Runners,
To generally discuss the changes made in Deployment#1, please use this thread.

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Runners,
To generally discuss the changes made in Deployment#1, please use this thread.
I can't freaking wait to test this. Really intrigued by the TL curve and ammo mod damage changes. As someone who prefers to PVP on a spy over other classes, and someone who is still getting to know the resist system as it has changed from 8 years ago, I am very much looking forward to (and praying for) an increase in damage for the First Love as is to be inferred by the TL ramp and an improvement to my overall mitigation. I don't know what it is about the new system but my spy's resists, while greater than they ever were in nc1, seem to be severely lacking or misleading which is causing too many whippings for my taste.
New Runner receives the agogé now
Will the bonuses for epic, rare and WoC ever be reintroduced?
And so starts the journal of a Melee Tank :)
I CAN'T WAIT!!!!!
Melee Combat Weapons
At the moment Melee Combat Weapons are just good in a non buffed 1v1 fight, but not useable for real big fights over time
and with PPU Support.
The way to mod M-C Weapons is also not the biggest, 3 mods for non T-C and 3+ Ultima for a T-C (which no one plays atm in PvP,
if someone plays M-C in PvP :P)
So the idea is to bring more mods and a bigger overview for the weapons, like the Devo, AK or the Pistols with a DOT (Damage over Time)
mod.
For Weapons like, Vain Reaper, paw of bear or Tsusun.
Melee Combat Weapons.
Zurzeit sind M-C Waffen nur effektiv in einem 1v1 gegen einen ungebufften Gegner, sobald es an kämpfe geht wo Leute
von PPUs supportet werden sieht es schlecht aus.
Die Auswahl an Mods die man für M-C Waffen hat ist auch nicht die größte, 3 für normal und 3+Ultima für T-C Waffen
(Welche derzeit von M-C Spielern im PP nicht benutzt werden)
Die Idee wäre also eine größere Vielfalt an Mods zu erschaffen, mods wie es sie für den Devourer die AK oder diverse
Pistolen gibt. DOT ( Damage over time) mods und oder mods mit diversen Schadensarten.
Natürlich nicht für alle M-C Waffen, eher für Waffen wie die Vain Reaper, Paw of Bear oder Tsusun.
(Persönlich hätte ich auch nichts gegen ne Taschenlampe für den Peacemaker :)
We aim to bring lower TL weapons into viability through later changes.
As was mentioned in the Deployment #1 thread, the current system does not promote lower TL weapons. We hope to address this in subsequent alterations.
PS Cheers!
I must say, Melee weapons sure are strong at early levels. With a starting Melee Tank in TG Canyon, I can go into the level 12 cave and basically live inside and kill everything without much effort until I was around base 25 strength. Starting Knuckle was dealing around 30 damage to most critters. The TL 30something Artifact Face Scratcher was dealing 109 damage with each swipe.
Of course, when I left the TG canyon, I could only farm that single camp of mutants as down the road there were all the end game fire mobs chilling everywhere.
@Kronos:
1) about ammo - are you planning to decrease the bit overwhelming amount of ammunition? At least the "almost same" ammo like plasma cannon and wave?
2) isn't the ramp on TL/dmg graph duplicating same thing done already by 2 systems:
- smaller xp thresholds on lower levels to make first lvl ups faster
- the 50/75/100 rule making increase of first skill lvls faster
My point is: The more systems you have doing same thing, the harder it is to control.
First of all.. Hello :D
1. How do I say this.. with the introduce with the WoC weapons and the balancing right after, the DoT from all other weapons were removed (except grenades and flamer) and were at a disadvantage, like the wyatt earp, desperado and so on. All single shot weapons were DoT weapons with the right mod, even the psi spells. But this all got removed. Maybe this should be reintroduced.
2. Some feedback: Right now on Sparta the Weapons are doing high dmg (as you wrote in the thread). But how does it happen, that the weapons are doing nearly zero damage on shielded enemies? Is this of the current changes of burst removed?
Melee damage is worse for some reason. On Terra my TL108 Zsusun sword does 152 damage to a genotoxic mutant. On Sparta with over 240 in melee my sword does a poxy 110 damage. A vein ripper does 108 on sparta and thats tl 97. What is going on?
Also the pop numbers on sparta do not look good. We need more testers and someone who can poke.
Please buff melee damage.
