View Full Version : Weapon Discussion: Drone Combat Category
In this post, we want to explain the balancing of drones. Their handling is very different from other weapon categories, so we have to look at it a bit differently.
In general, we’d like to point out that we’ll likely perform small changes in each category. These discussions are supposed to inform you about the direction we want the balancing to go – it would be detrimental to both sides to only communicate things that are set in stone.
Important drone properties:
- Damage
- Firing Frequency
- Firing Range
- Clip Size \ Energy Volume
- Energy
- Remote Range
- Weight
- Speed
- Size
Other properties:
- The player „only“ endangers an object and is not in the danger zone himself
- Due to their fairly small size, combat against drones is difficult – only a small area can be targeted
- In their small frame they hold energy, propulsion systems, weapon systems and ammunition
- The drones are categorized into LowTech \ HighTech according to the weapon they are based on
Based on these general thoughts, Drones have been categorized as follows:
- Damage: 75 %
- Firing Frequency: Derived from the weapon they are based on
- Firing Range: 50 – 150 Meters (+ Exceptions)
- Clip Size: 30 – 200 (Depending on the projectile type)
- Energy (Shield): 500 – 3000
- Remote Range: 500 – 2000 Meters (about half sector size)
The bonus system also applies here:
- HighTech Weapons + 5 % (additive)
- Rare Weapons + 7.5 % (exclusive)
- Epic Weapons + 9.5 % (exclusive)
- WoC Weapons + 10 % (exclusive)
As always, additional weapon properties could change for rare, epic or WoC weapons: clip size, firing frequency, range etc.
In general, drones are balanced – like all other weapons – by their status, special quantifiers (energy, weight, speed etc.) and lastly by their TechLevel.
Comment:
We are looking into an aiming process for drones. It would be similar to the aiming for pistol-combat. We do not consider this a „nerf“ for droners – it would rather be an improvement compared to the current state: at the moment, the to-hit chance has a fixed value.
Some drones had a TechLevel above the common limit of 115 – these drones were reduced to TL 115.
Examples Drones:
A short comment concerning the percent values: If there is a percent value behind a value, it indicates a correction of the actual value. For example, the remote range is calculated from the properties of the drone category, as well as the TechLevel. Depending on a specific drone’s other properties (weapon system, size, weight etc.), the value was corrected – this is comparable to the pumpguns’ shorter range or the sniper rifles’ longer range.
Example #1: A&W Advanced Assault Drone GA-2
Status: Gatlin, LowTech
TechLevel: 61
Modus: Burst (4)
Clip: 200 Shot
Firing Frequency: 300 / Minute
Firing Range: 120 Meter
Remote Range: 1200 Meter
Energy: 1904.30
Damage per Shot: 19.2472 (Force, Piercing)
Damage per Minute: ca. 5774
Rare-Variation: Raptor
Status: Gatlin, LowTech, Rare
TechLevel: 115
Modus: Burst (4)
Clip: 280 Shot
Firing Frequency: 342.86 / Minute
Firing Range: 152 Meter
Remote Range: 1800 Meter
Energy: 3000
Damage per Shot: 49.5330 (Force, Piercing)
Damage per Minute: ca. 16982
Example #2: A&W Scout Drone LR-1
Status: Observer, LowTech
TechLevel: 45
Remote Range: 1000
Energy: 1170.41 (75 %)
Note: The Observer Drone is very fast (120%) and has a good remote range thanks to it low weight (no weapon system).
