Nice work on the new modifiers! Few things I've noticed... the Mine Layer of Reloading does not work, I'm guessing that splash damage does not activate reload and there's no way to directly attack a teammate with mines. Might not be an appropriate modifier for this weapon. An idea I had was that it could be useful if the Medic Gun had the reloading effect, and might bring the medic into play more, as well as help out chars with little or no resupply. Just a thought.
Earth weapons... very cool. On a char with decent DR, it's nice when not globing to keep from being tossed around all the time... that effect gets tiring after a while. Anti-rock action seems to be very effective. Bring it on, Titans!
Also, I spent most of a game playing with the MP5 of Critical Strike, first at +3 then plus one'd, and didn't notice any vorpal effect at any point. I'm not sure if there's a sound effect to go along with the instant kill, but I didn't get any, and I never saw an enemy go directly from green or yellow to dead. Maybe I'm misunderstanding the function of this one.
Thanks!
New Weapon Modifiers!
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- DW Clan Member
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Frylock - Last night I went on Monster Mash 2 and wanted to try out getting a reloading Mine Layer going. Unfortunately none of the maps we played had one, but I was able to try out a Reloading Shock Rifle, and was able to reload allied players via splash damage using the Shock Combo.
If possible, can you try this out again? It really should be working with the Mine Layer, and it should work with all splash damage weapons. If it's not I'll have to look into doing something - Either disallowing it for the Mine Layer or figuring out why it won't work for that weapon.
Also, rolling it into the Medic gun isn't going to happen, but I'm open to giving the Reloading modifier a bit of a boost. Everyone seems to think that it'll "reload" itself, so - I'm not sure, maybe I'll add a small bit of passive ammo regeneration for the weapon. Not sure really, as I don't want to turn it into a weapon of infinity either.
Earth - Glad you like. I wasn't really planning it this way, but it struck me that it's actually pretty good as a late-wave weapon because it is good against both Titans and Seekers.
Critical Strike - Took a look at this and made some changes, once DWRPG102 rolls out try this again.
If possible, can you try this out again? It really should be working with the Mine Layer, and it should work with all splash damage weapons. If it's not I'll have to look into doing something - Either disallowing it for the Mine Layer or figuring out why it won't work for that weapon.
Also, rolling it into the Medic gun isn't going to happen, but I'm open to giving the Reloading modifier a bit of a boost. Everyone seems to think that it'll "reload" itself, so - I'm not sure, maybe I'll add a small bit of passive ammo regeneration for the weapon. Not sure really, as I don't want to turn it into a weapon of infinity either.
Earth - Glad you like. I wasn't really planning it this way, but it struck me that it's actually pretty good as a late-wave weapon because it is good against both Titans and Seekers.
Critical Strike - Took a look at this and made some changes, once DWRPG102 rolls out try this again.
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- Killer in Training
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All the new weapons are great ,and thanks for your hard work that it takes to make these.
Can i get a vorpal + 10 mine layer :drunken:
Can i get a vorpal + 10 mine layer :drunken:
MY Maps ----> http://www.unrealplayground.com/forums/ ... ?do=search <--- Search DoctoR_DeatH
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Couple of update notes on DWRPG102:
-Tweaks to Critical Strike weapons. My own testing has confirmed these are working properly now. Same explosion effect and sound when you critical as vorpal. Critical strikes are considered the same as Vorpal for the purposes of Lucifer, so don't crit him either.
-Negative modifier versions of weapons are now named the same as their positive modifier versions (negative effects the same).
-Reloading weapons now display text messages informing you of the status of your ally's weapon (whether the ammo is maxed or not). They also display messages for the person being reloaded to let them know they are gaining ammo.
*There's a known issue where, when you give an ally a regeneration bonus, it will say your Mana Shield has depleted. The message this should be displaying is along the lines of: "You have given your ally a temporary ammo regeneration bonus." Fixed in next version.
