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View Full Version : Neocron Evol 2.2 - Overview: „NPC System“


SnowCrash
15-09-06, 14:09
In light of the re-balancing, we have completely reworked the NPC system to adjust it to the new environment. Health values, armor, NPC weapons and damage types have been thoroughly analyzed and adjusted.

NPC Groups
All NPCs are classified into groups, depending on their type. Their group, as well as their skill rank, determines health, damage and armor of a NPC. Of course there can be exceptions within a NPC group to do a certain NPC type justice.

As can be seen in the list below, biomechanical creatures represent the toughest NPCs, while plants are the chain’s weakest link.


Biomechanical Creatures (Cyberdog, Cyberguard)
Robots (Warbots, Spiderbots, etc.)
Mutated Humanoids (Mutant Warriors, etc. )
Humanoids (Guards, Quest NPCs, etc.)
Mutated Animals (Mutated Rats, etc.)
Animals (Dogs, Wolfs, Rats, etc.)
Plants NPC Skills
The NPC skill rank is used to scale damage, armor and health. NPCs have their resistances built into their armor values, as opposed to player characters, where resistances are determined by the amount of skill points they spent in them. This is due to the fact that, unlike player characters, NPCs do not have any main- and subskills, but only a general skill rank, which scales all other attributes.

Damage
The maximal damage output of a humanoid NPC is approximately at the level of an APU monk, and is in the middle of the different monster groups. For example, mutated humanoids are considered more powerful than mutated animals, and therefore deal more damage.
In addition, the NPC system has been reworked in many ways to allow easy adjustments. This includes all types of damage generation, which have been reworked and adjusted to meet this standard.

Armor
The scaling of an NPC’s armor value largely depends on its group and skill rank. As mentioned above, within a group, certain NPCs may have special values. As a general rule, a NPC is fairly well protected against its own damage type. Certain exceptions, like end bosses, may be 100% resistant to a certain damage type. This allows the creation of NPCs that, for example, can only be harmed by one specific damage type, but also NPCs like Copbots, which are immune to all damage types.

An example: Crabs and Rats
Crabs have a better resistance against piercing attacks, because of their hard shell, while rats are only protected by hide and skin.

In addition, NPC armor will be damaged during combat, just like player armor. This means that against some highly armored NPCs, players will first have to „burn down“ their armor before the NPC takes real damage.

Health
Again, NPC maximal health is determined by its group and its skill rank. As the NPCs have been improved through the new armor concept, the current cap of the maximal health will remain intact.

Pantho
15-09-06, 14:18
Well, the Gaurds in Crahn church pp3 deffinetly do more than a apu : -

And the Redeemer Cyborg does more than anything in FA sector -

but i presum you been after the balance :)

msdong
15-09-06, 14:22
do they get the ability to heal an shield now ?
€: or better friendly NPC ?

Tratos
15-09-06, 14:25
What category do things such as Grim Chasers etc fall into? Are they considered "Mutated Animals" or something else?

Everything looks good, glad to see NPCs were balanced along with player weapons and damage.

EDIT: does this mean CopBots dont take any damage at all? That's a bad thing for city raids :/

Brammers
15-09-06, 14:35
What would be interesting for the end mobs to change their strengths and weakness around. For example the Chaos Queen would normally been 100% resistant to fire, and also maybe 100% resistant to poison as well, so the players would have to use energy weapons on her.

Then when the players come back the next time, the Chaos Queen would be 100% resistant to energy and 0% resistant to poison, so the players will have to adapt to the change, and use different weapons.

One thing I don't agree with is copbots being totally invincible, DoY should be able to raid Neocron and wipe out Reza'a copbots! :p

...thinking a bit seriously about having invincible copbots, that would mean the DoY guards could be killed since they are humanoids, so in fact that is misbalancing each sides city defences.

Pantho
15-09-06, 14:42
It said like copbots so i dunno -

Would make no sense AT ALL , Because what about when DoY units raid the City... They would just shoot each other for 50 years...

No need to give them any change to there HP/Values - They already have obsene health, and take 5 years to kill...

Change there respawn rate - So they dont respawn near instantly.. And remove there para + 500% increase there damage... Sorted :D -

Oh and make them ooold NC1 style, and just plasma so my PPU can run around plaza 1 and kill people - kk thx

Dribble Joy
15-09-06, 15:58
All good untill...

Copbots, which are immune to all damage types.

