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Siygess
21-07-04, 14:51
Ok here is a little test I came up with to compare the effectiveness of the Spy and PE class when using drugs. Feel free to read through and try and improve on the setups below to see if you can squeeze more capability out of the class, but make sure you apply the same number and type of drugs to bother classes!

---------------------------
Test Objectives -

Must be able to use Slasher
Must be able to cap Slasher
Must be able to use Deflector
Must be able to use Sheltor
Must be able to runcast above spells
Must have 200 Total AGI/ATH

Try to Maximise Resists (except Poison. We've all got to make sacrifices!)
Try to Maximise Health
---------------------------

When picking from the list of drugs, do so in descending order of duration (10mins, then 5mins etc) to keep the class practical!


Note: I dont know exactly what PC/WL/DEX you need to fully cap a Slasher.. I suspect you probably dont need so much WL but you might need 200 P-C. I also dont claim to know the best setups (I'm a rifle PE anyway so I dont really use drugs and this pistol stuff is new to me) but I figure the setups I have used are not terrible for the purpose of comparison.


Step 1:This test was carried out with near identical setups, using REDFLASH, BEAST and NIGHTSPIDER

PE Setup:

SA, SF, PPR, MO (Old faithful!)
Pistol Eye 3
FH2
Exp Ref Booster 4
All Anti-Gamma bones
Inq 3 Helm
Pistol PE PA 4
Med Energy Resist Belt
Duranit 3
Heavy Inq Boots

PE Results:

INT 67
STR 68
CON 63
DEX 105
PSI 36

Able to use Shelter and Blessed Deflector, not able to use Slasher
Can run-cast spells: PSU 38
Can gun 30mm Cannon on Vehicles: HC 89

Weapon Lore: 130
Pistol Combat: 165

Base Health: 92

Athletics / Agility: 66 / 100 (166)

DR in %
FOR 86.80% PRC 86.80% FIR 81.93% ENR 82.97% XRR 81.83% POR 26.73%

Remainder of plain Damage (PvP)
FOR 4.40% PRC 4.40% FIR 6.02% ENR 5.68% XRR 6.06% POR 24.42%



SPY Setup:

SA, SF, PPR, MO (Old faithful!)
Pistol Eye 3
FH2
STR Booster 2
All Experimental bones
Inq 1 Helm
Pistol SPY PA 3
Heavy Energy Resist Belt
Duranit Pants 1
Light Inq Boots

SPY Results:

INT 104
STR 51
CON 38
DEX 120
PSI 25

Able to use Slasher, Shelter and Deflector
Can run-cast spells: PSU 43
Can hack ops: HACK 110

Weapon Lore: 150
Pistol Combat: 180

Base Health: 68

Athletics / Agility: 82 / 110 (192)

DR in %
FOR 81.04% PRC 81.04% FIR 81.57% ENR 81.57% XRR 83.28% POR 6.73%

Remainder of plain Damage (PvP)
FOR 6.32% PRC 6.32% FIR 6.14% ENR 6.14% XRR 5.57% POR 24.42%


Summary: Oh dear, the PE can't even use the Slasher with this setup! Other than that, the PE has come out with more hitpoints than the Spy and *slightly* better resists. On the other hand, the Spy is a fair bit faster and is going to be doing more damage with the Slasher.. certainly he is closer to capping it than the PE.



Step 2: This test was carried out with near identical setups, using WHITEFLASH, REDFLASH, BEAST and NIGHTSPIDER

PE Setup:

SA, SF, PPR, MOT3 (Would have preferred Exp BWC 3 but then the spine would have had to change too to give more DEX.. loosing some more speed)
Pistol Eye 3
FH2
Exp Ref Booster 4
All Anti-Gamma bones
Inq 3 Helm
Pistol PE PA 4
Med Energy Resist Belt
Duranit 3
Heavy Inq Boots

PE Results:

INT 67
STR 68
CON 63
DEX 114
PSI 36

Able to use Slasher, Shelter and Blessed Deflector
Can run-cast spells: PSU 38
Can gun 30mm Cannon

Weapon Lore: 130
Pistol Combat: 165

Base Health: 92

Athletics / Agility: 79 / 111 (190)

DR in %
FOR 86.80% PRC 86.49% FIR 81.25% ENR 82.29% XRR 81.15% POR 6.73%

remainder of plain Damage (PvP)
FOR 4.40% PRC 4.50% FIR 6.25% ENR 5.90% XRR 6.28% POR 24.42%



SPY Setup:

SA, SF, PPR, MO (Old faithful!)
Pistol Eye 3
FH2
STR Booster 2
All Experimental bones
Inq 1 Helm
Pistol SPY PA 3
Heavy Energy Resist Belt
Duranit Pants 1
Light Inq Boots

Spy Results:

INT 104
STR 51
CON 38
DEX 124
PSI 25

Able to use Slasher, Shelter and Deflector
Can run-cast spells: PSU 43
Can hack ops

Weapon Lore: 150
Pistol Combat: 180

Base Health: 76

Athletics / Agility: 77 / 123 (200)

DR in %
FOR 81.04% PRC 81.04% FIR 81.57% ENR 81.57% XRR 83.28% POR 26.73%

Remainder of plain Damage (PvP)
FOR 6.32% PRC 6.32% FIR 6.14% ENR 6.14% XRR 5.57% POR 24.42%


Summary: Now things are looking a bit better as the PE has enough DEX to use the Slasher. Unforunately we've lost a few points of resists so the Spy is now only 3.36% behind the PE's resists although the PE's runspeed has improved thanks to the Whiteflash. Meanwhile the Spy hasn't had to change his setup, and now we have reached the target of 200 for runspeed, we've been able to put a bit more in Health.

----------------------

Test Summary: Seems to me that if a player is happy to load up on drugs, a Pistol Spy is just as viable as a Pistol PE. Worryingly, they are both as "flexible" as each other, confirming that the Spy is every bit the JOAT as the PE is. Hmmm 8|

Dribble Joy
21-07-04, 14:57
Drugged spy > Drugged PE

To use the slasher (dex 113) a PE with have to forgo at least one of the two defensive chips, and if only one, he will need to use two dex drugs.

For the love of god get rid of your duranit crap, look at it's stats, inq gives nearly three times as much fire.

slaughteruall
21-07-04, 15:16
SPY Setup:

SA, SF, PPR, MO
Pistol Eye 3
FH2
Exp Ref Booster 4
All Anti-Gamma bones
Inq 3 Helm
Pistol PE PA 4
Med Energy Resist Belt
Duranit 3
Heavy Inq Boots

loose the duranit
Use SPY PA not PE
use a heavy energy belt
You are 10 STR lvls from being able to use heavy inq boots. and 2 from med inq.
Wrong helmet also try inq 1

Siygess
21-07-04, 15:21
That was a copy and paste screw up, obviously:D

As for the Inquisition > Duranit thing, if you swap them and even out the resist points you gain less than 1% in Fire and Energy resist, and loose a tiny (less than 1%) resist in PRC.. but hey, I supopse even a net total of 1.5% resist improvement is still an improvement..

