Re: AM balance?
Posted: Wed Feb 24, 2010 11:53 am
i agree 7 having dmm as a drop is not absolute necessity but i personally would like it very much, and think it would help provide better balance. just my opinion, and any1 can disagree and that's fine.
i seriously request the coders to do that mod and make it a drop, i would applaud such a thing. if not, hey i'm having fun and it's all good.
7 has a gr8 point too about am's being stuck for several waves while they r rolling things, while wm's are free to go out and have fun. another thing that balances things. during waves 1-4 an am will be rolling weapons, and a wm will be out killing and collecting his globe and triple and scoring points all that time, so it's not so bad that wm's dont start with a globe/triple, cause while they are out getting them the am's are stuck rolling stuff, so things kinda balance out.
btw scum i'm not trying to invalidate your points i think they are good points. i do think am is bit OP but my opinion is that a WM with some knowledge and practice can make up for it.
so, scum, let me clarify a few things just to make it clear what i mean and where i'm coming from, and i just hope it helps, i'm not really trying to argue you out of your view points, cause things like you say ought to be said, cause server needs feedback of community.
yes, i can run a globe and triple at same time for a long period of time, depending on situation. when i say "continuously", i don't mean wave after wave all wave long. that is not needed, nor possible, nor even desirable. and that is the strength of the WM. they can turn off and on the globe and triple at their whim and rely on vamp, while an AM has to keep them going all the time. so, whenever i feel the need to run globe and triple at same time, i do, then i turn off whichever i like when they aren't needed anymore. for example, if i come on a mob with titans, i may run globe and triple until i got all titans killed, and then turn off globe and just use triple, cause globe then isnt needed anymore and it's an unneeded drain on adren. i can keep both up for a minute or two if i need to, depending on situation. being able to turn things on and off like that means the WM can conserve adrenaline, which gives him an advantage, and this is a thing which is really hard for the AM, cause he usually has to keep both running so cant conserve as well as the WM.
and here's another thing. the AM has a huge inventory! it is a real bother to scroll through all those items to try to turn off and on the globe and triple. with the WM, he can toss what he don't like and just keep the globel and triple, and easily easisly easily switch between them and turn them on and off. ease off inventory use is another huge advantage of WM over other classes. further, WM can bind keys like E and R to artifact's use and next item commands and use those keys to easily switch around, while other classes have bloated inventories which are super hard to manage.
so for running globe and triple for a long time, it's all based on kill rate. if you keep killing, the "Double Kiiil" "Multi Killll" ect bonus's award you incredible amounts of adrenaline and I fine no trouble keeping them running even with MP5 if enough monsters are around to get those kill bonuses. you may already be aware of that but many are not. now granted not all players have this ability to kill at such a high rate. i have great aim so i have no trouble at all keep the Holy Sh## kills going all wave long at times, and as long as i do that, i can run globe and triple all the time even with mp5. this is also why the vorp +22 can indeed give you mucho XP. sure 1 xp for that kill itself, but if you use vorp to keep the Holy SH## kills going, which is easy when vorping, you get mondo adrenaline and XP.
now, what makes it even easier, is as a wm i have learned to always get the Nrg flak, and always get it maxed to +3, whether i roll it myself or get it from someone else. i always get it. i consider it required equipment, and that's just how i've chosen to play. it is easy to keep both globe and triple running when using nrg flak as long as you are good with a flak. you gotta have good aim with the flak which is a challenging weapon to use aim with on moving targets, but with practice can be mastered.
i am on server one and you are on two so maybe there is a difference there. i only played server two for a couple hours once so i don't really know how it's setup, maybe it's harder there.
so what is the disadvantage for the AM with the MP5? Simple. My WM can just use vamp/triple/mp5 and easily sustain that. Most AM's (except for real high level ones) have to keep the globe running during that time. the globe is both their stength and their weakness. i have played AM enough to know you can't run very long with globe/triple/mp5. yes you can keep it up if you keep up the Holy Sh## kills runing every second or so, but the cost of running globe is so high that eventually the kill bonus's will stop coming every second and you run out quick. because wm doesn't need to globe all the time, he can triple/mp5 much better than an AM can. advantage WM. i will state with enthusiasm the WM can use mp5 and triple a heck of a lot better than a AM can.
as far as inf weapon goes, i have maxed ammo bonus and 75% of maps seems to have an mp5 ammo dump somewhere (sometimes you gotta find it and i always aggresively search for it), so i actually prefer not to have inf mp5 most times, but rather use a petri or some such better mp5 and hit the ammo dumps when my awsume 1250 rounds run out, or switch out to another awsome weapon, so i'm ok there. this gives another advantage to the WM. while an AM is mostly stuck using inf mp5 and nrg flak, as WM can use such juicy items as the petri mp5, and doing so is going to have a huge advantage, as things like the petri are much better weapons if you have the ammo/resupply/ammo dumps to sustain them. my little beef is that low level wm's who don't have max ammo have a struggle there, so i'd like to see them have more Resupply (something like level 6, pretty please?), but still, they can make do without it, they just have to play a little smarter than the rest.
again, i think all the points are fair that are raised, i'm just trying to provide a little counter balance. server can always improve and sure it's got it's issues but it's a pretty good server, and situation in my opinion is manageable, but i wouldn't mind a few mods here and there :)
i seriously request the coders to do that mod and make it a drop, i would applaud such a thing. if not, hey i'm having fun and it's all good.
