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Re: Bug Report Topic / Invasion Discussion

Posted: Tue 12 Aug , 2014 5:28 pm
by Azarael
Will check at some point, but I have a lot of other shit to contend with right now (BW weapons + UT2341.)

Re: Bug Report Topic / Invasion Discussion

Posted: Tue 12 Aug , 2014 5:51 pm
by Calypto
Azarael wrote:Will check at some point, but I have a lot of other shit to contend with right now (BW weapons + UT2341.)
It's not a bug. The plasma cannon should not ever be able to be maxed, otherwise it would be overpowered with certain magic types.

Edit: Here comes the bombardment of criticism.

Re: Bug Report Topic / Invasion Discussion

Posted: Tue 12 Aug , 2014 6:43 pm
by Satin
Not trying to max, just get rid of the negative enchantment it came with...

Which apparently I can't do, which was the whole point of me getting the skill, as said some pages back.

Re: Bug Report Topic / Invasion Discussion

Posted: Tue 12 Aug , 2014 10:23 pm
by Calypto
Unfortunately superweapons are excluded from that artifact.

Re: Bug Report Topic / Invasion Discussion

Posted: Wed 13 Aug , 2014 10:14 am
by Satin
Then they should be excluded from enhancement too then shouldn't they. Negative as well as positive.

Re: Bug Report Topic / Invasion Discussion

Posted: Fri 22 Aug , 2014 10:11 am
by Satin
Medic class, can they only use monster herding?

Is there any reason why they can't for example use turrets?

Friendly monsters are.... a poor inclusion.

The radar doesn't/can't differentiate between friend/foe, it's REALLY fun when you're on a wave with the same monsters as the herders. Even better when there's a large no of players so the monsters scale and the herders get all mixed up.

If you're at distance, you can't even see the little player ID so no idea at all its even friendly, except it doesn't die no matter how much you shoot it.

At least turrets have the distinction of being completely recognisable as friendly and don't get in the way (unlike friendly monsters who actively get in the way.)

Can't medics have turrets as an option?

Re: Bug Report Topic / Invasion Discussion

Posted: Fri 22 Aug , 2014 10:04 pm
by Calypto
I made turrets available for medics. As for the distinction of pets, they have names above their heads indicating to whom they belong. Over a distance however, the indicator does indeed fade.

Re: Bug Report Topic / Invasion Discussion

Posted: Fri 22 Aug , 2014 10:18 pm
by Satin
Thanks Caly, I'll pass that information onto the players

Re: Bug Report Topic / Invasion Discussion

Posted: Fri 22 Aug , 2014 10:54 pm
by Calypto
Please take note that a server restart is required for the changes to take effect.

Re: Bug Report Topic / Invasion Discussion

Posted: Wed 27 Aug , 2014 11:22 am
by Aberiu
Medics are completely helpless without these monsters. I've been playing as medic until level 80 or so and I always was wondering why my score is so low compared to the others. And then I rebuilt my character and started getting vorpal+20/rage/energy stuff when you can just run around with invulnerability on and kill bosses in 1-2 shots and I was like wow, what is this? A balance?

When you play as medic your goal is to survive somehow, when you have emwm your goal is - don't even bother fighting regular monsters, camp adrenaline, get enchanted weapon and wait for the boss rush wave, kill them all alone and get 20000+ score.

Maybe the whole weapon enchanting ability should be moved to some 3rd class, weapon master or something? Because being able to summon turrets and totems and making such weapons at the same time is just unfair. Actually I don't even need any turrets when I have vorpal acid, the amount of damage they deal is a joke compared to acid.