Excuse me?! Are you saying they will be completely in destructible?!

In addition, NPC armor will be damaged during combat, just like player armor. This means that against some highly armored NPCs, players will first have to „burn down“ their armor before the NPC takes real damage.

I am unsure what exactly you mean. That say a WB will take little dmg for a proportion of it's hp then it will suddenly take more?

Carnage
15-09-06, 16:06
read again


This allows the creation of NPCs that, for example, can only be harmed by one specific damage type, but also NPCs like Copbots, which are immune to all damage types.


This is an EXAMPLE which posibilities we have with the new NPC Armor System.
Or have i missed the line where Snow said "Copbots will be immune to everything" ?



I am unsure what exactly you mean. That say a WB will take little dmg for a proportion of it's hp then it will suddenly take more?

right.
or if your damage is too low, you will only decrease the armor and no reducing of the healthpool until the armor is gone.

Dribble Joy
15-09-06, 16:09
So... you mean a Copbot will be immune to dmg untill you break it's armour?

Fair enough, but it seems a little daft and would have to be balanced right so it doesn't take an hour to kill one.

Pantho
15-09-06, 16:11
So... you mean a Copbot will be immune to dmg untill you break it's armour?

Fair enough, but it seems a little daft and would have to be balanced right so it doesn't take an hour to kill one.

It already does take an hour - heh,

The Armor things seems pointless and complex. I dont see a point of the balance that is needed to re-work the Copbot armor.

-Can we have a pure balance thread and ideas please, about Inter City raids

Mighty Max
15-09-06, 16:13
No it sais, it could be used to make such copbots, it doesn't mean that those examples would be used in the all day life in the city.

Glok
15-09-06, 16:44
The armor thing... I see it like this:

Say you do 40 damage per shot as a midlevel char. Certain mobs will have armor that always absorb a certain amount of damage. So if you attack a mob with 30 armor you will take 10 off it's health each shot, but if you attack a mob with 50 armor you will have to completely destroy it's armor before you can kill it. Is that right?

Carnage
15-09-06, 17:04
The armor thing... I see it like this:

Say you do 40 damage per shot as a midlevel char. Certain mobs will have armor that always absorb a certain amount of damage. So if you attack a mob with 30 armor you will take 10 off it's health each shot, but if you attack a mob with 50 armor you will have to completely destroy it's armor before you can kill it. Is that right?

Lets say if a Level 10 character attack a Level 10 NPC, a part of his damage will be reduced from the npc armor. But at the same time, the npc armor against this DMGType will sank and the runner makes more dmg each shot.

If a Level 10 Runner attacks a Level 50 NPC, the NPC Armor is so high that it absorb the whole damage and the npc armor against that DMGType sanks with each shot.
If the armor is reduced (lets say on a level from a CR 20 NPC) u start to do damage on the npc.

Thats only an example !

Glok
15-09-06, 17:06
Even better. And complex enough to be worthy of an NC system. :p

Bishop Yutani
15-09-06, 18:01
nice work. NPCs are always overlooked. Even WoWs NPCs suck.

giga191
15-09-06, 18:04
so it's a kick in the nuts to players who spec for lower dmg weapons?

how does the xp system work with this, is it still going to be linear or will it increase in rate as the NPC gets lower armor?

Glok
15-09-06, 18:15
It's not speccing for lower damage weapons, I think it is based on combat rank. If you are worried about 120/120 mobs, the 76/63 hyb and the 52/64 HC tank should be on nearly equal footing.

Carnage
15-09-06, 19:04
so it's a kick in the nuts to players who spec for lower dmg weapons?


If you mean players who want to kill a Warbot with a combat knife, than yes.


how does the xp system work with this, is it still going to be linear or will it increase in rate as the NPC gets lower armor?

