As of 188, the nanite pyrolizer tool still damages the user quite a bit. You can kill yourself quite easily with them.
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As of 188, the nanite pyrolizer tool still damages the user quite a bit. You can kill yourself quite easily with them.
I think, or it seams like, that in the whole balancing process they didn't took in account the individual dmg % with skills. For example: they changed the dpm curve of each weapon acording to 100% on dmg but on lower TL you can reach higher % on dmg than on higher TL and with this, the gap between low tl and high tl weapon/heal is smaller. In addition to that, the dpm curve is degressive, means the dmg on higher tl will not increase so much, either.
Tested on testserver with spy: the difference between First Love (tl114) and Enhanced Plasma Rifle (tl82) is only 5-6 dmg per shot.
Same is with the heal, like skeeve wrote.
Well I think that is pretty much what they wanted to achieve... You can now play your PE with an Enhanced Plasma Rifle and compete.
Are we still in testmode for Titan? I know test mode was supposed to end around 1900 BST yesterday, just want to confirm if the rollback happened or not so I can continue leveling
What I dislike the most is the font in your local list or in the "online runner" tab in Citycom. Okay, I'm not becoming younger, but I'm not that old. Nonetheless it's hardly readable :)
As I remember correctly, you can change the font. But don't ask me how :D
But I got another issue with this patch:
http://forum.neocron-game.com/showth...fter-the-Patch
Your changes on "CPU Handling" increased my performance, but killed the performance of other players. Maybe a checkbox will be nice to use single/multi core/threading.
Edit: or is there an entry in some ini file to change this?
Will there be patchnotes for R#187 and R#188?
Sorry for the delay, I wanted to get the drones feedback done, now its the one from hacknet. Well, real-life catches you faster than a crawler in regant.
Hacknet:
"old" shield and heal-duration must be back. Same is with their strength, wich was quite low already. I know other times from Terra server where hacknet was fun :(
As soon as these are casted and you are concentrated on how to move and get mobs on correct range (outranging with modded software), your heal ran out already.
Another remarkable disadvantage is that now you cannot recast your shield and heal anymore until its almost run out. On high level, if you cannot avoid to pull several high level mobs and have around 30 stacks (permanently!) on you - only half a second of not healing will kill you for sure. Now its getting even worse because you will definately have a break in healing.
Hacknet high level heal now cannot even heal out mid level mobs there. Testing on high level mobs now not longer possible.
Killing a mob in hack needs longer than same level mob in regant. This was a problem before already.
heal and shield must be much stronger to survive the mob packs and their stacks as there is often no way to prevent attacking of mobs in packs. Attack in packs itself is a good behaviour and can be an interesting challenge.
Leveling itself was very slow in hacknet anyway compared same level mobs in the wastes or dungeon (regant). This refers more to the 96-level mobs before the patch 186. Now even only two 64 level mobs easily knock out an int 95 full hacker on con cap (50% each on energy and xray)
high end software now is in no way capable of withstanding mobs on TH bridge
Even before, PH database storages were not longer pullable as high end hacker thus preventing a full hacker leveling in hack to reach cap in a reasonable manner / time. Remember, PH databeses 1 to 3 should have been the high level dungeons for full hackers. Not only the run to loot for fergusson. No one being able to do the Fergu-run at minimum level requirement can withstand any of the mobs there, and even if, you will die outside with dozens of stacks. And a death is critical, beacuse you will have to walk about 7 minutes back to TH bridge. For the run this is okay, this run should stay as hard. But the general high hacker trying to cap will be annoyed very soon even at the stage before patch 186.
If I missed anything or sth. is wrong, plz apologize. Im tired and I need a rest.
Hi .
Please dont Ignore this...
So everything is back to Normal?
I was happy this morning to read this.
I logg in my apu and see that nothing has changed,
33 damage with a 5 Slot holy toxic Barrel .....
113 with single shot holy lightning.....
will that be the final kill for APU users?
soo Long zera
Kind of like the changes to balancing. There are two exceptions however:
Devourer and APU barrels. First one is too strong and the latter one too weak.
But apart from that it is a nice patch. My APU did some good damage all in all. Melee tank was worth playing and I like the new/old burst of my beloved Cursed Soul.