Dribble Joy
21-07-04, 15:28
I tend to ignore the percentages the manager chucks out at you, and focus on the total resist armour values.

You can easily get 400 hp, 120-130 energy fire, 160+ agl&atl with 120 dex and near to 190 pc.
195 pc at 100 dex caps a judge rof, 186 at 120 dex should get you close to slasher rof cap (dex affects rof more than you think).

Mr_Snow
21-07-04, 16:00
Love the bias in the whole analaysis.

What does it prove?

That the spy with 20 extra dex levels taking about 6 times as much xp to cap can run slightly faster then a PE and can get better stats on higher yl weapons. That a PE has better resists and more health then a spy?

What do you expect?

Because a pistol varient spy is a good in theory as a pistol varient PE doesnt make it so in practice, first of all very few bar lowtech PEs use a ppr and the same goes with alot of spies as they rather to cap their weapons then get the slight resist boost from the ppr.

Second of all because a pistol spy is vianle means its a JOAT?WTF? Do you know what a JOAT is?If and when its viable to play a melee spy and HC spy like it is with PEs, only then spies will be as good JOAT as PEs, as it is now they can use dex based weapons and nothing else.

The results over all turned out as expected but in practice I personally still think a drugwhore PE is more viable then a drugwhore spy simply because of higher health resists and a better shelter.

Dribble Joy
21-07-04, 16:03
Just to clarify.

PEs are not JOATs, they simply have a wider rangle of options in which to specialise in.

Mr_Snow
21-07-04, 16:06
At the same time its possible for a PE to hack imp repair recycle drive and use HC weapons and still be fairly viable as seen by tostinos win at the pluto fight night what else do you want?

The choice is there for PEs to be JOAT but most chose to specialise and then blame KK and everyone who plays other classes for their choice.

Siygess
21-07-04, 16:07
Bah, can't edit my post.. well, it turns out that math was a teeny weeny bit wrong, so I recalculated everything. Turns out DJ was right (go figure) so here are the revised resists with those tasty fireproof pants:

Step One:

PE

Actual
FOR 208.0 PRC 200.8 FIR 154.3 ENR 152.3 XRR 153.0 POR 40.5

DR in %
FOR 86.80% PRC 86.80% FIR 82.66% ENR 82.55% XRR 82.61% POR 26.73%

Remainder of plain Damage (PvP)
FOR 4.40% PRC 4.40% FIR 5.78% ENR 5.82% XRR 5.80% POR 24.42%

SPY

Actual
FOR 286.7 PRC 195.7 FIR 145.7 ENR 145.6 XRR 166.0 POR 40.5
DR in %
FOR 81.04% PRC 80.91% FIR 82.24% ENR 82.24% XRR 83.28% POR 26.73%
Remainder of plain Damage (PvP)
FOR 6.32% PRC 6.36% FIR 5.92% ENR 5.92% XRR 5.57% POR 24.42%


Step Two:

PE

Actual
FOR 208.0 PRC 200.8 FIR 135.4 ENR 134.3 XRR 135.5 POR 40.5

DR in %
FOR 86.80% PRC 86.80% FIR 81.67% ENR 81.62% XRR 81.72% POR 26.73%

Remainder of plain Damage (PvP)
FOR 4.40% PRC 4.40% FIR 6.11% ENR 6.13% XRR 6.09% POR 24.42%

SPY

Actual
FOR 286.7 PRC 191.9 FIR 145.7 ENR 145.6 XRR 166.0 POR 40.5

DR in %
FOR 81.04% PRC 80.79% FIR 82.24% ENR 82.24% XRR 83.28% POR 26.73%

Remainder of plain Damage (PvP)
FOR 6.32% PRC 6.40% FIR 5.92% ENR 5.92% XRR 5.57% POR 24.42%

Ozambabbaz
21-07-04, 16:08
i see it more like a "where's the difference in these 2 classes"

also you could slack down on a few "f***"s and try to understand where Siygess is comming from in a decent manner instead of half-assed flame baiting. Siygess won't take the bait anyway :p

Back on topic, i got Ozambabbaz and Iggy Bwana, lo-tek rifler and pistol-ghost. There's not much difference between the 2 chars, except DB and stealth.

Possessed
21-07-04, 16:10
To add to Dribble's post... it has been impossible for any class to be truly JOAT since patch 160.... TBH KK need to drop the idea that the PE is JOAT (or make it clear to the community that the PE is not JOAT in the true sense of the phrase)... and come up with a new description for the class.

Celt
21-07-04, 16:11
Just to clarify.

PEs are not JOATs, they simply have a wider rangle of options in which to specialise in.A PE can be pvp viable as:

Heavy Combat
Melee Combat
Pistol
Rifle

Any other char type:
2 types rather then 4.

Mr_Snow
21-07-04, 16:13
Oh and a spy with 38 con cant use a filter heart 2 and most spies I know go for strengthen hearts anyway also going on the premise that everybody has a SA is flawed.

Edit Your also not taking into account that PEs can use damage boost to up their damage.

Dribble Joy
21-07-04, 16:18
A PE can be pvp viable as:

Heavy Combat
Melee Combat
Pistol
Rifle
Exactly, but he cannot be a viable character as all 4. He has to specialise.
He has options, which he must choose one and specialise in it.

Anyway, I have tea to drink and I have had this argument too many times to speak of.

Oh, queen is on...

Siygess
21-07-04, 16:24
The point of the post, Mr Snow, was simply to look into the concept that PE's are "overpowered" or "uber" while they have access to drugs. The results show that the gap between a drug using PE and a drug using SPY are negligable, contrary to what a lot of people may have thought in the past. As for the comments on being a JOAT, the test simply shows that a combat specced spy has better "JOAT" possibilities than a combat specced PE - not surprising, I agree, but even so, it seems obvious that a flexible PE who can do a bit of everthing and still be perfectly capable in a fight is still outdone in terms of flexibility when a Spy can do the same, if not better (even more trade / utility skills at once, and at higher levels..with the exception of H-C weapons) and still be as capable in a fight in the right context?

Looking at the posts that have popped up while I write this, Oz has also spotted the other purpose of this post, to establish the difference between the classes. At capped levels, there really isn't an awful lot of difference.

Celt, you're also forgetting droning, so really you can say it's 5 PvP styles vs 3.. of course, it's arguably not possible to be a H-C PE who is as good as they could have been had they gone down the Pistol / Rifle route, but thats the nature of the beast I suppose.

Finally, thank you for your comments Mr Snow. Such a Spy would indeed have a hard time getting that FH2 to work. My bad.

EDIT: Oh, and before anyone gets the wrong end of the stick, please note that the words "nerf the spies" are not present in the previous posts. Spies are cool, and they certinly dont need nerfing.

EDIT 2: Now I'm not so sure about the FH-2.. The Spy would have enough CON to put it in, but the CON penalty would take the CON stat below the requirement. I've never been in a situation like this with an implant - would it still work? Logically I suppose not..

