And there they are! thanks!

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Is there anything else we can test? C'mon give us some work :D
I checked the Anti Vehicle Rocket Launcher and the Anti Air Rocket Launcher. The Anti Air Rocket Launchers (normal and advanced) are brocken. After the shot no rocket left the launcher and flew to the Doy Hovercarrier. Maybe the Anti Air Rocket Launcher will only hit flying targets. But as I got the hovercarrier into the air there is also no rocket visible :(
The Anti Vehicle Rocket Launchers (normal and advanced) do too less damage. Both were shot on a NEXT Rhino4x4 Chaincraft v.2 and the Rhino lost hardly hitpoints.
Here the skills of my Tank
Heavy Combat: 195
Hightech Combat: 89
Weapon Lore: 90
I highlighted the values red that are responsible for the damage for the Rhino. Regarding to the hitpoint that a Rhino has the damage is too low. If you shot on a player only the force damage reduce the hp, not the vhc damage. So can the vhc value be increased?
Value of the anti vehicle rocket launcher
TL: 64
Str: 64
HC: 95
DAMAGEINFO - Time 1961.924 Damage (Massaker): WeaponID 1021, DmgID 754, DmgFac 1.200, Energy 120.000, Effect 0.000, Height 0.000
DamageCause: Heavy!
DamageType: Area!
INS - FCR: 24.000
INS - VHC: 96.000
Value of the advancd anti vehicle rocket launcher
TL: 98
Str: 89
HC: 109
DAMAGEINFO - Time 591.729 Damage (Massaker): WeaponID 1022, DmgID 754, DmgFac 1.400, Energy 140.000, Effect 0.000, Height 0.000
DamageCause: Heavy!
DamageType: Area!
INS - FCR: 28.000
INS - VHC: 112.000
Well then... since you asked so nicely ;)
Obviously balance is a huge focus for both us and the community, however there were some other changes in the original test patch! Any feedback or bugs found with those changes are also important, so if you find any please let us know! The changes I speak of are those listed at the bottom of the patch notes post as part of the Patch Notes R#186 - T#186 section. Those should give you something to do while Alduin cooks up more balance fun. ;) :)
Another important thing to test is: leveling. After all we do not want to make it harder/spoil the fun for newcomers or returning veterans once the balancing patch is out. The low level leveling should after all still be enjoyable, same of course for mid level leveling. So creating a few noob chars and leveling a few levels in MC5 and a few in the city would be nice :) (oh and maybe then get involved in the discussions on how to improve the noob experience in the brainport would just be 1337 ;) )
Ive got a fair bit of free time now. working 3 nights a week i have 4 days off a week which is nice. Ill get the test server installed again and go through the fresh player start without any help as such. I'll look at blogging it, suggestions etc, and see if some old ideas would still be beneficial.
Out of curiosity, is there any plans on dumping the decimal system ? its honestly a pain in the fricken ass, cant we just go back pre 2.2 ? lol...
Concerning the MC5 newbie area, Torg opened up a new thread here please discuss a revamp of the MC5 area there. There are also other good threads on that topic already on the brainport, please try to include them in your discussion. As for this thread, please try to focus only on the question whether the mobs in the corrsponding level ranges became far easier/far harder than before.
T#196 Release Candidate Five has been Released!
I would call this the first all in all feature complete release candidate. Please test all classes versus all classes, please do some group pvp, please let me know your feelings. By no means will everything be perfect, but it should be at least an improvement compared to the current state on Titan. The decimal system on implants will be removed later on. This will be only the first step in many to rebalance everything. The future iterations will not take that long and will be delivered in smaller packages, faster. So remember, this is only phase one. The work on the future phases will be defined/outlined once this phase hits Titan and we see how it works out.
Slauncha,
Alduin
The Holy Frostration damage is still broken.
The PPU spells like Holy Absorption, Holy Protection and Holy Deflection cost now 180 energy?!? I can't cast them on myself (only on others).
The Holy Heal costs 4 PSI energy?
The Crahn Ressurrection costs 1246 PSI energy?? (HOLY SHIT!!)
Attachment 12368
The PSI consumption calculation don't work correct. I can cast the Holy Lighthing more than 40 times until I need a PSI booster.
The resist calculations seems to be buggy. After der HP reduction my APU get more damage as before with the same resist setup
As hitpoints and resists are heavily tied together (and havent been untied yet - as I asked to do before doing any changes to resists/health/armor...) this makes fights very, very fast usually. Unbuffed people die in 2 to 3 hits. Why would you lower peoples health anyways? Fight duration on Vedeena was perfect as is.Quote:
Originally Posted by Alduin
Nobody can use the resurrection anymore, I guess even gamemasters cant reach the required psi energy pool. Casting any PPU spell on self does not work. Any testing of class vs class pvp is impossible atm.
