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Re: New WM skill suggestion
Posted: Wed Nov 03, 2010 2:16 am
by Corky
Urtho wrote:AM's should not get the offensive artifacts on spawn, that's one tweak I'd like to see. Triple Damage and Lightning Rod are very powerful and EVERYONE should have to find them "out in the field", not be given them on spawn.
agreed
Re: New WM skill suggestion
Posted: Wed Nov 03, 2010 4:19 pm
by Urtho
Seven_of_69 wrote:
Lighting rods, triples, and globes are available on wave 1 and sometimes my WM has all 3 plus a MWM on wave 1. With the exception of maybe later waves, WMs are at no disadvantage to having to pick them up every time they spawn.
And sometimes you don't have all or even one of them by wave 10 and later. The randomness of the game you speak of later on in your post also comes into play here as well. I've had plenty of games where I never find a globe or a triple and I've been in the game since wave 1. Bad luck, sure but it happens. Why should AM's be exempt from this aspect of the randomness of the game? Under my suggestion they're not going to lose the two most important artifacts gameplay-wise for their style of play in the globe and the unbreakable MWM.
Your point concerning the high scores is mostly irrelevant as there have been so many different wave configurations, player skills, and bugs in the code over the years that none of them are directly comparable. It could easily be said that the highest on that list simply happened to be those that stuck with it the longest, and by random chance those players were playing WM characters.
Seven_of_69 wrote:
While WMs can spawn with non-negative weapons, the randomness of the game shouldn't prevent them acquiring negative weapons during game play. WMs shouldn't be exempt from game-play factors like discarding a * weapon (in hope of picking up something else) and never end up with a negative weapon.
I respect your opinion 7 but we're just going to have to agree to disagree on this one. Make it a very high level skill, Loaded Weapons 6 (LW 7 can be the max idea) with a lvl 200 requirement if it's so necessary to experience this "randomness of the game". 175 levels of this joyful game-play factor should be plenty enough for anyone.
Re: New WM skill suggestion
Posted: Wed Nov 03, 2010 6:19 pm
by Seven_of_69
Urtho wrote:And sometimes you don't have all or even one of them by wave 10 and later. The randomness of the game you speak of later on in your post also comes into play here as well. I've had plenty of games where I never find a globe or a triple and I've been in the game since wave 1. Bad luck, sure but it happens. Why should AM's be exempt from this aspect of the randomness of the game? Under my suggestion they're not going to lose the two most important artifacts gameplay-wise for their style of play in the globe and the unbreakable MWM.
TBH I'm neutral on whether or not AM should spawn with the offensive artifacts. I just indicated that WMs are not at a disadvantage. As for randomness, that's part of the game. Sometimes another WM will grab all "my" MWMs 3-5 times in a row on a wide open map no less. Oh well. :sdoh:
Urtho wrote:Your point concerning the high scores is mostly irrelevant as there have been so many different wave configurations, player skills, and bugs in the code over the years that none of them are directly comparable. It could easily be said that the highest on that list simply happened to be those that stuck with it the longest, and by random chance those players were playing WM characters.
It's true the Game Tracker scoring data is hard to correlate with length of time played, player level, player class, etc. But it's the only publicly available data I know of. :ssmile:
Urtho wrote:I respect your opinion 7 but we're just going to have to agree to disagree on this one. Make it a very high level skill, Loaded Weapons 6 (LW 7 can be the max idea) with a lvl 200 requirement if it's so necessary to experience this "randomness of the game". 175 levels of this joyful game-play factor should be plenty enough for anyone.
My WM picked up negative mines the other day. Applied EWC, no more negative mines, no problem. If I had no EWC, so what? Not every game is going to be a walk in the park. And what's frustrating to one player doesn't bother others. :swink: For one, I'd like to see no super weapons on Luci wave but some people don't mind it and others love it.
And instead of extending existing skills which have worked fine for ages, I'd rather see WMs get new abilities like a vampire sphere skill which gives other players within the sphere some vampirism and gives the WM some XP for being a team player (just like how Medics get XP for healing).
