PPU para is going down from 85% to 25% max, so it's being well and truely nerfed.Quote:
Originally Posted by Pantho
Good point about copbot para, will the guards get their para nerfed?

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PPU para is going down from 85% to 25% max, so it's being well and truely nerfed.Quote:
Originally Posted by Pantho
Good point about copbot para, will the guards get their para nerfed?
Yea, i was against the stackable para until i saw the Percente's
Copbot para should be removed. and copbots should do obsene damage the way DoY gaurds do. BUT make them real guns not magical fairy from the sky...
Im sure you could make them shoot like a judge, real with no splash dmg
Instead of focusing trying to use something in the exact opposite way is supposed to work, use the appropriate tool (aka anti-spells).Quote:
Originally Posted by RogerRamjet
They could even think on introducing in game some tool/weap/spell that can block ppu casting abilities for a short duration, with appropriate counter-measure of course. But this is only an idea.
Anyway, remember that ppu without buff is useless. Can you replace a weapon with a cheaper one for those who use weapons? What can weapon user do without his weapon?
<joke>
lol, right, lets implement spell called "Silence" (w00t? 8| i have already seen it somewhere) Silence will make all weapons and spells in affected area take a brake :) ... i hate elves, gnomes and orcs :mad: cos they are soooo boring :o
</joke>
I just wanna say, that its not ok to have things, spells ideas from other games, becos its boring, becos already seen it :) Neocron and ideas within it have to stay unique and unparalleled :cool:
And back to parashock: 'twould be nice if ppu could reach the effect of his PPU-module to the effectiveness the spell had before nerf, only by means of stacking it.
Example: first cast takes from speed 25%, second 50%, third 75%, fourth 85%
I'd like to see the changes in action. Mainly because I'm interested inhow it would affect the Monk Duo that has become prevailant.
Monk duo is so prevailant in case if both are pure in their classes, and purity has to be rewarded. Down with hybrids :lol:
From the german discussion thread:
It means that if you receive support buffs a value ("neuronal overload") linked to your char will get increased depending on the buffs you receive. Once you hit the maximum no other buffs can be casted on you anymore. You can receive more buffs after it has auto-decreased to a certain level again. There will be some kind of display in the HUD for this.Quote:
Originally Posted by Carnage
I can see the reasons for this, however, as a PPU player I'm not sure what to think about this. I do hate to see people die if I mess up already, seeing them die even though I did everything right and they should have survived is the pinnacle of frustration for anyone playing (healing) support. Besides, you can happily fill up everyones "NO" with useless stuff (what happens on recasts?). Hmm ... o_O
I am pure PPU player since 2003 and never played any damaging chars, becoz I love PPUing soooo much :) I dont like thing with "neuronal overload" at all, it makes PPU useless ... :mad:
Darkana has right, when PPUing for you is passion, like in my case, and someone of your party dies, just becos of fatal error or your personal fault, you become sooo sad :) I would feel myself very frustrated and firs of all USELESS if i could help and support but had no chance becoz of this "neuronal overload".
Make then "weapon overheating" for other classes, we will see then who remains in NC, when suddenly in the heat of battle u cant use any of your weapons, becos all weapons are so hot, u cant hold them in hands ;)
You dont need weapon overheating to stop you from shooting when you have rediculous reloads.Quote:
Originally Posted by kg-ua
As for making ppus useless... this depends on how they change the effectiveness of ppus on other players. If they dont, and have a steep neuronal overload (easy to obtain) then its not so bad. But if they make ppus less effective on other players with a slower gain towards the neuronal overload, then its not so bad.
But really, nothings broken here, so dont try to fix it.
Just rebalance the PPU class with the other ones, and make them be less effective on others, to a major degree. And make high level mobs do less.... wait no... just make specific areas like Mc5 and the ceres labs do less damage accordingly... i dont want you going around messing up our other caves and dungeons making them rediculously easy.
another idea i kinda like is, make them have aiming too with a reticle that locks on (almost)instantly but only to a point where they hit (insert aceptable #)% of their shots.
