[R#186] T#186-T#197 Patch Discussion - Page 29
  1. #421

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    Quote Originally Posted by Drachenpaladin View Post
    Iirc you can make screenshots with F10 or F12, not sure anymore. They DO however show up in the "shots" folder of your NC install directory.
    And there they are! thanks!

  2. #422

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    Quote Originally Posted by arthego View Post
    oh another thing..... Is it possible to add a screen shot command to the game?
    Quote Originally Posted by drachenpaladin View Post
    iirc you can make screenshots with f10 or f12, not sure anymore. They do however show up in the "shots" folder of your nc install directory.
    Just to clarify for others reading, it's F12
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  3. #423

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    Is there anything else we can test? C'mon give us some work


    I checked the Anti Vehicle Rocket Launcher and the Anti Air Rocket Launcher. The Anti Air Rocket Launchers (normal and advanced) are brocken. After the shot no rocket left the launcher and flew to the Doy Hovercarrier. Maybe the Anti Air Rocket Launcher will only hit flying targets. But as I got the hovercarrier into the air there is also no rocket visible

    The Anti Vehicle Rocket Launchers (normal and advanced) do too less damage. Both were shot on a NEXT Rhino4x4 Chaincraft v.2 and the Rhino lost hardly hitpoints.

    Here the skills of my Tank
    Heavy Combat: 195
    Hightech Combat: 89
    Weapon Lore: 90

    I highlighted the values red that are responsible for the damage for the Rhino. Regarding to the hitpoint that a Rhino has the damage is too low. If you shot on a player only the force damage reduce the hp, not the vhc damage. So can the vhc value be increased?


    Value of the anti vehicle rocket launcher

    TL: 64
    Str: 64
    HC: 95

    DAMAGEINFO - Time 1961.924 Damage (Massaker): WeaponID 1021, DmgID 754, DmgFac 1.200, Energy 120.000, Effect 0.000, Height 0.000
    DamageCause: Heavy!
    DamageType: Area!
    INS - FCR: 24.000
    INS - VHC: 96.000



    Value of the advancd anti vehicle rocket launcher

    TL: 98
    Str: 89
    HC: 109

    DAMAGEINFO - Time 591.729 Damage (Massaker): WeaponID 1022, DmgID 754, DmgFac 1.400, Energy 140.000, Effect 0.000, Height 0.000
    DamageCause: Heavy!
    DamageType: Area!
    INS - FCR: 28.000
    INS - VHC: 112.000
    Last edited by Massaker; 20-06-14 at 11:23.

  4. #424

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    Quote Originally Posted by Massaker View Post
    Is there anything else we can test? C'mon give us some work
    Well then... since you asked so nicely

    Obviously balance is a huge focus for both us and the community, however there were some other changes in the original test patch! Any feedback or bugs found with those changes are also important, so if you find any please let us know! The changes I speak of are those listed at the bottom of the patch notes post as part of the Patch Notes R#186 - T#186 section. Those should give you something to do while Alduin cooks up more balance fun.
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  5. #425

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    Quote Originally Posted by Massaker View Post
    Is there anything else we can test? C'mon give us some work
    Another important thing to test is: leveling. After all we do not want to make it harder/spoil the fun for newcomers or returning veterans once the balancing patch is out. The low level leveling should after all still be enjoyable, same of course for mid level leveling. So creating a few noob chars and leveling a few levels in MC5 and a few in the city would be nice (oh and maybe then get involved in the discussions on how to improve the noob experience in the brainport would just be 1337 )
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  6. #426
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    Ive got a fair bit of free time now. working 3 nights a week i have 4 days off a week which is nice. Ill get the test server installed again and go through the fresh player start without any help as such. I'll look at blogging it, suggestions etc, and see if some old ideas would still be beneficial.

    Out of curiosity, is there any plans on dumping the decimal system ? its honestly a pain in the fricken ass, cant we just go back pre 2.2 ? lol...
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  7. #427

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    Concerning the MC5 newbie area, Torg opened up a new thread here please discuss a revamp of the MC5 area there. There are also other good threads on that topic already on the brainport, please try to include them in your discussion. As for this thread, please try to focus only on the question whether the mobs in the corrsponding level ranges became far easier/far harder than before.

    T#196 Release Candidate Five has been Released!
    I would call this the first all in all feature complete release candidate. Please test all classes versus all classes, please do some group pvp, please let me know your feelings. By no means will everything be perfect, but it should be at least an improvement compared to the current state on Titan. The decimal system on implants will be removed later on. This will be only the first step in many to rebalance everything. The future iterations will not take that long and will be delivered in smaller packages, faster. So remember, this is only phase one. The work on the future phases will be defined/outlined once this phase hits Titan and we see how it works out.