Re: New WM skill suggestion
Posted: Thu Nov 04, 2010 11:09 am
by warhead2
i also would like to see the EWC become a max magic modifier, so it maxes a weapon instead of just plusing it. i like the idea too of a vampire sphere. that sounds cool-o
Re: New WM skill suggestion
Posted: Fri Nov 05, 2010 10:28 pm
by tasty
Removing AM loaded artifact skill -> triple and lighthing rod. Make energy +8 firing slightly higher. Energy +7 and below remain the same. This is to make up for rolling weapon late waves and catching up on kills. Double magic properties should only be applies to vorpal and energy modifier.
Increase medic firing power.
No changes on wm.
That will be balance.
:ssmile:
Re: New WM skill suggestion
Posted: Sat Nov 06, 2010 12:05 pm
by Seven_of_69
tasty wrote:Removing AM loaded artifact skill -> triple and lighthing rod. Make energy +8 firing slightly higher. Energy +7 and below remain the same. This is to make up for rolling weapon late waves and catching up on kills. Double magic properties should only be applies to vorpal and energy modifier.
Great ideas for Tasty's
Offline Water Base. :sbigsmile: For online, no. :stongue:
tasty wrote:Increase medic firing power.
Agreed.
Re: New WM skill suggestion
Posted: Sun Nov 07, 2010 5:06 pm
by @nt
My Opinions:
AM: Needs nerfing. Perhaps make it so that AM needs 30% more exp to level?
WM: Needs a slight buff. Perhaps make it so that he spawns with breakable MWM and/or triple.
MM: Needs a major buffing. Pets should be bulked up and made a little smarter, Medic weapon should at least do 10% more damage. Also, perhaps make a skill where you heal more exp per shot? (aka. you shoot a medic rocket at the ground. Normaly, it'll heal you 10 HP but there a skill that lets you heal more.)
Re: New WM skill suggestion
Posted: Sun Nov 07, 2010 5:55 pm
by DW_Ant
@nt wrote:MM: Needs a major buffing. Pets should be bulked up and made a little smarter, Medic weapon should at least do 10% more damage. Also, perhaps make a skill where you heal more exp per shot? (aka. you shoot a medic rocket at the ground. Normaly, it'll heal you 10 HP but there a skill that lets you heal more.)
Level 16 Loaded Monsters: Nali Fighter with super shock rifle (20 monster points and 400 adrenaline to summon).
Try Life Burst for a large boost in healing.
Re: New WM skill suggestion
Posted: Mon Nov 08, 2010 3:03 pm
by warhead2
just tossing ideas on the table, maybe good ideas, maybe not so good haha :stongue: : wm gets two artifacts, each of which can only be used once for entire map. One to roll an nrg, and other to roll a piercing, -but- it's only and always just +1 so they would need the AM to max it or wait for ewc's to drop, to keep some balance. wm's can then be more of a team player. people can go to them for these weapons and AM gets less stress that way and can play more. both am and wm have some ease of frustration in rolling of weapons, and we got a better chance with hard maps like campgrounds which we are used to losing anyways, but with a guaranteed loadout of 2 needful weapons i think those maps would be even more fun than they are now (but we still probably lose mostly but fun to try lol). so this idea is like the weapon mastery skill, just probably easier to implement.
possible buff to medic: make em spawn with a globe(lose it if they die?). they are masters staying healthy so makes sense to me and cuts down on their frustration on having to find artifacts, and of all classes they have the largest number of artifacts to find(ie, additional resupply prism).
i agree with others that medic damage needs just a slight buff, but i understand from the huge thread on that topic it's a pretty sensitive issue. not being able to ewc it anymore i think solves most of that but it seems like now it can use just a bit more power.
Re: New WM skill suggestion
Posted: Mon Nov 08, 2010 6:32 pm
by Seven_of_69
Rolling a piercing or energy or whatever weapons should be a matter of chance, not guaranteed. My strategy is to play my AM to increase my odds of having at least energy and piercing weapons. :swink:
Maps like Campgrounds are fun as they are. They'd be won more often if they were played more but that's a different story. :swondering: