Status powerup tips from my experience here

Do you know some good strategies to help your fellow team mates do better in game? Help us out. Post some in here.

Moderator: Forum Moderators

User avatar
draegohn
Staff Sergeant
Staff Sergeant
Posts: 583
Joined: Sat Feb 24, 2007 9:11 am
Location: central pennsylvania

Status powerup tips from my experience here

Post by draegohn » Tue May 22, 2007 8:45 pm

i will now give a slight description of experience, limitations, and strategy with the use of pus that give a status effect. these are the statuses seen in all the popular ut2004 rpg invasions, and i am not including any of the new, special protection pus offered in the update may 20, 2007.

for more information more in depth information on some of the status pus, as well as those i feel don't have any strategy worth mentioning, go to paintball's nicely done and thorough player's guide at: http://monstermadness.iforumer.com/view ... termadness

damage- this is seen on a normal rpg weapon as simply being +3 or something without any other words. it is best to make any weapon of power gun +10 in damage value. some wonder why they can only get +9,..so simply do this. unload your gun, stick on 5 single damages, then add the +5 damage pu. voila! it can't be done the other way around for some reason. you can also stick on 10 single damages as well, but what a space waster :P

protection- the limit on any gun is 5. this means just one +5 protection pu, or 5 singles. i can understand why it was capped like this. unless the lower player living is level 150 or higher, nothing can hurt a level 230+ except wands, rocks, and nukes! a high level player with max damage reduction and protection 5 can take 1-2 shots from a wand enemy so as long as someone under level 200 is still alive. try and get a protection 5 in any case!

healing- you can heal yourself and others when this is put on a gun. you can have up to 10 as well, but its completely pointless because it seems the max effect is with 3 on only. now, certain weapons can heal better when used on yourself and other. of course, you can't use splash damage from beamy weapons to heal yourself, so putting a heal pu on wand, lazer rifle, enhanced ssr, or super shock rifle is essentially pointless. concussive, splash damage guns do the very best for shooting the ground or wall you are against, and the more rapid fire, the better and faster it can heal you. ak47 is best for self healing in this splash damage way. but! the very very best self healer is the alt fire of the combat shotgun, when you aim towards the ground. put just two heal pus on, alt fire the ground, and you can go from 1 hp to 650 in like 8 seconds. this cloud-burst, lingering effect of this gun's altifre is wonderous for battle and self-healing.

piercing- as paint says in his guide...just don't use it since this has no use on this server. a gun with splash damage will tear your own shields away, even if you aren't hurting yourself. yeah, the strategy is to not use it and make yourself more vulnerable ^,,^

penetrating- since it is useful only with mini, shock rifle, sniper rifle, and lightning gun, its use is limited. now some will confront me and say they can put it on turbo laser, ssr mini, enhancedd ssr, laser rifleetc...but i have not seen any masses go down in halls, porpulsion pushing tns back at once, or score increase for that matter when i have used it on the aforemntioned guns. i think the gun type lets you put the pu on, but it has no effect. i invite some to prove me wrong, but this is my experience. now i have used it with mini wop at times and on maps with halls, or smaller maps, i can get a very good experience gain and score even against those with great superweapons, and i do see the massive proulsion push on enemies. so if you use this pu, use it mainly on regular mini wop or the other is you have nothing stronger in hand.

force pus- these have their effect with only projectile guns and not linear beam guns. while you can apply force pus to mp5, ak47, combat shotgun, and little lady, there is no point in using them for these guns. their gun-to-target speed is already very high and the effect is little of nothing. force 5 and superforce's effect can be seen very well with guns that shoot a slower projectile. such examples are: mini rocket launcher, fireball, plasma gun, link gun, fire launcher, redeemer (i think this takes only force 5 now and no longer superforce..i haven't used a wop deemer in ages), and even the nuke. if you use superforce on a wop nuke, you don't even need to run away, aim a bit in the air and it can go far range very very well. superforce needs one thing to happen to become truly superforce...you need to move forwards, giving it its effect of boost. if you strafe or run backwards, it goes out at a force 5 speed instead..i don't know why it is like this, but this is my experience of superforce. now why use force 5 when one can use superforce? well, you cannot use propulsion, freeze, and nullentropy with superforce at the same time. you can only us eknockback. but in a section ahead, you will see why you my want to use force 5 instead on certain maps. needless to say, superforce on larger maps is very useful! on another note, you will notice that force 5 and superforce can be doubled in effect on reflected projectiles. give it a try sometime..watch how fast you shoot razor bomb in primary or alt fire, cutter rifle primary fire, as well as particle gun's alt fire bouncies. after they hit the wall or floor, they go even more whicked faster on the rebound! this is something to consider as well when debating force 5 versus superforce, and the map type.

