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Re: Newest version of DWRPG

Posted: Fri Jun 05, 2009 9:56 am
by Jon!
new update did nothing, TitanHugger has -50 stat.

Re: Newest version of DWRPG

Posted: Fri Jun 05, 2009 4:57 pm
by Seven_of_69
I am once again spawning with the MP5 but it's always a plain one. And it doesn't "update" itself after a wave or so. It remains plain.

Re: Newest version of DWRPG

Posted: Fri Jun 05, 2009 5:31 pm
by DW_WailofSuicide
Yes, I've seen this on a couple of players so far.

Before this update I tested this issue out specifically literally 30 times with a character who had LW5, each time I had a magic MP5. I'm thinking perhaps there may be some kind of order of operations configuration issue that could be causing it on the server but not on my test server.

Re: Newest version of DWRPG

Posted: Wed Nov 11, 2009 12:02 pm
by warhead2
Hi, I am wondering if you think the way RPG works with Resupply is really correct. Here is the calculation from the stock RPG class:

W.AddAmmo(RegenAmount * (1 + W.AmmoClass[0].default.MaxAmmo / 100), 0);

Clearly the intent is to use the max ammo, but was it really the intent to use the Default max ammo, and not the current max ammo, as increased by the max ammo stat?

I wonder if you have ever considered changing it to be the true max ammo. Reason I ask is that MM and AM can roll an inf fairly easy but WM have a lot of chance for that and many times just dont get one, and their resupply cant keep up. So a WM is stuck having to max out ammo which is a long hard road, and even having that won't last as long as you want it to last. Having resupply based on the true max ammo would help a lot, and seems reasonable to me, but maybe others think that would be too much?

Re: Newest version of DWRPG

Posted: Wed Nov 11, 2009 4:29 pm
by DW_WailofSuicide
warhead2 wrote:Hi, I am wondering if you think the way RPG works with Resupply is really correct. Here is the calculation from the stock RPG class:

W.AddAmmo(RegenAmount * (1 + W.AmmoClass[0].default.MaxAmmo / 100), 0);

Clearly the intent is to use the max ammo, but was it really the intent to use the Default max ammo, and not the current max ammo, as increased by the max ammo stat?

I wonder if you have ever considered changing it to be the true max ammo. Reason I ask is that MM and AM can roll an inf fairly easy but WM have a lot of chance for that and many times just dont get one, and their resupply cant keep up. So a WM is stuck having to max out ammo which is a long hard road, and even having that won't last as long as you want it to last. Having resupply based on the true max ammo would help a lot, and seems reasonable to me, but maybe others think that would be too much?

No. Many weapons can already be fired effectively continuously with Resupply using the default max ammo. If RPG-modified max ammo were used, everything except Link/Minigun/MP5 would be infinite at ~200 AB and even those would become infinite at 700 AB.

Re: Newest version of DWRPG

Posted: Wed Nov 11, 2009 4:48 pm
by warhead2
and you consider that to be a bad thing? Having to invest something like 400 into max ammo would be a pretty heavy cost for a WM to get a decent resupply and pseudo inf weapon loadout going if resupply were based on modified max ammo. WM's would get this only at high levels, whereas AM and MM enjoy the inf weapons at real low levels, even from day one.

another possibility is to let WM's buy more levels of Resupply than just 4. even something as simple as that would be so very helpful.

it seems a little weird to me that the AM can recall all weapons but a WM cant, that a AM can roll weapons but a WM cant (unless luck smiles on them), and that WM cant buy more resupply than an AM. after all, WM's are supposed to be the 'Masters' of weapons.

thanks in advance for your consideration.

Re: Newest version of DWRPG

Posted: Wed Nov 11, 2009 5:47 pm
by DW_Ant
warhead2 wrote:and you consider that to be a bad thing? Having to invest something like 400 into max ammo would be a pretty heavy cost for a WM to get a decent resupply and pseudo inf weapon loadout going if resupply were based on modified max ammo. WM's would get this only at high levels, whereas AM and MM enjoy the inf weapons at real low levels, even from day one.
I believe the max ammo bonus will be fine simply at 300, but the 699 max ammo bonus is simply a luxury purchase to those you have extra stat points to distribute.

warhead2 wrote:it seems a little weird to me that the AM can recall all weapons but a WM cant, that a AM can roll weapons but a WM cant (unless luck smiles on them), and that WM cant buy more resupply than an AM. after all, WM's are supposed to be the 'Masters' of weapons.

WM can't get max recall due to their Loaded Weapons ability. If they can save every weapon they die with, and gain new sets of weapons every time they spawn, they'll simply get an inventory overload.