Hotfix will come soon(TM). It will also remove the range dependence of the Devourer-like, the Ray of God-like and the Lightbringer-like weapons. This dependence will be reconsidered later on but for now it is just hindering us.
FYI I reshuffled a few posts and moved them into their own thread regarding the newbie experience.
I was only able to hop on for 30 min so not true testing yet. My initial feelings, APU has been much improved. It is possible to actually cast at the frequency rate and Psi cost seems much more appropriate when compared to how guns work. No glitchy animation or cast stutters. Also damage seems to match the TL of the spell.
I hope to hop on soon to actually start collecting data.
Also currious to check on their survivability.
About 40% done with APU spells noted 2 strange things.
1. All AOE spells with DOT (fire and poison) all do 56-55 damage per tick no matter what TL even though the item info gives different values like:
TL 65 Crahn Blessed Fire Barrel says 48 fire damage
and
TL 89 Crahn Holy Fire Barrel says 89 fire damage
Despite the TL and damage suggested by the tool tip both do 55-56 damage each time. Is this a bug?
So far the difference in frequency seems to be keeping the damage curve in line, it just seems strange.
2. Some spells that say they take 1 psi to cast don't take any psi from your pool. Noticed this when i made a new char, was nice for lvling. :)
Release Candidate Six has been released!
This should fix the issues introduced by the last patch. In addition the range dependent effects on weapons have been removed for now, they will be reconsidered throughout phase two or later. The original value for hitpoints has been restored and the best: self buffing should work again. The gigantic psi consumption of some spells should also be fixed.
The holy frostration, as well as all other para spells will not be touched throughout phase one anymore, so it is fine if weapons which are supposed to freeze/stun are not doing enough damage.
I will look into barallels again soon. However I need you guys to look further into PvP and also into drones.
Slauncha,
Alduin
The PSI consumption of APU/PPU spells look quite normal but the PSI consumption of the buffs are really high. After buffing one player completely I need a PSI booster now ;) On Titan I can buff two players and the third player need a psi booster for the resists.
For instance:
Holy Resist Buffs
Titan -> 61
Vedeena -> 137
Holy Combat Buffs
Titan -> 61
Vedeena -> 137
Holy Support Buffs
Titan -> 61
Vedeena -> 137
The PSI consumption of the group spells look fair for me.
The damage of the Devourer is a little bit too high. A ful buffed PPU get down with 12 shots and the stacks of poison. Maybe the damage could be lowered by 5%? The clip size of the Devourer is quite too big. A size of 20 should be enough.
Drones like the GAL/Plasma and Particles do too much dmg, around 90 on player per shot. Rator doesnt do any dmg.
35 heal per tick on a ppu is a bit too weak, i cant even counterheal any weapon above tl 70 with shields.
Melee tank pvp dmg seems too high, no aim, insane range and no speed malus.
Some weapons like plasmapistols/rifles do like no dmg to shielded players and against unshielded they rip ya in pieces.
Pulslaser Rifles like Disruptor scale too much with riflecombat, at around 200 riflecombat the dmg is okay, but as soon as you reach 250 it does way too much
Alduin can we just all meet on Vedeena at a certain time and talk bout whats wrong/needs changes? Would be much easier for all of us to exatly find out whats still bugged or what people think needs to be changed.
Nerf the Speedmalus when legs broken....
Could we get some numbers?
Is this isolated to just pulse lasers?Quote:
Pulslaser Rifles like Disruptor scale too much with riflecombat, at around 200 riflecombat the dmg is okay, but as soon as you reach 250 it does way too much
Again some numbers would be good. Especially with a different weapon of similar TL and the same subskill values.
Also, was this against a healing char? One possible issue with the way heals work is that they reduce DPM by a fixed amount, rather than a proportion like shields do.
Eg. Lets say you are healing at 5 dps. A weapon does 6 dps. You increase your skills and are now doing 7 dps. The effective dps has doubled. A constructed example, but you can see that the proportions can get skewed.
It also presents a problem for low-dpm/high-resist players compared to high-dpm/low-resist ones as the former may simply be unable to hurt someone or just far too ineffective to bother with.
But all of that is a separate issue.
The shape of the subskill-to-performance curve is something we want to look at. At least in the highlighted case above sub-skills are having a noticeable impact - unlike on retail. A change of 50 is a lot though.