awareness- low levels and high...get this skill when you can, at least level 1...seriously. in the foray of madness of deemers, nukes, other people and their spamming guns...nothing can help you aim towards enemies better by at least seeing their life gauge. i used this pu often as a low level to help me out before i bought the skill in the mid-100s level. i learned how rages and other pus worked using awareness skill 1 and an extra awareness pu on a gun to see how much i was harming them. its fun to see life drain constantly using mp5 on valagaries, smiths, devil enemies, and effigies!

reflection- this is effective against enemies that use wands, lazer rifles, shock rifle, turbo lasers..you know, the beamy weps. now some will say it has a chance to nullify a shot completely, but i do not think so. i feel from my experience that it lessens the damage from these weapons by some %. add 5 reflections and have a protection 5, and its the very same effect as the instagib protection pu..add all these, and you can take quite a beating and keep going strong!

speed- speed pus will stack on your quickfoot skill, making you faster. i will often add single speeds to my guns if i can't find a +5 speed or superspeed for some time. like damage, health, and energy pus, speed can be take to +10. having a speed +5 and quickfoot skill of 5 and using the speed combo will make you run as fast as superspeed for those who have nice adrenaline level and skills! of course, gettinga superpseed pu is preferential to all this, but at least there is flexibility. and yes, quickfoot 5, speed +10, and speed combo will make you go a bit faster than superspeed

the remaining status pus only have their effect with certain enemy types. these enemy types can be known because you can vampire skill-drain off of them. they include: queens, titans, valgaries, skaarj, etc.

energy- many wonder how this actually works. well, in a nutshell, each level of energy you have is how much you get per shot on one of those enemies. energy pu is just like damage in how you can have it on your wop. you can have up to +10 energy! you have no idea how useful this can be with using certain enemy types. if anything, try to stick a +5 energy pu on your gun.

poison- i am only going to assume this works only on these enemy types because i do not tend to see good experience gain during nali and smith waves when i have this applied. make sure you have a heal pu in conjunction with this pu, or you will keep poisoning yourself from your own fire with weapons that can damage you from their splash effect. i will use poison 5 to this day on 3 weapon types: cutter rifle, razor bomb, and particle gun. the random collision of bouncey, unaimed shots to unintended enemies can really boost your gain of experience and even score as well as helping to weaken other enemies for others if one wished to think altruistically :} but my favorite effect of seeing this is with particle gun...on some waves, my experience and score gain is great from random hits from the little reflecting projectiles. poison pus should be used by low levels to assist in getting more damage so they can get more experience..on any gun type.

retaliation- i have level 3, but i will be refunding points soon to get rid of this. i have seen its effects by letting queens and other monsters harm me as i did nothing, while using 2 levels of awareness..so it really does work nand have had skaarj and such die by trying to kill me! it also only works on those particular monster types. but really, its just not really that great to have when most enemies have high dr and hp as it is :P

null entropy- this causes enemies to do absolutely nothing for a very split second. the time is increased per extra pu put on. i used it a few times only and really feel it to have no place on any gun because the effect is very short. but then there is...

freezing- this is like null entropy, only it causes a halt in activity for a bit longer. now this one i actually will use, usually when i have an ak47 and no propulsion pu acquired. safe moment of killing by keeping them chilled! i have found pus from using freeze on enemies fall right where the enemy died than just flying off a bit.

propulsion- this is my favorite status pu of this category on certain enemy types, as it is with others i taught the magic of propulsion to :P first off, killing an enemy with propulsion can cause pus to fly away from you, which can be displeasing if its something good someone else got. but..this status pu weaken enemy defenses a lot for some reason and make for your own attack to be significantly stronger. try a propulsion on a razor bomb primary fire aimed at a valgary..those spider uglies are torn apart real fast. put a propulsion on wand, laser rifle, enhanced ssr, ak47, wop super shock rifle that have at least +5-7 damage in pus(and you having maximum damage bonus), and you can kill queens, most titans, valgaries in 1 hit, sometimes 2. of course, someone else level 230 or below has to be alive with you if you are higher than level 250. yes, i love this pu for this reason ^,,^ and honestly, more than one isn't needed to put on, even if 3 are allowed on the gun.