Example #3: HEW Heavy Assault Drone FA-1000
Status: Fusion, HighTech
TechLevel: 98
Modus: Burst (3)
Clip: 240
Firing Frequency: 214.28 / Minute
Firing Range: 141.80 Meter
Remote Range: 1300 Meter (80 %)
Energy: 1600 (80 %)
Damage per Shot: 59.5092 (Force, Fire, Energy)
Damage per Minute: ca. 12751
Example #4: HEW Particlebeam Drone PB-1
Status: Particlebeam, HighTech
TechLevel: 84
Modus: Single Shot
Clip: 180 Shot
Firing Frequency: 46.15 / Minute
Firing Range: 133.59 Meter
Remote Range: 1470 Meter
Energy: 2400
Damage per Shot: 215.6593 (Fire, Energy)
Damage per Minute: ca. 9953
Rare-Variation: Particle Nemesis
Status: Laser, HighTech, Rare
TechLevel: 115
Modus: Burst (3)
Clip: 240 Shot
Firing Frequency: 112.50 / Minute
Firing Range: 151.76 Meter
Remote Range: 1835 Meter
Energy: 3060
Damage per Shot: 177.7264 (Fire, Energy, DoT-Fire)
Damage per Minute: ca. 17772
Example #5: HEW Ion Blaster MK-2 Drone
Status: Ionic, HighTech
TechLevel: 88
Modus: Single Shot
Clip: 150 Shot
Firing Frequency: 30 / Minute
Firing Range: 135.94 Meter
Remote Range: 1215 Meter
Energy: 1490
Damage per Shot: 357.3281 (Energy, X-Ray)
Damage per Minute: ca. 10719
Example #6: HEW Heavy War Drone RK-500
Status: Rocket, LowTech
TechLevel: 81
Modus: Single Shot
Clip: 32 Shot
Firing Frequency: 23.08 / Minute
Firing Range: 369.14 Meter (200 %)
Remote Range: 862 Meter (60 %)
Energy: 2300
Damage per Shot: 387.7796 (Force, Fire)
Damage per Minute: ca. 8948
Rare-Variation: Raptor
Status: Gatlin, LowTech, Rare
TechLevel: 115
Modus: Burst (4)
Clip: 280 Shot
Firing Frequency: 342.86 / Minute
Firing Range: 152 Meter
Remote Range: 1800 Meter
Energy: 3000
Damage per Shot: 49.5330 (Force, Piercing)
Damage per Minute: ca. 16982
Rare-Variation: Particle Nemesis
Status: Laser, HighTech, Rare
TechLevel: 115
Modus: Burst (3)
Clip: 240 Shot
Firing Frequency: 112.50 / Minute
Firing Range: 151.76 Meter
Remote Range: 1835 Meter
Energy: 3060
Damage per Shot: 177.7264 (Fire, Energy, DoT-Fire)
Damage per Minute: ca. 17772
no more poison for raptor? :(
good to see some fire dmg on the particle nem tho
i don't see how the hightech bonus can be justified since you don't spec points to use it and there are still lowtech high lvl drones
Dribble Joy
13-09-06, 16:58
Yeah, TC would make things more cohesive.
Again grumblage at the WoC dmg bonus.
Random thought:
Going off this (http://forum.neocron.com/showpost.php?p=2017974&postcount=37) post, I was wondering if something similar could be done to drones, instead of the situation now where you just pump skill points into the drone combat skills.
Perhaps make one of the drone skills (or a separate skill) affect the drone defences? Then you could have combat items (like we have now) and a range of imps and things to increase the shield or something.
Aha drones! :D
IIRC the reasons why Drones had multple damage types, is back in NC1 somone gave the mobs resists values, and the drones proved to be totally useless against them. I'm pretty sure the Raptor had some poison damage as well.
And the Raptor being dropped to TL115 - hmm sounds ok, Droners usually have silly amounts of DEX anyway. And hopefully that will mean getting rid of the AHP from the Rare pool (http://rares.techhaven.org/list.php) for Raptors.
Also as I said in the MC weapon thread, what about the bonuses that droners cannot get, since there are no hi-tech, epic or WoC drones available.