As i know there is no change, you will get xp based on how much dmg you do per shot. But im no coder, im not sure about how exactly the system is calculating the exp.

yuuki
15-09-06, 20:53
why do you introduce an armor system that totally jeopardizes the balance you just made with the weapons? o_O

if i have a very high damage output (eg an apu) i'll make the kill before i have destroyed the armor. that means in the end i have to deal less damage than someone using a low dmg per shot weapon, e.g. a liberator, who has to first destroy the armor and then deal the damage to the target.

dot is a worthless measure to balance anything unless you introduce armor that decreases dmg by a percentage. an absolute value just makes everything much more complicated and as giga said is a kick in the nuts for players speccing low damage per shot weapons :mad:

Glok
15-09-06, 21:24
yuuki if the theoretical APU and libby-user have the same combat rank they should be equal for the purpose of mob hunting. Of course APUs naturally have a higher damage output so would kill the mob faster anyways.. (100% vs 75% or whatever that was for all weapon categories)

yuuki
15-09-06, 21:36
the apu kills faster due to higher dot and additionaly due to higher dmg per shot which was not considered during balancing.

if the player armor works with absolute deductions as well you'll have your legs broke while the ones of your enemy are still half intact, even with the same dot.
that doesn't sound much like a balance to me tbh even if you have to deal the same amount of damage in the end.

besides cr is a very bad measure as well as it largely depends on what (weapon)class you are.

Glok
15-09-06, 21:49
Player armor?? This is mob armor no?

And APUs kill shit faster now... and always have... does balancing mean making every class generic? I hope not. :(

giga191
15-09-06, 23:26
As i know there is no change, you will get xp based on how much dmg you do per shot. But im no coder, im not sure about how exactly the system is calculating the exp. is this the same for loot priority?

and if armor only works against a certain dmg type, would you get more total xp from that mob if you used that dmg type since you have dealt more total dmg? or is the resist system still in place?

yuuki
15-09-06, 23:37
assuming 4k health for mob and 2k health for a lvl 50 armor using the following weapons, i left the armor value constant cause it's just for illustration and i didn't want to calculate much :p

Rare-Variation: Liberator
TechLevel: 91
Aim speed: 1.48 (68 %)
Aim precision: 2.52 (62 %)
Clip: 40 Shots
Real Firing Frequency: 201 / Minute
Range: 100 Meters

Damage per shot: 57.75 (Piercing)
Damage per minute: ca. 11581


deals 50 dmg to armor => armor gone after 12 secs (40 shots)
after deducting armor deals 7.75 dps until armor gone=> damage dealt 93
deals 57.75 dps => time needed 21 seconds (68 shots) + 12 secs + 5 secs (reload 2 times)= 38 seconds


Ionic Shotgun Pistol
Category: LowTech Pistols
TechLevel: 95
Modus: Double Shots
Aim speed: 1.44 Seconds (64 %)
Aim precision: 2.36 Reticule size (59 %)
Clip: 2 Shots
Real Firing Frequency: 15 / Minute
Range: 110 Meters
Ammo: Ionic Shotgun Shells (Piercing, X-Ray), 24 Bullets, 432 Gramm

Damage per shot: 769.83 (Piercing)
Damage per minute: ca. 11548

after deducting armor deals 719 dps => time needed 24 seconds ( 6 shots)


60% more time taken is a pretty big difference, considering both weapons are of the same class and roughly the same tl and thus should be pretty much balanced.

/edit erm miscalculated on 1st post cause was sleepy, still a big difference :p

Glok
15-09-06, 23:41
Dude that's some kickass math but... if KK got it that screwed up.. eh it's happened before. :lol:

silent000
16-09-06, 00:03
IMO keep it how it is, KK plz dont take this as offence or a flame but u are getting to excited with this balancing, you are seriously gunna fuk summit up, u always do =/

But yes im not flameing im just getting my point accross this is an open discussion and my view is keep them how they are!

NAPPER
16-09-06, 05:23
So when you finally break the armor and then finally kill the COPBOT will it drop anything like it did in nc1

Safunte
16-09-06, 15:16
things to consider:

"hybrid" type characters, not monks specifically, but classes that like to spec multiple things, would then have a terrible time leveling because they weren't generic.

If someone is low level and hides and shoots at a doy bot until it finally breaks its armor, and a high level comes up and kills it, did that low level get ANY experience (other than con) and, if he did more theoretical damage while killing the armor than the higher level, does he get loot?
or is that based on a percentage of health loss?
and kill money is also an issue.

i see the "those were my mobs" line being used alot more...



and if this is going to be followed through with, make burst style weapons group their damage per burst on mob hits. (instead of an automatic pistol taking 20 b ursts to break the armor before doing damage, it can group the 4 shot bursts damage into one before calculating the healthloss and armor % drop of the mob)

LiL T
16-09-06, 17:30
yuuki if the theoretical APU and libby-user have the same combat rank they should be equal for the purpose of mob hunting. Of course APUs naturally have a higher damage output so would kill the mob faster anyways.. (100% vs 75% or whatever that was for all weapon categories)

Which is how it is now and thats how it should be, higher TL weapon will kill npc's faster, stuff like the libby is used in pvp because the user decided he/she wanted a better defensive setup. Though sadly the libby seems to suck so much the extra defence means nothing since you will have a hard job killing anyone with it. Thats what i hope they will change with balancing, currently a hightech user can get just as good defence as a lowtech user, I'm thinking hightech PE's here.

