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Post  Grape Sat Aug 07, 2010 9:56 pm

Yea this is just to post crap you want to "save" from the other forums before they randomly go down again. Hopefully, they won't go down again, but we can't chance it.

by decino » Fri Jul 23, 2010 9:47 pm
A few solutions I had in mind.

Abilities:
---
Yang:faster projectile, more damage (15*level) and perhaps heat seeking.
Air totem: increase health, increase cube cost (75-100).
Nature totem: infinite range (passive, but totem must be summoned), 5 second ticks, increase cube cost (100) and perhaps an upkeep needed like 2 pcr.
Darkness totem: same as nature totem, vamp should be instant, but should not scale as the vampire ability (perhaps 2 times less vamp than vamp ability)
Healer: should always heal 150% health. Alien talent should give armor. Increase max armor for aliens (200-250).
Haste: same stats as with the old haste talent (2x fire rate), perhaps not passive, but changed to a totem or spell.
Power shield: should be the same as the power shield monsters have (everywhere, not only the front). Passive and costs cells. When 0 cells it remains activated, you can still turn it off manually.
Fury: every damage dealt has a % of activating fury (like KOTS quad rage). Should have a yellow-ish blend that fades away quickly when fury has activated (sometimes the server is too crowded to hear or read the message that you've became the fury).

More to come.


by Kild » Fri Jul 23, 2010 9:58 pm
Better buff indication. [Hud or Middle of Screen Message]
Techs being based on average level [Eg. level 10s currently can't use it in a server full of 20s]

More to come.

by decino » Fri Jul 23, 2010 10:44 pm
Give a warning message/make it impossible for certain classes that try to upgrade an ability that won't have any (or very little) effect.

Examples:
Polt tries to upgrade strength. (Impossible, return)
Shaman with level X earth totem tries to upgrade strength. (Warning message).
Shaman with level X earth totem and talent tries to upgrade resist. (Warning message).
Player tries to upgrade ID/scanner. (Warning message: you get it free at level Y).

Weapon points for poltergeist are currently useless. Any solutions for this?

General talents for all classes. Decrease talent cost to 3 for all talents.
General talents could have talents like the current polt talents (the monster damage one and the one that increases your strength when you're on low health).

Change scanner to show enemies only. Different/smaller dots for enemy summons perhaps?

Get rid off the hard caps for abilities. Caps for class abilities shouldn't be 15, it should be unlimited. The same for general skills (7 cap) and ammo regen (5 cap).

y Kild » Fri Jul 23, 2010 10:51 pm
General Talents[Examples]

Barter 3 -Reduces armory costs by 11/22/33%

Imp.Vit 4 - adds .5H+A/talent level per character level -remove knight talent/WM talent for balance if need be

Ammo Eff 3 - increase ammo picked up by 33/66/100% (2x)

by Grape » Sun Jul 25, 2010 2:50 pm
1. Remove scanner entirely. Piece of crap ability that looks terrible, impossible to understand, and no one uses.

2. Haste should not be a talent. It should be an ability. Duration could be lvl*3 seconds, cube cost lvl*10, and always gives 2x fire rate.

3. We could make it so earth totem still doesn't stack with anything and still gives the same damage bonus to weapons, but we could have it increase the damage of spells/other abilities by 5% per lvl. Depending on how damage is calculated in the code, this might be super hard or super easy.

4. Warning messages when upgrading useless abilities: put this last on the todo list because it's not necessary at the moment

5. Remove ID from ability list and runes.

6. Cap ability bonuses per rune at +3 per ability. No more +9 str rune junk.

7. Class abils should cap at 10, hard cap at 20. General abils should cap at 5, hard cap at 10.

8. Rip the code from kots empathy shield. Make it a castable spell with like a purple shield in front of the player. Duration should be lvl * 1 second. Damage reflected should be lvl * 6%. General skill only. Cube cost should be lvl * 20.

9. Don't bring back holyshock or thorns. Holyshock == nova. Thorns == skilled player using a weapon.

10. Don't cut respawn ammo in half when reaching lvl 5.

Edit 1

11. 3fers, 4fers, 5fers, etc.
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Post  Grape Sat Aug 07, 2010 9:57 pm

by Kild » Sun Jun 28, 2009 1:08 am
Summary of problems with weapons

Blaster
Should be affected by Max Ammo
25 'cells' at 0 max ammo and 150 at 10 max ammo

Damage - Random between 1-50 at 0 and 1-90 at 10
Should be 60-120 at 10 (4 max/level -> 7 min + 7 max/level)

Stun - Random % chance to stun an enemy target (2.5%/level)
Fine - Heard complaints if you attack too fast you won't deal damage to stunned targets.

Secondary -> Time to charge should be halved perhaps. Only people that used this gun after bounce was removed were MegamanX and anyone who was dumb enough to use the Lightning Bolt unique.

Shotgun
Should be reverted to old stats and pellets need to round up since you will always have a fraction of a pellet unless it's a multiple of 10.

SuperShotgun

Range- You will never ever hit someone across the map with this gun and if you do its damage is dropped unless you upgrade this.
Replace with strike perhaps?