Celt
21-07-04, 16:28
Celt, you're also forgetting droning, so really you can say it's 5 PvP styles vs 3.. of course, it's arguably not possible to be a H-C PE who is as good as they could have been had they gone down the Pistol / Rifle route, but thats the nature of the beast I suppose.
You obviously havent seen a TPC/TSG HC PE before :)

Tanks cant drone, or be pvp viable as rifler/pistol/apu/ppu
Monks can only be ppu/apu viable
Spies can be rifle/pistol/drone

PE's can be any of what tank/spy does and have the best non monk PSI.

I think too many people are semantic and think to be a JOAT the PE has to be able to do them all at the same time.

btw, I didnt see in your posts the affect the extra health would have for the PE, as well as the higher con increasing dmg resistance, not to mention higher dmg on the shelter/def

n3m
21-07-04, 16:31
Tanks cant drone, or be pvp viable as rifler/pistol/apu/ppu
I've seen 3 Termi tanks in the last few days, and semi runcast their heal. not too bad I think? so hc mc and rc.. libby tanks are doable but not that pvp viable

Celt
21-07-04, 16:33
I've seen 3 Termi tanks in the last few days, and semi runcast their heal. not too bad I think? so hc mc and rc.. libby tanks are doable but not that pvp viableAs I said, pvp viable.

I'm sure I could make a droning tank, it would still suck in pvp.

(I had a termi PE on venus for 4 months, even with 150weapon lore it still aimed something terrible)

Mr_Snow
21-07-04, 16:33
I've seen 3 Termi tanks in the last few days, and semi runcast their heal. not too bad I think? so hc mc and rc.. libby tanks are doable but not that pvp viable

Tremi tanks are a fad while people play with their new toy

Siygess
21-07-04, 16:38
You obviously havent seen a TPC/TSG HC PE before :)

Tanks cant drone, or be pvp viable as rifler/pistol/apu/ppu
Monks can only be ppu/apu viable
Spies can be rifle/pistol/drone

PE's can be any of what tank/spy does and have the best non monk PSI.

I think too many people are semantic and think to be a JOAT the PE has to be able to do them all at the same time.

btw, I didnt see in your posts the affect the extra health would have for the PE, as well as the higher con increasing dmg resistance, not to mention higher dmg on the shelter/def

True, but I still feel that a RC or PC PE is closer to it’s “idol” class the Spy than the HC/ MC PE is to the Tank. Hehe, I used to be have a special forces combat knife tucked in one boot, a 50/50 DEX split between P-C and R-C for the fun of it, plus enough T-C and H-C to use pretty much what ever I wanted. It wasn’t effective, but it sure was fun. Does using all the weapons at once make me a bad person? :D

As for the other bit, I dont believe that CON affects resists directly (or at least, they aren't meant to) but you're right about the HP - I was working this all out in Excel and I couldn't remember the ratio of CON to HP. The final resists do assume that the shelters / deflectors for both PE and SPY are capped, so you could say those resists were a best-case scenario :)

Celt
21-07-04, 16:41
True, but I still feel that a RC or PC PE is closer to it’s “idol” class the Spy than the HC/ MC PE is to the Tank. Hehe, I used to be have a special forces combat knife tucked in one boot, a 50/50 DEX split between P-C and R-C for the fun of it, plus enough T-C and H-C to use pretty much what ever I wanted. It wasn’t effective, but it sure was fun. Does using all the weapons at once make me a bad person? :D

As for the other bit, I dont believe that CON affects resists directly (or at least, they aren't meant to) but you're right about the HP - I was working this all out in Excel and I couldn't remember the ratio of CON to HP. The final resists do assume that the shelters / deflectors for both PE and SPY are capped, so you could say those resists were a best-case scenario :)My spy on venus has just enough mst for shelter, 4 psi power, 64 base psi use, with a nightspider can use shelter, and gets 178%(i think?) dmg on a built shelter.

Ill check, but I think my PE gets at least 350%+
Con does affect resists from what I have seen, like str affects transport and HC + MC.

Scikar
21-07-04, 17:30
Celt, I remember one of the GMs tested CON on the test server and found it had no effect on resists, all the way up to 255. Only effect on resists is that you have more points to spend. :)

It does increase your stamina and HP, but by a tiny amount. Regarding STR affect HC and so on, that's simply because those skills factor into the formulas. STR accounts for 10% of your max load according to the skills guide IIRC, and you can also see from that DEX affects pistol RoF. However, the DEX doesn't 'invisibly increase your p-c' as some people seem to think, otherwise damage would increase with dex too.

Regarding the original topic, I think the issue is that when balance for PEs assumes the PEs are taking several drugs and using SAs, then the standard, non-SA PEs are neglected and drugged SA owners become the norm. The problem is that an SA is a much higher boost to a PE than MC5 chips are to other classes (barring DS for a hybrid). An SA means drugs up to Exec without too much gimpage. A Herc for my Tank means a little more H-C, and a few more points freed up in CON which will just end up straight in poison.

SorkZmok
21-07-04, 18:00
I tend to ignore the percentages the manager chucks out at you, and focus on the total resist armour values.

You can easily get 400 hp, 120-130 energy fire, 160+ agl&atl with 120 dex and near to 190 pc.
195 pc at 100 dex caps a judge rof, 186 at 120 dex should get you close to slasher rof cap (dex affects rof more than you think).121 dex and 195 p-c give about 340 rof on a slasher. Cap is 370.

And those values you stated about a spy are a bit too high...

On topic, i dont get the sense of this thread. O_o

Celt
21-07-04, 18:17
Celt, I remember one of the GMs tested CON on the test server and found it had no effect on resists, all the way up to 255. Only effect on resists is that you have more points to spend. :)

It does increase your stamina and HP, but by a tiny amount. Regarding STR affect HC and so on, that's simply because those skills factor into the formulas. STR accounts for 10% of your max load according to the skills guide IIRC, and you can also see from that DEX affects pistol RoF. However, the DEX doesn't 'invisibly increase your p-c' as some people seem to think, otherwise damage would increase with dex too.
Right, I wasnt sure :(

Have to say though, PE having double the con of a spy probably does give a significant base HP boost though

Ozambabbaz
21-07-04, 18:22
On topic, i dont get the sense of this thread. O_o

PEs as a class are almost pointless in this MMO

Dribble Joy
21-07-04, 18:24
SA, SF, moveon, dist3, str2 booster, str2 heart.
PA3 (need whiteflash to put it on)
RF, NS and beast (x-strong will work, but the agl loss is extreme).
Lvl 1 inq, heavy energy belt.
111 agl, 38 ath (149 total then, blarg)
120 fire, 130 energy, 185 xray.
400hp.

Dribble Joy
21-07-04, 18:30
Have to say though, PE having double the con of a spy probably does give a significant base HP boost though

Not that much.
A spy with 110 htl and 45 con has about 400 hp
A PE with 110 htl and 68 con has about 438 hp.

(acording to a cirtain proggy, but though it can be off a little, this still shows how little con matters.)

A tank with 118 con and 110 htl has 517 hp, maybe there is a point where hp-gain/con-lvl is higher.

Sleawer
21-07-04, 18:40
110 bh - 45 con = 410 hlt (how you get 45 con in a spy anyway?)
110 bh - 68 con = 447 hlt
110 bh - 118 con = 518 hlt

This should be more accurate.

