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Re: New classes skills ideas

Posted: Wed Jul 08, 2009 11:37 pm
by DW_FrankyTheFly
Exactly. I think it's really interesting that people don't seem to respect the Piercing weapon that much. I know when I do testing with characters even in the 100 level range ... Piercing does multiple times the amount of damage other weapons (including Vorpal) can do. I think it's because so many maps just totally spoil players that all these low levels can constantly stay alive and people never realize how potent Piercing really is.
Well i don't think piercing weapon will do the trick in the sitution where your the last one alive. Sure with piercing you actually damage monsters with higher level but when you're the only one left what you need to do is STAY ALIVE, not kill monsters, and for this the only way is a globe, an energy weapon and lots... lots of adrenaline.

Re: New classes skills ideas

Posted: Thu Jul 09, 2009 12:17 am
by DW_Ant
DW_FrankyTheFly wrote:
Exactly. I think it's really interesting that people don't seem to respect the Piercing weapon that much. I know when I do testing with characters even in the 100 level range ... Piercing does multiple times the amount of damage other weapons (including Vorpal) can do. I think it's because so many maps just totally spoil players that all these low levels can constantly stay alive and people never realize how potent Piercing really is.
Well i don't think piercing weapon will do the trick in the sitution where your the last one alive. Sure with piercing you actually damage monsters with higher level but when you're the only one left what you need to do is STAY ALIVE, not kill monsters, and for this the only way is a globe, an energy weapon and lots... lots of adrenaline.

But you can't gain adren with the energy weapon when you cannot damage the monsters.

Piercing and vorpals are your only hope for gaining some pints of adren after each kill (aside from pills laying about).

Re: New classes skills ideas

Posted: Thu Jul 09, 2009 2:56 am
by Seven_of_69
Piercing works to some extent but the problem is the monsters bounce you around and the queens have their shield up a lot of the time. Even though with awareness I can see a monster's health going down, I can never seem to kill it because another monster gets in the way. It's hard to keep my focus on a single monster with red or yellow health when his green buddy (health or color wise) becomes a monster shield.

An energy weapon is still essential for me. Coupled with sparing redeemers blasts it's my only hope if no one else is alive. As above piercing damages monsters but rarely kills them at least not in later waves. Vorpal is great but may not vorpal monsters fast enough to sustain a globe's adren needs. I'm saying that from my WM's perspective. I'm not yet sure if the AM's extra adren skills combined with vorpal can keep a globe powered.

Re: New classes skills ideas

Posted: Thu Jul 09, 2009 2:01 pm
by Jinx
i had an idea just a minute ago but i forgot :<

OH
man alright...check it

some people (like me) have purchased abilities that they did not want ( i hate having all those stupid F***ING MONSTER ARTIFACTS) and i was thinking it's not like refunding points...cause that would be ridiculous cause everyone would just sell their abilities and find a better set up...but if i buy...for example loaded monsters lvl 1 (2 pts) and i want to refund it, it'll cost me 2 points to undo it...i know it seems kind of stupid...but it's the price to pay for making such mistake lets say i HATE ultima, and it's like 50 points...you get the picture
rather then emailing wraith giving him a sob story about how you spent points on something you didn't want
idk just saying

Re: New classes skills ideas

Posted: Thu Jul 09, 2009 2:03 pm
by Jinx
Kyomaa wrote:I agree with that Wail. A WM or AM should still need a Medic, it keeps everything balanced. Also it makes us work more as a team, rather than a 1 man army. What do you guys think of a skill to increase weapon speed a bit further for WM? Could be an Artifact that would increase it by say 30% and drain the same speed as Triple Damage? I dunno, to me that sounds kind of cool. It'd give you a better chance of healing yourself through the Vampirism effect, and it would allow you to deal a bit more damage, thus granting you more XP. It'd also burn up your ammo faster, thus making you switch weapons and increasing the overall skillbase to playing the class. just an idea...
well you see, when you give a WM this ability...lets say franky who's level 10003, he has MAXED ammo, and im not saying that this is only good for lower levels it's the picture im painting, any WM wants the following : energy weps, globe and triple...now if i have...600 flak cannon ammo and it's an energy wep, i'd be kill everything faster..with my triple and my globe on...dont you think it'd be unfair to the adren masters who can level with a WM with a globe and trip if the can shoot faster and cause more damage?