Spread- Increases spread????? Shouldn't it DECREASE?

Machinegun
Secondary mode- Unused it's better to +attack instead of actually aiming and then being unable to aim for a few seconds after for dealing double damage.

Chaingun
Damage is bugged:
If people have high enough resist bullets won't deal damage.
CG fraction damage (eg 5.4 or whatever) isn't used in Strength equations but Shotgun fraction damage is. Makes anything other than a multiple of 5 CG damage worthless.

GrenadeLauncher
High Utility, high Damage, incredible knockback with detpipes

Radius increased to 100 + 5/level

Somehow reduce the knockback of getting hit with a Grenade/Detpipe

RocketLauncher
Explodes on contact and fires as fast/slower than GL

Increase damage of a direct hit from 135 to 175 at 10
Radius damage at 3.5/level aka 135 at 10

Hyperblaster
Currently has a brief time on unable of attacking once you stop attacking (for you know regenerating ammo)

Remove or lower that.

Railgun
Revert damage back

Pierce - 25% is too little for a slow firing weapon + no one even upgrades it
Burn - Countered by burn cloth + no one upgrades this either

BFG
50 cells per shot -> reduce it to 25

Speed - If upgraded too high makes the slide move extremely slow
Replace with a 10 point pull and increase base BFG speed
10 Pull should be equal to level 1 or 2 magmine

Sword
No utility unless you have a way to keep the enemy still.
Need good ping to even sword effectively.

Increase amount of frames out and decrease the damage per frame
(Eg. 18 frames with a 70% next frame damage rate and capping the next frame damage to 50% of first frame. Eg.18th frame doing 75 damage with 10 damage sword)

20mm cannon
Being in water completely screws over anyone with this gun. Not found in maps.

Everyone should spawn with this or it gets picked up with a shotgun/supershotgun in the map.

Somehow allow shooting while in water.

Caliber - What the hell does this even do? I've heard it adds a splash to your attack or that it makes your bullets bigger.
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Post  Grape Sat Aug 07, 2010 9:58 pm

by Grape » Sun Jun 28, 2009 9:21 am

Blaster
Should be affected by Max Ammo
25 'cells' at 0 max ammo and 150 at 10 max ammo

Damage - Random between 1-50 at 0 and 1-90 at 10
Should be 60-120 at 10 (4 max/level -> 7 min + 7 max/level)

Stun - Random % chance to stun an enemy target (2.5%/level)
Fine - Heard complaints if you attack too fast you won't deal damage to stunned targets.

Secondary -> Time to charge should be halved perhaps. Only people that used this gun after bounce was removed were MegamanX and anyone who was dumb enough to use the Lightning Bolt unique.


This is good.

Shotgun
Should be reverted to old stats and pellets need to round up since you will always have a fraction of a pellet unless it's a multiple of 10.


Old old stats were pellets, refire, and damage. With 10 refire, SG could act like 10 haste without actually having 10 haste and that is overpowered. Since strike was added, the SG dmg was 150 at level 10. It was unused, so Ghz beefed the damage to 165. Then last week it was nerfed back to 150 dmg.

SuperShotgun

Range- You will never ever hit someone across the map with this gun and if you do its damage is dropped unless you upgrade this.
Replace with strike perhaps?

Spread- Increases spread????? Shouldn't it DECREASE?


Supershotgun strike = 2k damage shot. No way this is happening. Supershotgun is like a super cheap weapon on smaller maps. Just throw in some resist and you can easily blow away characters without having to aim dead on. There really isn't much you can do to this weapon without completely overpowering it or underpowering it. Range is fine.

Machinegun
Secondary mode- Unused it's better to +attack instead of actually aiming and then being unable to aim for a few seconds after for dealing double damage.


This would be used if tracers did 2x damage and not just bullets. Also does MG Pierce even work?

Chaingun
Damage is bugged:
If people have high enough resist bullets won't deal damage.
CG fraction damage (eg 5.4 or whatever) isn't used in Strength equations but Shotgun fraction damage is. Makes anything other than a multiple of 5 CG damage worthless.


Hah sucks for CG users. Still one of the most powerful weapons in the game. High level characters use it to rip through stuff.

RocketLauncher
Explodes on contact and fires as fast/slower than GL

Increase damage of a direct hit from 135 to 175 at 10
Radius damage at 3.5/level aka 135 at 10


175 Dmg is way way too high for a weapon you can just spam near someone's feet. 150 would be better.

I like the BFG suggestions.

Sword is like the Halo sword. It pretty much instakills at close range, but is not to be used as a primary weapon. Stop trying to make every weapon into a primary weapon.