Rare-Variation: Raptor
Status: Gatlin, LowTech, Rare
TechLevel: 115
Modus: Burst (4)
Clip: 280 Shot
Firing Frequency: 342.86 / Minute
Firing Range: 152 Meter
Remote Range: 1800 Meter
Energy: 3000
Damage per Shot: 49.5330 (Force, Piercing)
Damage per Minute: ca. 16982
Example #2: A&W Scout Drone LR-1
Status: Observer, LowTech
TechLevel: 45
Remote Range: 1000
Energy: 1170.41 (75 %)
Note: The Observer Drone is very fast (120%) and has a good remote range thanks to it low weight (no weapon system).
Whats the zone size in metres?
I've picked on those 2 drones. Looking at those figures I think the remote range is LR-1 is too low compared with a Raptor.
To me the LR-1 should be able to cover most of the zone, and the Raptor shouldn't. (I'm going to check this later ingame, been a while since I've messed with a LR-1)
Also something vital missing from all your figures is the speed of the drones, as the last thing I want to see is a Raptor being faster than a LR-1 drone.
Just my 2nc's worth! ;)
Also as I said in the MC weapon thread, what about the bonuses that droners cannot get, since there are no hi-tech, epic or WoC drones available.
Rare-Variation: Particle Nemesis
Status: Laser, HighTech, Rare
...
Example #2: A&W Scout Drone LR-1
Status: Observer, LowTech
Hmm, no WoC and epic drones, but we got all the other stuff already :)
Whats the zone size in metres?
-Remote Range: 500 – 2000 Meters (about half sector size)
hopefully that helps you... :p
There aer WoC Drones in the game, there just not available to use -
Chenoa Promised to find out for me, but she never did :(
hopefully that helps you... :p
Ahh cheers missed that, think I need more coffee!
Heavyporker
15-09-06, 00:17
Hm.... you're right, the scout drone type really needs to be able to cover *FAR* more distance than any other equivalent drone. I mean... aside from the Zoom ability (which, curiously enough, is still useless if you want to observe mobs/runners at distance if the zoom range exceeds draw range from the drone itself (so stupid).
Not to mention, scout drones are useless indoors because they can't open doors. Again, so stupid.
If that was fixed (the zoom ability at long range and the open-doors ability [if Mosquito can have secondary fire mode, why not scout drones?]) then I'd see the work on scout drones being worth it.
I'm concerned about the loss of secondary damage types for the drones: it wasn't just the mobs, it was the runners' resists. Are OP-fighting droners going to become extinct?
*cough* so drones get bonuses for hightech when they... dont have any hightech combat? meaning they didn't do anything extra for the extra bonus?
proposed idea: Hightech combat requirement equal to TL of drone maxing out at 100 (or other appropriate number, relatively high.)
*cough* so drones get bonuses for hightech when they... dont have any hightech combat? meaning they didn't do anything extra for the extra bonus?
proposed idea: Hightech combat requirement equal to TL of drone maxing out at 100 (or other appropriate number, relatively high.)It looks like you never played a droner, Safunte. Here are some points: T-C requirements scales together with the TL of the gun, but a bit differently than you proposed. At TL115 you have a T-C requirement of 89 in all other weapon categories (or 89 MST for TL115 psi modules, respective). Putting a different measurement for droners would be unfair here. If you look at it more closely, drones are hightech by default. Propulsion system, remote control interfaces with imaging and sound system, etc. are definitively hightech no matter what gun you mounted on the drone to damage others. The distinction between lowtech and hightech here is primarily for damage calculation purposes. The PN has a bonus of 4.65% over the Raptor, for example (and both are at TL115). Nothing says a T-C requirement is bound to this (and yes, neither does it say so for the other weapons). Drones are remote controlled entities, so having T-C or not has no real impact on the outcome of the combat, because the drones don't change armor/energy and such based on your T-C skill (and I dunno how many droners managed to escape using stealth while their meatsack got shot). Forcing droners to skill T-C will end up in every droner stealthing. Besides, you remove the choice _not_ to stealth and pick some other useful things up, e.g. VHC or REP. Droners don't have a PA which adds like 16 to RCL, which would lift them from a heavy burden (afterall, these are 16x5 = 80 skill points you could invest elsewhere in DEX). To conclude the last two mentioned facts you will end up with every high level droner being more or less a clone of the other, because of the extreme specialization they would need to get their drones working.