Good work balancing team!
Last night we "softpatched" Titan with a temporary fix for the Devourer.
The overall damage for this weapon has been reduced by 33%.
Please bear in mind that this will be adjusted again with the next patch.
Sorry to add this here in the flow of several posts, but it at the moment for me it doesnt seem important to focus too much about balancing.
Still there are a lot of sync problems, at least I experience them becoming worse. Some people ingame told me the same, so at least Im not alone with this.
The worst thing about it is that if I get a long sync now most likely the client fully hangs and blocks my pc coming back to normal stage. Only cure then is hitting reset and restarting the whole machine. Only occasionally I mange to get the Task manager or a task manager tool-program running to examine the source.
At least I can say that I cannot find any issues by now on my side. Memory useage, bandwith, ping stability seems all nice.
With higher server population (at 6% or more) this is happening quite often. ("higher" ....)
I am no longer in the mood to tolerate this, as Ive lost several rare drones and some other not recoverable items now. It is less the items wich can be replaced somehow and somewhen rather than the time to reboot, repoke, and get to that location again where I was before. After ending up of almost one hour just doing these steps one after another Im looking for an alternative until I hear this is fixed. Playing this way is pure frustration with or without quadruple XP if there was, .... normal gameplay must be possible!
One thing I noticed about the Devourer is that it now hits for 90% of its damage with a completely open reticle. Where as before you had to have close to a closed reticle to even register a hit at all. The weapon is incredibly easy to use now as far as i can see.
Even with the 33% nerf the Dev is still OP, and the server crashes every few mins making it impossible to level or even do anything at all really.
We're aware of the current situation affecting Titan. We're truly sorry of what is happening currently, but we're definitely doing our best in resolving this situation as fast as we can. However, things are little complicated so we can not give you any fixed ETA,yet.
@Devourer: How it's still OP? Base damage ripping you apart? Or are the dots ticking too hard? Or just the overall damage you're able to deal with the Devourer?
Mainly the Dots ticking too hard. It's not just devourer that is the problem it's effecting any DOT in general.... Stack from any weapon. Devourer is the most noticeable as it's the highest TL stack damage weapon. Example; 2 fire stack's from the knightmare in regants boss room = instant death for a PE wearing full inquisition armor. With the DOT stack when running your health could bounce down to 10hlt from 900 easiliy, as soon as the stack is off your health would jump back to full. Not sure if you also aware of the problem with Damage bounce in general since the patches were applied? Pretty much damage across all weapons; your having a fight go down to half health which will then bounce up and down between half health untill you heal yourself or the latter get killed. Really noticeable since the first patch went live needs addressing so PVP is viable again. Happy to post more info if you have any questions or anything specific.
Definately noticed this. But it's not consistent enough (with what I'm doing) to record what exactly is happening. Usually when I'm testing weapons and mods I will do it in the sewers where the Black Roaches on steroids are as well as mutants and Dragonflies, so I'm getting hit by multiple mobs at once. Really hard to tell what's causing the dmg bounce, but I get taken down to half health (from 600 to 300) then it will shoot back up to 450-500 and just yoyo around.
Could both of you provide some damage logs? That woul'd be very helpful :)
Kami and Revenge drones still do too much damage...does not seem fair that someone can literally be outside the outpost and still kill 3-4 people with 1 drone...I will never understand the logic behind this...Only reason I am posting this is yesterday we were having a fun OP fight until someone on the other team logged a revenge droner and killed 3 ppl and brought the ppu and another fighter to borderline no health! Are the fights going to be decided by lamers not willing to aim a gun? Please look into why suicide bombing drones do so much damage.
We tested revenge drone on ppu, tank and spy and the damage is nowhere near before. Before patch the revenge did 600+ damage on shielded tank. After patch it was nearly the half (350). Spies couldnt get killed instant and ppu damage with shields was about 150 damage.
Maybe yesterday was a fluke, the damage was increased or bad resists. Shields on ppu could be bugged, too (yes, bugged shields on ppu still exist and you don't need to sync to get them).
I am aware of the buggy shields...watched 2-3 people die to 1 revenge drone tho...that in my opinion is still too strong for a character that doesnt even need to be inside the OP to fight.