20mm cannon is like the streetsweeper in WOD. Completely rapes everything in its path. Just no one uses it. Leave it be.
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Post  Grape Sat Aug 07, 2010 9:58 pm

Vortex Talents as of v.4.34 on 6/29/2009

Soldier
• Improved Strength (5) – increases damage 10%/level, reduces resistance 10%/level
• Improved Resist (5) – increases resistance 10%/level, reduces damage 10%/level
• Blood of Ares (5) – increases damage 1% per level per streak/spree
• Basic H/A (5) – gives 20% increase in ammo pickup per level
• Improved Grenades (5) – increases damage 6.6%/level for mirv/spike/napalm/emp grenades

Poltergeist
• Morphing (3) – reduces morphing cost 25%/level
• Cacodemon Mastery (3) – radius +10%/level,
• Parasite Mastery (3) – range + 10/level
• Brain Mastery (3) – vampire +10%/level (base is 25%, so 27.5%, 30%, 32.5%)
• Flyer Mastery (3) – max velocity + 10%/level, reduce impact dmg 25%/level
• Mutant Mastery (3) – damage + 10%/level
• Tank Mastery (3) – reduce regen tick/ammo frames 20%/level (more ammo more often)
• Medic Mastery (3) – increase resistance 5%/level
• Berserker Mastery (3) – increase damage 11%/level

Vampire
• Improved Cloak (4) – lets player move crouched while cloaked, 6 – 1 cube/level/frame
• Armor Vamp (3) – steals 16.6% per point of health vamp as armor
• Second Chance (4) – improves ghost, three minutes minus 0.5 minutes per level to zero damage
• Improved Mind Absorb (4) – reduces cooldown by 50 – 5 frames per level
• Cannibalism (5) – increases max hp for corpse eater by 10% per level

Mage
• Improved PCR (3) – increased cubes from PCR by 10 per level
• Elemental Mastery (5) – increased LS/CL/FB/meteor damage by 10%/level
• Frost Nova (5) – nova chills target for 3 seconds, chill level = 2*talent level (5 frost nova has same effects at level 10 water totem, 50% movement penalty)
• Improved Magic-bolt (5) – gives 100 radius to bolt, but only 20% of damage/level
• Manashield (5) – absorbs 80% of damage to power cubes, reduced cube cost per level (values seem off)

Engineer
• Improved Traps (5) – increases magmine radius 25.6/level, proxy/caltrops damage 6.6%/level, detector radius 6.6%/level
• Improved Supply Station (5) – increases heathbox health +5/level, armor +10/level, everything else 25%/level
• Improved Sentry (5) – increases bullet/rocket damage 5%/level
• Improved Lasers (5) – increases damage 10%/level
• Improved Autocannon (5) – increases damage 5%/level, ammo 20%/level

Knight
• Atomic Armor (5) – increases detection radius of exploding armor 10 units/level
• Improved Power-screen (5) – increases damage per cell 5%/level
• Improved Regen (5) – reduces health/armor regen time 0.05 seconds/level
• Mobility (3) – reduces boost delay 3 - (0.15/0.3/0.5)
• Durability (3) – increases maximum health 1 hp/level (per character level)

Cleric
• Balance Spirit (5) – allows summoning of balance spirit with 75% + 7%/level
• Support Skills (5) – increases effectiveness of bless 5%/level, reduces healing cooldown 1 – 0.05/level, increases deflect duration 1 second/level
• Icy Chill (5) – makes freeze spell cause damage = ability level * talent level
• Meditation (3) – reduces cube cost of holyfreeze/salvation auras by 10/20/50%
• Holy Power (3) – increases radius of holyfreeze/salvation by 15/30/50%

Weapon Master
• Basic Ammo Regen (5) – gives a clip of ammo every (30 – 5 * talent level) seconds
• Combat Experience (5) – increases damage 5%/level, reduces resistance 5%/level
• Tactics (3) – increases maximum hp/armor 1 * level * talent level
• Sidearms (3) – each point gives an additional respawn weapon (weapons selected based on upgrades)

Necromancer
• Drone Mastery (5) – increases monster hp/armor by 4%/level
• Drone Power (5) – increases monster damage by 3%/level
• Improved Plague (4) – increases plague radius 10%/level
• Improved Hellspawn (5) – increases damage 5%/level
• Evil Curse (3) – increases curse duration 25%/level

Shaman
• Flame (4) – increases damage 12.5%/level
• Ice (4) – water totem damages players 10-20 * talent level every 1 second (check)
• Wind (4) – air totem has a chance to ghost an attack (5%/level)
• Stone (4) – gives earth totem resistance effect of 5%/level
• Shadow (4) – allows vamp from darkness totem to go over max health by 10%/level
• Peace (4) – nature totem gives 10 power cubes per level (every 5 seconds)
• Totemic Focus (6) – reduce cost of having 2 totems out to 30 – 5 * level
• Haste (4) – reduces haste wait by 0.25 per level (4 haste talent = ~3 haste)

Alien
• Phantom Obstacle (5) – reduces cloak time = 10 – 0.9/level
• Super Healer (5) – adds armor regeneration at health_regen_frames * 4.5 – 0.5*level (so 5 talent would regenerate armor in twice the time as health)
• Deadly Spikes (5) – increases spore, spiker, and spike damage 5%/level
• Improved Gasser (5) – increases gasser radius 5%/level
• Improved Acid (5) – increases acid damage 5%/level
Grape
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Post  Grape Sat Aug 07, 2010 9:59 pm

