hollon • PM |
Jan 05, 2014 3:37 AM
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Hollon
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xns_xdxw wrote: Yeah, it probably was set up that way. We have it set up though so that the vanilla class has something unique too (i.e. regular medics have higher healing, regular Engi have higher weapon damage). We're just trying to keep the setup consistent across all classes to not confuse people (though that might've already happened lol). xns_xdxw wrote: Agreed, it would be a let down for those who were berserkers having to start over. Maybe we could take the Berserker Damage Bonus (5 levels) to a subclass for WM, and as a replacement for Warriors, they can have extra levels of Damage Bonus and Damage Reduction? Or maybe something the opposite of heavy infantry (light on its feet and a bit faster firing, which also makes sense as a Warrior). Warriors are also getting some new abilities too in the next RPG rollout. In that sense, a warrior will still technically be 'classless', since higher damage bonus/higher damage reduction, agility/firing rate is just an extension of the core stats. xns_xdxw wrote: True, Loaded weapons 6 wouldn't add much of a damage bonus besides the bonus from maxed magic modifiers. These guys will basically have better survival skills from higher levels of vampire. I wouldn't mind this either. That way, we'd have three distinct layouts for WM: 1) one is slow, but does lots of damage (heavy infantry) 2) another has powerful magic and has better survival skills, but not as high damage (WM base) 3) and the other has damage in between, depending on how close to an enemy they are (berserker) Or, if that doesn't work, we can certainly swap the Heavy Infantry out as cancer suggested for the Warrior, as the berserker was probably more popular than the tank and the proficiency on old DC. Thoughts?
Last edited by: hollon Jan 05, 2014 3:54 AM
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flak_monkey • PM |
Jan 05, 2014 9:24 AM
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Flak_Monkey
![]() Posts: 33 |
Demon played the Extreme WM, so he may remember the extras that came with it. I never played the Tank as the slow moment would have drove me nuts. I did try the heavy inf last week, and I guess it's hard for me to say one way or the other, since I have been playing my Eng. for so long, how it compares to the reg. WM. But not being able to move like I did, really did bother me.
Are the original class settings for the old server still in tact somewhere? If so, you could reference it to help you find those answers of what was what back then. I know on the Berserker, we received the inverse of damage we dealt. So close up, we dealt, lets say 4x damage, and enemies dealt 1x or 2x. Not real sure of the equation in the system, but that flipped at long range. Our damage bonus decreased the farther enemies were and increased for them. We could not pick up the lightning rod (which I really missed, but it was needed. I did wreck havoc with it early on until it was taken away). We did not get regen, but we did get extra vampire abilities. So we had to kill to get health in battle. We also loved our medics and a good base. But, let me say, I'm not advocating that we should have everything the way it was. How things get tried and changed is how it will be. I'm fine with that. I'm just giving examples of how that class was ultimately configured from what I can remember as an example. |
dc_demonslayer • PM |
Jan 05, 2014 10:39 AM
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<DC>DEMONSLAYER
![]() Posts: 225 |
Extreme WM had all magic weapons maxed, ammo maxed, moved faster (about 1.5 times as fast as a regular WM), denial was gone, shields started at 200 with no shield regeneration, same resupply, and had less DR. You could, in essence, call it light infantry with a heavy load out.
Orson Welles |
dragon7350 • PM |
Jan 05, 2014 11:50 AM
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Dragon7350
![]() Posts: 152 |
I would like to see a proficiency class where you can get proficiency fast and max it at about 30% per weapon. Building proficiency was heck-a-fun on the old super heavy infantry. The whole class could be about trying to increase its power over time.
And how 'bout that flying class... ![]() |