Re: New classes skills ideas

Posted: Sun Jul 12, 2009 6:04 am
by Jade
Seven_of_69 wrote: I'm not yet sure if the AM's extra adren skills combined with vorpal can keep a globe powered.
it can be done,if u have enough adren though.some time ago i had just a vorpal mini and globe on wave 13,it allowed me to keep globing untill ammo ran out,then it was over really fast though,but yea,
dependend on the vorpal weap u use,it can even be done for my mm :cheers:

Re: New classes skills ideas

Posted: Thu Jul 30, 2009 6:46 pm
by Seven_of_69
Medics already have a plethora of healing methods - so here's one more. :faroah:

The idea is to have something like the health burst but it grants players a temporary extension of health such as 100-250 hp beyond their normal "maxed by experienced medic" hp. Currently for a player without any health bonus, a medic can heal them up to 250 hp. They remain at 250 hp unless they take damage. The extended health burst would raise their hp an additional x units and depending on a TBD factor, their hp would slowly decrease to 250.

The hp bonus could be based on the skill level, e.g. each level grants an additional 50-75 hp. 50 hp/level would be good for 4 levels while 75 hp/level would be good for 3 levels.

Question: Should this not apply to players with maxed health bonus? They already have plenty of health so maybe this should only apply to players with less than max health.

Another idea (it's probably been mentioned before) is to have portable medkits for the inventory. These could either be dropped by monsters (simple) or handed out by medics (complicated). These would heal a player up to their normal hp. Rather than being single use, anything left over would remain until it's all used up at which point it would disappear from the inventory. If distributed by a medic, that medic would get experience for a player's self healing for any non-self inflicted damage. There could be different skill levels such that a level 3 medic would hand out medkits with 3x the health.

Re: New classes skills ideas

Posted: Thu Jul 30, 2009 8:52 pm
by DW_Ant
Seven_of_69 wrote:Medics already have a plethora of healing methods - so here's one more. :faroah:

The idea is to have something like the health burst but it grants players a temporary extension of health such as 100-250 hp beyond their normal "maxed by experienced medic" hp. Currently for a player without any health bonus, a medic can heal them up to 250 hp. They remain at 250 hp unless they take damage. The extended health burst would raise their hp an additional x units and depending on a TBD factor, their hp would slowly decrease to 250.

The hp bonus could be based on the skill level, e.g. each level grants an additional 50-75 hp. 50 hp/level would be good for 4 levels while 75 hp/level would be good for 3 levels.

Question: Should this not apply to players with maxed health bonus? They already have plenty of health so maybe this should only apply to players with less than max health.

Another idea (it's probably been mentioned before) is to have portable medkits for the inventory. These could either be dropped by monsters (simple) or handed out by medics (complicated). These would heal a player up to their normal hp. Rather than being single use, anything left over would remain until it's all used up at which point it would disappear from the inventory. If distributed by a medic, that medic would get experience for a player's self healing for any non-self inflicted damage. There could be different skill levels such that a level 3 medic would hand out medkits with 3x the health.
I believe this is already done. Medics can heal anyone 50 above their max health. On a similar note to this, maybe the 100 above the 50 can be temporary health. It'll drain automatically until they reach normal health.

An example:
High lvl with med healing = 1250
High lvl with super med healing = 1350
But the 1350 begins to drain automatically (maybe 2-4 health per second) until he or she is back down to 1250

Re: New classes skills ideas

Posted: Thu Jul 30, 2009 11:01 pm
by Seven_of_69
That's basically what I meant and hence why the super extended burst would be temporary. The only game where I recall seeing this before is Quake 3. Your health could exceed 100 but anything above that causes a slow drain until you're down to 100.

Re: New classes skills ideas

Posted: Thu Jul 30, 2009 11:32 pm
by DW_Ant
Seven_of_69 wrote:That's basically what I meant and hence why the super extended burst would be temporary. The only game where I recall seeing this before is Quake 3. Your health could exceed 100 but anything above that causes a slow drain until you're down to 100.
I think Team Fortress does this, too.