Lowtech PE's get damage boost but so do hightech PE's if they setup for it.. Imo thats wrong, slasher, executioner, xbow and judge with DB = overpowered, a judge with damage boost is like a mini CS and the xbow with damage boost OMFGWTFBBQ.

Tickles
16-09-06, 18:52
I don't mind this whole armour change thing as long as it doesn't effect the way that xp, loot rights, and kill reward is calculated.

As long as 100x units of health meant 100y of xp, 100z of money reward as it is now only becomes 50x of armour health and 50x of body health means 100y and 100z, then i'd be fine with it.

If this change happened then the xp reward per shot would have to be based on xp gain per damage of armour health = xp gain per damage of body health. Same for money reward.

If it was reworked to that, then i'd be happy with the change. That way altho mobs will hav armour and initially will take less health damage, u'll still be getting consistent xp per shot as long as you are using the same weapon etc.

I'd be very pissed off and im sure alot of other ppl too would be if the exp gain, money reward and looting rights were only dependant on npc BODY health loss as opposed to body health loss and armour health loss.

Tickles

ZoVoS
16-09-06, 19:06
gimmi a few mins im making a xls doc that will work how i asume they mean


Enemy HP Enemy armour Enemys armour rating
1 6000.00 10000.00 200.00%
2 6000.00 9000.00 180.00%
3 6000.00 8000.00 160.00%
4 6000.00 7000.00 140.00%
5 6000.00 6000.00 120.00%
6 6000.00 5000.00 100.00%
7 6000.00 4000.00 80.00%
8 5800.00 3200.00 64.00%
9 5440.00 2560.00 51.20%
10 4952.00 2048.00 40.96%
11 4361.60 1638.40 32.77%
12 3689.28 1310.72 26.21%
13 2951.42 1048.58 20.97%
14 2161.14 838.86 16.78%
15 1328.91 671.09 13.42%
16 463.13 536.87 10.74%
17 -429.50 429.50 8.59%
18 DEAD 343.60 6.87%


argh i can do that by elliminating anyhting ver 100% but i cant work out how to make numbers over 100% to act as reducing factors eg 300% means armour takes 100% od the damage but defends its self by 66% meaning it only takes 33% of the damage

-=thats the third way im trying to work out... there probably going to use the first neway wich was simple to work out. i want it to be much more inteteresting=-

Kierz
17-09-06, 15:06
Just wondering but what exactly is this balancing.. I just think you're wasting time personally =/

If it's not broken, don't "fix" it.

Zheo
17-09-06, 16:55
The armour system for mobs sounds alot like the armour system from Cyberpunk 2020? Did Reakktor borrow an idea? Hehe good idea though I always though it should be more like the NPC armour, however:

Will it be the same for players? - No because your armour would need replacing every thirty seconds! But at least you can do it for mobs heh sounds good to me, it means that if you attack with a low level weapon it wont actually do any damage until you break the armour, but if you use a high level weapon it'll take damage as well as break the armour.

yuuki
17-09-06, 21:27
after a lil matlab programming i came up with the following numbers ( this time exact, dmg is truncated)

----------------------------------total damage needed to down foe
mobhlth--armorhlth---armorresist---liberator-----ionic shotgun pistol

4000------2000----------25---------5428-------------4619
4000------4000----------25---------5890-------------4619
4000------8000----------25---------6352-------------4619

4000------2000----------50---------5890-------------4619
4000------4000----------50---------7161-------------4619
4000------8000----------50---------9009-------------4619

4000------2000---------100---------6006-------------4619
4000------4000---------100---------7854-------------4619
4000------8000---------100--------11204-------------4619

now remember that the two weapons are of roughly the same tl and thus deal about the same dot.