Dribble Joy
21-07-04, 18:42
Picking of nits :p.

Actually come to think of it CON affects hp a lot, as important as htl.
A PE with 65 con and 0 htl has 155 hp
A PE with 100 con and 0 htl has 217 hp
A PE with 40 con and 0 htl has 111 hp
Half a PE's hp comes from con alone.

However, there is so little room for increasing it within the majority of setup constraints, that a gain of 3-5 con makes little difference.

Koshinn
21-07-04, 22:04
A PE can be pvp viable as:

Heavy Combat
Melee Combat
Pistol
Rifle

Any other char type:
2 types rather then 4.

Actually...
Spies have rifle/pistol/drone which = 3
Monks have APU/PPU/Hybrid which = 3
and I've seen tanks use a liberator and did just as well as a PE, so that's 3 also. Pistol tank is about as viable as a melee PE. Both require drugs to do any damage and it's really not worth it compared to other options.

SorkZmok
21-07-04, 22:24
SA, SF, moveon, dist3, str2 booster, str2 heart.
PA3 (need whiteflash to put it on)
RF, NS and beast (x-strong will work, but the agl loss is extreme).
Lvl 1 inq, heavy energy belt.
111 agl, 38 ath (149 total then, blarg)
120 fire, 130 energy, 185 xray.
400hp.NF fucks over resist force or your transport if you spec for it, Beast gives -10 health. And a spy with only 38 atl is a dead spy.
Not to mention that 185 xray is way more than you ever need.

Oh and your setup actually needs 2 drugs to put on the PA.

I still like you DJ ;)

/edit
btw, its mostly the armor that makes combat spies so good. 70 enr, 73 fire and 121 xray is damn good. Only monk armor is slightly better (24 armor points ).

QuantumDelta
21-07-04, 23:16
PvP Wise-

PE 1on1s = PE are slightly less powerful at this point in time than any other class, bar the spy, who get stealth.

In Team Op wars, PEs drop to the bottom of the table and are completely pointless.

PvM Wise-

PEs are the second best PvMers, Hybrids, are quite firmly the best.
As soon as you go to Team PvM -- PEs _ARE USELESS_

Theme here?


Trade skilling-

Why bother?
Spies are better at it.

Leveling-
PEs do not cap significantly faster than any other class in the game, with the singularly arguable exceptions of PSI INT and Tank CON.

There is no point in PEs, to answer your unasked question.

Koshinn
21-07-04, 23:39
I agree, but I think druggy PEs (multiple drugs) are better than druggy tanks 1v1. In op wars they're not as useless, but they're still significantly worse than other classes.

SorkZmok
22-07-04, 00:59
PvP Wise-

PE 1on1s = PE are slightly less powerful at this point in time than any other class, bar the spy, who get stealth.

In Team Op wars, PEs drop to the bottom of the table and are completely pointless.

PvM Wise-

PEs are the second best PvMers, Hybrids, are quite firmly the best.
As soon as you go to Team PvM -- PEs _ARE USELESS_

Theme here?


Trade skilling-

Why bother?
Spies are better at it.

Leveling-
PEs do not cap significantly faster than any other class in the game, with the singularly arguable exceptions of PSI INT and Tank CON.

There is no point in PEs, to answer your unasked question.Funny how you went from a PE lover to (at least it looks like it) a PE hater.

And PEs ARE way easier to cap than every other class. You cant deny that.

I also disagree on that 1on1 point, PEs are better in duels than spies.

Koshinn
22-07-04, 01:34
Funny how you went from a PE lover to (at least it looks like it) a PE hater.

And PEs ARE way easier to cap than every other class. You cant deny that.

I also disagree on that 1on1 point, PEs are better in duels than spies.

Sork, he still is a PE lover. How did you get he hates PEs? He's simply stating that PEs have the proverbial SHAFT right now. He's making these points because of his love of the PE class, not his hate. If he hated PEs he would be saying how extremely overpowered they are and how he hates them...

PEs have to level con manually like how spies have to level psi or monks level dex. PE con DOES level but without intentionally leveling it, it'll never reach 50 with the cap being 65. Takes about a week to cap a PE (I've done that 4 times so far). A Tank can do the same pretty much. Spies and monks do take a while though.

He did say PEs are better 1v1 than spies, read closely. But spies have stealth so they can get away. 1v1 does not mean duel, and the game does not revolve around 1v1 proctored fights with rules either.

Mr_Snow
22-07-04, 01:36
Seen PEs solo cap themselves in 2 days, with most of the second day in the chaos caves for con and have capped PEs by pppuing and making teams for them to specifically leach off of in about 12 -14 hours playtime.

SorkZmok
22-07-04, 07:21
PEs have to level con manually like how spies have to level psi or monks level dex. PE con DOES level but without intentionally leveling it, it'll never reach 50 with the cap being 65. Takes about a week to cap a PE (I've done that 4 times so far). A Tank can do the same pretty much. Spies and monks do take a while though.

He did say PEs are better 1v1 than spies, read closely. But spies have stealth so they can get away. 1v1 does not mean duel, and the game does not revolve around 1v1 proctored fights with rules either.Funny. I got my PE to 60 con. In 3 days. Without a PPU. What you are saying about PE con is bullshit. A PE is extremely easy to cap. Even con that is. A PEs highest skill caps at 24 million xp. The 2nd highest skill caps at about 4 million.
A spies highest skill caps at 160 million. The 2nd highest skill caps at about 160 million. SOUNDS FAIR TO ME. No other class can cap that fast and easy. No way. Not without exploiting.

And yeah i agree once again, a PE using as many drugs as a spy will beat the spy. The only difference is a spy got stealth, a PE got DB. Pretty fair to me. Dont tell me "ONOZ the spy got stealth!!1" because while the spy is stealthed, the PE can heal up. Pretty fair to me.
So wheres the problem?

QuantumDelta
22-07-04, 19:16
Seen PEs solo cap themselves in 2 days, with most of the second day in the chaos caves for con and have capped PEs by pppuing and making teams for them to specifically leach off of in about 12 -14 hours playtime.
Any monk should be able to cap, including INT, in 50 hours, with some comfort to that estimate.

Celt
22-07-04, 19:18
Any monk should be able to cap, including INT, in 50 hours, with some comfort to that estimate.I'll believe it when I see it.

Rade
22-07-04, 19:19
PEs have no use beyond looking good.

whifix
22-07-04, 19:47
PvP Wise-
PE 1on1s = PE are slightly less powerful at this point in time than any other class, bar the spy, who get stealth.

I don't know about this. I have a tripple drug melee PE and he can beat any other class except really good melee Tanks.


Leveling-
PEs do not cap significantly faster than any other class in the game, with the singularly arguable exceptions of PSI INT and Tank CON.

I dont understand this. From 80 - 100 isn't the same amount of xp needed to get from level 1 - 80? Wouldn't that mean it takes double the time for a Spy to cap dex as a PE?

