(06/2009 - 08/2009 ) General Discussions [Closed]
+17
Prabuty
Dragonfire_92
IA-Firestarter
^Grim
Die_Plz
dragoon88
Sath
lordalpha
aChiiies
Tangax
FanofFear
Markgunnar
Takayanagi
Eulogy
s3rius
Mishotaki
4.H-Pestilence-
21 posters
- s3riusLTG
- Posts : 1916
Réputation : 57
Regist Date : 2006-02-11
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 13 May 2009, 14:14
Again the dragging boss (Hades/Diablo) and the cocoons are from NotD:AM lol.
Not that I have anything against that, but maybe I shouldn't copy too much of it ?
The Marksman's task lies in team support. Flare, disabling shot, concentration are all abilities that support the whole team, as opposed to the Sniper who is designed to fight alone.
I've also thought about a revamp for the Scout's skills. Something in that direction:
I want every class to be useful and nothing should be exchanged for a better class. There won't be "improved" classes.
Not that I have anything against that, but maybe I shouldn't copy too much of it ?
The Marksman's task lies in team support. Flare, disabling shot, concentration are all abilities that support the whole team, as opposed to the Sniper who is designed to fight alone.
I've also thought about a revamp for the Scout's skills. Something in that direction:
- Code:
1: Critical Strike
2: Flare
3: Support Skills (each level increases sight range? Mana regeneration?)
-> Learns Designation on level 1
-> Learns Enemy Radar on level 2
-> Improved Designation on level 3
-> Learns Hollow Point Ammunition on level 4?
-> Learns Orbital Cannon on level 5
4: Recon Skills (each level increases movement speed)
-> Learns Designation on level 1
-> Learns Ammunition Scan on level 2
-> Learns Cloaking on level 3
-> Learns Hollow Point Ammunition on level 4?
-> Learns ... on level 5
I want every class to be useful and nothing should be exchanged for a better class. There won't be "improved" classes.
- TakayanagiMSG
- Posts : 86
Réputation : 0
Regist Date : 2009-04-12
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 13 May 2009, 14:57
ah ok perhaps increase the number of players so all classes are utilized?
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 13 May 2009, 19:44
s3rius wrote:
The Marksman's task lies in team support. Flare, disabling shot, concentration are all abilities that support the whole team, as opposed to the Sniper who is designed to fight alone.
But.. But.. its so hypocritical!!!! essentially the Sniper's job is always to get heavy covering fire for the team to keep them out of danger! lol Concentration for for the whole team but max crit rating on sniper makes him an unbelievable force that over all does more dps than the entire team being able to crit for 5 seconds lol...
I'm just saying the Sniper IS an upgraded unit of the Marksman, even in the fact that they both use the same style weapons. Thats all I'm saying ^^
But I do like the ideas you have come up with for the scout ^^ gj s3rius
So if your not looking for an upgraded class, what type of unit creation are you looking into? still the Sig Op?
- s3riusLTG
- Posts : 1916
Réputation : 57
Regist Date : 2006-02-11
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 13 May 2009, 21:28
Snipers usually operate independently in two-man teams far apart from other allied ground units. They're basically hit&run teams.
The advanced (or designated) marksmen are integral members of regular infantry squads or platoons.
While the Snipers are using bolt-action sniper rifles, the marksmen are using accurized assault rifles (generally speaking)
The marksmen are these who provide covering fire
On that note I got an interesting idea. Sniper could gain something like a "Lone Wolf" skill that passively improves his damage/attack speed when he's not close to any team members.
I've done some math to get almost-accurate numbers for damage per second while under Concentration if anyone is interested. Every unit is tested with crit skill max-ed out (level 5).
Sniper: 148 * 1.78 = 263 dps
Sniper with Conc: 148 * 2.95 * 1.08 = 471.5 dps
Machine Gunner: 100 * 1.54 = 154 dps
MG with Conc: 100 * 2.95 * 1.16 = 342.2 dps
MG with lvl5 Rapidfire: 226 * 1.54 = 348 dps
MG + lvl5 Rapid + Conc: 226 * 2.95 * 1.16 = 773.3 dps
-----------
A class that I've got on my sketch board atm:
I've also thought about a combination of Pesti's Recon Operator and Demolition. Stealthy close-combat hero with bomb support.
The advanced (or designated) marksmen are integral members of regular infantry squads or platoons.
While the Snipers are using bolt-action sniper rifles, the marksmen are using accurized assault rifles (generally speaking)
The marksmen are these who provide covering fire
On that note I got an interesting idea. Sniper could gain something like a "Lone Wolf" skill that passively improves his damage/attack speed when he's not close to any team members.
I've done some math to get almost-accurate numbers for damage per second while under Concentration if anyone is interested. Every unit is tested with crit skill max-ed out (level 5).