The DPM values for some of the melee weapons were reduced to bring them in line with the other weapon types (the Zsuzun was doing almost as much DPM as the Paw of Bear and considerably more than most Heavy, Rifle and Pistol weapons of the same TL), plus the correction modifiers were reset so we can look at things from a fresh perspective. As mentioned, the main issue with melee is not down to their damage output and from what we have seen 1 vs 1 they seem to be performing well (though more testing is welcome).
PvE damage will be dealt with in a later phase.
However, that is the sort of data we need to see. Seeing how steep the DPM curve is in practice is a key part of this. Could you post what dmg% and frequency values you get on those two weapons? Fresh instant damage values against a player with equal piercing and poison resist/armour would be good too.
Okay I'll test out a few weapons and post the data but I can't do much without my mc5 chip being poked. We need an automatic poking machine or something otherwise we can't test some setups. We need pokers and we need more people testing stuff.
If I could offer my 2 cents on the matter of melee it would be it does need a damage boost. In 1 on 1 fights it may be good but pistol users, rifles (especially), heavy and psi can all dictate range. Melee have to get up close and personal and by the time the distance has been closed a few shots have already been fired.
Melee also degrades super fast. In some cases it damages with every swing. Frequency of attacks is off on some weapons. A vein ripper attack twice in the span it takes to swing a sword (which seems reasonable), but brass knuckles attack at the same rate as a sword or claw. Perhaps tweak the smaller lighter weapons to have faster speeds but degrade faster? I don't know - just putting it out there.
Also when the time comes please remove the malus of athletics from higher tier power armour. Melee users need speed.
I'll post some stats soon just need a fecking poke.
Edit: Reverse Lom salesman sells nothing. Please fix =)
can we not just set the poke subskill requirement to 0 so anyone can poke?
Finally got poked! My mistake on the frequency of knuckles they are quite fast. So no need to tweek them. Okay lets begin:
Character Stats:
116 STR
Melee Combat: 242 (150 without gear and drugs)
Weapon Lore: 87 (85 without gear)
Endurance: 56 (40 without gear)
Agility: 130 (100 without gear)
Ath: 92 (75 without gear)
I believe those are all the skills that affect melee combat stats (might be wrong about ATH)
So onto weapons. All of these are artifact rares:
Paw of Tiger (TL 80):
DAMAGE: 160
AIMING: 250
SHOT FREQUENCY: 83 +8
Perforator (TL 82):
DAMAGE: 159
AIMING: 250
SHOT FREQUENCY: 115 +16
Peacemaker (TL 94):
DAMAGE: 150
AIMING: 221
SHOT FREQUENCY: 69 +9
Vein Ripper (TL 97):
DAMAGE: 148
AIMING: 215
SHOT FREQUENCY: 95 +10
Blade of Ceres (TL 100):
DAMAGE: 147
AIMING: 210
SHOT FREQUENCY: 64 +4
Dentist (TL 104):
DAMAGE: 145
AIMING: 203
SHOT FREQUENCY: 127 +28
Hurler King Knuckles (TL 108):
DAMAGE: 143
AIMING: 197
SHOT FREQUENCY: 126 +27
Zsusun (TL 108):
DAMAGE: 143
AIMING: 197
SHOT FREQUENCY: 74 +8
Paw of Bear (TL 113):
DAMAGE: 141
AIMING: 191
SHOT FREQUENCY:81 +6
That's it. I will test out high tech in a bit and possibly pvp.
Foreign casted shields (self casted are even more uber :)) and heal.
Weapons used were: Ray of Last Hope (Dunno) from Spy, Cursed Soul (Radiation) from Tank, Devourer (War Gas) from Tank, Fire Apocalypse from APU
All fighting free for all. But duel between both Tanks and Tank with Spy and Spy with APU also happend.
Damage:
Devourer vs Spy: w/o shields about 140 dmg + DoT, with shields/heal about 30 - 40 dmg + DoT
Fire Apoc vs Spy: w/o shields about 70-80 dmg, with shields/heal about 20 - 30 dmg
Devourer vs Tank: w/o shields about 110 dmg + DoT, with shields/heal about 30 - 40 dmg + DoT
Coursed Soul vs Tank: w/o shields i dunno anymore but about 60 - 70 per salve, but with shields/heal 20 - 30 dmg per salve
Fire Apoc vs Tank: w/o shields about 50 - 60 dmg, with shields/heal nearly nothing
Be aware that the dmg is with heal proc.
