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Dogface
12-01-07, 06:58
Mob/NPC armor - The char I was using on the test server is a Silent Hunter spy. With this gun I have well over 1000 Piercing and around 200+ force with explosive mod/ammo.
Mad Copbots have a rank of around 50/50 I think? It took way too many shots (way over 8 shots)to take one down and I get 140% damage on my SH with pure weapon lore and 194 RC.. I don't know if anything's been done to their piercing resist, as I didn't test any other weapon type but with the amount of points I invested and the damage I got on other players (which is very high), I did barely any damage at all. This was also the case against launcher cyclops'. This concerns me because a newbie char leveling at MB is not going to have anything near 1k piercing, 200+ force, 194 RC/18X WEP on their character so.. How the hell are they going to manage to take down these mobs?

jini
12-01-07, 08:22
Mob defenses/armor are strange indeed. Animals are almost not protected at all (maybe this was intentional. I see a lot of rationalization with 2.2. Neocron is still a game) WBs have massive resists/armor or whatever. I prefer shooting a Grim than a WB. And TH spiderbots... well no way I can kill those with the lag i get from them shooting me. Just no way.

SnowCrash
12-01-07, 10:14
As it have already been described in the previous balancing discussions the NPCs strengths are equated as following:

1. Biomechanical Creatures (Cyberdog, Cyberguard)
2. Robots (Warbots, Spiderbots, etc.)
3. Mutated Humanoids (Mutant Warriors, etc. )
4. Humanoids (Guards, Quest NPCs, etc.)
5. Mutated Animals (Mutated Rats, etc.)
6. Animals (Dogs, Wolfs, Rats, etc.)
7. Plants

In course of the development of Neocron Evolution 2.2. we have also paid much attention to implement mechanisms that allow us to easily adjust the NPC strengths if this is necessary.

More information about the NPC system can be obtained in the thread Neocron Evol 2.2 - Overview: „NPC System“ (http://forum.neocron.com/showthread.php?t=135742)

Lifewaster
12-01-07, 10:56
Hmm, from my testings, the armor of the Warbots isnt that much harder then other mobs....

Example Rhino gunner hits warbot for 199dmg , hits Grim chaser for 250dmg.

What is noticable is warbot/spiderbot have a lot more hit points then most any other high lvl mobs in the game atm.

Grim took about 10 rhino shots to kill => 2500 health ...... Warbot took about 40 rhino shots to kill => 8000 health ?

Brammers
12-01-07, 11:04
Mob defenses/armor are strange indeed. Animals are almost not protected at all (maybe this was intentional. I see a lot of rationalization with 2.2. Neocron is still a game) WBs have massive resists/armor or whatever. I prefer shooting a Grim than a WB. And TH spiderbots... well no way I can kill those with the lag i get from them shooting me. Just no way.

Last night myself and Lifewaster did a bit of Rhino testing.

1st Target - Some warbots in J04 - We took on one warbot, and it nearly destroyed the Rhino before we took it down.

2nd Target - Some Firemobs in Canyone Reloading Point - Killed quite a few firemobs. The Rhino did twice as much damage to these mobs, compared to the damage done to a warbot. However on the way back to DRT a firemob hit the Rhino, and the Rhino exploded, killing the driver... :eek:

So we need to find a different weapon to fight Warbots.

nabbl
12-01-07, 11:23
yeah they got very good energy resist. a wb has his problems with fire and piercing. my spy makes 1000 dmg per shot with SH

i thought they implemented another new vehicle? maybe that works...

Obsidian X
12-01-07, 11:32
Admittedly my monk is probably not using an optimal con setup, as noone really knows what that is given the shake-up on the testserver. That being said, I took him to J01, and nearly died dealing with a few butchees and cyclops, same happened with my pistol PE. The mobs seemingly have far too many hitpoints, coupled with their better resists. In particular, the judge did the damage of say a TL50 or 60 pistol to a cyclops. o_O

nabbl
12-01-07, 11:34
yeah... its a 50/50 mob. it wont be possible to kill clopses with a 10/12 apu -.-

and skilling some piercing resist is very nice for taking the mutants down.

Brammers
12-01-07, 11:41
i thought they implemented another new vehicle? maybe that works...

There is supposed to be 3 new vehicles, only found 2 of them so fair.

1. Next observer prototype - Low requirement scout glider with passenger seat.
2. DoY Chaincraft 4x4 - Like the reveler and the Next ER Chaincraft 4x4 V1 but it has slightly higher reqirements to drive, and has a gatlin gun that fires ion ammo. (Like the DoY Scout bots did) - You can get the key from the Vehicle smuggler in DoY Sector 1 (TG Sector).
3. Rhino V3 - Supposed to have a raygun cannon, but I haven't found the key for this yet.

jini
12-01-07, 16:15
As it have already been described in the previous balancing discussions the NPCs strengths are equated as following:

1. Biomechanical Creatures (Cyberdog, Cyberguard)
2. Robots (Warbots, Spiderbots, etc.)
3. Mutated Humanoids (Mutant Warriors, etc. )
4. Humanoids (Guards, Quest NPCs, etc.)
5. Mutated Animals (Mutated Rats, etc.)
6. Animals (Dogs, Wolfs, Rats, etc.)
7. Plants

nice... so I was right...
Can't imagine the nightmare it will be to kill a y-Rep lol ;)
Any news about the fps killing you get when shot by spiderbots?

Dogface
12-01-07, 16:51
I made a thread about the exact same problem with the FPS thing jini. Aparently nothings changed and it's normal? I fail to believe that it's normal, my FPS isn't affected in 2.1 yet I can not even face fighting mobs with high frequency weapons because my FPS just disapears. If this is how it's going to go live then me and 2.2 are going to have some issues.