Q: which weapon seems to be a weee lil bit better? :lol:

for the ones that still don't get it, hi frequency weapons need to deal an insane amount of damage to low armored foes, so they are about equal to low frequency weapons against medium armored opponents and not too usefull against hi armored ones. :rolleyes:
(which btw would still be unfair, cause a capped char doesn't want to hunt rats and flees, but high lvl mobs)

Darkana
17-09-06, 22:16
I doubt there is an absolute armor value which is subtracted from the damage, because this leads to the effect described already (and favors weapons with higher damage each shot).

However, even if you work just with percentages, you may end up with weapons not able to penetrate a mob, because of the resolution of the damage/HPs. Let me make an example here:

HPs and damages are rounded to integer values, means they have no "sub-HP"-scaling. If you have an armor rating of 90% vs. a certain damage type, and you deal only 8 damage in total, 0.90*8 = 7.2 absorbed damage or 0.8 damage, which goes through. The rounding determines then if that results in 0 or 1 damage done to the mob. Furthermore, the armor has an absolute condition of lets say 200, then 7.2 (either 7 or 8, see damage dealt) is subtracted from it, rendering it to 193/192, respective. That in turn reduces the armor, 193/200*0.9 = 0.8685 (~ 87%), which will lead to 1 damage for sure with the second shot, regardless of dealing damage or not with the first one.

Anyway, this is just an assumption like the other showcases here; the information given to us is too fuzzy for any specific approach (or we just interpret the wrong things into it).

Edit: Btw., this approach will not "reverse" any weapon damage, guns with more damage output (in total) will kill mobs faster (although I did the calculation with floating point numbers, dunno how the NC system will work).

ZoVoS
17-09-06, 23:08
the problem is low damage weapons shouldnt beable to penetrate high armoured things. but should do greater damage to low armoured things

people should blast of armour with huge blobs of plasma and rockets n fusion balls then displase some internal organs with a few thousands gattlin shots

Dribble Joy
18-09-06, 03:13
HPs and damages are rounded to integer values, means they have no "sub-HP"-scaling. If you have an armor rating of 90% vs. a certain damage type, and you deal only 8 damage in total, 0.90*8 = 7.2 absorbed damage or 0.8 damage, which goes through. The rounding determines then if that results in 0 or 1 damage done to the mob. Furthermore, the armor has an absolute condition of lets say 200, then 7.2 (either 7 or 8, see damage dealt) is subtracted from it, rendering it to 193/192, respective. That in turn reduces the armor, 193/200*0.9 = 0.8685 (~ 87%), which will lead to 1 damage for sure with the second shot, regardless of dealing damage or not with the first one.
I think that's partly why the absolute damage values given as examples so far have been so high. Even the lowest tl weapon is going to have base dmg in the hundreds, rather than single or double figures.

Toxen
18-09-06, 11:23
Kept quite on the balancing forum for a numer of reasons.

But now seeing the current list of proposed npcs changes which works in opposition to other proposed changes to weapons. I really must chime in.

This balancing has got to a stage where it can no longer be done in a pen and paper write it all out before hand style. It needs to be implemented in stages on a test server so that adjustments can be made rather than making assumptions on how something is going to work. Its better that than implementing another system of neocron that once hits people will think is totally unbalanced and wrong again.

Pantho
18-09-06, 18:03
Maybe thats why the test server opens in about 30 days?

Dribble Joy
19-09-06, 13:14
On a side note; Are there plans to balance the mobs? Because some are just way too weak and others way to strong. For example: Fire mobs are far too weak, a PE can probably kill a grim percy without cover. I soloed four doomreapers at the same time yesterday without heals, a shelter or resist buffs, which for a lvl 76 mob seems a little daft.

Toxen
19-09-06, 13:25
Maybe thats why the test server opens in about 30 days?


You can tell i've been out of the loop can't you, eve is so damm addictive

LiL T
19-09-06, 13:32
On a side note; Are there plans to balance the mobs? Because some are just way too weak and others way to strong. For example: Fire mobs are far too weak, a PE can probably kill a grim percy without cover. I soloed four doomreapers at the same time yesterday without heals, a shelter or resist buffs, which for a lvl 76 mob seems a little daft.

No PE even with 200 total resist can solo a grim without cover, I know becasue I have tryed it, full inq 2 and titan vest with med fire belt. Its just to hard to do, the AI of mobs is dumb though and they are to slow, BTW 200 resist is like next to no difference at least when fighting fire mobs they will still kill you..