*hands Safunte a red card for this idea*
How about also making the scout drones stealthed or at least not appear in local list, would make them usefull
Now THAT is the best droner idea i've heard in years terror.
Dribble Joy
15-09-06, 13:51
Think I suggested something similar a while ago. Problem is that it still doesn't really make them that usefull. Someone with a regular drone can still relay info to his team.
Not saying it's a bad idea, it isn't. But we need more to make them something people would actually use.
Think I suggested something similar a while ago. Problem is that it still doesn't really make them that usefull. Someone with a regular drone can still relay info to his team.
Not saying it's a bad idea, it isn't. But we need more to make them something people would actually use.
plus you might be able to take some runners down with the other drones befor they get to the op or where ever they going
by the way any more info on the woc drones ?????
sorry forgot to put this on the other post
you know the damage per shot is that if you cap the drones damage %
This probably doesnt belong here but...
I remember hearing about "new weapons" are there or are there none? I was thinking it'd be nice to have a WOC cannon when the balance comes out :D and of cause some woc drones/hacknet stuff etc etc.
One thing i must say: GIVE ME MY DUEL GATLIN LASER CANNONS please :D I can show you an image if you like.... (not sure if i finished it lol)
It look rather cool on my Cyberpunk2020 ACPA suit though. One Gatlin Laser cannon would be nice though, it'd fire like the pulse laser rifles only faster and be a nice TL115 cannon *evil grinz* With less kick back than the speedie though FTW!
we need a droner with 2 handle bars on it so that the droners can fly themselves around
Heavyporker
16-09-06, 11:21
There's the issue of when you come out of drone view and you're looking at yourself.. in the wrong way...
*cough*
Anyways, will wpw start effecting how well a drone's weapon fires? Because the crazy way the RK drone fires is... getting on my nerves. If I take the trouble to overcap wpw, will that tighten up the missle's cone of firing to make it more accurate?
It looks like you never played a droner, Safunte. Here are some points: T-C requirements scales together with the TL of the gun, but a bit differently than you proposed. At TL115 you have a T-C requirement of 89 in all other weapon categories (or 89 MST for TL115 psi modules, respective). Putting a different measurement for droners would be unfair here. If you look at it more closely, drones are hightech by default. Propulsion system, remote control interfaces with imaging and sound system, etc. are definitively hightech no matter what gun you mounted on the drone to damage others. The distinction between lowtech and hightech here is primarily for damage calculation purposes. The PN has a bonus of 4.65% over the Raptor, for example (and both are at TL115). Nothing says a T-C requirement is bound to this (and yes, neither does it say so for the other weapons). Drones are remote controlled entities, so having T-C or not has no real impact on the outcome of the combat, because the drones don't change armor/energy and such based on your T-C skill (and I dunno how many droners managed to escape using stealth while their meatsack got shot). Forcing droners to skill T-C will end up in every droner stealthing. Besides, you remove the choice _not_ to stealth and pick some other useful things up, e.g. VHC or REP. Droners don't have a PA which adds like 16 to RCL, which would lift them from a heavy burden (afterall, these are 16x5 = 80 skill points you could invest elsewhere in DEX). To conclude the last two mentioned facts you will end up with every high level droner being more or less a clone of the other, because of the extreme specialization they would need to get their drones working.
*hands Safunte a red card for this idea*
... seriously.... extra damage on the same tl with no higher requirements just because of damage type... thats retarded.there are enough "hightech" and "lowtech" drones to make it more versatile like the other classes. Whatever put it to an 89 t-c requirement, its easy to get anyway. This doesn't REQUIRE droners to have tech combat, they can always do vehicle or something instead and just use a different variety of drones.