So when you got Neural overload, you cannot receive foriegn buffs. Does that mean purely support buffs, or does that include other buffs such as heal?
Also as Darkana pointed out, you potentially got a new form of "shit buffing" - casting useless buffs, such as Drone Combat 3 to screw up peoples Neural overload.
PPU'ing is hard work as it is now, especially when you get runners who are not "PPU aware" (The one's who always die because they don't watch their buffs or run off while you are buffing.) Now add in Neural Overload, you are going to have annoyed PPU's and annoyed players who will blame the PPU when things go wrong.
Question to the Dev's, why have a new form of SI instead of using the current SI system?
So instead of getting Neural Overload, when you have exceeded your Neural Limit, you get a bit of SI instead. As the game stands now, when a droner looses a droner by getting it blown up, the droner gets about 3% SI.
I'm jumping on the "remove para" bangwagon, why bother keeping it, the person who should win in a one vs one fight is the better player, not the player who decided to bring parashock.
Getting shocked decreases the fun about PvP greatly, and can be very frustrating, I'm hard pressed to find a good reason to keep it.
It doesn't work on mobs, so it's only use is PvP, and if one side of a fight has a PPU, and the other doesnt they've won anyway, and if both sides have PPUs it just means everyone runs that bit slower, and enjoys it that bit less.
And please don't add this "Neural Overload", I've never played a PPU and I think it sounds awful, I can't imagine the heart wrenching thats going on when PPUs read this.
It, like parashock, is completely unnecessary and can do nothing but reduce the enjoyment of the game.
I'm not a dev, but i'll answer. As you know SI will make most of your implants/armor/psi or weapons not usable, while N.O. will only prevent from being buffed more.Quote:
Originally Posted by Brammers
It works fine actually. I've never had any trouble with it whatsoever.Quote:
Originally Posted by kg-ua
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Originally Posted by element
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Good sir, we call it reloading.Quote:
Originally Posted by kg-ua
A nerf to para would make a happy son-of-a :) but I didnt have as much problem with it as Copbot para.
Because with copbot para I cant fucking MOVE!
A new feature of NC2 : Preform city Raids...
Plaza 2, pvp you move around, "BLAST" your glued to the ground . dead within moments after
well im happy =] stackable para means in the time it takes some nib to hit 3 stacks of para on me i will have offloaded a clip into him from the old CS and then ate me an anti para =P and he will have to do it all over again ^_^
i was hoping for stackable parashock it makes the game much more fun =] cant wait to see how devistating my meele shocker will be considering the spead it hits at
^_^
For a psi "reload" time, couldn't you just decrease the psi pool a bit to force them to use more psi boosters?It's a start, but no it's not fine. :pQuote:
Originally Posted by CMaster
Shhh they might slow down the use rate of it :pQuote:
Originally Posted by ZoVoS
Dont get confused with reloading times and neural overload. Neural Overload for PPUs is like overheating af all (!) your weapons, so you cant use them till all your weapons cool down.
Generally my Clan and me are against this idea of Neural Overload. :mad:
Dont forget also, that this Neural Overload gives new opportunities for "shit-buffing". PPUs will be able to buff enemies with needless high-level buffs to accelerate the Neural Overload of those, who get buffed.
Will 'Shitbuffing' be able to effect 'Neural Overload'? In other words will a player be able to force another player into a Neural Overload? I hope not.Quote:
Originally Posted by Thanatos
This topic seems to be more confusing than we thought ...
We will work on a more detailed version to give you a better idea of what we want to realize with that effect - so for now: Nice weekend!
