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View Full Version : Run Speed, Implants & verious other bits.


Zheo
10-12-06, 20:36
At different times run speed is faster/slower, at different times implants give more/less for example my gamma bones (all 120/120) Gave me 35 xray resist one day, 40 at 2pm today, and now at 7:30pm 41. However they state only providing 33 xray resist in total.

Aiming speed is too slow on pistol, rifle, apu, and tanks, the more down the line (eg tanks) have the worst or "crappiest" aiming and it makes the game simply unfun!

Weapons either do too much damage, or resists don't do enough. IMO I can kill my mates spy in three hits, and his apu in four. I think it basically takes between 3-6 hits to kill someone with the "Weapon of choice"

Xbow does around 190 while ROLH does around 285, not sure if thats how it should be considering there is only +5 TL.

APU's can get combat rank 127 however tanks are pretty much stuck at around 62. (that just sucks cos I want a *** tank)

Sometimes APU spells don't cast, it's not they mis-cast or fail they just don't finish casting, and it takes a few minutes or zoning to fix it. Not sure if that's just the server being crappy though.

Probably some other stuff i haven't remembered...

CMaster
10-12-06, 20:43
I had a similar thing.
AT one point today my new pistol PE, while on x-beast was incapable of wearing Duranium Choker - later in the day however, he was. Equally, my HC PE has been wobbling between 81 and 82 strength. WTF is going on KK?

Apocalypsox
10-12-06, 22:15
Same with my PC PE....his drugs and imps/PA bounce him between 103 dex and 106...

Dribble Joy
10-12-06, 23:35
I haven't yet noticed it with imp bonuses, but I have with hp. DJ fluctuates between 982 and 1024.

Slynis
11-12-06, 16:39
i think they have been changing some implants cos they were bugged, and for the 127 rank on monks its actually just a bug and everyone can get it :/
and tanks can go up to 75 using hc weapons all depending on the weapon and how much u sacrifice to get those xtra hc and wpl points.

but i agree the dmg from the weapons and the resists are a bit overpowered or underpowered . but then again its like an entire new game and there is still alot of stuff that needs to be tested and changed . But u can still tweak your con a bit since my PE only takes 180 from rolh :P
'
best way to help out right now is just testing all the stuff and keep on tellin em what u think about the different items. but take this for an exampel , how many armor combinations have u tried ?

Gulinborsti
11-12-06, 18:21
Well, even subskill values "wobble". My WPL on my H-C tank was 99 (90 base + 9 from imp) yesterday, today in the morning it was 100. Seems that the imp improved over night ;)

I am pretty sure all this mess with implant boni is based on the fact, that imps will give lower boni when they wear of in condition. But the maths are not yet working as they should...

Zheo
12-12-06, 20:30
Nothing should change unless they patch the server as far as i know.


Tank - HC
*Much Faster Aiming.
*Smaller aiming circle.
*Reduced Penalty in Athletics/Agility (mainly athletics)
*Sorted Damage so that higher TL weapons do more than lower TL.
*Increased Bonus on Low Tech weapons as Hi Tech cap easier even with much greather TL
*Armour balanced so that one section doesnt have 160 energy while another has only 110.
*CS fixed so it fires faster or fires less rounds (perhaps alter it to fire two blobs like the judge and make judge fire 4).
*Introduce WOC HC weapons.
*Sort PA out so that Camo doesn't give poison and fire, make it more like the WOC pa, OR make WOC pa MUCH MUCH CHEAPER eg around 800k. or (650/700k with barter)
*Fix implants so that give a bonus that doesn't alter every hour!
*Fix runspeed so it doesnt alter every hour!
*Lower Damage of weapons to increase fight length

Tank - MC
*Remove HC penalty from PA replace with athletics/endurance/agility like HC pa. ATM it is unfair that MC users get no penalty from pa (since they wont be hybrid with the lack of hard caps now, while HC gets around -30 athletics/agility).
*Slow MC Tanks down.
*Fix similar problems that HC has such as armour bonuses.
*Lower Damage of weapons to increase fight length

Spy - Droner
*Reduce damage of Revenge to 2 shot kill not 1.

