Bragi
Balancing
Neocron Support Team
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My personal hope is that if you wish to use the highest tl weapons and be effective (most damage, used to be called cookie cutter?) you have to sacrifice resists and speed. Maybe formula changes will be required, I don't know for certain.
As an old example on one end of the scale once over you had say Executioner/Healing Light PEs, all dex chips, black PA, but relatively slow and poor defence, and at the other end you had Pain easer private eyes, excellent resist set ups and runspeed, but not a huge amount of damage (but definitely good enough to get the job done).
The offset should be, in my opinion, damage vs resists vs speed.
And back in NC1 you also had the choice of using a lower tl weapon better, by swapping out a dex or str chip for a pc/rc or hc/mc chip.
I used a moveon over a targetting 3, which another judge user went with. I had higher defences, but less dmg output for the same tl weapon.
Good point. I liked that system in NC1 and I really do believe this eases the balancing problems we currently have. There was a damage cap fairly easily to reach and players would swap implants, thus creating a balance only with chips mainly. A PE termi would be very good at doing damage, but with more DEX implants and thus, less resists, an Exec/Slasher PE had a better DPS, while the Termi PE would remain very viable with more resists.
It just makes sense to me, we need a damage cap like there used to be.
Keavy Oona and a bunch of clannies accounts I log on because WHY NOT on Titan, Muge/Nerije/Neal/Keavy Oona on Terra
I always thought the end of NC1 weapons and classes were pretty much spot on, maybe APU/PPUs aside. I think capping aiming on a CS was difficult on a tank even with pure HC and PA on. But things like the HC eye didn't exist back then I guess, although the Marine was a much better chip.
I mentioned this in the past^
Rare Version of Beam = Direct Damage
Rare Version of Halos = Stacking DoT
I think this makes the most sense, and gives APUs another tool for their arsenal.
Do you want to stack people up to the eyeballs or go for the hard hitting direct damage?
Personal Opinion: Melee PA should have a Body Health mallus
It introduces a problem, like most other PAs do... except for Spies... which is just bollocks and needs sorting out too.
HC Tanks sacrifice runspeed due to their cannons.
MC Tanks sacrifice health by wearing a large armor-suit.
It gives some flexibility and creates a trade-off.
Thoughts?
To my knowledge, they had lost all previous versions of the game code from those older points in time.
More pistol test :
Spy PC: 178 WEP: 125 TECH: 133
FREEZER PISTOL :
-TL 102 : damage : 197 per hit , Freq : 63
-TL 61 : damage : 155 , Freq : 66
-TL 40 : damage : 127 , Freq : 66
LOW TECH PISTOL :
-TL 88 wyat earp : damage : 214 , Freq : 85
-TL 42 wasteland : damage : 162 , Freq : 75 ( low tech seems to cap freqency at less than rare)
-TL 26 street model : damage : 126 , Freq : 75
SMG :
-TL 91 liberator : damage : 82*4 , Freq : 392
-TL 63 : damage : 71*4 , Freq : 399
-TL 38 : damage : 56*4 , Freq : 399
NAIL GUN :
-TL 107 craftsman : damage : 251 , Freq : 70
-TL 31 : damage : 155 , Freq : 60
-TL 17 : damage : 111 , Freq : 60
GATLING PISTOL :
-TL 110 : damage : 82*4 , Freq : 411 ( mag size : 32)
-TL 77 : damage : 74*4 , Freq : 399 ( mag size : 28)
-TL 59 : damage : 66*4 , freq : 399 ( mag size : 28)
Pour vivre heureux vivons perché !!
If you pay attention, nore the graph, nore the text mention sub skills value like RC, PC, APU...
I agree with you, DPM is also related to subskill, the only thing that show this graph is: for a template you won't have to automaticaly choose the hightest TL but you will be able to chose in a panel of 5 or 10 weapons that will have the same DPM. But with another poking template you could choose in another panel of weapons of course the highter is the more you need sub skills to cap.
One exemple: if you have a 115 DEX template that cap Disruptor, you will do the same damages with a first love or a silent hunter, it will only depend one the way you choose to play or weapon you prefere between all over 110 DEX rifles. But if you choose a template that only reach 109 dex you could choose weapon from 100 to 109 without lose of DPM (only a game play choose).
The good thing with storing weapon in pool is the possibility to nerf one specific weapon or the entire pool of weapons if the template is to overpowered.
The good effect on pvp is that peolpe will use different weapon with the same template since how long haven't we see a first love in PVP...
I can see a question coming. Why using HT weapons if some LT (low tech) have the same DPM? That's one I ask me.
In fact there's a solution to this problem, actualy the hardest thing to cap is damage value, but handling should be the hardest to cap. And if we follow this, you can make TC weapon easer to handle cap than LT. Why should the handling of LT weapons harder to cap than HT? I will only say recoil, the more a gun have recoil the harder it's to handle.
In fact, storing weapons by groups would help the balancing, because dev would have to manage with groups and not gun one by one. More over at the end of the balancing it will increase the diversity of weapon used with each template (full or not full main skill). One side effect would be to take out old useless rare from closet.