Re: Newest version of DWRPG

Posted: Wed Nov 11, 2009 5:51 pm
by DW_ACY
warhead2 wrote:and you consider that to be a bad thing? Having to invest something like 400 into max ammo would be a pretty heavy cost for a WM to get a decent resupply and pseudo inf weapon loadout going if resupply were based on modified max ammo. WM's would get this only at high levels, whereas AM and MM enjoy the inf weapons at real low levels, even from day one.
Yes mm get infin. it is part of the class perk since they get no resupply and they have to invest in ammo bonus to get anything worth shooting for long periods. AM's can...can get infi if they choose to spend massive amounts of adren to roll the weapon. This is part of the class balance and your build options. WM can get loaded weapons so they never have to unt for a weapon!!!
warhead2 wrote:another possibility is to let WM's buy more levels of Resupply than just 4. even something as simple as that would be so very helpful.
WM's have the highest resupply amount in the game, am only gets level 3, your biggest benefit as a weapon master is to not neglect ammo bonus. instead of investing in adren as aweapon master you should be investing in ammo bonus more than adren until you are able to switch between weapons. You have the benifit of loaded weapons level 5 with positive magic modifiers and not having to hunt them down on maps, unlike the other two classes which have to know the maps very well to get the things they need.


warhead2 wrote:it seems a little weird to me that the AM can recall all weapons but a WM cant, that a AM can roll weapons but a WM cant (unless luck smiles on them), and that WM cant buy more resupply than an AM. after all, WM's are supposed to be the 'Masters' of weapons.

thanks in advance for your consideration.
Once again this is a matter of character classes and what makes each different and a challenge AM gets recall level 3 because they are dependent on the particular set of weapons they have or have creates with the adren. That is the characters main forte you have the advantage as a weapon master to kill very quickly and efficiently with the advanced damage bonus but you do not get to keep all the weapons you have only that one particular one you are holding. Class characteristic once again. We don't spawn with all weapons or if we kill ourselves we loose all the weapons that we rolled and spawn back with nothing whatsoever. You sir are wrong about the resupply amounts WM has the max attainable in the game. It benefits you most to get more ammo bonus, and not adren early on. With a 50 ammo bonus and resupply maxed I play my early weapon masters with very little trouble having ammo except for the link, MP5 and shock which you can tear through pretty fast. That is were speed switcher, and having multiple weapons comes in handy.

When I get lucky and have a friendly adren give me a infi it's nice or I spawn with one it's great but the classes are meant to work together to defeat the waves. YOu may feel these are injustices but these have all been hashed before and what you are speaking to is class related abilities that balance the classes, and makes one more attractive than another, depending on your style of play. I personaly have all the classes and yes I may not like this or that but I can always switch to another character if I don't care for playing that particular way.

Re: Newest version of DWRPG

Posted: Thu Nov 12, 2009 1:33 am
by -1PARA-Queenie
Warhead just curious but what level are you and what classes do you play?

Yah lets give all WM's all infi weapons!! :banghead: :banghead: :banghead: like it's not easy enough already when you are at a high enough level to have maxed out ammo bonus n all the rest of it, to give WM all infi weapons would be well just plain dumb....



:queen:

Re: Newest version of DWRPG

Posted: Thu Nov 12, 2009 9:27 am
by warhead2
i have only been playing for several weeks now so i am new, been building this WM up to level 171 as of last night. been building it for about three weeks but a week or two before that i played around with the other two classes. i can't really be one of the other classes because to me they seem too one dimensional and for me being able to switch weapons and use the best weapon for the job is what i like, and i also like not camping and always being out there in the middle of the action, so vamp suits me well. the globe is nice but i really don't need it, all i need is ammo and then by using mp5 to kill titans and using vamp on titans to keep my health up, and moving around properly, i can last easily through the later waves. me and "circle strafe shooting" are old friends. the globe can come later for me.

i really like WM and yes they have some nice perks. the only frustration i have is running out of ammo. i am very comfortable using my mine layer waves 1 - 8 but wave 9 onward the mp5 and link are the "bread and butter" weapons, not to say the shock rifle isn't nice too but really the mp5 is the prim and best weapon, and i got amo bonus up to 300 now and still run outta ammo pretty fast.

no, 300 ammo bonus is not enough, i have resigned myself to getting the whole 599 and hopefully then i will have enough.

it's so hard to get that inf weapon so i find running out of ammo pretty frustrating. i then switch to link and run out of ammo on that. fire off my deemers and run out of those. then switching to shock or mini the kill rate isn't quite so fast so so surprise here, i die.

sure i could camp but i hate camping i like to get out thr and dance with my green and blue "friends" :).

i really can appreciate what you peeps are saying about balance and all. the inf mp5 is really the chief weapon in this game and it's frustrating that the other guys usually have this and early on but i dont, and i always run out of ammo on my mp5 and others dont, but i do have other advantages over them. it would be nice if i could replenish amy ammo better but i do have other advantages, is i guess i will have to be patient be build the ammo bonus up to 599, at which point i amaingine i can keep the mp5 and link going most of the time.

o and thanks for thew clarification that wm can get a lil more resupply than others, would still be nice to have a lil more ;)

i do want to take this moment to thank you all for a wonderful server, appreciate all your creativity and hard work, and i am having a blast. keep up the good work!! :D