From the start it's clear it would be interpreted in different ways by different people, which is quite obviously why I said this in my post.Quote:
Originally Posted by Thanatos
Just give us an example of how it would work in-game, it would make things a lot more clear for all of us.Quote:
Originally Posted by unreal
PS. Reakktor don't work on Saturday then? heh
It looks perfect to me, no need to remove parra if you are going to nerf it that much 25% down from 85% is a hugh nerf and thats the way it should be. Shitbuffs need fixing imo, since its not normly the PPU that is the problem, its the player they are supporting, they make them just to damn hard to kill.
One question, how will this effect places like MC5 were you need a PPU to survive in there, I hope you don't forget to balance those mobs if you nerf the effects of ppu buffs on other players :lol:
Remember that PPUs need to affect all classes equally. Other wise we'll just get another monkocron or something similar.
andQuote:
Originally Posted by LiL T
A PPU is supposed to help you stay alive, it's not supposed to keep you alive indefinitely. Levelling should be a challenge in comparison to what it is today, to make random teaming more frequent. I don't agree that all levelling should require a PPU, because otherwise you won't be able to do much by yourself. But there needs to be something difficult in the game.Quote:
Originally Posted by Class Description
There shouldn't be just a sort average consitution setup (like the ones we see today), that makes you stay alive anywhere as long as you keep getting Holy Sheltered. You should be forced to change your characters resists accordingly.
Please don't say MC5 and the Ceres Labs are difficult. In the Ceres Labs you all know how easy it is, there's endless places that allow you to shoot or more specifically, barrel them without being shot in return (which is therefore against the rules). I hope they replace the current Ceres Labs with the ones with the Launcher looking things inside an actual Lab. Just remove the doors to help stop the problem of people not being hit by the mobs, and it should be relatively fine.
MC5 is generally the same on the inside, but one of the damage dealers is generally going to die at some point. That's my main concern about levelling zones really, not even thinking about PPU's here. They've been designed fairly badly, Regants is a more recent example of that. You aren't supposed to be able to hurt mobs without taking damage back, unless you're sniping them of course. Yet in Regants there are huge ramps, and areas that stop you from being hit.
If those problems didn't still exist, I would agree that those mobs would need to be nerfed, but at present, they do exist, and because of all the ways you can stop yourself being damaged, just leave some of the mobs as they are. That way they'll certainly make up for not being able to hit you most of the time.
I agree, but unfortunately there are many places that require a PPU if you are a Spy like myself. DoY tunnels, MC5, WoC tunnels are three places I can name straight away that even when I re-jigged my con setup, used a PPR cpu and a 5 slot shelter and was still taking huge amounts of damage. I tried them all many times and eventually just gave up. I couldn't do any of the higher level content without a PPU, and I could never find one to help.Quote:
Originally Posted by unreal
Well if you expect to kill several high level mobs in a place like that by yourself as a Spy, especially MC5, then you've got another thing coming. ;) Without a PPU, you're forced to run away and reheal. With a PPU you should still be forced to do the same, but a bit less often. That's the opposite of what we see today against most high level mobs. A PPU isn't supposed to be able to turn every single class into a damage sponge and keep us alive permanently, that's why they have holy rezz. There are places you can solo too effectively at the moment without really needing to put in much effort.
Harder solo levelling is a bad thing for some, but, the point of making things harder is to make random hunting teams more frequent. Instead of some newbie coming along and spending about a week trying to kill things on his own, he would instead be told he would need to find a team. This means he won't be running around by himself and resultingly get bored and log off.
By all means I'm not saying the harder levelling off certain mobs should result in getting the same amount of experience as you do today. If anything it should be increased, but only when compared to the amount of effort that is required in both solo and team situations.
In this more detailed version, could you be more specific on how you're changing foreign buffs? make it effect differently by class? just mucho-nerfed?Quote:
Originally Posted by John Doe
Your not supposed to be able to Solo every place in a mmo.
You shouldnt really be able to solo Chaos cave but you can.
Mobs are the last thing to take into ppu balancing. Because mobs can be adjusted a lot easier than pvp balance.
KK did that before wihtout many problems so it should be doable again when PPU would get nerfed. What i'd love to see. :)