pullforwards- this pulls an enemy towards you, which can be dangerous for some of the stronger enemies. but like propulsion, this effect weakens enemy defenses and allows your attack to be stronger. i like this pu in earlier waves, because it tends to make pus fly towards you when an enemy is killed. usually, they fly over, but at least they can be closer to me :} can be used with superforce and often times very effective together

knockback- like pullforwards, this isn't initiated with every hit unless times between hits is spanned. it will weaken enemy defenses like propulsion and pullforwards, but it is very little in comparison. what does make this pu nice is that you can have this on a gun using superforce, and i have a knockback on when using that if i can. like propulsion and pullforwards, killing an enemy with knockback can make pus fly further when released.

{edit to add new information}
mini ssr was removed from one-hit kill propulsion effect. it won't do that anymore. its own inherent push effect takes over more now, since it has had its base damage reduced a lot in last update. using propulsion or knockback on mini ssr make make it worse to use now since it will push an enemy around many times, and strongly pushed, before killing it.

vorpal- this can be a nice pu at times! especially for low levels who can't dish out much damage to kill enemies. i absoultely love using this pu when using mp5, minigun wop, razor bomb primary fire, or particle gun alt fire...it can add a few nice quick kills now and then. but its most important use comes in my one post on being over level 260, when one is last alive. its the only thing that can save one, and dead teammates, from a very long-lived wave. read up as to why: http://monstermadness.iforumer.com/view ... termadness

shield regenerator and health regenerator- you need to crouch to activate these on yourself! once you stand, the regeneration stops. this is best used by low levels, or high levels using a wand. if you use these while using regeneration speed boost combo, it can be a very nice addon to the hp/shield regeneration. i don't use them because other pus tend to take precendence, and with my high adrenaline using regen booster combo, vamp level 4, and regeneration skill health isn't normally an issue for me until few people remain alive.

rage- now before i speak on this, i will say i have it in this section because there is one effect rage has on those enemy types, which i will get to. rage is essentially having another single damage pu on, but with a price to it. i used to obsess about getting rages so i could make +15 damage guns and raping monsters much more, but i have stopped seeking them as much any more unless i can't find many damage pus. now the price...first, if you use rages on a wand or normal super shock rifle, your health will go to 70 hp, regardless! not a good hp amount to be at :P also, the ice rune will do the very same thing if it is used when a gun has a rage on it...you'll be running around with the ice rocks spewing out of your 70 hp self, left with very little security of staying alive. now..these enemy types that are subject to these effects will also affect your hp when hit with a gun using rage. each time you hit such an enemy when using rage, your hp is lowered. if you use vamp 1 only, you will be hurt constantly as hp lowers. vamp 2 or higher, and your health will always leap towards or back to max health +50. this can be bad if you want to use the regeneration booster combo to max health to +100 and then add on shields from it. if you get pushed back to +50, you can't regen shields. this is why i stopped using rage if i could help it since i want to have shiels at 250 to stay safe from damage as much as possible. but hey, if you want to have a very very strong gun, by all means try getting +10 damage and +5 rage! i have had many killer moments with such guns, especialy using a double damage or triple damage artifact...not to mention lightning rod!

and there you have it. my thoughts, uses, strategies, and avoidances with many of the rpg status pus offered on this server. feel free to comment or confront me on anything any of you feel may be wrong. all this comes from my experiences up to today, so a fair bit is biased to my gaming.
Last edited by draegohn on Thu Jun 28, 2007 7:57 pm, edited 3 times in total.

User avatar
Nard
Staff Sergeant
Staff Sergeant
Posts: 559
Joined: Thu Mar 30, 2006 11:35 pm
Location: Akron, Ohio
Contact:

Post by Nard » Tue May 22, 2007 8:51 pm

Don't tell me you just typed all of that. Lol. Good information though. This should be a sticky. I mean cmon, its only coming from the high level player himself what he thinks is best for everyone else?
Image
Image
Signature by [IX]AnnaBeaver

User avatar
TheMadDJ
First Sergeant
First Sergeant
Posts: 1091
Joined: Fri Mar 16, 2007 9:11 am
Contact:

