You are looking at it the wrong way.Originally Posted by Nymphette79
If he had nothing to do, there would be no reason for him to be here ... atleast this way he can feel like he has a purpose.
You are looking at it the wrong way.Originally Posted by Nymphette79
If he had nothing to do, there would be no reason for him to be here ... atleast this way he can feel like he has a purpose.
Otherwise I'd have him sweeping the streets of VR outside the HQ.Originally Posted by naimex
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If u enter an OP Fight with an APU un need:
1 Apoc
8 Psibooster
1 Medikit
U will enter fullbuffed with heal and firering the Apoc to someone of the enemies, after 15-20 seconds u r the main target, 5 seconds later u eat ur Medikit and ur last PsiBooster, in the second 27 ur QB is nearly empty like ur health line. 29th second: u rightclick for selecting a GR because no PPU wants to rezz for another 15 second sequence with an APU in the OP fight team.
31th second u start flaming ooc or logging a Tank/PPU/Spy
In that case:
Less Psi pool consumption, higher RoF...
I've never taken my APU OP fighting, as I like to use my PE at OP fights, but still... I can only imagine the amount of Psi boosters you'd get through.
On the subject of the APU, I think that its somewhat like the Melee situation, a slight tweak could make it more viable, but nothing so big that it becomes too dominant again. Like others have said, a frequency boost or such could help.
In After Dark, we have an APU (Beldaran) that comes to Op wars all the time, he could comment best on how viable they are, but he enjoys it I think. Its true we don't often try the rez unless we can get him up and shielded before anyone else sees him.
As someone mentioned in the previous thread, the role of the APU is more like a Spy used to be, he needs to attack from the side and not draw attention to himself. For sure, giving the APU the Antibuff spells would make them obligatory in op wars but I think that goes too far (and was discussed a lot in a thread a few months ago). I had cheekily suggested a modest stealth spell would allow the APU to fight and survive longer, but I guess that wouldn't be popular
That's not right. You do quite good DMG with closed Aim, although it feels like playing a melee, when you do that.Originally Posted by nabbl
You can wipe out alot of demage-dealers very fast if you' re not hit.I think APU would be overpowered if he got DMG/Freq boost. The main problem is, that you die way too fast if you play against someone with good aim. And you can't do anything about it.
My suggestion is, to give APU more resist and a harder aim.
That would be fuckin overpowered, since a good PE would then easily be able to kill runners with PPU support (what you can already do without antibuffs).Originally Posted by Nabbl
Maybe add PE Stealth with 10 Sec and high Req in HCK or any other non PVP Skill. (call it hacked Stealth Tool or something)
Last edited by gamefreak; 27-02-08 at 19:02.
Originally Posted by gamefreak
That would be calling him a spy.
I think the main argument is EITHER damage OR frequency increase but not both. The apu is meant to be fragile but the fragility has no purpose when his damage sucks vs ALL other classes. Personally I think APUs should have the damage they used to have OR something along the lines of their old frequency (not 105/min on HL ofc) but something better than current.
AND APU weapons don't work. Fire apoc doesn't burn, Holy para doesn't para. they are all just another holy lightning beam. Only apu spell that acts normally is th poison.
Originally Posted by nabbl
If you give back the HAB to the apu, you are changing the game as a whole. Then, the Apu will present THE prime target, with priorirty #1, by the time they spot one. Not to mention that ppus will become totally unkillable... and tht 2 ppus will be able to rezz a whole OP fighting team, in the heat of the battle.
If you want faster spells, then you must do so by nerfing damage, in order to maintain DoT of the class. By doing so, you will expose the fragile Apu in far more risks than you do now. And I disagree when you say the apu is boring. It does a lot of damage, aims with ease, and runs fast, so he can cover from reticle weapons and stay alive.
P.S: I don't really mean they need a nerf, just like I dont want them to get a boost either. As I said they are fine. They are just not overpowered as they once used to be, but then so is the xbow PE. Right?
Hé Opti....even the poison doesnt stack anymore....
Make spells stackable again and just q small increase in frequency and its all good imo.
My suggestion is, to give APU more resist and a harder aim.Originally Posted by gamefreak
It depends on your setup. A very agressive setup does do quite good dmg. About on par with an agressively set up spy. The issue is then you have HORRIBLE resists and not great movespeed. In order to get like 40% or so unbuffed, you end up doing less dmg than all but a lowtech PE.
Also, I don't mind apus playing like old spys, in fact. Before the chances, playing an unbuffed apu did feel like that. you did lots of dmg and died in a few seconds. It is true they were overpowered at ops (due to ppu buffs and the need for antibuff) but solo they were never overpowered at all. I just wish there were some way to bring that feeling back. I miss my glass cannon.
Then I want decent poison stacks for my hard earned AK as well. Stacks that stay as long as devourer stacks stay.Originally Posted by VegaH
Glad to see at least some, acknowledge that in the end, APUs are fine...
So, basically what you are implying here, is to return to the era of HL shooting @200 hp and 105 shots per min? Well guess what, this era's long gone. You can easily make your monks last with a decent setup, but if you want to go for powa you will have to pay the price.Originally Posted by onero S
[ edited - same goes for you Jini. I'm happy to remove one or both of you from the forums ]
Last edited by Nidhogg; 28-02-08 at 11:34.