Dribble Joy
19-09-06, 13:40
Full DB (which you can apply from outside their aggro range) means you can kill one in about 4-5 xray judge clips, which doesn't take long. With a slasher they'd go down even faster.

Clearly removing DB from PEs will help, but the difficulty is still too low.

Glok
19-09-06, 13:45
btw I suggest you math pros lay off until you know how KK is actually applying what they have only stated so far in words... I doubt the resists calcs are that freaking biased... 8|

Oh a PE can solo a grim without cover, but you have to have a nice open space to stay out of range... I do it all the time on my PE.

LiL T
19-09-06, 14:09
No just No a PE can't solo a grim with no cover, don't give them fucking ideas plz, or else next we will need ppus to kill grims...

Glok
19-09-06, 14:19
LOL ok then ummm my PE dies in 2 hits from a grim WTF??? :confused: :confused: :p

Doc Holliday
03-10-06, 07:37
LOL ok then ummm my PE dies in 2 hits from a grim WTF??? :confused: :confused: :p


your pe needs to be nerfed then. he should die in one hit. :)

Great news on the npcs. Please tho can the spiderbots get fixed so they cant shoot half way accross the zones :)

Pantho
03-10-06, 09:19
your pe needs to be nerfed then. he should die in one hit. :)

Great news on the npcs. Please tho can the spiderbots get fixed so they cant shoot half way accross the zones :)


I second that, NPC Range Fix's -

Also , in J-01 there should be a 127/127 Flamer mutant spawn'd at 00:01 evvery night, to keep the newbs ammused... :)

ok ok , but we still need a 127/127 flamer mutant ..... Imagin him facing the Hurler king..


hmm

Pantho thinks of a even where you bet against which mob would win 1 v 1 ,... And spawn them all in a massive Royal rumble room :D

Jagrfelm
03-10-06, 12:40
Pantho thinks of a even where you bet against which mob would win 1 v 1 ,... And spawn them all in a massive Royal rumble room


Now thats something id like to see! Im with you, Pantho.

Pantho
03-10-06, 12:43
Now thats something id like to see! Im with you, Pantho.

Thats a daring statement

Glok
03-10-06, 14:29
Also , in J-01 there should be a 127/127 Flamer mutant spawn'd at 00:01 evvery night, to keep the newbs ammused... :)Even better have him spawn in the bunker walls. That used to drive me nuts.. or bots in the walls in TH cores or psi muties in the walls in aggies. :D

Pantho
03-10-06, 14:50
Even better have him spawn in the bunker walls. That used to drive me nuts.. or bots in the walls in TH cores or psi muties in the walls in aggies. :D

DOWN GLOK DOWN!

pffft, lol...
I think there should be a Doom Harbringer with Triple health carrying a MC5 Tech Part, in another MC5 type building -

Imagin a Doom harby in that small room

blackpheonix
03-10-06, 15:13
DOWN GLOK DOWN!

pffft, lol...
I think there should be a Doom Harbringer with Triple health carrying a MC5 Tech Part, in another MC5 type building -

Imagin a Doom harby in that small room

it would have to be a super fucking rare item coz no one would fight it :p

Glok
03-10-06, 15:17
Have you guys ever tried fighting the doomie with a melee char? Circle strafe and he can't even hit you. :lol:

Granted I did that a long time ago.. maybe it's changed.

Doc Holliday
04-10-06, 09:52
Have you guys ever tried fighting the doomie with a melee char? Circle strafe and he can't even hit you. :lol:

Granted I did that a long time ago.. maybe it's changed.

he doesnt fire that fast does he? just move when he shoots. and i do mean move. back in the day we would go to crest village to fight them dudes for a bit of practice moving and retaining lock for pvp. ^^


Pantho your fixation with the monsters fighting each other is scary but entertaining. it would be fuckin hilarious to have a fighting ring where the gms can run bets and we can win/lose money. helps with the economy i guess.

Jagrfelm
04-10-06, 10:48
Hey yeah, thats a great Idea, Doc. Ill bet on the Doom Harbinger! :D

Pantho
04-10-06, 13:31
NANANA Better Idea -

We have to challenge a MOB To solo kill , Be it a Harby, a Hurler king, or w/e -

We have to see how low HP we can get it before we die / kill it.

