Yes that is in general possible, technically not that hard, but I think we should move that to the backlog, because that would add another layer of complexity in balancing. I would suggest that you remind me of that once the first balancing patch has been pushed to Titan, so we make sure it is not forgotten
However the frequencies of the weapons is something I would like to touch before pushing the balancing patch to Titan. Therefore a list of weapons (grouped by weapon types) would be needed. This also needs to be checked for lower level weapons. Is it for certain level ranges more severe?
Alduin
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ALL TESTED WEAPONS WERE THE RARE VERSION
PLASMA
Heavy: 177/min, could need a bit more delay between each burst, its more like 40 bullets in a row instead of burst of 4
Rifles: 167/min, same as with hc plasma, 30 bullets in mag and 2 shots just eats up ur stam, less stam use or higher burst?
Pistol: 137/min, same as with hc plasma, only difference is 20 bullets a mag and 2 shots
PULSLASER
Rifle: 105/min, same prob as with plasma weapons, more a stream of shots instead of 3 shots and then a little pause. the burst is way to slow
Pistol: 159/min, same as rifle
LASER
Heavy: 37/min, feels like titan
Rifle: 83/min, pause between the shots seems very good
Pistol: 48/min, seems okay for a beamweapon
FUSION:
Heavy: 36/min, AOE
Rifle: 63/min, everything fine
Pistol: 116/min, the only problem with that gun is that you loose too much dmg in close combat, and thats what pistol is for right? and you cant even fight mobs with it cause when it starts doing okay dmg you miss every 2nd shot.
RAYGUN:
Heavy: 31/min, AOE
Rifle: 36/min, good
Pistol: 38/min, good
GATLING:
Heavy 346/min, Rifle 279/min, Pistol 173/min all work like gatlings
UZI
187/min, feels a bit slow, more like a automatic pistol instead of an uzi
Desperado 50/min, Terminator 109/min, Thunder 44/min, SH 22/min all seem okay the only problem is the PE 174/min which needs a bit more pause between each burst.
Wyatt 47/min, Craftmans 44/min and BHG 49/min feel good, probably the wyatt could need a bit high freq.
Devourer 31/min, Summer 41/min and winding 31/min are okay, the Ravager 127/min has the same problem as the laser and plasma weapons, its more a continous stream of dmg instead of burst with pause
Apu needs 2,5-3 times the frequ on his solo spells 34/min is shit, Holy Frostration still does 100 dmg, not the dmg it should do. Barrels seem okay
Now to the nonerares which have different frequenzes than the rares except apu spells which dont.
The difference in the frequ shouldnt be that high. A tl 78 Black Market RF Rifle does 350 dmg at a frequ of 37, while the desperado tl 103 does 300 dmg at a freq of 50/min. Probably there should be a bit less freq on nonerares, but not that much, people most of the time decide while leveling which weapon they want to use later.
Hacknet:
didnt find the rare hacknet software.
so all tests are made with the tl 7X software
PVP with that software is just a joke, without shild even you need around 200 hits in the head before you die when heal is running. Why is the heal 120 secs in hacknet and not shorter like the ppu heals? so you have to decide if you heal or do dmg while fighting.
Some mobs do too much and others not much enough. the tl 96/96 in the travels rape ya like nothing, while 127/127 ping of death doesnt really do dmg. No need to talk about the Phoenix cpu, that shitty thing is crappy as hell.
Frequ is fine, but the pve dmg should be higher 1/3 more or so, while pvp dmg should be x10.
If you fall off in hacknet you will always die, too much fall dmg?
We are no hacknet pros but we have both been there before so if you could give us the rare hacknet software we could also test the rest![]()
BUG: if you die in the phonix room in hacknet you get a speedhack in the world for around 20 secs... 10x runspeed or sohappend to both of us.
Alduin - Is there any consideration taking place to reduce the time of PPU heals back to 15 seconds? The 60s heal that is around today feels wayyyy too long and takes away from the general feel of a lifesaver. In other MMO's, I used to ALWAYS brag about the difficulty healing in NC. That mechanic isn't the same these days, and I have a feeling that the lack of anti's will leave PPU's in a less demanding and fulfilling state.
No, there have not been further considerations yet. I also have to admit I would very much like to not get into those considerations as of yet (phase 1), because I think they would require more time to be well layed out and implemented. I would propose to move those considerations to phase 2. Maybe lower the duration of heals to 30 seconds, to have rough test on how those and similar changes might affect ppus...
[UPDATE]
So there have been a few further tweaks to apus. The frequency can be further raised and another bug has been fixed in the way apu spells behave. However in a local test environment I cannot test every aspect of the fix, so testing it will have to wait until the patch is pushed to Vedeena.
Bursts have also been fixed. Weapons are not just streams of shots anymore, but instead real bursts of shots + a break.
Beam weapons had another overhaul, some functions refactored, further legacy code replaced by new code.
Now the last thing for the next iteration is/are drones.
Last edited by Alduin; 06-06-14 at 16:18.
Alduin
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R#186 - T#195 - Release Candidate Four has been released! Please have a look at the patch notes thread. Just to highlight a few changes: drones have been balanced and the APU's cast frequency has been raised.
Alduin
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i updated 2 clients from 194 to 195 without problem
the pew pew pew is much better now, i like that the plasma waves sounds now also that it is shooting 3 times
Apu aoe needs to be rebalanced, all barrales tl 82-tl 110 do the same dmg.
Apu single target spells should cost less psi.. while aoe is okay.
On the fire apo the ammo/damage fire (xx) and psi energie XX is missing... at least on my screen
I think the Anti spells of the APU shouldn't have a frequency of 56 1/min?
APU damage of spells where the tl > 100 is quit a joke. After 7 shots with the Fire Apoc I only did 400hp damage on my tank.
As Dasore already said the psi energy consumption is quite to heavy regarding to the damage output
Another thing: The duration of the damage boost could be lowered too. At the moment the duration is 2 minutes. I think 1 minute is quite enough.
The APU: pressing the mouse but don't make damage on players. The cast is visible and the beam hit the player but no damage registered.
Last edited by Massaker; 11-06-14 at 20:29.