OR you can just remove the t-c bonus from drones. its an unfair one seeing as how other classes are required to have that t-c to do the extra damage, and droners get the extra damage from teh get go.
And as for your comment on cookie cutter droners, thats what they are now. This will allow different droner setups, hightech and lowtech ones, and guess which drones people use more commonly in pvp? raptor + revenge. lowtech. meaning the t-c isn't required for yoru average droner.
i asked this question in the post above but i cant see if its been anwsered
is the damage of the drones that you put on the frist post do you have to cap the damage on the drone as in 178% damage
Apocalypsox
25-09-06, 06:15
safunte...just go make a droner...please... and realise this stupidity your throwing into a discussion.
I, as a droner since NC1 when i first joined, hate using stealth on a droner. Therefore i invested all my spare points into Vehicle Use. absoulutely FORCING them to have tech combat is idiotic, and would kill a droner because they already need to invest a hell load of points into dex, (around 130 skill) to use drones proficently. making them use TC nerfs them compared to other classes. thats like making monks need X amount of psi resist to use their spell.
safunte...just go make a droner...please... and realise this stupidity your throwing into a discussion.
I, as a droner since NC1 when i first joined, hate using stealth on a droner. Therefore i invested all my spare points into Vehicle Use. absoulutely FORCING them to have tech combat is idiotic, and would kill a droner because they already need to invest a hell load of points into dex, (around 130 skill) to use drones proficently. making them use TC nerfs them compared to other classes. thats like making monks need X amount of psi resist to use their spell.
They are lowering the top end drones down from TL122 to TL115, so less Dex will be needed.
I've never had T-C for droning, and like you I prefer to have 37 for my Reveler.
Heavyporker
25-09-06, 18:03
Hey, I'm not sure... but if they're knocking down the max Drone TL to TL 115... does that mean the droner implants are getting nerfed?
7 DEX less, hmm. 5 less for PvP drones. I dunno how many points you can free up by adapting to the lower requirements. I looked into the drone implants and they make up for the fact droners don't have a PA and the high skill requirements to cap the drones. I bet you can expect a nerf if a droner PA is introduced or the skill requirements are changed totally. Otherwise there will be minor changes, if any (so I think at least).
safunte...just go make a droner...please... and realise this stupidity your throwing into a discussion.
I, as a droner since NC1 when i first joined, hate using stealth on a droner. Therefore i invested all my spare points into Vehicle Use. absoulutely FORCING them to have tech combat is idiotic, and would kill a droner because they already need to invest a hell load of points into dex, (around 130 skill) to use drones proficently. making them use TC nerfs them compared to other classes. thats like making monks need X amount of psi resist to use their spell.
man... 5 years of playing, i've playedeverything.... and honestly, do you really think they'd add a T-C requirement for some drones and leave them just as hard to cap? (ntm you'd probably need only about 180-185 Rc to cap them... thats a good45+ points extra) What this would do, is it would seperate hightech drones from lowtech drones, like every other class.
making the game more... you know... whats the word i'm looking for... versatile. not mainstream like everyone else is precieving it.
Forget My Name
29-09-06, 04:33
So....
Will other classes, like droners, be able to hit more than 6 mobs, or is Neocron gonna stay Monkocron?
Will drones be able to hit mroe than 6 mobs?
You can anyway with the rks and rg I think but I know you can hit loads with the rks when I drone on mars I can hit all the mobs that are there as long as there close enough to the fire blast of the drone .
Forget My Name
29-09-06, 04:52
Look closer as you hit them. Everyone but monks, since 2.1 came out, has been limited to 6 mob hits with aoes. Except monks. of course.
