I am a weapons master and I had the damage sphere to test but now I have this ammo invocation thing.
Anyone know what it is?
Oh yeah I also noticed I had a hunter's link gun.
Anyone know what that does?
Ammo Invocation
ammo invocation is probably something the same as the dd sphere but for ammo. but it isnt working atm
and hunter weapons hurt raptors and some other types not sure which exaclty.
also I had a +1 modifier artifact and that didnt work for me either it just stayed the same + and the charm broke. did eat up my 250 adren tho:P
*edit*
I also have Infinite weapons loosing ammo:P more people experienced this.
*edit2* The inf weapons drain ammo to a certain point and then turn inf pretty weird:p but they are inf so thats good:D
If I find more bugs ill try to list them here but the ideas are great :D seems fun
and hunter weapons hurt raptors and some other types not sure which exaclty.
also I had a +1 modifier artifact and that didnt work for me either it just stayed the same + and the charm broke. did eat up my 250 adren tho:P
*edit*
I also have Infinite weapons loosing ammo:P more people experienced this.
*edit2* The inf weapons drain ammo to a certain point and then turn inf pretty weird:p but they are inf so thats good:D
If I find more bugs ill try to list them here but the ideas are great :D seems fun
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- Pro but Noob
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I think this is the fix/change for reloading another magic weapon with an inf e.g. inf/petri mp5 combo people useNizelt wrote: *edit2* The inf weapons drain ammo to a certain point and then turn inf pretty weird:p but they are inf so thats good:D
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- 1337 Haxor
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ammo invocation does work but it works at a very short distance, it gives the user and the person he/she is using it on some resupply. its not like the dd sphere its more like the remote max if any one has that. a little green spark will appear and a long green line will appear to when you use it properly.
Hunters does more damage to Raptors and Shrikes, very handy for wave 13 =D
the +1 thing is kinda broken the now. it is meant to +1 your weapon up to its maximum number and no further. so you wont get a +5 energy flak with it. A -1 draining flak would become just a normal energy flak and so on.
and yeah the infs running down to a certain number of ammo then staying at it is not a bug it is meant to do that, makes it harder for people to run inf anythings when they have 2 weapons.
well uum thats the general jist of them that ive heard hope that will do till sum1 gives all the specifics =D
:queen:
Hunters does more damage to Raptors and Shrikes, very handy for wave 13 =D
the +1 thing is kinda broken the now. it is meant to +1 your weapon up to its maximum number and no further. so you wont get a +5 energy flak with it. A -1 draining flak would become just a normal energy flak and so on.
and yeah the infs running down to a certain number of ammo then staying at it is not a bug it is meant to do that, makes it harder for people to run inf anythings when they have 2 weapons.
well uum thats the general jist of them that ive heard hope that will do till sum1 gives all the specifics =D
:queen:
Last edited by -1PARA-Queenie on Fri Jan 09, 2009 2:19 pm, edited 1 time in total.
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Hunter's Weapons - Think Skaarjbane, but for Raptors and Shrikes. Basically, it's the strongest possible weapon you can use against these creatures.
The general idea for this weapon is that any sort of extremely rare animal (aka, nonsentient) that might be the quarry for an elite hunter should be affected. However, there's certainly the case to be made that Titans and Seekers are extremely rare nonsentient animals, and I don't want a weapon that is going to apply its huge damage bonus on something like 75% of late wave monsters (Raptors AND Titans AND Seekers)... So for the time being the general idea is -- If it's a dinosaur, then Hunter's weapons should affect it. I'm open to suggestions on other things that it should affect, but I want to make it kind of consistent.
Enhance Weapon +1 Charms are meant to increase your weapon's current modifier by one (up to its standard maximum). I've heard this isn't working right now, which is odd considering it was working before... Anyway, that's what it'll do when it does work.
From testing last night it does not look like either Ammo Invocation or Resupply Prisms are working. Looking into the issue further.
Intended functionality for Ammo Invocation is:
1. Select the Skill/Artifact. You need at least X amount of adrenaline/mana (50, at the moment) to use this skill.
2. Aim your crosshair at an allied player.
3. Use the skill/artifact. You should see some kind of effect (and maybe get a message) if it goes off.
4. You will lose adrenaline/mana as long as the effect is active (which will be either until you "use" it again, or until you run out). In exchange, you and the targeted player receive additional ammunition every 3 seconds. You may also receive an experience benefit based on how long you maintained the invocation.
The general idea for this weapon is that any sort of extremely rare animal (aka, nonsentient) that might be the quarry for an elite hunter should be affected. However, there's certainly the case to be made that Titans and Seekers are extremely rare nonsentient animals, and I don't want a weapon that is going to apply its huge damage bonus on something like 75% of late wave monsters (Raptors AND Titans AND Seekers)... So for the time being the general idea is -- If it's a dinosaur, then Hunter's weapons should affect it. I'm open to suggestions on other things that it should affect, but I want to make it kind of consistent.
Enhance Weapon +1 Charms are meant to increase your weapon's current modifier by one (up to its standard maximum). I've heard this isn't working right now, which is odd considering it was working before... Anyway, that's what it'll do when it does work.
From testing last night it does not look like either Ammo Invocation or Resupply Prisms are working. Looking into the issue further.
Intended functionality for Ammo Invocation is:
1. Select the Skill/Artifact. You need at least X amount of adrenaline/mana (50, at the moment) to use this skill.
2. Aim your crosshair at an allied player.
3. Use the skill/artifact. You should see some kind of effect (and maybe get a message) if it goes off.
4. You will lose adrenaline/mana as long as the effect is active (which will be either until you "use" it again, or until you run out). In exchange, you and the targeted player receive additional ammunition every 3 seconds. You may also receive an experience benefit based on how long you maintained the invocation.
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- Pro but Noob
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so the damage sphere is gone?
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When it comes back it will be a purchaseable ability.InflatableHero wrote:so the damage sphere is gone?
While the damage sphere may be gone right now, it can only mean that its out of the testing stage and should be a purchasable thing soon...remember, those of you who had it, it was a *testing* item that you got in advance to try out and test.
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- Pro but Noob
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I know it was being tested, just wondered if you decided to remove it ^^