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Re: Change Logs

Posted: Fri Aug 31, 2012 6:11 am
by Azmodan
Vengeance's current level must be at least half of Retaliation's current level to be able to upgrade Retalation.

At the moment it is:
Lvl 1 Retal needs lvl 1 Veangance
Lvl 2 Retal needs lvl 1 Veangance
Lvl 3 Retal needs lvl 1 Veangance
Lvl 4 Retal needs lvl 2 Veangance
Lvl 5 Retal needs lvl 2 Veangance
Lvl 6 Retal needs lvl 3 Veangance
Lvl 7 Retal needs lvl 3 Veangance
Lvl 8 Retal needs lvl 4 Veangance
Lvl 9 Retal needs lvl 4 Veangance
Lvl 10 Retal needs lvl 5 Veangance

So I guess you rounded it down for all the uneven levels. Doesn't really fit the "at least half" part but I think the description in the game was written a bit differently and fits the system.

Re: Change Logs

Posted: Fri Aug 31, 2012 1:37 pm
by SomethingToSay
yeah... why are healing weapons cut? Most people think they should be STRONGER and have threat involved... So now they have no threat and are weaker, what was the purpose of that?

Does Regroup Spirits cost adrenaline? I like that move, Kill Spirit was annoying.

Also curious why Spector's HP was cut, merely because I don't see ANYONE ever use it, so why make it weaker, that'd make it even less attractive to buy, no?

Doesn't look too bad, only real question is on the healing weapon being worse @_@

Re: Change Logs

Posted: Fri Aug 31, 2012 10:54 pm
by Azmodan
regrouping costs 5 adren

well the reason why you don't see many spectors is because its a rank 4 skill...
crunch uses his whenever he doesn't use his oak. And it had twice the HP of an oak so I can see why it was cut a bit

I don't get the healing weapon nerf either, takes long enough already to fill up my 800 HP and there also is the "the lower your HP the lower the healing effect" thing. Dispersion pistol of healing +1 actually heals 1HP per shot :P

Re: Change Logs

Posted: Sat Sep 01, 2012 3:13 am
by SomethingToSay
Azmodan wrote:regrouping costs 5 adren

well the reason why you don't see many spectors is because its a rank 4 skill...
crunch uses his whenever he doesn't use his oak. And it had twice the HP of an oak so I can see why it was cut a bit

I don't get the healing weapon nerf either, takes long enough already to fill up my 800 HP and there also is the "the lower your HP the lower the healing effect" thing. Dispersion pistol of healing +1 actually heals 1HP per shot :P

yeah that's what i was thinking of is on nocturne if u make a healing dispertion +1 wtf lol it'll take multiple shots to heal 1 HP -_-

i usually see crunch summon guardian and or oak, i dont even know what color spector is O_O

Re: Change Logs

Posted: Mon Sep 03, 2012 3:55 pm
by DW_Ant
SomethingToSay wrote:Also curious why Spector's HP was cut, merely because I don't see ANYONE ever use it, so why make it weaker, that'd make it even less attractive to buy, no?
Actually before the Spector had a significant health boost since it was covering more elements, but it turns out that the Spector didn't need that health boost. Even the Guardian had a medium-low death rate on maps that were heavy on physical attacks (with maxed Spirit Mastery).

Here are the base max health values for the spirits:
  • Spirit: 120
  • Guardian: 250
  • Oak Sage: 250 (this may drop to 150 or 200 since this spirit doesn't absorb damage for the protected player(s)).
  • Spector: 384 (Spector's health is still much greater than any spirit since it is a ranked IV spirit).
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Azmodan wrote:I don't get the healing weapon nerf either, takes long enough already to fill up my 800 HP and there also is the "the lower your HP the lower the healing effect" thing. Dispersion pistol of healing +1 actually heals 1HP per shot :P
I was concerned about the little cost for a Paladin to heal itself. It only takes a few moments and some ammo to heal self (which is of little consequence in maps with infinite healing ammo).

Since the Life Burst ability had an increase of cost, there were going to be even a lesser motivation to use that ability. I originally wanted that the healing weapons costs twice the amount of ammo, but I didn't like that method since it was still penalizing the paladins to use the healing weapon to attack monsters, and it was dirty code. Setting the modifier to half strength doesn't affect the healing weapon when damaging monsters, and it's cleaner code. It also amplifies the time factor when healing self or team, which increases the importance of Sphere of Regeneration.

Due to some weapons like the Shotgun that don't work with new modifier, I'll increase the modifier on next update.


SomethingToSay wrote:i usually see crunch summon guardian and or oak, i dont even know what color spector is O_O
Dominantly purple.

Re: Change Logs

Posted: Mon Sep 03, 2012 4:53 pm
by SomethingToSay
Yeah I've definitely never seen a spector summoned lol, that's cool though, I didn't know the guardian and spector also took damage, i thought they just boosted the resistances.

Why did the cost of a paladin healing itself bother you though? They don't get threat or even XP from healing themselves, so what's the bother? The support class by rank 3 can easily have enough adren(300) to trigger booster just from adren drip, so all they'd have to do is wait as well and can just sit back for x amount of time and be healed up.

Sphere of Regeneration doesn't move with you though, so if you're sitting on Iguazu healing people up, or any other map for that matter, the map and the people in it are moving forward, it's not as practical as it is in monster mash when everyones just camping and jerkin it all map.

I still think that if the healing weapon is going to be cut in efficiency then it should get a small threat boost for healing damaged players now too. I'm still continually seeing support and berserks top the scoreboard, we played rancid the other day and the top 4 were all support and then a few paladins :(

Re: Change Logs

Posted: Mon Sep 03, 2012 11:45 pm
by Capn_Crunch
Cap'n_Crunch approves.

Re: Change Logs

Posted: Tue Sep 04, 2012 2:11 am
by SomethingToSay
^ great 1st post

Re: Change Logs

Posted: Mon Sep 10, 2012 11:47 am
by DW_Ant
Changes from September 9, 2012.
These changes were made to make the map updates possible.

DWMonsterAssault
  • Revised some functions to make the Key Pad menu work online.
  • Revised Class Icon menu. It comes with a icon previews.
  • Color options added for Class Icon option menu.
MonsterAssaultRPG
  • The RPG will not give RPG data to neutral turrets (prevent lag, crashes, and overpowered neutral U2 Turrets).
SmartMonsterPackSample
  • Friendly monsters will not attack friendly turrets.
  • Neutral monsters will not attack hostile turrets.
DWAssaultMapperTools
  • Added new property FinishedEvent for DWHealthPickups and DWAdrenalinePickups.
  • Key pad menu works online now.
DWU2Weapons
  • Laser turrets will not shoot other laser turrets.
  • Turret's stand will not rotate when the turret aims.
  • Friendly turrets will not shoot friendly monsters.
  • Hostile turrets will not shoot neutral monsters.

Map Updates
  • Argento is back!
  • Utopia Part 2 is back!
  • Nano Clean is updated.
  • Nocturne is updated.
  • Edit: Opportunity Knocks is updated.
  • Torlan Evolution is updated.
  • Edit: Utopia Part 1 has been removed.
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Re: Change Logs

Posted: Tue Sep 11, 2012 5:35 pm
by SomethingToSay
Are the nano torlan and nocturne changes big? Lol why is Utopia part 2 back before part 1 :P

Yay argento can come back and be at the bottom of the sequence and # of times played again with thrust -_-

Wail pls stop making single jump maps, nobody likes them :( lol just sayin, I always see those 2 near the bottom of the lists regardless of updates or how long theyve been around compared to other maps x_x