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View Full Version : Balancing Neocron’s PvP



Lucjan
20-09-03, 02:11
As most of us know, the balance in Neocron’s PvP reached some sort of
dead end currently. We get more nerf/boost threads on daily basis, more
then in the time of overpowered hybrids. But nerfing or even boosting
won’t help at the current stage, it will make most of the things even
worse, it will always lead to the situation where one will be superior
to other until he gets nerfed or the others boosted. This stupid circle
needs to be broken.

Lets start with the easier part, the classes in “1on1 PvP” or fighting
on their own. Our problem child here is especially APU and spy and what
it comes down to is range.
The most important thing to start any work on balancing PvP is to get
the range problem sorted out, means weapon aim has to be separated from
range. Then ranges of all weapons need to be redefined using the clipping
range of the engine as maximum range (except drones of course).
Then, and only then, pistols can be fast aiming close combat weapons and
sniper rifles deal damage on maximum range no other weapon can. APU spells
and tank cannons will be truly medium range weapons and we will feel the
range difference.

-Spy-
Now as the rifle spy will gain a true range advantage over other classes,
we need to boost his defense a little. We lower the requirements on Inq-1
und Dur-1 armors by 3 STR and that way combat spies have better access to
these armors without drugs. If it turns out players still aren’t able to
maintain a good defense on combat dedicated spies, requirements can be
lowered by another 3 STR. The next thing to consider would be the sniper
profession. As it is now, sniper rifles have a damage problem. What is
basically comes down to is the “one shot kill protection” kicking in and
messing up our sniper’s business. A possible solution would be to change
the way sniper rifle deal damage to 2 or 3 bullets per shot as suggested
by Richard Slade and kurai few days ago.

-PE-
I actually don't see any changes necessary for the moment beside limiting
shelters to self-cast, but that would be a general to follow, more about
that later.

-Tank-
Tanks get access to light belts as suggested by Scikar by lowering their
requirements to INT 10 (fire), INT 12 (energy), INT 15 (poison) and
INT 17 (light deflector).
The ATL penalty on PAs gets converted to AGL, PAs get additional +5 to
energy resists.

-APU-
Actually the APU needs some sort of healing. Boosting medkits might be an
option, otherwise a heal spell with PSI only requirements healing on a
rate compared to the tank’s heal maybe.


These changes together with the weapon reworks Lupus is working on would
bring us to a pretty good balance in PvP. The problem now is, I left the
PPU out. The moment the PPU comes into play, the above balance is gone.
The pure monk concept is a mad design. I’ve have not the slightest idea
how to balance a class like PPU in correlation with the other classes.
Limiting shelter and deflector to be self cast only and a reduction on
heals on other runners would be a way, but that would limit the PPU’s
“job” to casting boosters, resurrection and the anti-heals...doesn’t
somehow sound very appealing to me.

Actually the only idea I see for the PPU problem is either the return
of to the old hybrid concept with EPU and balancing it from scratch or
a rework of the monk class according to the common mage/wizzard design
rules.
That would basically mean that all monks are hybrid by design and they
rely for offense and defense on PSI and PSI alone.
Their armor will be very weak, could be also removed all together, but
empty armor slots would look stupid. Their defense would basically rely
on CON and PSI.
How much defense is up to the player then, if wanted, a pure APU or PPU
could be created, he just won’t be able to cash shields and deflectors
on others.
I think it is needless to mention that parashocks will be no more.
Such a change would of course require other designs for shelter or deflector
when it comes to duration. The duration how long these spells lasts should
be determined by the amount of PPU. Of course the negative effect of APU
on PPU or vice versa is no more, same would most likely be for MST.

For sure the monk redesign would be harsh move and much work to do.
An alternative route to follow and try out would be the following changes to
keep the above class’ balance in frames – it might not be the ideal solution,
but would not require a rework:
- Heal reduction on other runners by 30%
- Removal of the shock effect of parashocks in PvP or turning them entirely
to PvM only
- Introduction of Anti-Buff weapons. Charge time of these weapons would be
dependent on the frequency % stats. Actually freezer weapons could be used
for this purpose and with different TLs of the weapons like the APU spells
with rare freezers acting like APU’s Crahn Antibuff.

From my point of view, even with the current PPUs and the above changes
applied, Neocron’s PvP would be way more balanced. Team enforcement just
isn’t a feature for Neocron and especially not with player numbers way
below 1.000 per server.

Your thoughts?

QuantumDelta
20-09-03, 02:25
Not bad.
Again like yourself I can't see a way to "balance" PPUs without destroying/removing them...
For me that's a thing I don't really wanna do... PPU was always going to be my ultimate character, only for a few days was I actually considering going hybrid, I love the concept of PPU - Protecting people, looking after them, making their task (trade skilling, PvP, PvM) easier.

It also gives me a position in which I can tactically analyise battles better because I am less under threat myself and then choose the correct course of action.

Since I've been a PPU my op war strategies have tightened.
I admit I haven't come up with many new clan wide comprehensive tactics, but..... ya...... what I have had bouncing around my head has come much more into focus....


btw, lucjan, I want to try to assemble a group of high level PvPers who can see past the end of their own barrel or hand or whatever to try to hammer out some balance details to try to present it to KK/The community in general... I dunno if you wanna help out but Arc was thinking up the same thing too....
I can see balance is on your mind.. a commitee of people who either are generalised in experience with all classes or specialists of each class in itself...preferably unbiased in nature (though that will be hard for most people...since it is human nature heh)

Mankind
20-09-03, 02:32
I agree with the post for the most part.