Just made a short PVE run on my HC Tank to check weapondamage in PVE. You cut it pretty half. :p
Weapon: Ravager radio modded
Victim: Hopper
Retailserver
-Damage: 285
-Frequency: 100/min
Testserver
-Damage 205
-Frequency: fixed at 56/min
Damage is way too low in my opinion. I know you want to get rare and nonrare closer to each other in PVP but in PVE it should still be an advantage so carry high DPS weapons to reach WoC in a proper time. :)
In general, since my availability online varies a lot lately (I am moving), I need as much information on the forums as possible. Youtube videos would also be great to demonstrate things.
It's really sad that only a dozen of people are activily testing and giving feedback.
What about the rest of the community?
I already hear the voices that say: "this is not the balancing that I agree with". And this are the people who think: "let them do what they want. It will be the same crap as in the latest deployed balancing".
But there will be any changes if you don't start to test. So c'mon get on the test server and try to level a new charakter, fight each other or go in the high level caves :)
At the moment there is not much time for me to test because there is too many work in the company on my desk. If I have more time I'll continue the testing ;)
Its really sad when you wait on the testserver for someone to log and try something out.
95% of the com i ask on titan to test something with me on vedenna just tells me to fuck off cause they say the devs will not change what they want
4% log on the testserver, kills 1 or 2 mobs, flames afterwards ingame that everything is shit and why they change it that way and not that.... but dont want to write something in the forums. falk you will know who i m talking bout for example ;)
and then there is 1 last percent of the com that logs on the server from time to time and also tests something, writes down what they think on the forums.
I also didnt do much testing the last week cause i had much to do, and it looks like none else did either
On the melee side of things: so if I got it correctly, it looks like melee weapons are far too easy to aim and therefore the "effective" dpm is relatively high, right?
I got two proposals: the first would be to "just" lower the overall dpm of melee weapons to be equal to HC weapons or a few percent below that. The second one would be to introduce an aiming correction similar to the APU. What do you guys think?
been testing out the drones damage. check it out.
kept RCL to 147, to keep inline with some apu testing i've been doing with arthego. had to adjust the willpower from 87 to 89 on the higher end drones though.
also keep in mind DPM is still a questionable formula.
Attachment 12370
cheers guys!
This one. Aiming reticle being forced to close would be akin to your opponent blocking, parrying or otherwise dodging to avoid an intended blow. The melee user has to aim and land his strike carefully. This is supposed to be a fight in a post apocalyptic world between two battle hardened combatants not two drunk chavs windmilling each other outside a kebab house in Middlesborough. ;)
Hi atricia,
a bold +1 for all the data collected :) (forum mods would probably kill me for a huge +1 ;) ) This looks promising, in case you alter the dpm formula to be the correct one ;) It should be: =SUMMENPRODUKT(T2*K2) You do not need to multiply it by the burst count, because that is already "absorbed" in the tooltip's shot frequency. Only the raptor seems to be off by a considerably huge amount. The AoE drones are also not yet AoE corrected, which is weird. Have to investigate that.
Any other issues spotted so far?
hey alduin! thanks for the +1! woot!
I have adjusted my spreadsheet with the new DPM calculation......Thanks for the fix! Was never sure on shot freq taking burstrate into account...when i did that when i was testing the CS, the DPM on paper seemed low but the damage while testing seemed much higher. Maybe it was just bias, who knows?
Hmmm.... So. Few things i noticed.
1)The rocket drones seem better to aim but still pretty crazy. Are RGCs meant to always have better aiming? Not complaining, just curious.
2)With adjusted formula, the overal DPM on mosquito vs punisher....the mosquito is a full 25% more damage at equal TL.. Intended?
3)Devastator ion + Raging weasel. Devils breath + exp ion nuke. tech angels prototype ion + experimental ion blaster......all drones that are identical in both TL, range, damage, everything. Perhaps we could change one of the two on each pair, perhaps make a new drone type? or maybe make one do higher damage at lower shot freq? Seems like a waste to have 2 different drones do the same damage, just my opinion though!
4) kami's blast radius seemed a bit small, perhaps a slight buff?
5) the weapon range on alllllllll of the drones is super short. Like damn. A drone that could outrange and therefore take on warbots would be awesome, but maybe could be asking for too much.
6)All in all the drones seem to fairly scale in damage fairly evenly minus the raptor. Good stuff!
retested raptor..false alarm, doing 41 damage per shot now....in line with other drones. my bad!