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  8. #428

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    The Holy Frostration damage is still broken.

    The PPU spells like Holy Absorption, Holy Protection and Holy Deflection cost now 180 energy?!? I can't cast them on myself (only on others).
    The Holy Heal costs 4 PSI energy?
    The Crahn Ressurrection costs 1246 PSI energy?? (HOLY SHIT!!)

    Rezz.png

    The PSI consumption calculation don't work correct. I can cast the Holy Lighthing more than 40 times until I need a PSI booster.

    The resist calculations seems to be buggy. After der HP reduction my APU get more damage as before with the same resist setup
    Last edited by Massaker; 22-06-14 at 21:04.

  9. #429
    Tessier-Ashpool S.A. slith's Avatar
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    Quote Originally Posted by Alduin
    Overall player hitpoints have been lowered by 1/3 to compensate for the lower PvP damage
    Quote Originally Posted by Massaker View Post
    The resist calculations seems to be buggy. After der HP reduction my APU get more damage as before with the same resist setup
    As hitpoints and resists are heavily tied together (and havent been untied yet - as I asked to do before doing any changes to resists/health/armor...) this makes fights very, very fast usually. Unbuffed people die in 2 to 3 hits. Why would you lower peoples health anyways? Fight duration on Vedeena was perfect as is.





    Nobody can use the resurrection anymore, I guess even gamemasters cant reach the required psi energy pool. Casting any PPU spell on self does not work. Any testing of class vs class pvp is impossible atm.
    Last edited by slith; 22-06-14 at 21:34.
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  10. #430

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    Hotfix will come soon(TM). It will also remove the range dependence of the Devourer-like, the Ray of God-like and the Lightbringer-like weapons. This dependence will be reconsidered later on but for now it is just hindering us.
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  11. #431

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    FYI I reshuffled a few posts and moved them into their own thread regarding the newbie experience.
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  12. #432

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    I was only able to hop on for 30 min so not true testing yet. My initial feelings, APU has been much improved. It is possible to actually cast at the frequency rate and Psi cost seems much more appropriate when compared to how guns work. No glitchy animation or cast stutters. Also damage seems to match the TL of the spell.

    I hope to hop on soon to actually start collecting data.
    Also currious to check on their survivability.

  13. #433

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    About 40% done with APU spells noted 2 strange things.

    1. All AOE spells with DOT (fire and poison) all do 56-55 damage per tick no matter what TL even though the item info gives different values like:

    TL 65 Crahn Blessed Fire Barrel says 48 fire damage
    and
    TL 89 Crahn Holy Fire Barrel says 89 fire damage

    Despite the TL and damage suggested by the tool tip both do 55-56 damage each time. Is this a bug?

    So far the difference in frequency seems to be keeping the damage curve in line, it just seems strange.

    2. Some spells that say they take 1 psi to cast don't take any psi from your pool. Noticed this when i made a new char, was nice for lvling.

  14. #434

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    Release Candidate Six has been released!
    This should fix the issues introduced by the last patch. In addition the range dependent effects on weapons have been removed for now, they will be reconsidered throughout phase two or later. The original value for hitpoints has been restored and the best: self buffing should work again. The gigantic psi consumption of some spells should also be fixed.

    The holy frostration, as well as all other para spells will not be touched throughout phase one anymore, so it is fine if weapons which are supposed to freeze/stun are not doing enough damage.

    I will look into barallels again soon. However I need you guys to look further into PvP and also into drones.

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  15. #435

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    The PSI consumption of APU/PPU spells look quite normal but the PSI consumption of the buffs are really high. After buffing one player completely I need a PSI booster now On Titan I can buff two players and the third player need a psi booster for the resists.

    For instance:

    Holy Resist Buffs
    Titan -> 61
    Vedeena -> 137

    Holy Combat Buffs
    Titan -> 61
    Vedeena -> 137

    Holy Support Buffs
    Titan -> 61
    Vedeena -> 137

    The PSI consumption of the group spells look fair for me.

    The damage of the Devourer is a little bit too high. A ful buffed PPU get down with 12 shots and the stacks of poison. Maybe the damage could be lowered by 5%? The clip size of the Devourer is quite too big. A size of 20 should be enough.
    Last edited by Massaker; 25-06-14 at 00:22.

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