Koshinn
22-07-04, 19:52
In terms of raw exp, spies get a lot more dex than PEs. Example, cave runs. Spies get 1-2 mil while PEs get maybe 500k. This is with a team, etc.

whifix
22-07-04, 20:14
In terms of raw exp, spies get a lot more dex than PEs. Example, cave runs. Spies get 1-2 mil while PEs get maybe 500k. This is with a team, etc.

If that is true then that would make sence.

I'd also like to dissagree with your sig. Chances of a multi drugged PE getting drug haz after 10 minutes is 10%(guessing based on experiance). Currently either the drug system is bugged or a "feature" is in place where if you take one drugs then you're chances of getting drug haze after it expires is 80% (another guess). But if you take multiple drugs the drug haze is less likely to occur.

QuantumDelta
23-07-04, 01:34
It is true, it does make sense.

I don't have the raw numbers around since KK have changed things around a few times.. I don't remember them.

However I know how to cap all the classes, and how to do it fastest for each.

Ramzi
23-07-04, 01:39
rofl. dont want to read the whole thread, read most of the first page

those spy setups blow. my pistol spy with 2 drugs is >>>>>> than that crap you tossed together.

186 pc and 120 dex will not cap a slasher rof at all.

cant use fh2, someone said use str hearts, experimental is >

why are you comparing stuff when you can't even set up the characters?

Shadow Dancer
23-07-04, 01:40
I capped dex on a PE extremely fast, but it was painfully slow for my spy after 83+.



I seriously doubt they cap dex at the same speed.

Mr_Snow
23-07-04, 01:42
I capped dex on a PE extremely fast, but it was painfully slow for my spy after 83+.



I seriously doubt they cap dex at the same speed.

They dont, I dunno where QD gets his capping times from but Ive never seen it happen.

QuantumDelta
23-07-04, 02:45
rofl. dont want to read the whole thread, read most of the first page

those spy setups blow. my pistol spy with 2 drugs is >>>>>> than that crap you tossed together.

186 pc and 120 dex will not cap a slasher rof at all.

cant use fh2, someone said use str hearts, experimental is >

why are you comparing stuff when you can't even set up the characters?
Who're you?


--
Snow, personal experience, mainly.
You know the cap times are power leveling.

Also, don't put words in my mouth, I didn't say they capped at the same speed, I said "PEs do not cap significantly faster than any other class in the game, with the singularly arguable exceptions of PSI INT and Tank CON."

Koshinn
23-07-04, 09:36
What about Spy Psi? They need like 20 psi soley from doing missions. But I guess ress missions with stacks of BPs already made works wonders.

Edit: I didn't make my signature, VetteroX did (aka Vet). He pretty much summed it up exactly to the point. Drug flash works differently for different people, it's a known fact. Some people never get drug flash EVER, some get it if they relog after they take the drug but before the flash hits, some get it regardless of what they do.

Clyde
23-07-04, 10:09
posts like these need to get deleted. yall take a game and break it down to a damn science. Yall take this game way to serious, your supposed to just have fun. really pathetic seeing all this.

But anyways resists and what gun they can use doesnt really matter if the person behind it dont have any skill. a slight speed increase is not gonna give you any advantage anyways, considering all the lag and what not.

Ramzi
23-07-04, 11:03
Who're you?


--
Snow, personal experience, mainly.
You know the cap times are power leveling.

Also, don't put words in my mouth, I didn't say they capped at the same speed, I said "PEs do not cap significantly faster than any other class in the game, with the singularly arguable exceptions of PSI INT and Tank CON."

What does it matter who I am? I am right, so who cares who I am.

Sorry pal but you aren't the Neocron god you think you are, get over yourself.

Siygess
23-07-04, 11:27
rofl. dont want to read the whole thread, read most of the first page

those spy setups blow. my pistol spy with 2 drugs is >>>>>> than that crap you tossed together.

186 pc and 120 dex will not cap a slasher rof at all.

cant use fh2, someone said use str hearts, experimental is >

why are you comparing stuff when you can't even set up the characters?

As I dont really play a Spy I freely admit that I'm not the best person to talk to when it comes to putting together a good spy setup, but what I've tried to reproduce is a setup that, while it may not be practical, comes close to all the important factors in PvP - damage output, rate of fire, high HP, high resists, fast movement speed etc.

You may recall that I asked that if anyone could improve on the setup and get closer to the objectives I specified, they should feel free to do so. If you would like to contribute to this thread, perhaps you'd like to give it a shot?

Rai Wong
23-07-04, 11:47
The spy is still better in everything, the tests are odd, because you used uranit armor which gives the least resists you can get out of armor, generally you go all inq then energy belt, however using those tests as a basis, it already shows that a spy is equal or even better then the PE in a fight fight situation, they can also take up a tradeskill to 100+, can stealth (which undeniably is a very cheap and powerfull defence asset, and teamplay treasure), in the op fight situation the spy with ppu buffs is more effective then the PE. Also it is entirely possible to use 1 drug just to use shelter on spies, and everything else would be fine, while for the PE losing drugs would mean disability completely, which sucks considering drugs are effective for 10-20 minutes or more depending on your luck, the best PEs take 2-4 drugs, expensive and then still get destroyed by tanks.

The only other viable setup for PEs is the HC PE, a JoAT, and a very powerfull character, while still usually but not always losing to tanks HC PEs have literally no problems in destroying spies, apus, hybrids and other PEs. While in the past going HC would mean losing stealth it doesn't matter anymore, however this is 3 choices and a awkward one for PE, melee PEs are gimps in comparison to HC PEs, they cannot use vehicles like us and their damage is a bit ridiculous, also the abscene of AoE which HC PEs can use makes melee very pointless, I have no idea why but generally Melee PEs are not very good.

This means 3 choices for PEs, 3 choices for spies, 3 choices for monks, and arguably 3 choices for tanks as well. Well rifle sucks so really the third choice for tanks, spies, and pes are limited.

HC PEs owns you all!!! but yeah pistol PEs are a bit pointless, and rifle is worthless. HC PEs are gimps but at least we can do everything, mine can do barrier 1 hacking, put turrets down, poke mc5, repair all tls, recycle everything, drive all vehicles, damage boost, make drugs and more its just too freaking cool, and i'm really loving my new Fusion Cannon.

Siygess
23-07-04, 11:53
Some good points there Rai, and I'm curious.. I've seen a few H-C PE's before, but if you ignore the Heavy Scorpion Trike, are they really that effective? If so, thats pretty weird but at least I'm happy for them :D

As for the matter of armour, you are right about the Inq > Duranit thing - DJ pointed that out and I revised the setups (Dont know why I picked Duranit 3 over Inq 3 for the PE since I wear Inq 3 on my own PE :wtf: Its less important for the Spy as the difference between INQ 1 trousers and Duranit 1 trousers is actually only 0.1 of a resist point, just distributed in different areas)

whifix
23-07-04, 21:28
The only other viable setup for PEs is the HC PE, a JoAT, and a very powerfull character, while still usually but not always losing to tanks HC PEs have literally no problems in destroying spies, apus, hybrids and other PEs. While in the past going HC would mean losing stealth it doesn't matter anymore, however this is 3 choices and a awkward one for PE, melee PEs are gimps in comparison to HC PEs, they cannot use vehicles like us and their damage is a bit ridiculous, also the abscene of AoE which HC PEs can use makes melee very pointless, I have no idea why but generally Melee PEs are not very good.