The next big release is going to replace most of the existing talents. Basically, I'd like to replace anything that directly modifies an ability (e.g. adds X% to Y ability) or is simply too uber/good. I'm aiming to have 5 talents per class, and they should be as generic as possible (e.g. they aren't ability-specific or are useful for as many as possible). Below are some of the ideas I've come up with so far:

Poltergeist:
• More Ammo (5) – increases maximum ammo for tank/caco/flyer/medic by 5%/level
• Superiority (5) – increased damage/resistance to monsters by 10%/level
• Hologram (5) – create holograms (static or idle images of morph that are non-solid and look like caster) to confuse enemies
• Retaliation (5) – damage increases as percentage of remaining health is reduced

Mage:
• Teleport Mastery (5) – reduces the cost of teleport
• Ice Bolt (5) – use ‘icebolt’ instead of fireball to chill targets
• Meditation (5) – meditate for x seconds to ‘build’ cubes or regen them rapidly
• Overload (5) – allows mage to spend extra power cubes on spells to deal extra damage, but overloading also increases cooldown delay

Engineer:
• Barrier (5) – creates a small barrier that can be used as cover
• Alarm (5) – allows alarms to be built in-place of detectors; they have no effect but are useful to alert you of nearby enemies and are nearly indestructible (increased hp/level)
• Expertise (5) – allows proxy/SS/sentry/laser/AC to be built faster
• Ringer (5) – engineer will occasionally build a sentry/laser/proxy/AC/SS that has a higher ability level than normal

Feel free to comment or submit any other ideas you might have. I still have Knight (5 talents), Cleric (3 talents), Necromancer (5 talents), and Alien (4 talents) to work on.
Grape
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Post  Grape Sat Aug 07, 2010 10:00 pm



* Report this post
* Reply with quote

Shaman

Postby Kild » Thu Jun 25, 2009 7:31 pm
Shaman

Haste - Fine
Super Speed - Should be a charge like sprint on a berserker.
Fire Totem - Reduce activation delay to 1 or 1.5 seconds
Water Totem - Fine
Air Totem - At 10 it should have 66% resist AND takes 66% of the damage of the owner
Earth Totem - Should stack with other passives like fury strength etc. could diminish if too strong.
Darkness Totem - Fine
Nature Totem - Should have ticks like regen/armor regen (30/nature totem level = tick every 3 seconds at 10)
Fury - Should be based on damage done like kots rage where each damage point has a low % ( like .01) chance to trigger it or if you reach xxx damage then it triggers.
Totemic Mastery - Replaces totemic focus talent, requires 2 PCR to maintain another totem: still 4 point ability.

Talents are merged aka Fire + Water talents are together (not like you can use them together anyway)

Obsidian (3)
Flame- Old ice talent: Chance to do a 15/30/45 damage pulse from the totem

Ice- Gives a 8/16/25% chance when attacking a target under the effects of ice totem to hold them in place (move speed reduced by 100%) for 1-3 seconds and they can still attack/move

Erosion (3)

Wind - Gives a 8/16/25% chance when taking damage that your totem will take the remaining damage that you would have taken. If damage is more than totems HP then you take the remainder. Ex. 300 dmg rail hits you and your totem can only take 200 dmg before it dies then you will take 100 dmg.

Stone - 11/222/33% resist that stacks with fury + salv but not the Resist ability. Totem also gets a 20/40/60% chance to teleport to you if you leave its radius.

Twilight (3)

Darkness - 22/44/66% vamp past max health

Nature - 10/20/30 cubes given per tick

Totemic Focus - Removed see: Totem Mastery

Improved Haste - Fine? Need stats

Most totems need a health boost.
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Post  Grape Sat Aug 07, 2010 10:00 pm

by Grape » Sun Jun 28, 2009 9:30 am

Air Totem - At 10 it should have 66% resist AND takes 66% of the damage of the owner
Earth Totem - Should stack with other passives like fury strength etc. could diminish if too strong.
Darkness Totem - Fine
Nature Totem - Should have ticks like regen/armor regen (30/nature totem level = tick every 3 seconds at 10)
Fury - Should be based on damage done like kots rage where each damage point has a low % ( like .01) chance to trigger it or if you reach xxx damage then it triggers.
Totemic Mastery - Replaces totemic focus talent, requires 2 PCR to maintain another totem: still 4 point ability.



Air totem is fine at the moment. 50% resist to user that stacks with salv, resist, special resist, and it even lowers damage to totem itself. Just no one uses it. Not a problem. 66% resist is equivalent to 20 resist that would stack with resist, salv, and special resist. Using my trusty calculator, you see that that is stupid. http://thegrape.100webspace.net/rescalc.html

If earth stacks, it should be +5% str per level. If it doesn't stack, it should be +15% per level.

Darkness totem right now = vampire, except you have to be around the totem. Completely sucks.

Nature totem: Ticks should max at 3 seconds, and at most be 5 seconds.

Fury: would be good, but characters with haste do insane amounts of damage with little effort and would be completely overpowered.

Totemic mastery should add like 150 hp to the totem. The talent should stay the same effect but be +3. At level 3, 2 PCR is needed.