Spy - PC
*Check damages of weapons some seem to do more damage than others, though this might change with the hour etc etc.
*Self testing showed Xbow to do 170 damage, while ROLH did 285, while someone else managed to get 205 damage with XBOW (keep in mind my pe had all WLP and as much PC as i could give him)
*Decrease endurance drain.
*Give Spy all shields or nano defenses as spies are WAY TO WEAK!
*Faster aiming.
*Needs energy resist armour. like Duranit.

Spy - RC
*Much Faster aiming.
Same problems as pistol spy. with endurance etc, and armour balancing.

Monk - APU
*Much Faster Aiming
*Faster Cast Rate
*Fix issue with spells fizzleing all the time (even when not moving and target not moving)
*Poison armour.
----------------------

Anyone feel free to add or dispute my points stated here it's not complete since I can't be arsed to test every single little thing myself and since the test server is bugged to hell.

Glok
12-12-06, 20:42
*Armour balanced so that one section doesnt have 160 energy while another has only 110.Just want to comment on this one.. why? The whole point of separate armor hitboxes is the possibility and necessity of choosing armors. If they are all equalized why not just dump the armor hitbox system altogether and have our damage to a hitbox based on the total armor? (don't agree damnit! :p)

When I was setting up my PEs con+armor what I eventually decided was to aim for a minimum armor (which turned out to be 135 in every resist except poison) and then if some were higher, great. For example I have 180 enr in the torso, but 135 in head/legs.. and 160+ for/prc in head/legs but only 135 for/prc in torso. So? It's still good resists, perfectly equal and level and boring or not. ;)

edit: poison is 75, all in con.

Glok
13-12-06, 00:31
I don't know if anyone thought I was full of it or not but here's a screenie. Str resists are skilled appropriately (hate the torso business on ALL chars but whatever) I had 75 por but put more in end, it's coming out, the speedgat isn't the stam hog it was before... :D

http://i73.photobucket.com/albums/i213/neosigs/shot0009.jpg

What's with that rank btw? I think it's the psi modules.

Safunte
13-12-06, 05:03
the rank seems to be bugged, i had a 127/2 newb who hadn't pulled anything but fists.

oh and, its the server thats making your values "wobble". This is done by excessive rounding and was prevalent on the neptune server (which is currently the test server). So lets say an xray bone added 2.5 and another added 5.6. Logically we'd say 8.1 and round it to 8. which would happen occasionally, the other times it would be 2.5 rounding to 3 and 5.6 roudning to 6 before being added, changing your 8 to 9. I've noticed it changes after zoning, reloging etc.

Zheo
13-12-06, 07:29
Just want to comment on this one.. why?
It could be done on purpose however it does mean that noobies might get confused!? Also it means you pretty much have to spec for the lowest! I just think it's a little odd that one area gets like 160 and another 110, Why an extra 50 in head or legs? Possible to make damage to those areas less, but why then have the game set to deal additional damage to the head, because it's going to get reduced down by the increased armour!

jini
13-12-06, 08:52
best way to help out right now is just testing all the stuff and keep on tellin em what u think about the different items. but take this for an exampel , how many armor combinations have u tried ?
There are infinite armor combinations.
But there is still the usual theory of resists+armor+locational resists (new to 2.2 now). Or at least it has to be this way. Now if something is bugged in the way to find it, you need to decypher those damage logs... :rolleyes:
This is not a game anymore... it's... science :p

Gulinborsti
13-12-06, 09:58
The problem with imps not showing the correct boni/mali needs to be fixed first and asap. It's really hard to test anything if you have to relog any time you change something to your imp setup to find out what the changes are. And hope that these values are still the same when you relog next the time ;)

At least a small in between patch to resolve this should be introduced within this week latest.

After this we will all have a much easier life testing all the new possibilities those changes introduced and only after this we'll be able to help KK to sort out and balance the whole thing.

atm it's getting more and more annoying, trial and error is not a valid method to balance or even test a complicated scenery like the one we are currently facing on the testserver.

Maybe thats a good time to boot the degrading boni/mali system on imps, which I - personally - don't think is a good idea. Although it's a valid idea for armor and weapons...

edit: typos....

Safunte
14-12-06, 03:51
did i not just explain completely what the problem was? its a server problem, not code. neptune was the same. its got to do with rounding.