I have not played a H-C PE because I didn't see the point but I have fought them. Even in my post "Melee patch" setup with a Tai Chi Sword and taking a single drug for Heat 1 I could defeat any H-C PE's that I came across. I would like to duel with you if you reside on Saturn to see your skill if possible though.

Things I'd like to know though is;
-Why can't M-C PE's use vehicles when they have the most skill giving implants in the game and need the least amount of natural skill points points invested into their combat skill then any other class?
-Why is AoE important? Does it pertain to a leveling advantage that H-C PE's have?
-Why is the Melee PE's damage reidiculous? With the speed and higher chance of hitting then H-C, plus the ability to drug into being able to use poison damage or energy/fire

Ramzi
23-07-04, 21:56
---------------------------
Test Objectives -

Must be able to use Slasher
Must be able to cap Slasher
Must be able to use Deflector
Must be able to use Sheltor
Must be able to runcast above spells
Must have 200 Total AGI/ATH

Try to Maximise Resists (except Poison. We've all got to make sacrifices!)
Try to Maximise Health
---------------------------

When picking from the list of drugs, do so in descending order of duration (10mins, then 5mins etc) to keep the class practical!


Note: I dont know exactly what PC/WL/DEX you need to fully cap a Slasher.. I suspect you probably dont need so much WL but you might need 200 P-C. I also dont claim to know the best setups (I'm a rifle PE anyway so I dont really use drugs and this pistol stuff is new to me) but I figure the setups I have used are not terrible for the purpose of comparison.


Step 1:This test was carried out with near identical setups, using REDFLASH, BEAST and NIGHTSPIDER

PE Setup:

SA, SF, PPR, MO (Old faithful!)
Pistol Eye 3
FH2
Exp Ref Booster 4
All Anti-Gamma bones
Inq 3 Helm
Pistol PE PA 4
Med Energy Resist Belt
Duranit 3
Heavy Inq Boots

PE Results:

INT 67
STR 68
CON 63
DEX 105
PSI 36

Able to use Shelter and Blessed Deflector, not able to use Slasher
Can run-cast spells: PSU 38
Can gun 30mm Cannon on Vehicles: HC 89

Weapon Lore: 130
Pistol Combat: 165

Base Health: 92

Athletics / Agility: 66 / 100 (166)

DR in %
FOR 86.80% PRC 86.80% FIR 81.93% ENR 82.97% XRR 81.83% POR 26.73%

Remainder of plain Damage (PvP)
FOR 4.40% PRC 4.40% FIR 6.02% ENR 5.68% XRR 6.06% POR 24.42%



SPY Setup:

SA, SF, PPR, MO (Old faithful!)
Pistol Eye 3
FH2
STR Booster 2
All Experimental bones
Inq 1 Helm
Pistol SPY PA 3
Heavy Energy Resist Belt
Duranit Pants 1
Light Inq Boots

SPY Results:

INT 104
STR 51
CON 38
DEX 120
PSI 25

Able to use Slasher, Shelter and Deflector
Can run-cast spells: PSU 43
Can hack ops: HACK 110

Weapon Lore: 150
Pistol Combat: 180

Base Health: 68

Athletics / Agility: 82 / 110 (192)

DR in %
FOR 81.04% PRC 81.04% FIR 81.57% ENR 81.57% XRR 83.28% POR 6.73%

Remainder of plain Damage (PvP)
FOR 6.32% PRC 6.32% FIR 6.14% ENR 6.14% XRR 5.57% POR 24.42%


Summary: Oh dear, the PE can't even use the Slasher with this setup! Other than that, the PE has come out with more hitpoints than the Spy and *slightly* better resists. On the other hand, the Spy is a fair bit faster and is going to be doing more damage with the Slasher.. certainly he is closer to capping it than the PE.



Step 2: This test was carried out with near identical setups, using WHITEFLASH, REDFLASH, BEAST and NIGHTSPIDER

PE Setup:

SA, SF, PPR, MOT3 (Would have preferred Exp BWC 3 but then the spine would have had to change too to give more DEX.. loosing some more speed)
Pistol Eye 3
FH2
Exp Ref Booster 4
All Anti-Gamma bones
Inq 3 Helm
Pistol PE PA 4
Med Energy Resist Belt
Duranit 3
Heavy Inq Boots

PE Results:

INT 67
STR 68
CON 63
DEX 114
PSI 36

Able to use Slasher, Shelter and Blessed Deflector
Can run-cast spells: PSU 38
Can gun 30mm Cannon

Weapon Lore: 130
Pistol Combat: 165

Base Health: 92

Athletics / Agility: 79 / 111 (190)

DR in %
FOR 86.80% PRC 86.49% FIR 81.25% ENR 82.29% XRR 81.15% POR 6.73%

remainder of plain Damage (PvP)
FOR 4.40% PRC 4.50% FIR 6.25% ENR 5.90% XRR 6.28% POR 24.42%



SPY Setup:

SA, SF, PPR, MO (Old faithful!)
Pistol Eye 3
FH2
STR Booster 2
All Experimental bones
Inq 1 Helm
Pistol SPY PA 3
Heavy Energy Resist Belt
Duranit Pants 1
Light Inq Boots

Spy Results:

INT 104
STR 51
CON 38
DEX 124
PSI 25

Able to use Slasher, Shelter and Deflector
Can run-cast spells: PSU 43
Can hack ops

Weapon Lore: 150
Pistol Combat: 180

Base Health: 76

Athletics / Agility: 77 / 123 (200)

DR in %
FOR 81.04% PRC 81.04% FIR 81.57% ENR 81.57% XRR 83.28% POR 26.73%

Remainder of plain Damage (PvP)
FOR 6.32% PRC 6.32% FIR 6.14% ENR 6.14% XRR 5.57% POR 24.42%


Summary: Now things are looking a bit better as the PE has enough DEX to use the Slasher. Unforunately we've lost a few points of resists so the Spy is now only 3.36% behind the PE's resists although the PE's runspeed has improved thanks to the Whiteflash. Meanwhile the Spy hasn't had to change his setup, and now we have reached the target of 200 for runspeed, we've been able to put a bit more in Health.

I'm not down with PEs, so I will just comment with the spy part of this.

Anyway, with 180 PC, slasher wouldn't even be worth it, you'd get horrid RoF and it just wouldn't be a good selection of a gun, executioner might be better but 180 pc is really low, the jump from 180-190 PC is like 40-50% damage on a slasher/exe and a huge increase in RoF.

150 weapon lore is kind of high, I think my spy has 140ish and caps damage on exe/slash with like 190 or 191 pc.

43 psi use is too low in my opinion, this might be preference, but my spy has 76.

The whole 200 combined ath/agi thing is a complete waste as well, the results after 70/70 are so little it's not worth messing up your resists for tbh.