Sniper: 148 * 1.78 = 263 dps
Sniper with Conc: 148 * 2.95 * 1.08 = 471.5 dps
Machine Gunner: 100 * 1.54 = 154 dps
MG with Conc: 100 * 2.95 * 1.16 = 342.2 dps
MG with lvl5 Rapidfire: 226 * 1.54 = 348 dps
MG + lvl5 Rapid + Conc: 226 * 2.95 * 1.16 = 773.3 dps
-----------
A class that I've got on my sketch board atm:
- Code:
- Critical Strike
- Riflegrenade
- Chain of command
-> Binoculars
-> Redirect Fire
-> Tempoarily reduces reload time to minimum.
-> Causes allies to hold pos and attack (+atk spd, +armor), 0ms for 3 secs.
-> Focused Grenades, causes every unit to nade this position.
- Field Observation
-> Learns Binoculars
-> Learns Illumination
-> Learns Artillery
-> Enables adjusting artillery
-> Shortens arty delay
I've also thought about a combination of Pesti's Recon Operator and Demolition. Stealthy close-combat hero with bomb support.
- 4.H-Pestilence-SGM
- Posts : 195
Réputation : 4
Regist Date : 2009-04-30
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 13 May 2009, 23:17
So can we have the giant spider boss that webs you and eats you? nom nom nom at the park, of course. It'll be like a picnic.
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Thu 14 May 2009, 19:58
a picnic? for WHO lol and I see what you mean s3r but I mean overall not just with concentration on, the snipers chance to crit gives him a much larger dps throughout the game and considering how high his crits are makes him much more ammo effecient at covering the group from large enemies as well as killing the smaller ones in 1-2 hits
What I meant was that with max crit rating the sniper's average shots are much better overall even when the marksman uses concentration because it lasts for such a short period albeit thats all you need to take down an enemy boss however in 2 shots the sniper can deal over 2000 damage and then if the % works perfectly in about another 3-4 shots deals another 1k-1.5k damage. Every other shot then deals aprox. 400-500 damage to the target if he has the 50 cal. this is without taking armor piercing rounds into concideration for crit chance as well... I'm not saying the marksman is useless just that the Sniper is his equivilant and better in almost every way.
The only thing that makes him worse and I love you for adding this is his minimum target range... adds a very practical sence to the fact that he IS a sniper after all lol
What I meant was that with max crit rating the sniper's average shots are much better overall even when the marksman uses concentration because it lasts for such a short period albeit thats all you need to take down an enemy boss however in 2 shots the sniper can deal over 2000 damage and then if the % works perfectly in about another 3-4 shots deals another 1k-1.5k damage. Every other shot then deals aprox. 400-500 damage to the target if he has the 50 cal. this is without taking armor piercing rounds into concideration for crit chance as well... I'm not saying the marksman is useless just that the Sniper is his equivilant and better in almost every way.
The only thing that makes him worse and I love you for adding this is his minimum target range... adds a very practical sence to the fact that he IS a sniper after all lol
- 4.H-Pestilence-SGM
- Posts : 195
Réputation : 4
Regist Date : 2009-04-30
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Thu 14 May 2009, 22:24
A picnic.. for the spiders that eat you alive, of course.
- aChiiies2LT
- Posts : 258
Réputation : 0
Regist Date : 2009-02-07
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Fri 15 May 2009, 01:08
na instead of spiders i reckn giant worm wud be fun to kill. =D
- lordalphaPFC
- Posts : 11
Réputation : 0
Regist Date : 2009-05-10
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Sat 16 May 2009, 20:49
I'd like to fight a possessed/supernatural little kid. It always freaks me out in movies to see this little mysterious girl that screws with your mind or summons stuff. Could tie it into the story somehow right from the beginning, but have to stay away from the game FEAR and it's story. Sure someone will find a way.
I also think you need more story about this 'zombie virus' thing. most zombie stories usually don't have the virus transferring to plants so I think you can bring that out a bit.
Just some thoughts.... happy hunting.
I also think you need more story about this 'zombie virus' thing. most zombie stories usually don't have the virus transferring to plants so I think you can bring that out a bit.
Just some thoughts.... happy hunting.
- MishotakiBG
- Posts : 1018
Réputation : 23
Regist Date : 2006-09-23
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Sat 16 May 2009, 23:40
except resident eviljoey1323 wrote:most zombie stories usually don't have the virus transferring to plants so I think you can bring that out a bit.
- lordalphaPFC
- Posts : 11
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Regist Date : 2009-05-10
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Sun 17 May 2009, 17:57
I don't think I played that RE I fail I'm sorry lol. But yeah possessed demon B!T#H would be great.
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Sun 17 May 2009, 18:14
yeah , a psy kid that make your MoveSpeed for some sec lower and ress zombies around you before running away with invisibility...
