healing spells

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Expand view Topic review: healing spells

Post by gamefreak » Wed Jun 13, 2007 10:05 am

Anonymous wrote:Also, I'm Gunter....







...and you're not.

YOUR MOM!

Post by Guest » Fri Jun 01, 2007 1:32 am

Also, I'm Gunter....







...and you're not.

Re: healing spells

Post by Guest » Fri Jun 01, 2007 1:31 am

Canadian*Sniper wrote:oooo what if a Cleric had quad, then created a quad powerup :D x16 to whomever picks it up? Then with that quad, what if a cleric makes another quad powerup? x64! x256! x1024!!! OMG GG


Yes, but then when you fired, everyone playing would die. It would even spill over into the other Quake server. Everyone playing Quake online would die. What's the death message for that? I need to program a worm to hack into all the other servers to implement that.....

Post by gulliver-trans » Thu May 31, 2007 9:08 pm

Clerics should be invincible, cos they're on the side of Good.

healing spells

Post by Canadian*Sniper » Thu May 31, 2007 8:08 pm

Clerics/Monks should give x4 health/armour when they have quad :] So if a Cleric spawned a MegaHealth, it would give you +800 health. And +800 Red Armour if that. Same thing for the regular armour and health boxes.

oooo what if a Cleric had quad, then created a quad powerup :D x16 to whomever picks it up? Then with that quad, what if a cleric makes another quad powerup? x64! x256! x1024!!! OMG GG

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