As far as equip goes:

Can't use fh2, use experimental heart 1. Well you didn't really show the con set ups or whatever, but I found my set ups much better using full xray bone (besides exp foot) and not putting any xray points in health, my spy uses pa2 + xray bones and gets like 120-130 xray resist, all you need. Of course like has been said, full inq 1 and heavy nrg belt, with PA, is the winning armor set up. Edit: just saw 51 str :\ only exp bone you could use is the foot, at 46 str, the rest are 52+ iirc.

Anyway sorry this isn't organized very well, also I didn't take the time to read 4 pages of people talking about set ups :rolleyes: So sorry if I've just repeated what someone else said. Just woke up so what can you expect :p

Last edit I promise:

The whole test said needs to cap slasher, so without even tearing up those set ups, they both fail miserably with 165 and 180 PC.

My spy has 190 or 191 PC and I am always trying to improve my set up to squeeze 1 or 2 more PC out, because that's how much of a difference it makes. This is with 2 drugs, shelter drug and beast, although if I wanted to up it to 4 drugs I could deal up like 200 or even maybe 205-210 pc and completely cap the guns but I honestly don't want to deal with 4 drugs :\

QuantumDelta
24-07-04, 00:13
The improvements you suggested ain't bad kid, but, there's better out there :p

--

It's not too hard to tell from your numbers something's wrong with your setup...even though you haven't gone into specifics.

Then again, I say wrong, I really mean;

Not like any way I would ever, ever set a spy up.

Not really that it's useless...

--

You are right, but, your points were petty, so what was the point in arguing with you?
I asked you who you were because you came in here trying to act like someone who's been at this for years, well, regardless of what your start date says, you don't seem to have the experience, and, if you do, you obviously haven't taken advantage of that experience, and learnt very well.

Okay?
Thanks.

--

Also, what are the weapon stats on your slasher/exe cuz...those numbers.. o_O

I was a little late with the reply, but at least now you've decided to actually be constructive, eh?

I'll try draw up a setup for you at some point Siygess, but it'll be a while, since it's going to have to be done on ye ole' pen'n'paper.... I can't just chuck out a thoughtless setup using a skill manager atm.


Nevermind.

Sleawer
24-07-04, 00:47
Test Objectives -

Must be able to use Slasher
Must be able to cap Slasher
Must be able to use Deflector
Must be able to use Sheltor
Must be able to runcast above spells
Must have 200 Total AGI/ATH

Try to Maximise Resists (except Poison. We've all got to make sacrifices!)
Try to Maximise Health
In my opinion the difference between both classes specced to top level weapons is minimal if you only count raw numbers. In real versatility, the spy wins for a bit.

The Private Eye... can cast shelter/deflector naturally, but he needs to drug to use Slasher, the same drugs that will let him score 190-191 PC to cap slasher damage, and get slighty better runspeed than the spy. The PE is able to spec more health pool (450~ assured), yet his resists will get a serious hit, with i.e. around 126 in enr/fir but barely reaching 100+ x-ray and no poison.

The Spy... can use and damage-cap Slasher naturally, but needs to drug to use shelter, and most likely for inquisition armors too. As I have said the spy depending on his setup will be slighty slower, but his resists match the Slasher PE ones thanks to PA/Inq1/H.belt combo. In the health pool the spy suffers (especially if using beast).

When it comes to OP combat raw numbers are again the same. Both can cast their own shelters or get ppu support, heat3 works wonders in spies, as hazard does in PEs.

What makes the PE worse in my opinion then? Its versatility compared to the Spy.

Stealth makes them great soloers in normal PvP, and increases their survavility to the extreme. Pistol spies count with exceptional support skills aswell; a well setup spy can have the stats mentioned above, and still implant MC-5 chips and hack any OP layer.

I consider using more than 2 drugs an annoyance, and only viable in certain specific situations. To reach a good stat performance the PE (in my opinion) wants to use redflash+whiteflash, that have the most feasible minuses, but one is a 5 minutes drug. Pretty crap to manage that. Using beast instead whiteflash is also possible and viable, but his stats are reduced considerably.

On the other hand, the Spy even with the beast nerf, have gained a 10/min drug for his shelter, which was needed, and he has turned to be a more than viable pistoler with this extra defence.

This is my reasoning throught both classes currently. Don't get me wrong tho, all classes can be played perfectly and have fun as always, just the PE is slightly below the average at this moment. I realize that many changes have improved all classes, and would be a mistake to leave PEs in the same place that they started.

My PE currently has 180 PC and uses a dmg capped RoLH; can drive a hover and still is fast. I do this with redflash, which leaves me relieved of his previous 3-drug setup; when bored I use NightSpider and switch off/on my PA to rebuff, no biggy. I guess in OP wars I could use whiteflash and get PPU buffs to improve my PC/resists/health... but the pistol PE still lacks of a defined role, gets pushed more to the back, and has to struggle with drugs and perfectly minimized setups to compete (spies have a bit of this last aswell).

Ramzi
24-07-04, 01:36
The improvements you suggested ain't bad kid, but, there's better out there :p

--

It's not too hard to tell from your numbers something's wrong with your setup...even though you haven't gone into specifics.

Then again, I say wrong, I really mean;

Not like any way I would ever, ever set a spy up.

Not really that it's useless...

--

You are right, but, your points were petty, so what was the point in arguing with you?
I asked you who you were because you came in here trying to act like someone who's been at this for years, well, regardless of what your start date says, you don't seem to have the experience, and, if you do, you obviously haven't taken advantage of that experience, and learnt very well.

Okay?
Thanks.

--

Also, what are the weapon stats on your slasher/exe cuz...those numbers.. o_O

I was a little late with the reply, but at least now you've decided to actually be constructive, eh?

I'll try draw up a setup for you at some point Siygess, but it'll be a while, since it's going to have to be done on ye ole' pen'n'paper.... I can't just chuck out a thoughtless setup using a skill manager atm.


Nevermind.

I've been here way before December 2002, heh.

Anyway, there isn't anything wrong with my setup, I'll give some numbers:

(This is all combat buffed)

401 hp
110 energy, fire, 120 something xray (whatever pa2 + xray bones is) 0 poison resist (stealth 2 + poison drugs for the win~)
60 ath/91 agi
190 PC
140 something weapon lore
60 hacking
forget what poke skill is but with the poke glove + the poke drug I have 116 poke? so like 84-86 iono
76 psi use (49 psi pool, enough for a TL 3 heal then a sanctum right after it)
can use stealth 2 without the pistol buff
and i obviously drug for shelter

etc if there's anything I left out ask me, I don't have a SA and I use a berserk 1. wrap your brain around that~

edit: forgot to say that's with beast/nightspider.

last edit: my exec is fully artifact, and i get like 170ish rof, cap is 185 iirc. slasher is 120% freq


k i just logged in, with 120% freq slasher, 190 PC, and 121 dex, i get 331/min rof. the cap is like 395.

with exec that has 120% freq I get 165/min, cap is 185.

Rai Wong
24-07-04, 09:42
I have not played a H-C PE because I didn't see the point but I have fought them. Even in my post "Melee patch" setup with a Tai Chi Sword and taking a single drug for Heat 1 I could defeat any H-C PE's that I came across. I would like to duel with you if you reside on Saturn to see your skill if possible though.