Could you try that again without heals?
Helldemon: Could you test instant damages of all those weapons against a player with equal resist values and no armour?
P.S. We would like to solve the range issue melee users have without resorting to simply increasing their damage, that will come later though, nothing is sacred however, so we may have to increase it anyway. The current focus is on how the weapons themselves behave with relation to each other as a base to work from rather than individual class balance. It WILL be addressed at a later stage.
We are keenly aware of the degradation issue too and can assure you it's on the to-do list.
Zoltan helped me out. Here's what I got:
Character Stats:
116 STR
Melee Combat: 242 (150 without gear and drugs)
Weapon Lore: 87 (85 without gear)
Endurance: 56 (40 without gear)
Agility: 130 (100 without gear)
Ath: 92 (75 without gear)
Tech Combat: 106
Following rares were tested on Zoltan who has 255 in all skills and resists (no armour). I hit him once with each rare.:
Paw of Tiger (TL 80):
DAMAGE: 160
AIMING: 250
SHOT FREQUENCY: 83 +8
Initial DMG when hit: 19
Perforator (TL 82):
DAMAGE: 159
AIMING: 250
SHOT FREQUENCY: 115 +16
Initial DMG when hit: 16
Peacemaker (TL 94):
DAMAGE: 150
AIMING: 221
SHOT FREQUENCY: 69 +9
Initial DMG when hit: 18
Vein Ripper (TL 97):
DAMAGE: 148
AIMING: 215
SHOT FREQUENCY: 95 +10
Initial DMG when hit: 24
Blade of Ceres (TL 100):
DAMAGE: 147
AIMING: 210
SHOT FREQUENCY: 64 +4
Initial DMG when hit: 25
Dentist (TL 104):
DAMAGE: 145
AIMING: 203
SHOT FREQUENCY: 127 +28
Initial DMG when hit: 15
Hurler King Knuckles (TL 108):
DAMAGE: 143
AIMING: 197
SHOT FREQUENCY: 126 +27
Initial DMG when hit: 15
Zsusun (TL 108):
DAMAGE: 143
AIMING: 197
SHOT FREQUENCY: 74 +8
Initial DMG when hit: 23
Paw of Bear (TL 113):
DAMAGE: 141
AIMING: 191
SHOT FREQUENCY:81 +6
Initial DMG when hit: 20
Thunderbolt (TL 110):
DAMAGE:142
AIMING: 249
SHOT FREQUENCY: 77 +17
Initial DMG when hit: 15
Devils Grace (TL115):
DAMAGE: 139
AIMING: 237
SHOT FREQUENCY: 78 +8
Initial DMG when hit: 20
Testes again on the aptly named Punching Bag. He has 50 in all resists. Here is the copy paste from my notes in word.
Paw of Tiger (TL 80):
DAMAGE: 160
AIMING: 250
SHOT FREQUENCY: 83 +8
46
Perforator (TL 82):
DAMAGE: 159
AIMING: 250
SHOT FREQUENCY: 115 +16
33
Peacemaker (TL 94):
DAMAGE: 150
AIMING: 221
SHOT FREQUENCY: 69 +9
61
Vein Ripper (TL 97):
DAMAGE: 148
AIMING: 215
SHOT FREQUENCY: 95 +10
44
Blade of Ceres (TL 100):
DAMAGE: 147
AIMING: 210
SHOT FREQUENCY: 64 +4
61
Dentist (TL 104):
DAMAGE: 145
AIMING: 203
SHOT FREQUENCY: 127 +28
35
Hurler King Knuckles (TL 108):
DAMAGE: 143
AIMING: 197
SHOT FREQUENCY: 126 +27
36
Zsusun (TL 108):
DAMAGE: 143
AIMING: 197
SHOT FREQUENCY: 74 +8
54
Paw of Bear (TL 113):
DAMAGE: 141
AIMING: 191
SHOT FREQUENCY:81 +6
49
Thunder bolt
34
Devils Grace
49
Exactly what I need! I'll set about deciphering this to see where we are.
Dear everyone, getting similar data from other weapon types would be great. If you can, include the top level non-rare (and epic if applicable) version with the rare version (so long as it's TL75+) so I can get an better idea of how the DPM curve is being affected by sub-skills.
Ya welcome. I will accept an mc5 on titan as a reward. Anything else I need to do?