7 has a gr8 point too about am's being stuck for several waves while they r rolling things, while wm's are free to go out and have fun. another thing that balances things. during waves 1-4 an am will be rolling weapons, and a wm will be out killing and collecting his globe and triple and scoring points all that time, so it's not so bad that wm's dont start with a globe/triple, cause while they are out getting them the am's are stuck rolling stuff, so things kinda balance out.
btw scum i'm not trying to invalidate your points i think they are good points. i do think am is bit OP but my opinion is that a WM with some knowledge and practice can make up for it.
so, scum, let me clarify a few things just to make it clear what i mean and where i'm coming from, and i just hope it helps, i'm not really trying to argue you out of your view points, cause things like you say ought to be said, cause server needs feedback of community.
yes, i can run a globe and triple at same time for a long period of time, depending on situation. when i say "continuously", i don't mean wave after wave all wave long. that is not needed, nor possible, nor even desirable. and that is the strength of the WM. they can turn off and on the globe and triple at their whim and rely on vamp, while an AM has to keep them going all the time. so, whenever i feel the need to run globe and triple at same time, i do, then i turn off whichever i like when they aren't needed anymore. for example, if i come on a mob with titans, i may run globe and triple until i got all titans killed, and then turn off globe and just use triple, cause globe then isnt needed anymore and it's an unneeded drain on adren. i can keep both up for a minute or two if i need to, depending on situation. being able to turn things on and off like that means the WM can conserve adrenaline, which gives him an advantage, and this is a thing which is really hard for the AM, cause he usually has to keep both running so cant conserve as well as the WM.
and here's another thing. the AM has a huge inventory! it is a real bother to scroll through all those items to try to turn off and on the globe and triple. with the WM, he can toss what he don't like and just keep the globel and triple, and easily easisly easily switch between them and turn them on and off. ease off inventory use is another huge advantage of WM over other classes. further, WM can bind keys like E and R to artifact's use and next item commands and use those keys to easily switch around, while other classes have bloated inventories which are super hard to manage.
so for running globe and triple for a long time, it's all based on kill rate. if you keep killing, the "Double Kiiil" "Multi Killll" ect bonus's award you incredible amounts of adrenaline and I fine no trouble keeping them running even with MP5 if enough monsters are around to get those kill bonuses. you may already be aware of that but many are not. now granted not all players have this ability to kill at such a high rate. i have great aim so i have no trouble at all keep the Holy Sh## kills going all wave long at times, and as long as i do that, i can run globe and triple all the time even with mp5. this is also why the vorp +22 can indeed give you mucho XP. sure 1 xp for that kill itself, but if you use vorp to keep the Holy SH## kills going, which is easy when vorping, you get mondo adrenaline and XP.
now, what makes it even easier, is as a wm i have learned to always get the Nrg flak, and always get it maxed to +3, whether i roll it myself or get it from someone else. i always get it. i consider it required equipment, and that's just how i've chosen to play. it is easy to keep both globe and triple running when using nrg flak as long as you are good with a flak. you gotta have good aim with the flak which is a challenging weapon to use aim with on moving targets, but with practice can be mastered.
i am on server one and you are on two so maybe there is a difference there. i only played server two for a couple hours once so i don't really know how it's setup, maybe it's harder there.
so what is the disadvantage for the AM with the MP5? Simple. My WM can just use vamp/triple/mp5 and easily sustain that. Most AM's (except for real high level ones) have to keep the globe running during that time. the globe is both their stength and their weakness. i have played AM enough to know you can't run very long with globe/triple/mp5. yes you can keep it up if you keep up the Holy Sh## kills runing every second or so, but the cost of running globe is so high that eventually the kill bonus's will stop coming every second and you run out quick. because wm doesn't need to globe all the time, he can triple/mp5 much better than an AM can. advantage WM. i will state with enthusiasm the WM can use mp5 and triple a heck of a lot better than a AM can.
as far as inf weapon goes, i have maxed ammo bonus and 75% of maps seems to have an mp5 ammo dump somewhere (sometimes you gotta find it and i always aggresively search for it), so i actually prefer not to have inf mp5 most times, but rather use a petri or some such better mp5 and hit the ammo dumps when my awsume 1250 rounds run out, or switch out to another awsome weapon, so i'm ok there. this gives another advantage to the WM. while an AM is mostly stuck using inf mp5 and nrg flak, as WM can use such juicy items as the petri mp5, and doing so is going to have a huge advantage, as things like the petri are much better weapons if you have the ammo/resupply/ammo dumps to sustain them. my little beef is that low level wm's who don't have max ammo have a struggle there, so i'd like to see them have more Resupply (something like level 6, pretty please?), but still, they can make do without it, they just have to play a little smarter than the rest.
again, i think all the points are fair that are raised, i'm just trying to provide a little counter balance. server can always improve and sure it's got it's issues but it's a pretty good server, and situation in my opinion is manageable, but i wouldn't mind a few mods here and there :)