Things I'd like to know though is;
-Why can't M-C PE's use vehicles when they have the most skill giving implants in the game and need the least amount of natural skill points points invested into their combat skill then any other class?
-Why is AoE important? Does it pertain to a leveling advantage that H-C PE's have?
-Why is the Melee PE's damage reidiculous? With the speed and higher chance of hitting then H-C, plus the ability to drug into being able to use poison damage or energy/fire

Well AoE is important for me because I fightop fights often, and in op fights having AoE means an extra thing to do, while it might not be as good as malediction is still hurts enough to kill people and hurt stealthers, also it is excellent in hurting the ug entrance. Combines with my ability to hack ops, poke mc5, repair any tl, drive, mount guns, and damage boost, it probably makes me more usefull then most of the members...

HC PEs can use trikes,, heavy combat hovertecs ( very good), drive and mount a rhino cannon, which can blow things up in op fights.

Not really, with redflash and beast which I use a capped TSG, or Tangent Plasma Cannon easily does dishes out way more damage then a tai chi sword can, however the weakness of HC is you will really suck agaisnt melee tanks, however this can be helped, and melee PEs, I find no problem in beating them, their damage is very low compared to TSG or TPC, also the problem of their speed, well generally I don't find it hard to aim melee users, my key point is to just stand still, DB, then crouch and fire away, with the damage of a melee PE and my 520 health there is little chance a melee PE can get me before they get killed themselves, also cannons have a tendency to knock people out easily, however I do repeat that we are gimps too much like melee PEs in the combat sense, you could feel the damage difference when fighting agaisnt tanks.

The key to using an HC PE is well built stuff, usually easily over looked, a well built cannon with more slots will mean much more to an HC PE to any other class, losing out of psi use on my setup its very important to carry very good spells

However without stealth it makes me feel that the HC PE is the only setup that actually works, and I don't feel so left out, pistoles and rifles need to be looked at, and generally it feels the game never meant for PEs to be melee or HC anyway given the dex bias, and the annoying tl arrangement.

Too bad i'm not on saturn... however I might have underestimated the power of melee PEs, actually bit embarrasing but I nearly lost to one on my rifle PE, which just shows how crap rifles are, and he wasn't even capped :(

and the reason why its worth more to have an HC PE, is because you can actually fight agaisnt HC tanks, with slight disadvantages, but with an MC PE there is no way you can fight equally with an MC tank, also after all HC has a degree of range, another important point, since you can use plasma wave cannons, and tangent pulse cannons for standing behind APUS and PPUs, for additional damage, without being hit yourself, however now I think about it I might be wrong, I can see why some people prefer MC more then HC, but for me HC is just better in every way.

also man who cares if you can run fast, parashock...

Sigma
24-07-04, 13:12
I would suggest a Setup like this:

Spy


INT:104 Base:100
HCK:111 Base:86
BRT:0 Base:0
PSU:110 Base:100
WEP:162 Base:114
CST:0 Base:0
RES:0 Base:0
IMP:20 Base:0
RCL:0 Base:0

DEX: 120 Base: 100
P-C:195 Base:141
R-C:8 Base:0
T-C:100 Base:78
VHC:-20 Base:0
AGL:75 Base:36
REP:0 Base:0
REC:0 Base:0
WPW:0 Base:0

STR:50 Base:40
M-C:4 Base:4
H-C:6 Base:6
TRA:76 Base:76
FOR:86 Base:78

CON:46 Base:40
BodyHealth:338
Stamina:50
ATL:67 Base:42
HLT:95 Base:52
END:15Base:0
FIR:52 Base:52
ENR:55 Base:55
XRR:-5 Base:0
POR:5 Base:0

PSI:25 Base:20
PSI-Pool:76
PPU:56 Base:56
APU:0 Base:0
MST:31 Base:31
PPW:4 Base:4
PSR:0 Base:36



Implants:
BIOTECH (M.O.V.E.O.N) CPU
Distance Weapon CPU 3
MC5 Synaptic Accelerator CPU
Special Forces CPU
Pistol Combateye 3
Experimental Heart 1
Strength Booster 2
Crahn Power Gauntlet

Biotech Antigamma Headbone
Bat Queen Chestenforcment
Biotech Antigamma Armenforcement
Biotech Antigamma Legenforcement
Experimental Footenforcement

Armor:
Inquisitionhelmet 1
Power Assassinationsuit v S-256
Heavy Energy Protection Belt
Inquisitiontrousers 1
Light-Inquisitionboots

Buffs:
Crahn Pistol Combat Booster 1, Crahn Basic Resist Booster 2, Crahn Spy Booster 1
Crahn Shelter selfcast, Crahn Deflector selfcast

Drugs:
Redflash, XStrong, Nightspider, Drug4, Drug5


Armor:
Piercing: 180 Force: 162 Fire: 120 Energy: 120 Xray: 152 Poison: 5
Protection:
Piercing: 88 - 90% Force: 87 - 89% Fire: 90 - 95% Energy: 90 - 95% Xray: 93 - 95% Poison: 3,33%
Remaining PvP DMG:
Piercing: 7% Force: 7% Fire: 7 - 6% Energy: 7 - 6% Xray: 6% Poison: 31,9%


:O

P.S.: If you got an SA.

Ramzi
24-07-04, 22:13
That setup is decent for a grand total of 5 minutes then you fall into drug flash oblivion.

Sigma
25-07-04, 00:12
That setup is decent for a grand total of 5 minutes then you fall into drug flash oblivion.
NEVAR!

lasted quite long today in pp1.

although I'm seriously lacking defence atm, because of fubared missions ( 7 PSI :\ ) and all DEX-Imps atm.

Ramzi
25-07-04, 00:33
Yeah I just fully capped Ramzi.

Other day in PP (was like 5am my time, nowhere to find a fight but there :\) I took like 7-8 HLs, I don't know how, I managed to stealth away at like 38 hp, then figured out that Tsunami guards attack you now :)

I used deso forte back when it was +int and +psi, but the 5 minutes really sucked ass, 10 mins isn't so bad, you can get a decent amount of things done in 10 mins, but 5 is so short.

PS give me a SA

SorkZmok
25-07-04, 01:44
That setup is decent for a grand total of 5 minutes then you fall into drug flash oblivion.If you use the 10 min drugs only, its ok. And still, you got stealth, so if you get a real bad flash just run off and kneel while stealthed for 2 minutes.

I never died to drugflash yet and i'm using 3 drugs on my spy.

Ramzi
25-07-04, 01:46
If you use the 10 min drugs only, its ok. And still, you got stealth, so if you get a real bad flash just run off and kneel while stealthed for 2 minutes.

I never died to drugflash yet and i'm using 3 drugs on my spy.

I know, I use beast/nightspider on mine...

Although my style of killing people isn't exactly the same as you guys who just look for scraps in pepper park and such.

I'm usually out at places that don't have zone lines close by, ie MB/TG/gravis etc.

So getting a flash is a bit different if you're in a random wasteland zone than if you're in pepper 1 and p3 border is right there :\

Also stealth is totally messed up lately so relying on that if you get a flash isn't a good idea tbh.