Look closer as you hit them. Everyone but monks, since 2.1 came out, has been limited to 6 mob hits with aoes. Except monks. of course.
if this is true ive never noticed it lol i just see lots of numbers come up when i do the damage and think wow hmmmmmm numbers but its alrdy the quickest way to lvl a spy anyway if they change it to what you are asking it will take about 1 day to cap a spy in stead of 2 lol
Forget My Name
29-09-06, 05:53
You are right, leveling is fast, but thats not the point. I dont see any reason why Drones and AOE Guns should be limited to 6 targets while monks can just destroy entire areas in minutes.
I mean, Drones hitting more than 6 targets doesnt imbalance anything. Its only leveling. Not important for pvp in any way.
You are right, leveling is fast, but thats not the point. I dont see any reason why Drones and AOE Guns should be limited to 6 targets while monks can just destroy entire areas in minutes.
I mean, Drones hitting more than 6 targets doesnt imbalance anything. Its only leveling. Not important for pvp in any way.
I agree I don’t think drones should be any different from any other aoe tbh.
some may argue that they are the only class that gains 100% experience in both of its mainskills. while other weapon choices may only be 100% and 80% or otherwise.
some may argue that they are the only class that gains 100% experience in both of its mainskills. while other weapon choices may only be 100% and 80% or otherwise.
Monks are in only 2 skills also -
uhm... excuse me i was talking about experience gain... apparently by what you're saying pantho is that monks cap int at the same time as psi...
yess'um whatever you say mastah
i dont get droners you lvl intel faster then dex but you need dex to use the drones on my droner my intel is always 1 lvl higher then my dex
your int is higher because it starts out higher, only reason. they level dex and int equally.
This update covers a few points mentioned in the discussions:
Stealth for drones:
In general, we have no issues with the introduction of stealth and removal from the local list for observer drones. However, these are new features than can only be considered once the main bulk of the balancing project is complete.
Speed values:
The designation of ranges, especially remote ranges, in meters is a quite abstract designation that is hard to translate into the game. For this reason, we have decided, for now, not to provide any values in meters/second or similar. A drone's speed should derive from its weight, its armament (weapon type and ammo capacity) and the amount of energy available to its engine - the only way to find a good handling is through our tests, which are currently still ongoing.
Flight height / general handling:
Currently, there are no changes to the flight height (or other handling characteristics) planned, as the balancing is primarily focused on the possible damage output. For now, changes are only made when they are necessary for the balancing project, since we have to keep its complexity in check.
New drones (WoC, Epic):
We are generally satisfied with the amount of available drones, therefore are no new drones planned - for now,since this only applies to the balancing project.
uhm... excuse me i was talking about experience gain... apparently by what you're saying pantho is that monks cap int at the same time as psi...
yess'um whatever you say mastah
then make your point clear ya fool,
anyways cba to quote ur other reply, but WTF? Yes your start out with more int, but as if that 1k xp is going to make you 96 int 95/94 dex lol
Apocalypsox
04-10-06, 22:49
erm...considering the speed thing...will the Netcode be adopted or fixed so that the damn things dont go about 2.7 miles an hour when there going 382mph to the user, and clip through walls?
then make your point clear ya fool,
anyways cba to quote ur other reply, but WTF? Yes your start out with more int, but as if that 1k xp is going to make you 96 int 95/94 dex lol
you grow on a percentage of your level based on the level of hte mob and your damage dealing and the tl of weapon your using etc.
For instance, if you know enough about vehicle repairing, its also based off of a percentage of the level per hit.
And please, make the jones drone bpable... or make it just drop instead of blowing up or something. with the amount of bugs with droning its just depressing to lose one that you've actually had to put time into
Forget My Name
12-10-06, 21:04
Simple balance. Fix the auto third person you are forced to go into everytime you leave droning. Sounds like a simple fix. You should revert to which ever view you were using BEFORE droning.
Also, there is NO reason for third person droning. Nothing. Third person droning is useless. You have teh SAME view as first person, but with a drone blocking your view. Nothing to gain or lose like using third with a runner.
I really dont see a reason to make droners aim like pistol users. Pistol users dont SNOW everytime they get hit. Once a drone has been found by a runner, you see nothing but SNOW. Your only chance is to repair and fly in a random direction hoping to hide or leave shooting range somehow.
