Server #2 Jedi vs Merc

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IrishDragon
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Server #2 Jedi vs Merc

Post by IrishDragon » Sat Jul 31, 2010 5:14 pm

The second server has been converted to a Jedi vs Merc server.

Test out the settings and let me know how you like it!
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IrishDragon
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Server #2 Jedi vs Merc

Post by IrishDragon » Sat Jul 31, 2010 5:30 pm

Fixed the issue with timeouts.

Provided Jedi with some basic essentials. health, throw, push, pull, defense, offense, jump, speed, protect, absorb, team heal

Removed ALL Sith extras except for Team Energize. This is JEDI vs Merc. Not Sith spam vs Merc.

Removed the concussion weapon (one less splash weapon).

Removed God Chat. Spectate if you wish to be left alone.

Removed flip kick.

Game on! =)
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Elkairah
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Server #2 Jedi vs Merc

Post by Elkairah » Sat Jul 31, 2010 8:04 pm

I like this idea a lot, let's play more on this server :)


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Server #2 Jedi vs Merc

Post by ZeroTM » Sat Jul 31, 2010 8:38 pm

IrishDragon,Jul 31 2010, 03:30 PM wrote: This is JEDI vs Merc. Not Sith spam vs Merc.
right cause there's nothing spamish about throwing mines and rockets everywhere.

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Server #2 Jedi vs Merc

Post by Elkairah » Sat Jul 31, 2010 8:59 pm

ZeroTM,Jul 31 2010, 06:38 PM wrote:
IrishDragon,Jul 31 2010, 03:30 PM wrote: This is JEDI vs Merc.  Not Sith spam vs Merc.
right cause there's nothing spamish about throwing mines and rockets everywhere.
It's a lesser problem here since mercs don't start with 999 ammo in everything. It is possible though if someone gobbles up all the rockets and explosives, but even then the ammo capacity is far more limited than with super merc, lol

But if someone does that, there's pull, plus saber seems to do monster damage on that server. One pull throw took me down from what seemed to be around 160 hp to 5 hp.


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Server #2 Jedi vs Merc

Post by Kodin » Sat Jul 31, 2010 10:28 pm

Did you disable the whole kick or just the damage?
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Server #2 Jedi vs Merc

Post by IrishDragon » Sun Aug 01, 2010 6:01 am

Flip kick in itself has been removed.

Some of the splash weapons are still available, though you have a limit on how many you can pick up at any given time. Often a minimum. Rockets are easily pushed away, as are thermal dets. A max of 12-15 of those and trip mines can be held by any one merc.

A group of Jedi would do well to safe guard those available splash weapons.

Saber damages have NOT been altered. I suppose I could put SP damages on.
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Verlathor
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Server #2 Jedi vs Merc

Post by Verlathor » Sun Aug 01, 2010 6:13 pm

Still seems a tad biased toward jedi, any chance of disabling pull/lowering it or something? considering that can completely pwn all the merc's weapons.

Not to mention the merc has to find their weapons first and has limited ammo with them. Should start with all weapons except for splash.

Reducing saber defense max would be a good idea too so they can't just deflect everything.

Saber throw could do with limiting.
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Server #2 Jedi vs Merc

Post by Raikiri » Sun Aug 01, 2010 6:35 pm

I'd say turn the force ability from MAster down to Knight


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Server #2 Jedi vs Merc

Post by Spitfire » Sun Aug 01, 2010 7:44 pm

Verlathor,Aug 2 2010, 12:13 AM wrote: Still seems a tad biased toward jedi, any chance of disabling pull/lowering it or something? considering that can completely pwn all the merc's weapons.

Not to mention the merc has to find their weapons first and has limited ammo with them. Should start with all weapons except for splash.

Reducing saber defense max would be a good idea too so they can't just deflect everything.

Saber throw could do with limiting.
^ Agreed.

Otherwise looking good ^-^

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