Post by TheMadDJ » Tue May 22, 2007 8:56 pm

poison- i am only going to assume this works only on these enemy types because i do not tend to see good experience gain during nali and smith waves when i have this applied. i will use poison 5 to this day on 3 weapon types: cutter rifle, razor bomb, and particle gun. the random collision of bouncey, unaimed shots to unintended enemies can really boost your gain of experience and even score as well as helping to weaken other enemies for others if one wished to think altruistically :} but my favorite effect of seeing this is with particle gun...on some waves, my experience and score gain is great from random hits from the little reflecting projectiles. poison pus should be used by low levels to assist in getting more damage so they can get more experience..on any gun type.
Might want to add a slight warning that it is possible to poison yourself. The amount of times I've nearly been fragged because I've shot myself with a poison weapon and had the effect on my for around 2 waves is embarrassing
Image

User avatar
draegohn
Staff Sergeant
Staff Sergeant
Posts: 583
Joined: Sat Feb 24, 2007 9:11 am
Location: central pennsylvania

Post by draegohn » Tue May 22, 2007 9:07 pm

whoops! yes, i should add the heal pu addition to the poison pu to not harm oneself X} thanks for pointing that dj. on that note..in the past i actually used the venom pu when it was available for guns that had no ability to hurt back. that was super poison! and if you ever got yourself with venom....yeaaahhh..that sucks :P but the experience that gave back then was nice :o i poison myself often these days when i can't get a heal pu yet and wish to make use of it anyways. vampirism works nicely to let one be hurt and still go on. i actually hurt myself often with ak, lady, mini rl, combat shotgun when i have no heal pu yet. and i kind of don't like asking for anything unless its a wop jug to save my gold. i don't want to feel like a bother to anyone. regardless, i usually get one sometime, even if i have to do the ol stealing thing <,,< and i almost never keep more than one heal unless i get combat shotgun, since i know other people want a heal or 7 to keep healing thierselves in game X}

nard! hi! well, i have been typing it in notepad in free time over the past couple days, and then did the good ol ctrl-c, ctrl-v a moment ago :} i am not telling what people have to do, just saying there are things to give consideration from another's experience. i wouldn't mind some opposition to things i have said, because it makes for something more to consider and explore. the pentration pu is one of them.

User avatar
ZombieSlayer
Second Lieutenant
Second Lieutenant
Posts: 2077
Joined: Thu Nov 16, 2006 9:41 pm

Post by ZombieSlayer » Wed May 23, 2007 2:15 am

You need to put penetrating on a laser rifle again Drae. I can say from lots of experience that it does work on the laser rifle.

crayola
Staff Sergeant
Staff Sergeant
Posts: 607
Joined: Sat Dec 02, 2006 5:46 pm

Post by crayola » Wed May 23, 2007 3:12 am

great work XD

User avatar
SirBeast
First Sergeant
First Sergeant
Posts: 1137
Joined: Wed May 31, 2006 10:27 pm
Location: Akron, OH
Contact:

Post by SirBeast » Wed May 23, 2007 7:36 am

Great writeup Dr. Drae! Thanks a heap!
I will consistently sacrifice political correctness for an attempt at humor. If ya can't deal, then ya need ta stop being ign'ant.

Image
Sig by the awesome AnnaBeaver

31337h4ck3r
Private
Private
Posts: 38
Joined: Sat Aug 19, 2006 8:50 pm

Post by 31337h4ck3r » Fri May 25, 2007 5:04 pm

Very informative posts draegohn. I have learned quite some things from your two posts and I have more knowledge on distributing points and equipping weapons.

User avatar
M3RC
Specialist
Specialist
Posts: 96
Joined: Wed Sep 20, 2006 3:31 am
Location: Los Angeles, California

Post by M3RC » Sun Jul 01, 2007 6:39 pm

50 words or less draeghon [-o< other than that drae excellent! very informative
You got to give respect, to get respect

User avatar
AXE
Private
Private
Posts: 45
Joined: Mon Oct 02, 2006 5:54 am
Location: las vegas, nevada

Post by AXE » Wed Aug 22, 2007 12:25 am

dude you hack ... what is up with the long speechs stfu drae and quit botting . i didnt bother to read your 18 page speech cause i dont give a rats ass ...... ive had enough of your crap so i dont think i want anymore, and paint dont edit my post thats how i want it . Im done here later all
Image

Post Reply

Return to “Monster Madness Strategy Guide”