Aiming on drones isnt a cop out at all just so I can have an advantage. You have to remember that aiming at runners from far away would be near impossible with teh currect game engine. This takes into account clipping around objects, through hills, etc... All other players fight up close, except for rifle spies with sniper guns. The reason aiming for experienced players in pvp isnt "much" of a deal (for pistols and rifles) is due to the large target box of a runner next to you. With drones, hitting from 1000 meters away, wouldnt work with aiming. The game engine, sadly, wouldnt support this. This is like teh current issue Riflers faces when shooting at anybody far away. Why make drones gimped like rifle users with ranged rifles? Fix rifle users so maybe their aiming reticle closes the further away a target is, for certain rifles only, not all of them as rifles are great up close too. NO reason to introduce aiming for drones when at far ranges aiming is near impossible due to this engines clipping and lag through objects.
Maybe repairing drones should cost more ammo than it currently does?
Heavyporker
13-10-06, 04:38
Name, I want to point out that in third person droning, you *can* aim almost directly below the drone (better than in first person droning), even though the drone blocks your 'view'. It's just that the drone's visual interference makes this neat little trick very bothersome to employ.
New drones (WoC, Epic):
We are generally satisfied with the amount of available drones, therefore are no new drones planned - for now,since this only applies to the balancing project.
so no WoC drones well that sucks tbh!!!!
What about making freaking scout drones able to see stealth, that way they DO have an advantage, i mean reange doesnt mean much, if you can scout with every other drone and speed (i laugh at this) just use a revenge for scouting then. this would allow a scout droner to track stealthers and relay the info to their clan mates HOWEVER the clan mates would still not be able to attack till the stealther came out of stealth...... Or a ppu put up true sight (which in itself still needs to be fixed, takes up to 7 seconds to work if spy is running around), or AOE is used. But this would add tactical value to a team when droners are in it/ makes droners more usefull
basically Scout drones are kinda pointless atm, and unles they make them the fastest, highest range, or give them an ability thats usefull like stealth observation they need to be dumped
basically Scout drones are kinda pointless atm, and unles they make them the fastest, highest range, or give them an ability thats usefull like stealth observation they need to be dumped
We know this engine sucks but if they had better engine :P
Scout drone could go take remote pictures back to everyone in the team or base of operations and people can see snapshots of the forces and such maybe also give more detials on all them like there hp and such and yeah stealth would rock :P
lol
Heavyporker
03-11-06, 21:03
Sorry, but I just HAD to bring this up...
http://neocron.jafc.de/showthread.php?t=136369
This idea would really spice up Scout Drones!
Include a new helmet that adds no armor but instead lets stealthers show up on a players screen if that players teammate is running a scout drone nearby. The RP is that the "Goggles" relay coordination information to the player from the scout drone which can see stealthers.
Clive tombstone
04-11-06, 00:13
Ooo, how about like what you see in MC5 training areas? You know the little buzzsaw drones? heheh. I think the idea of just sawing away at your oppenent with a little bladed drone of death sounds entertaining =P. Then again, to quote southpark
http://upload.wikimedia.org/wikipedia/en/2/26/HL2Manhack.jpg
"HALF-LIFE DID IT!"
also, Stealth spoting scout drones with extended range would be sweet also.
Heavyporker
04-11-06, 01:05
OMG! OMG! YES!
I want to fly buzzsaw drones!
Krynstone, you are god at ideas. The helmets linked with stealth detecting drones would be f*cking awesome. This type of stuff would build more complete tactical teams.
I would definitely have a stealth hunting team put together for op fights as it would prove VERY good. Currently True Sight sanctum is not usefull due to Neocron being buggy
What about making freaking scout drones able to see stealth, that way they DO have an advantage
+1 TBH
Forget My Name
27-11-06, 16:03
Remove the AOE restriction.
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