Cheers runners,
feel free to discuss the current testserver patch here. Please also post your testresults as requested in the patch notes thread here! The corresponding patch notes may be found here.
Slauncha,
Alduin

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Cheers runners,
feel free to discuss the current testserver patch here. Please also post your testresults as requested in the patch notes thread here! The corresponding patch notes may be found here.
Slauncha,
Alduin
I would also like feedback on the 'new' frequency of the weapons. We know they are slower since we removed skill influence on frequency, and although it's obviously not as important as the DMP testing, I'd like to get an idea of how people want each of them to behave.
1st test with weapons... ionic > all, 400-600 dmg a shot, doesnt matter which character and what kind of ionic
cs does no damage, but the ravager now rapes
What armour and resist values did you use, how much WEP/HC?
New dialogue is great, but first it was barely visible and when I left PTS room background changed to unknown texture. Black semi transparent rectangle there would be fine.
http://i.imgur.com/kFQyZaN.jpg
Edit: Some clipping occurs when character gesticulates.
yeah doesnt really matter, tryed pistol (240 pc/ 150 wep) and hc ionic (230 hc/around 100 wep), on spys/tanks/pes.. damage always between 400-600
OK, I've discovered a problem. Seems something went wrong with the files somewhere. DPM curve is.... not what it should be.
http://i1287.photobucket.com/albums/...psaccb1486.jpg
Going to start fixing it as soon as I can.
Also heals as in medikit/healtool/ppu heals are healing WAY too much. PPU heal does about 800 hlt per tick.
Please show me a DPM graph with the Ionic Cannon in it somewhere :P
imo leave ionic dmg as it is and remove all ionics that aren't on my account.
Listen to that man, he plays with the best of the best!
Closing the thread to prevent spam until the issue is fixed
By the way, not to forget: thanks for the feedback so far :)
Thread reopened. A patch has been applied to fix the dpm curve and also to put the correct, temporary, dialog background in place. Please have a look at the patch notes thread for more details.
To comment on heals: since testing a whole zoo of interdependencies at once will not work out we need to test step by step now. For now we only balanced the classes amongst themselves and therefore the only thing to be tested is PvP amongs the classes themselves, so e.g. spy vs spy, tank vs tank or pe vs pe. Everything else will not be considered valuable feedback! We focus the testing and development of the balancing changes intentionally to avoid having to deal with many dependencies at once. The more you focus testing on PvP amongst classes themselves and the more feedback you provide, the faster we can go on to stage two :)
Even if you look only at PPUs a heal tick of 800 with the current health pool is still way too much.
As requested in the patch notes, please ignore this and do not test this for now. Please focus the balancing related testing on fights with the same class: e.g. Tank vs Tank, Spy vs Spy or PE vs PE.
But using healtools/medkits/noobheals on Spys/PEs/Tanks should be taken into account right?
I thought the same thing. To the person saying TRUST THE COMMUNITY in a previous thread on balancing info etc; this is a classic example of why you should NOT do this as its pretty clear people dont grasp the simplest of instructions without them needing to be repeated several times.
No mid fight heals. Straight up weapon vs weapon testing. Its not a fight or a duel but rather its a stand still and shoot each other test.
Will try and get on some time to help test.
I will get my lab coat and clipboard then.
I'm about to get around to testing it, which hopefully the weapon itself isn't bugged, but I just wanted to mention it here as well in case GMs aren't aware of the issue. The Executioner, Spy pistol, has been useless for a long time. It is, and isn't because of the dmg. It seems that the same RANGE effect the fusion RIFLE (Redeemer) has, has always also been affecting the executioner. Where it does little damage in close range, but very high dmg at far range.
As long as the DPM curve is correct for it's TL & the range effect is removed from the Executioner, I'd say the gun would finally be returned to it's glory. Since this pistol is my favorite Spy weapon, along with many others in my clan, I hope this get's addressed in this patch. Anyways, I'll repost in a bit with some data.
*EDIT* Medkits appear to be working fine, 9 health/sec at low health, 5-6 health/sec at 3/4 health.
Regards,
-Cdmlotyo/Kryptonite
Having long range pistols is no bad thing. Bear in mind there is the Ray of Last Hope which does have the opposite effect to the Executioner (closer range higher damage). If these mechanics have made it across to Vedeena it is not completely a bad thing.
