal in that respect.  What's worse is that in my experience those maps are rarely voted or available, and you'll have trouble getting a kill streak (especially if it takes a bit of falling before whatever you knocked back dies).

In other words, we might want to leave it the way it is now and the Adren Masters might want to start thinking of it as a tactical tool instead of a monster killer.  It might take a while for this to happen.  An AM isn't going to get a lot of XP from this artifact.]]></description>
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				<pubDate><![CDATA[Sat, 16 Dec 2006 08:18:00]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ Once you have repulsed a titan and it is fading off into the distance, if someone else shoots it with an instant hit weapon (e.g. assault rifle) will they get the points when it dies?
If so, that could deter AMs from using?]]></description>
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				<pubDate><![CDATA[Sat, 16 Dec 2006 09:26:18]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>The other point is Repulsion pushes enemies directly away from the player initiating it. For you to be sent up in the air, the person would have to be underneath you?&nbsp;
		</blockquote>

Yeah, that's why I figured it must have been some weird quirk or a feature of the map. If it was the result of someones repulsion I figure we must have been pushed into a jumping pad. The thing is I'm not even sure if an AM was on at the time. Maybe Flak Monkey remembers better than I do.]]></description>
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				<pubDate><![CDATA[Sat, 16 Dec 2006 09:43:05]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Once you have repulsed a titan and it is fading off into the distance, if someone else shoots it with an instant hit weapon (e.g. assault rifle) will they get the points when it dies?&nbsp;
		</blockquote>

Yes, but it's still 1 point. Unless, for example, an AM blasts a titan off into the waters of Masauro (think I spelled that right), which does not instantly kill monsters/players. Someone else can walk up to the edge and kill the monster for full xp with the aid of the deadly water.]]></description>
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				<pubDate><![CDATA[Sat, 16 Dec 2006 09:58:33]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Looking at the team artifacts.....

An alternative might be to drive those spheres using a different set of conditions. For example, make a sphere run until the summoner moves. So, while he is still, the sphere remains. Or it stays until he fires a weapon. And just take say 200 adrenaline as the initial charge for setting it off, rather than taking adrenaline every second.&nbsp;
		</blockquote>
It would perhaps help others if they knew exactly how long the spheres were going to last for. For an artifact like the globe or the triple, it is really useful to be able to switch them on or off. But a sphere - you have no idea if a team mate is relying on it.

So, we could have them on a timer. Either a fixed 200 adrenaline and they last for 30 secs, or make it last relative to the amount of adrenaline - 100 adrenaline lasts for 15 secs, 200 for 30 secs etc. The advantage would be we could give players a visual indication of when the sphere is about to die so they can be prepared. Either a numeric onscreen countdown, or make the sphere start to flicker.

(The medic one would of course have a lower adrenaline requirmeent than the other two)]]></description>
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				<pubDate><![CDATA[Sat, 16 Dec 2006 14:32:50]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Artifact Feedback</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>Adrenaline and Damage Spheres: I use them but mostly on tighter maps when I know there's a bunch of people around me.&nbsp;
		</blockquote>
All I can say is, "If you build it, they will come."  ;-)]]></description>
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				<pubDate><![CDATA[Sat, 16 Dec 2006 14:46:25]]> GMT</pubDate>
				<author><![CDATA[ Piper]]></author>
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