- s3riusLTG
- Posts : 1916
Réputation : 57
Regist Date : 2006-02-11
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Sun 17 May 2009, 18:18
Well, I actually made a spellthat would revive zombies.
And another one that would throw the zombie's corpses at you via telepathy =)
And another one that would throw the zombie's corpses at you via telepathy =)
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Sun 17 May 2009, 19:53
nice , I suppose this will be 'visible' from the caster and the casted unit , so we need found source to kill
- MishotakiBG
- Posts : 1018
Réputation : 23
Regist Date : 2006-09-23
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Sun 17 May 2009, 20:12
plz make the RPG instant... having a casting time on an item makes it dangerous... especially when nothing is said about it in the tooltip...
and yes, i killed someone with it because of the casting time...
and yes, i killed someone with it because of the casting time...
- TangaxMSG
- Posts : 86
Réputation : 1
Regist Date : 2009-05-11
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Mon 18 May 2009, 16:58
Hey, i was wondering, instead of having just the ranks at the top corner of the screen, maybe have them at the start of the players name when they are talking, this would give a more status notice when your are maybe helping a player or giving orders, and its more convenient to have your rank come up when you speak, and have the rank part color coordinated like the top corner, sortof like how UA2 do it.
- lordalphaPFC
- Posts : 11
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Regist Date : 2009-05-10
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Mon 18 May 2009, 17:51
another cosmetic Idea is the attack stop move and all other of those simple command bottons, why not change the attack botton which is a sword into like a gun and stop which is a shield (i believe) into an actual stop sign or something of the sort...
also notcing when I play I'll be at one side of the map and the guy that died is at the other side and it is saying I TK'ed him. clearly I didn't and giving the rest of the players the wrong idea lol. not sure if it was brought to your attension or not.
In the PDA when I go to look at the ranking system. It is cut off half-way through you can't see all the ranks and their corrosponding exp levels.
Aside from all that I'm still enjoying this game lol. and I'm looking forward to killing more zombies more proffiecently now that we made that DotD clan in US East. keep up the good work S3rius
also notcing when I play I'll be at one side of the map and the guy that died is at the other side and it is saying I TK'ed him. clearly I didn't and giving the rest of the players the wrong idea lol. not sure if it was brought to your attension or not.
In the PDA when I go to look at the ranking system. It is cut off half-way through you can't see all the ranks and their corrosponding exp levels.
Aside from all that I'm still enjoying this game lol. and I'm looking forward to killing more zombies more proffiecently now that we made that DotD clan in US East. keep up the good work S3rius
- s3riusLTG
- Posts : 1916
Réputation : 57
Regist Date : 2006-02-11
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Mon 18 May 2009, 18:28
Yes, I know about that, but I do not know why it happens. It seems to occur totally random.joey1323 wrote:also notcing when I play I'll be at one side of the map and the guy that died is at the other side and it is saying I TK'ed him. clearly I didn't and giving the rest of the players the wrong idea lol. not sure if it was brought to your attension or not.
About the command icons.. I'd have to add 5 new icons without really gaining anything from it. Would make the map ~70kb larger that I could otherwise use for another model or a new skin.
People are used to the usual icon anyway.
The PDA thing is fixed.
- lordalphaPFC
- Posts : 11
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Regist Date : 2009-05-10
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Mon 18 May 2009, 20:02
Excellent. very good news. and the icons was just an idea. thanks again
- aChiiies2LT
- Posts : 258
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Regist Date : 2009-02-07
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 20 May 2009, 09:23
hey i was wondering if u can expand dotd's map more ? is that possible in the future dotd?
- TakayanagiMSG
- Posts : 86
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Regist Date : 2009-04-12
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 20 May 2009, 09:26
aChiiies wrote:hey i was wondering if u can expand dotd's map more ? is that possible in the future dotd?
wait until serius has finished the missions and characters then worry about map changes
- aChiiies2LT
- Posts : 258
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Regist Date : 2009-02-07
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 20 May 2009, 09:28
like fully finished the mission ?
- s3riusLTG
- Posts : 1916
Réputation : 57
Regist Date : 2006-02-11
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 20 May 2009, 14:31
Shows the map boundaries as they are now.
White box = map boundaries in Beta 6.
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Wed 20 May 2009, 14:49
lol nice there lots of free space .
A bigger park (actually on mid east ) would be very scary for a mission ^^
A bigger park (actually on mid east ) would be very scary for a mission ^^
- aChiiies2LT
- Posts : 258
Réputation : 0
Regist Date : 2009-02-07
Re: (06/2009 - 08/2009 ) General Discussions [Closed]
Thu 21 May 2009, 01:20
i playd notd and its map is sooo huge ! is it possible for dotd map to be that big ?
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