Haste needs to be made into a spell that is castable on the player. Maybe 2.5 seconds of haste for every level upgraded at the cost of 50 cubes.
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Post  Grape Sat Aug 07, 2010 10:01 pm

==================
v4.7 Beta
==================
** Completely revamped and improved monster AI which uses A* (a-star) pathfinding to find enemies/goals no matter where they are in a map. Monsters also have new commands which can be accessed with 'monster command'. Use this command while looking at a monster and it will be selected/deselected. Use it on a spot on the floor and monsters will move to that location. Use it quickly between two spots and monsters will patrol between the two locations. Double-click on a monster to toggle hunt/stand commands. Double-click on a spot to make the monster guard that location.
** Fix medic not healing large sentry
** Increased detector build time/delay, reduced non-player resistance
** Fixed medic getting stuck while trying to heal a corpse; medic will gib a corpse if it can't revive it
** Fixed deflect not absorbing hitscan damage
** Fixed purge removing "good" curses; now it only targets "bad" curses; non-curses such as bleeding, poison, and caltrops are not affected
** Fixed weapon knock working on targets that have more than 1/2 health
** Fixed quad damage not working with lance
** Fixed brain's free powerscreen being available outside of brain morph
** Fixed ammo/tballs being thrown while in wormhole
** Fixed EMP working on invalid entity types (e.g. hellspawn)
** Fixed detector targetting forcewall solid (this caused problems when detected effects were applied to the forcewall)
** Fixed vamp working with medic morph and other abilities
** Laser emitter can now be hurt/destroyed
Grape
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Post  Grape Sat Aug 07, 2010 10:02 pm

Hi Folks:

In an effort to draw some new blood to Vortex, I'm making a big change with version 4.5 (currently in Beta/testing). PvP, FFA, and PvM modes will be merged together as FFA. While in FFA mode, you will be able to bring up Combat Preferences menu via the 'combat' command to decide who you'd like to fight. You can choose to fight only players, only monsters, or both. If you come into contact with a player that has chosen to fight only monsters, they (and their summons) will glow blue and you will be unable to harm them.

The reasoning for this change is that people have different ideas of fun. I might want to fight monsters for the first few levels to avoid getting bashed. Then when I'm ready, I can start fighting players. Conversely, I might only want to fight players and avoid monsters altogether. With this change, there will be less fighting about bashing or about what mode to choose. You can PvM/PvP/FFA all on the same server/map. Everyone is happy, and we don't have to worry about fragmenting the player base.

Version 4.5 is currently in BETA and so don't be surprised if it's buggy. You can respond with bugs or suggestions directly here or in the appropriate forums (but mention that it's 4.5 in the subject line). Enjoy!


==================
v4.5
==================
** Disabled PvP and PvM modes
** Players can choose combat preferences with 'combat' menu
** Removed respawns
** Fixed magmine, spike grenade, and proxy not working with ID
** Added monster effects to magmine, spike grenade
** Combat preferences applied after respawn or disconnect
** Chatprotect now cloaks players so there's less color shell confusion, and respawns them when they move
** Removed mutant innate resist, but kept superior vampire ability (for now)
** Plasmabolt dissipates when it touches anything other than a wall
** Force FFA mode and fix switching to PvP in Invasion/PvM
** Fixed voting bug that allowed players to pass votes at the end of the map without majority
** Rewrote/implemented generic effects function for players and monsters
** Added feature to maplist settings that allows specifying monster value
** Monsters will not spawn in FFA mode if there are no PvM-only preference players
** Players can now spree against monsters if they have PvM-only preferences (otherwise FFA-pref players could spree too easily)
** Added exp by damage for monsters in FFA
** Reduced minimum experience to 1
** Fixed spike/stun causing monsters to become invincible for the duration of the stun
** World monsters in FFA now teleport out of your way if you have PvP preferences (instead of the other way around) if they don't have an enemy
** Fixed holy/unholy ground causing the wrong entities to be freed upon removal (bad player pointers)
** Spawning/respawning monsters now flash red/blue to indicate invulnerability (like invasion, but they don't attack)
** Blessed hammers and holy/unholy ground removes on death/CTF respawn/flag-touch
** Spikers and gasser can't be built in or near the enemy base
** Fixed lance impact effect so it appears at the impact point (rather than the center of the lance)
** Changed healer talent to allow healer to heal beyond maximum health of target (since aliens hardly have any armor)
** Monster accuracy penalties (e.g. harder to hit a moving target) now take effect even at extremely close range (< 128 units)
** Monster accuracy is now affected by monster level
** Reduce maximum accuracy of most monsters by 10% or more, tank rocket accuracy reduced to 50% (from 90%)
** Fixed velocity penalty so it doesn't work if the entity isn't moving, and so that the correct penalty is being used (it was using walking pentalty when the target was actually running)
** Fixed a bug that allowed unlimited experience from medic respawning a monster
** Fixed a bug with RG sniper mode that prevented a player from going into chat protect
** Fixed a bug with chatprotect that allowed players to fire a shot before teleporting away
** Fixed a bug with voting that would cause a forced switch to FFA from PvM/Invasion even when the voted mode wasn't PvM/Invasion
** Reduced autocannon initial health (250-->100), increase addon health (25-->40) and addon damage (20-->40)
** Fixed laser platform bug that improperly removed laser platform but didn't decrement the counter (and it was also unsafe)
** Laser platform now has infinite (effectively) duration regardless of level; adding more points increases health only
** Reduced holdtime/delay for meditation to 3 seconds (from 5)
** Fixed bug that allowed cocooned entity to get hurt
** Added a small holdtime/ability delay when a player prematurely exits a cocoon
** Reduced default ffa_respawntime value to 10 (from 20), so monster counts recover faster in FFA
** Added spore help command to reveal syntax and advanced command options
** Added hellspawn "attack" command
** World monsters now roam the map
** Disabled idle functions on brain, parasite, and mutant because they interfere w/walking/roaming
** Increased allowed aiming pitch for autocannon, added yellow flash when ammo is low or out
** Increased distance buffer for laser trap
** Replaced laser trap with more effective and reliable trap
** Fixed laser trap effects
** Fixed proxy effects
** Fixed napalm effects
** Fixed and improved armorbomb effects
** Increased alien summons corpse timeout to 20 seconds (from 10)
** Changed obstacle random decloaking to occur every 5 seconds for 1 frame (50% chance)
** Increased obstacle addon health to 200 (from 150)
** Autocannon ammo now shows properly with ID
** Replaced supplystation with depot
** Fixed armor regen/medic bug
** Increased bounding box size for proxy
** Increased laser trap damage, can now be repaired
** Updated ID to properly display laser trap
** Cocoon will no longer cloak while holding a flag carrier
** World monsters above level 5 will ignore players at or below level 5, unless fired upon (except in Invasion)
** Players below level 5 will get a very basic version of ID that lets them know if a monster is ignoring them
** Increased base player experience to 40 (from 30) to promote PvP
** Chatprotect will always teleport players in CTF or Domination modes, but only in FFA mode if the player is hostile against other players; you will no longer be teleported in Invasion mode