-Reloading weapons cause a green "flash" and play a sound when they give an ally a temporary ammo regeneration bonus
-Retaliation weapons cause a red "flash" and play a sound when retaliation damage hits a monster
-New overlay for Mana Shield weapons, and they should now give you a status update message when your mana/adrenaline is depleted, so you can trans away.
-Tweaks to Critical Strike weapons. My own testing has confirmed these are working properly now. Same explosion effect and sound when you critical as vorpal. Critical strikes are considered the same as Vorpal for the purposes of Lucifer, so don't crit him either.
-Negative modifier versions of weapons are now named the same as their positive modifier versions (negative effects the same).
-Reloading weapons now display text messages informing you of the status of your ally's weapon (whether the ammo is maxed or not). They also display messages for the person being reloaded to let them know they are gaining ammo.
*There's a known issue where, when you give an ally a regeneration bonus, it will say your Mana Shield has depleted. The message this should be displaying is along the lines of: "You have given your ally a temporary ammo regeneration bonus." Fixed in next version.
-Reloading weapons cause a green "flash" and play a sound when they give an ally a temporary ammo regeneration bonus
-Retaliation weapons cause a red "flash" and play a sound when retaliation damage hits a monster
-New overlay for Mana Shield weapons, and they should now give you a status update message when your mana/adrenaline is depleted, so you can trans away.
Sounds exciting, great work!
A note I'm sure will come to your attention sooner or later, the reload weaps also reload the super weapons which can be a potential problem . . . not sure if this is the right spot to bring this up, but figured I'd mention it!
Overall, very excited about trying these new mods!
:cheers:
A note I'm sure will come to your attention sooner or later, the reload weaps also reload the super weapons which can be a potential problem . . . not sure if this is the right spot to bring this up, but figured I'd mention it!
Overall, very excited about trying these new mods!
:cheers:
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- DW Clan Member
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Thanks, heard about the Reload thing yesterday. Have the fix in the new version which I am going to send off to Wraith sometime later today.Kjartan wrote:Sounds exciting, great work!
A note I'm sure will come to your attention sooner or later, the reload weaps also reload the super weapons which can be a potential problem . . . not sure if this is the right spot to bring this up, but figured I'd mention it!
Overall, very excited about trying these new mods!
:cheers:
Also, Jade, most of the modifiers go from 0-4. Some can be negative. Critical Strike only goes to +3.
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Been working on some stuff lately ...
And I figured I may as well ask the question, since it's relevant:
Every new magic weapon modifier that's added reduces the chance to roll any one particular weapon modifier, which can be a hassle when you want to roll an infinite or energy weapon, or anything else specific.
This is something I'm aware of, and want to do something to mitigate, as I've got a fair number of new weapon modifiers that I'd like to bring about eventually, and having a 1/25 chance of rolling a weapon is a lot worse than having a 1/15 chance.
So, the question is, in the next few immediate releases do "you" (MM players) want me to make sure there's some way(s) to improve the odds of rolling a particular weapon types?
The reason I ask is because if I make that my priority, it is definitely going to add some time before anything else new comes along. There are some uncertainties in what exactly should be done to mitigate the problem and, of course, actually implementing any solution takes time as well.
And I figured I may as well ask the question, since it's relevant:
Every new magic weapon modifier that's added reduces the chance to roll any one particular weapon modifier, which can be a hassle when you want to roll an infinite or energy weapon, or anything else specific.
This is something I'm aware of, and want to do something to mitigate, as I've got a fair number of new weapon modifiers that I'd like to bring about eventually, and having a 1/25 chance of rolling a weapon is a lot worse than having a 1/15 chance.
So, the question is, in the next few immediate releases do "you" (MM players) want me to make sure there's some way(s) to improve the odds of rolling a particular weapon types?
The reason I ask is because if I make that my priority, it is definitely going to add some time before anything else new comes along. There are some uncertainties in what exactly should be done to mitigate the problem and, of course, actually implementing any solution takes time as well.