Pistolers right now are a joke in open world pve - with rebalancing of weapons there might be a way to actually use them for this purpose when they get round to fixing that aspect of NC.
Yes I realise it makes the rifle/pistol not much use in pvp and the balancing is intended to make all weapons good in that aspect but with enough other variety in weapons (judge, beam of hell, rolh, slasher and 3 woc pistols) around the same tl there is still plenty of variety.
I just want them to fix the back up gun tbh.
......
#1: Pistols are CLOSE-range combat weapons. Not sniping weapons.
#2: Pistols are not tech farming/PvE weapons, because they're close range..
#3: If you want to snipe in PvE as a PE/Spy, use rifles, not pistols, ..cuz sniping is a LONG-range strategy.
#4: Rifles/Pistols easily match Tank weapons in PvP. Saying they are not much use in PvP is 100% false.
#5: Ray of God & Ray of Last Hope have no damage difference when close or far away. Fusion weapons are the only weapons with this effect.
BUT, yes, un-used/underpowered weapons should be balanced...that's the point of this patch.
Im not gonna get into an argument with you about whether or not pistols should be viable in PVE because its not worth losing sleep over. All weapons should be viable at all roles.
I dont know where youre going with the "sniping" comment. There is a difference between engaging at range and sniping.
How would a pistol user level up otherwise?
I have no idea what point you are trying to make with #4 and #5. #4 makes no sense and #5 is just wrong. Sorry.
This discussion is getting off topic! Get back on testing!
Sevendust, thank you very much for the numbers, I'll will have a quick check on them soon :)
Another patch has just been applied to Vedeena. The damage of different ammo mods has been equalized. The only difference between the different ammo packs is now only the composition of damage types.
Alright so is this here I'm supposed to report problems with the patch ?
Anyways so I was asked to do the fall-damage test on another char, so I used my HC tank instead. Here are the results :
DAMAGEINFO - Time 1300.272 Damage (Kame): WeaponID 0, DmgID 2000, DmgFac 188.726, Energy 18872.559, Effect 0.000, Height 0.000
DamageCause: No weapon!
DamageType: Collision!
INS - FUL: 18872.559
Does that mean I have took 18872.559 Energy damage from jumping over the railing in Pepper 1 in front of the club Véronique ?
If so, something obviously fucked there too. Do these type of problem only occur on the test server or do you generate them in your test environment as well ? Is your test environment different from Vedeena ??
/EDIT
This time I jump over the railing from the Garriot's dinner in Plaza1. Guess what, I didnt die.
DAMAGEINFO - Time 1744.988 Damage (Kame): WeaponID 0, DmgID 2000, DmgFac 1051.719, Energy 105171.938, Effect 0.000, Height 0.000
DamageCause: No weapon!
DamageType: Collision!
INS - FUL: 105171.938
The old fall-damage mechanic still obviously works and if the fall is high enough, full HP is recovered instantly with no damage to body parts. Upon jumping down I was half HP with dead torso for a second, then back to full HP with good torso the instant after.
Now not only falling from ridiculously high doesnt do anything to a runner, but falling from a reasonnable height insta kills. This whole thing is BACKWARDS.
Gooood good. I was hoping I didn't have to re-do that whole data post. lol
One other thing though I forgot to mention on it. I ran into another runner who said everything was lagging for him & he had a high ping. Although, my ping was fine & i wasn't experiencing lag. However, I was seeing some slight stuttering & drop in fps, but I'm guessing Vedeena might be a much older server. ANYWAYS, while testing I noticed every weapon firing much slower than usual. Especially the TL113 AK. I didn't feel like checking to see if the timing was matching the freq of the weapon, so I don't know if it's the weapons, server, or patch causing it.
Also, KAME, this isn't JUST for bug reporting. This is also the balancing project and a work in progress. They need every bit of ->consistent<- testing data. Test the damage & freq of every weapon you can vs another char. Ie: make the numbers consistent by testing all your weapons against ONE character. That way there's no difference in resists from one tested gun to another.
ALSO, which I'm going to do for my tests, is make all resists be 50, & aim at ~50 fire/enr/xray in armor. This should show the most accurate damage differences between the weapons since some explosive-modded weapons do more force than others, more xray than other for high-tech weapons, etc.