** Added randomly spawning champion monsters (FFA mode only) with the following bonuses:
champion:
health/armor x 3
damage x 2
accuracy + 50%

ghostly (in addition to champion bonuses):
speed - 50%
20% chance for chill attack
50% chance for ghost

fanatical (in addition to champion bonuses):
speed x 2
accuracy - 50%

berserker (in addition to champion bonuses):
damage x 2
accuracy x 2
health/armor + 50%

posessed (in addition to champion bonuses):
health/armor x 4

==================
v4.51
==================
** Fixed supplystation roll angles
** HUD now displays supplystation (depot) % capacity (total ammo+armor / max ammo+armor)
** Fixed precision tuning not working with magmine
** Fixed pack animal always being level 5, causing morphed player damage/resist to always be higher than it should when in the presence of other morphed players
** Fixed holy/unholy ground working in pre-game
** Modified monster experience points and credit awards
** Changed exploding bodies talent to use corpse_explodeX.wav, where X is a number between 1 and 6
** Increased chance of a champion monster spawning a rune by a factor of 10, now equal to base player rate
** Fixed obituary messages to show champion status
** Added stygian champion monster: 100% vampire, up to 2x max hp, 20% chance of level 10 amp damage attack

==================
v4.52
==================
** Fixed a very old bug that caused fragged (# of times you were killed) to be incremented even when killed by a world monster. Now, fragged is only incremented by non world monsters.
** You can now tball while on a spree in FFA with PvM combat preferences
** Fixed supply station using cubes even after it fails to spawn, added notification message
** Fixed Storage Upgrade engineer talent so it works with SS/depot
** Fixed sprees not working in invasion mode
** Only a minimal # of world monsters will spawn (usually Cool unless the server is at least 50% full of PvM players
** Changed default dm_monsters (minimum # of monsters to spawn, regardless of map) value to 8 (from 0)
** Changed the way monsters spawn (they all spawn on the same server frame); monsters will spawn faster if they are killed faster, or slower if they aren't killed fast enough (adaptive spawn delay)
** Increased effectiveness of holyfreeze player slowdown (same as water totem now)
** Fixed water totem and holyfreeze effects

==================
v4.53
==================
** Fixed visible() to use entity's midpoint as a reference instead of origin
** Improved tank weapon selection, added brief post-fire delays, re-added blaster weapon
** Improved gunner weapon refire, attack selection, and added brief post-fire delays
** Reduced gladiator base accuracy
** Added gladiator to world monster spawn list
** Fixed bug that prevented world monsters from spawning runes
** Fixed tank commander manual spawning
** Removed monster tank commander's regeneration, but increased base hp/armor (now 100x equivalent level tank)

==================
v4.54
==================
** Added level to basic/chasecam ID
** Increased initial detector range to 96 (from 64), lowered addon range to 16 (from 19.6), added build/hold time, added flashing shell effect, reduced addon health to 10 (from 15)
** Fixed health stat to show 666 when health exceeds 999
** Lowered tank (commander) boss hp/armor multiplier to 80x (from 100x)
** Added supertank monster boss

