I have implemented the overcap now I was talking about some days ago:
On rares:
http://neocron-game.com/media/overcapp.png
On non-rares:
http://neocron-game.com/media/overcapp2.png
These changes are getting deployed with the next vedeena patch.
Printable View
I have implemented the overcap now I was talking about some days ago:
On rares:
http://neocron-game.com/media/overcapp.png
On non-rares:
http://neocron-game.com/media/overcapp2.png
These changes are getting deployed with the next vedeena patch.
So you wont be able to cap guns? I love weapon caps! Im sick of having to put all my int in weapon lore. On the test server I made a termi pe build and was able to figure out exactly how many points I needed to cap it. I then got poking and some hacking. If I went for a higher TL weapon then I'd have to sacrifice some extra skills in order to cap it. Characters had more variety when there were caps. At least this is my 2 cents. What does everyone else think?
There is a softcap implemented aswell and its up to you if you invest those points in RC or AGL instead. Doing slight more damage or running faster :)
n00bs will have a slight damage bonus aswell if they get a rc/pc/hc/mc/psi boost. I really liked that back in the day (NC1) when my TL 19 did more damage than a TL 32 when I met the minimum requirements to use it.
This has been a long required change.
awesome, thanks team.
I'll push a patch to vedeena when I am getting back home so you guys can test this <3
I don't fully understand. Is this going to raise the max level you can reach in a skill, or is it just going to be added stuff for or from something else?
I think I understand it correctly. They are going for the best of both worlds.
A soft cap where you "need" to reach to get to optimum efficiency for your weapon - points invested up to this point will give an equal return for your investment. 1 point (skill not level up points) should give the same % all the way to soft cap.
Beyond this point investing further RC/PC etc points will bring a diminishing return and cost infinitely more for very little return before ending at hard cap - the last possible point you can spend to get your bonus.
I have 2 questions - 1) will implant bonuses (PC RC etc) contribute to the hard cap over and above the soft cap from skill points? and 2) can we get documented details of the soft AND hard caps for ALL weapons/spells/modules when finalised and after retail.
This sort of stuff is gold dust to a set up junkie and (I dont want to make any leaps of faith) could honestly be the biggest change you guys have made since balancing began. If this hits retail along with balancing it could finally give a level playing field to the game and is something I hope that many will see the benefit of.
if I got this right, your saying that there will be a difference between the base skill points and the ones added by spells or implants and power armor for using the equipment to optimum efficiency?
Spells, son?
Attachment 12628