Afterwards the GM gets to try it, with is 255 in all skills, and capped resists...(No holy shelter/holy light tho lol) -

Bet i can kill a doom harby on a apu hyb lol or a PC PE

blackpheonix
04-10-06, 13:47
NANANA Better Idea -

We have to challenge a MOB To solo kill , Be it a Harby, a Hurler king, or w/e -

We have to see how low HP we can get it before we die / kill it.

Afterwards the GM gets to try it, with is 255 in all skills, and capped resists...(No holy shelter/holy light tho lol) -

Bet i can kill a doom harby on a apu hyb lol or a PC PE

i pick a rat :) :p

Apocalypsox
04-10-06, 16:11
ill pawn a warbot titan on warbot titan x in 3 hits lawlio :D

Kierz
05-10-06, 08:24
I once saw a FFA between a decayed brute with some beasts (doing aoe damage), 3/4 droms (also aoeing/suiciding), some wolves and a couple of warbots :D
http://snow.prohosting.com/kierz/ffa.jpg

Pantho
05-10-06, 10:28
i pick a rat :) :p

You'll Still die

CHA0S
05-10-06, 11:56
Are the drops from dead npc's gonna be different or still only gonna have rare parts in the hardest of npc's, and still the chance of getting a rare part is slim to none.

Will drops include other items ie mech npc's drop imps lvl 3's instead of rare
for an example 1 out of 5 kills of warbots will drop either a lvl 3 imp or rare part?

just an idea/thought

k thx

Pantho
05-10-06, 12:00
Are the drops from dead npc's gonna be different or still only gonna have rare parts in the hardest of npc's, and still the chance of getting a rare part is slim to none.

Will drops include other items ie mech npc's drop imps lvl 3's instead of rare
for an example 1 out of 5 kills of warbots will drop either a lvl 3 imp or rare part?

just an idea/thought

k thx

LVL 3 Imps in Warbots, Really promoted Player to Player trade. This new FSM way only makes me have a BT and TT alts. :)

Dribble Joy
06-10-06, 14:23
Or at least remove the necessity for the cst licences. No point hacking into another faction DB only to find you need their or another FSM to build what you wanted.

Heavyporker
06-10-06, 18:06
I once saw a hovereye face off against a Decayed Brute and two Desert Reptiles.

The Brute and Reptiles lost, badly. The hovereye didn't lose more than 20% health.


I wonder how such a fight would go down with this mob rebalancing.


Also, I must ask... will there be more badass botanical mobs and Squids? And will they seriously get balanced (read: boosted massively) Because, frankly, they're a couple of the coolest mobs ingame, and they're so damn WEAK even for their level! Damn!

I swear, even a 0/2 newbie with a rifle can pwn a Swamp Squid inside of a minute. *sigh*

Safunte
07-10-06, 04:57
i'd like to see mobs in the water... and you know, being able to pull weapons underwater but still have ti so only lowtech projectiles can travel through it.

giant squid(mutated by radiation)...fish(mutated by radiation)...underwater plants... i dunno.

Heavyporker
09-10-06, 20:29
Actually, most projectiles (read: weapons) do extremely poorly in water. Electronically controlled weapons are right out.


If you don't believe me, watch that Mythbusters episode where they explored how well bullets travel into water. Long story short, the bullets can't even travel more than a foot without shattering or losing most of its momentum.

Low-tech melee weapons like spears or knives or even ranged weapons like harpoons would basically be the only realistic weapons to use in water. Now, there's the chance of using sealed mines or grenades, but these would have to be gravitionally propelled or perhaps from a pneumatic or spring-loaded launcher.


Anyways, back to the topic: There hasn't been a reponse to my question about the poisonplants and swamp squid/stranglers being boosted, since the way they are currently makes them very weak despite their level.

Doc Holliday
10-10-06, 07:44
ive been spear fishing an that was hard to shoot anything more than 6 feet from you. agreed with what hp said. i dont need to watch shit like mythbusters tho :)

Pantho
11-10-06, 16:57
I like the way the 13/13 Swamp Mages spawn 45/45 Mobs :)
Its the only mob i now that spawns Higher lvl mobs than itself.

although makes sense.. If you was gonna spawn a Bodyguard, it wouldn't be weaker than yourself

Kierz
12-10-06, 01:46
although makes sense.. If you was gonna spawn a Bodyguard, it wouldn't be weaker than yourselfin one of the jones missions a load of 1/1 thugs or something spawn ontop of you/mrjones and he thanks you for saving him... and he's 120/120 tbh =]