==================
v4.55
==================
** Fixed supertank not dropping runes
** Fixed monsters dropping ammo/runes during or immediately following resurrection
** Reduced max runes dropped by monster bosses (tank/supertank) to 3 (from 4)
** Changed Corpse Explosion so that damage is 50-100% of target corpse's max health (capped to 1000 for now), reduced maximum sight range and search radius (1024 and 128, respectively), added levels only increase radius
** Changed visible() to begin visiblity check from approximate location of entity's eyes, and end at the midpoint of the target; this will help monsters and other forms of AI to "see" better
** World monsters can now be teleported away even if they are "angry" (i.e. they have an enemy) if they cannot see their enemy
** Fixed PvP players sharing salvation with world monsters
** Fire totem cannot be spawned in enemy's base in CTF mode
** Increased the time it takes to exit a wormhole and added a casting sound to exit wormhole

==================
v4.56
==================
** Fixed new/modified visible() function so it works with entities that are attached to walls or ceilings (e.g. minisentry, proxy)
** Increased maximum number of runes that a boss can drop to 4 (they should drop at least 1)
** Increased damage ID length to 5 numbers; resets after 32767 (max integer size supported by engine)
** Detectors can no longer be built in enemy's base in CTF mode
** Lightning storm removes itself after flag pickup
** Proxy grenades can no longer be built in enemy's base in CTF mode
** Fixed supertank not always removing after death (being telefragged)
** Added unique fire monster "Hephaestus" which is a chick/bitch monster with 20x hp/armor and shoots fireballs instead of rockets. She will also cast meteor, especially at long range.
** Added unique lightning monster "Zeus" which is a gladiator with 20x hp/armor and shoots chainlightning instead of RG. He will also cast lightning storm, especially at long range.

==================
v4.57
==================
** Fixed unique/champion monster item drop chances, modified values (uniques 50%, champions 2%, normal 0.2%)
** Nerfed Zeus LS spam, capped LS damage to 200 (equivalent to level 10)
** Reduced Heph meteor to level 10 equivalent
** Medics will not heal tank commander bosses or supertanks
** Increased monster boss kill award (1500 exp, 750 credits), raised maximum
** Fixed unique monster hp/armor multiplier being modified 3x by champion modifier (for a total of 45x hp/armor), set to 25x
** Reduced effectiveness of EMP against unique monsters
** Added combat preferences menu link to vrxmenu
** Re-enabled PvP voting option

-G
Grape
Grape
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Post  Grape Sat Aug 07, 2010 10:05 pm

Hey Fulgore,

It's me yo mamma. Rolling Eyes Didn't I TELL you to STOP hacking before you get banned from Vortex ?
You stupid dumb you got nothing to do except annoying people ? You call this a life ? Nigga go to bed now your party is done.
Like i scar of your turtoring lmao you don't know how old am i do you ? No i don't think a kid like you knows that between why don't you spank your mom instead of hacking ? It's so much better for you and you forget your little lies about you not doing anything in vortex look it huh its moving MY LEFT ASS anyone that reads this Fulgure sucks ppl's dick and hack them you don't see that ? Seriously ban him you're so slow you want him to pwn little children ? If he continues I will hack his whole fuckin piece of shitty computer.Fulgure is a worthless piece of shit ppls.And also Reverence too ppl you're blind or what ? These little asshoels are gay together they hack shit ban them seriously.Between I caught a chat of msn from them look what they say to each other:

Fulgore says:
oh my rev baby wanna smex nao ?
Reverence says:
lolz teh porno sure fulg
Fulgore says:
YAY *sex up till night in vortex*
Reverence says:
lets pwn little children nao i love you
I say:
Like fuck what ever.Wow a god complex who wants to hack everyone and a gay asshole confessing his love before pwning.

Seriously gtfo bakas what's the point in hacking ? Get free blowjobs ? Sex ? You hide behind your monitor huh ? Little bitches if you were in front me you would just go crying seriously wanna meet ? Tell me your address and its your death stupid nigga and gay ass sexing up. Rolling Eyes

Between what will you do in your life when you grow up ? Work on streets ? Wow baby that's so awesome go study instead of being an ass all you will gain is hell at your death dumbfuck.And Reverence also stop being gay with you and go build yourself a life cause its so patethic what you're doing It's like Billgates is giving you two computers(With Fulgore) to annoy peoples ? If he knew that he would block your ass already no one told you to hack anyone.Then why are you doing this ? Logic please.Or just go to school Reverence.You've been defeated assholes.Now come with your mom or I will stab you in the ass and cause you a lot of pain.
Fulgore says:
See if I care
I say:
K then die baibai
Reverence says:
NOT SO FAST!I won't let you lay a finger on my gay honey.
I say:
ORLY ? I can see GHZ making a whole ban hammer just for you.
Fulgore says:
Gtfo
Reverence says:
I'm gonna protect you cuz i love u
Fulgore says:
you're useless rev..wait what ? since when ?
Reverence says:
Ive always
Fulgore says:
10 years huh ?
Reverence says:
Well yeah...
Fulgore says:
OMG...Stalker
Reverence says:
Im a popular hacker so i wont die...
Sperminator says:
Like fuck what ever! *stabs them in the ass*That's what you get for being assholes hacking boobs.This is so full of asses.
No one loves you.
Grape
Grape
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Post  Grape Sat Aug 07, 2010 10:13 pm