The one thing I'd like to comment on is the APU "Heal" spell. APUs need a Vampric skill. A skill that steals Health from players. It should take a percentage, like 10% but give the APU like 25% to his health bar. But something has to be done with PPUs because with an APU/PPU team, you don't need a spell like this. At the moment I can't think of any way to make it useful because PPUs are a monk's heal.

Shadow Dancer
20-09-03, 02:58
There's nothing much to say to your post Lucjan, I basically agree with everything you said, which is rare. :p



Originally posted by Mankind
But something has to be done with PPUs because with an APU/PPU team, you don't need a spell like this. At the moment I can't think of any way to make it useful because PPUs are a monk's heal.


Um excuse me? You might as well take away heal from everyone else and say the ppu should heal them. Just because apu is the opposite of ppu doesn't mean the apu should automatically NEED the ppu to be a "full" class, that is so lame!!! he shouldn't NEED the ppu anymore than any other class.


That's why I'm glad KK fucked up when making the apu IMO. They said they didn't want the apu being good alone in PvP, but they ARE. And thank god they are, because if they weren't that would make them dependant on ppus 100%, and that would be ultra lame since no one else would be dependant on a SUBCLASS of a class.

Like lucjan said with these server population you can't go overboard on the whole "OMG YOU MUST TEAM TO HAVE FUN" thing.

QuantumDelta
20-09-03, 06:05
On further thoughts of tonights events.
Kill Para.
Make runcasting PPU Spells easier and it'll be balanced.

But.

This TL 3 BULLSHIT Has GOT to Go.

Mankind
20-09-03, 06:36
No you read me wrong.

I was saying that even if KK added a Vampric spell for APUs it would still be useless if they teamed with a PPU. If they solo'ed mobs or players it would be great and make them even less dependent on PPUs.

Shadow Dancer
20-09-03, 06:48
Originally posted by Mankind
No you read me wrong.

I was saying that even if KK added a Vampric spell for APUs it would still be useless if they teamed with a PPU. If they solo'ed mobs or players it would be great and make them even less dependent on PPUs.



OOPS


Sorry. And yes I agree with you.

Lucjan
20-09-03, 16:11
Originally posted by QuantumDelta
On further thoughts of tonights events.
Kill Para.
Make runcasting PPU Spells easier and it'll be balanced.

But.

This TL 3 BULLSHIT Has GOT to Go.

Do you think "removing" Parashocks from PvP and making PPU runcast will balance it? The problems of PPUs kicking the balance out of the window still remains from where I stand. Anti-buff weapons might solve the problem, but without them, we end pretty much where we are now, just without HP spamming.

Rizzy
20-09-03, 16:17
btw, lucjan, I want to try to assemble a group of high level PvPers who can see past the end of their own barrel or hand or whatever to try to hammer out some balance details to try to present it to KK/The community in general... I dunno if you wanna help out but Arc was thinking up the same thing too....
I can see balance is on your mind.. a commitee of people who either are generalised in experience with all classes or specialists of each class in itself...preferably unbiased in nature (though that will be hard for most people...since it is human nature heh)


I would suggest using players that play on 4 char servers or ones that dont see any class as their main class because they are probably the least biased. I like those ideas, I dont think the pes need much changing right now as they have a few gadgets and are really fun to setup and play.

Lucjan
20-09-03, 16:33
This idea with that player balacing group goes around on the forum for quite a time. I do support this idea, but their job should always remain in suggesting specific and worked out ideas to people like Lupus.
BTW, 4 or 1 char servers has nothing to do with it, some people might stick to 1 char servers, but have 4 or 5 accounts, others have rerolled classes so often they lost count. Practival knowledge and an global view on the balance are the key.

Rizzy
20-09-03, 16:43
4 char servers or ones that dont see any class as their main class

That meant people that reroll alot on 1 dchar servers too, or ones that have tried many classes.

QuantumDelta
20-09-03, 18:32
Kay, this is just about the best I can think of really...


Removal of holy catharsis sanctum.
Slight reduction in mana cost of holy catharsis.
Spies get a buff piercing weapon(or SH modified) which can kill a PPU in 3-4 hits (with maybe a very slight rof upgrade on SH) unless holy heal is on.
Removal of Parashock in PvP.
Slight increase in Holy Anti-buff RoF
Slight decrease in Holy Anti-buff mana cost.
Fix for Holy Anti-buff mana cost time. (instant the spell is used = mana used).
PSI Attack 3 added.
Rare Gatlin Added(would need to be addressed for balance though...).
Liberator burst bonus removed and base damage increased or
Liberator burst bonus increased to be equal to the other burst weapons + liberator base damage do decreased.
PE Damage Boost RoF and Damage increased.
APU and PPU Mana Pool Increased (already on it's way in).
PE PA Negatives changed to _CON_ and negates the same FIR that it would MST. (Curret PE PA Negatives mean, I for one, will never, ever use it, nor will 90% of the top PEs).