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Vortex v4.4 FINAL

Postby GHz » Wed Aug 26, 2009 3:26 pm
==================
v4.4
==================
** Made monsters less accurate (they would still hit even when they were supposed to miss)
** Monsters can now move forward or backpedal while circle-strafing
** Fixed invasion monsters being unable to circle-strafe
** Set skill hard level cap to 1.5 * max level (from 2)
** Increased base chance of a rune spawning to 1% (from 0.5%)
** Reduced reset cost to 2500 per level (from 5000), and capped it at 50000
** Updated website and (default) server admin email addresses
** Renamed Blood Sucker to Parasite
** Removed haste from Shaman
** Reindexed all abilities, classes, and talents
** Disabled weaponmaster class (needs work; may be introduced later)
** Fixed unsafe detector removal (could crash the server under certain circumstances)
** Force PvP mode switch at the end of the map in PvM/Invasion if the server is more than 25% full
** Allow bosses to randomly spawn in PvP mode when the server has enough players
** Complete talent overhaul (added/removed/replaced many talents)
** Added Soldier talent 'Bombardier' - reduces self-inflicted grenade damage, reduces cost
** Added Poltergeist talent 'More Ammo' - increases maximum ammo for tank/caco/flyer/medic
** Added Poltergeist talent 'Superiority' - increased damage/resistance to monsters
** Added Poltergeist talent 'Retaliation' - damage increases as percentage of remaining health is reduced
** Added Potergesit talent 'Pack Animal' - increases damage/resistance when near other friendly morphed players
** Added Vampire talent 'Fatal Wound' - adds a chance for flesh eater to rapidly kill a target (10 seconds for 99% health taken)
** Added Mage talent 'Ice Bolt' - use 'icebolt' instead of fireball to chill targets
** Added Mage talent 'Meditation' - use 'meditate' for 5 seconds to build 100 power cubes
** Added Mage talent 'Overload' - use 'overload' to spend extra power cubes on spells to deal extra damage (also increases cooldown delay)
** Added Engineer talent 'Laser Platform' - use 'laserplatform' to build up to 2 laser platforms
** Added Engineer talent 'Laser Trap' - use 'lasertrap' instead of detector to build a laser trap
** Added Engineer talent 'Rapid Assembly' - allows proxy/SS/sentry/laser/AC to be built faster
** Added Engineer talent 'Precision Tuning' - increases build time/cost of proxy/SS/sentry/laser/AC/magmine/detector in exchange for higher skill level produced
** Added Engineer talent 'Storage Upgrade' - increases maximum ammo capacity of SS/sentry/AC
** Added Knight talent 'Repel' - adds chance for projectile weapons to deflect from shield
** Added Knight talent 'Mag Boots' - reduces knockback effect
** Added Knight talent 'Leap Attack' - causes stun/knockback effect when landing from boost spell
** Added Cleric talent 'Holy Ground' - designate an area via 'holyground' to heal friendly units
** Added Cleric talent 'Unholy Ground' - designate an area via 'unholyground' to damage enemies
** Added Cleric talent 'Purge' - allows cleric to remove curses and grant temporary invin + immunity to curses
** Added Cleric talent 'Boomerang' - use 'boomerang' to throw a blessed hammer forward like a boomerang
** Added Necromancer talent 'Cheaper Curses' - reduces cost of curses
** Added Necromancer talent 'Corpulence' - increases hellspawn/monster health/armor, but reduces damage, can't combine with Life Tap
** Added Necromancer talent 'Life Tap' - increases hellspawn/monster damage, but slowly saps its life force, can't combine with Corpulence
** Added Necromancer talent 'Dim Vision' - adds chance to automatically curse enemies that fire at you
** Added Necromancer talent 'Flight' - reduces cost of jetpack
** Added Alien talent 'Phantom Cocoon' - allows cocoon to cloak
** Added Alien talent 'Swarming' - increases maximum spore count, but reduces damage
** Added Alien talent 'Explosive Bodies' - makes alien summons' corpses explode
** Added Shaman talent 'Volcanic' - adds a chance for flame totem to shoot a fireball
Grape
Grape
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Post  decino Sat Aug 07, 2010 10:21 pm

Vortex is like...

Jordan
Your first girlfriend. You had the time of your life, then things changed. You can't help but check her profile every now and then, but it just leaves you bitter. Maybe you get together, but it just isn't the same. You play other games, but it just makes you think of vortex and how cool it could have been had things been different.

Now you try!

Sharpshooter
Vortex is like the economy...sad and hopeless.

Reverence
rofl

Cruel
So negative.

Kild
Vortex is like... getting your dick bitten off by a crazy bitch - sure you got a blow job but was it really worth it?

schloob
wtf is wrong with you?

decino
Idunnolol.

Peen
Vortex is riek omg.. when penguin poops rice comes out!

Kild
Aren't you like indian anyway - I don't get it.

Sharpshooter
rofl cuban.
decino
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