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Thanatos
05-02-07, 16:24
Click for Patch Notes (http://forum.neocron.com/showthread.php?t=137838)

Nanite Technology

Nanites are contained in a liquid that can be injected into the human organism, where they can execute different tasks. Nanites are categorized in different classes, providing information about their quality, possible applications and permitted levels of concentration in the human body.

Evolution history:
BioTech has developed the initial form of all nanite classes available today – in the beginning, they were cooperating with the Crahn Brotherhood, who were very interested in this technology. The cooperation ended when their views concerning the usage of the memory unit in the „Class B Nanites“ clashed. BioTech claims that Crahn was planning on using them as military weapon, which lead to BioTech distancing themselves from this type of technology and heavily regulated any follow-up projects.

Therefore BioTech was working alone on the further development of the nanite technology – while Crahn was working on possible uses of the available technology (Class B variation).

Injectors
The injectors have their roots in medicine – they have however been improved to be used outside of sterile environments. Different levels of precision are required for the particular nanite types to prevent damage from friction or pressure.

Users will need a certain level of intelligence and medical knowledge to use the injectors (subskill Implant).

Only the Injector Tool distinguishes itself with very easy handling as it was designed to be used by combat troops far away from their base and medical help.

Nanite Categories

Class A
Prototype for motor function and tolerance in living organisms – no longer in use today.

Class B
First type used on humans. Their size allows them to settle in the human body’s main arteries. Their small memory unit can be used to configure them for different applications. Based on our current knowledge level, Class B Nanites are considered at least questionable by BioTech, as they can heavily strain the organism and rapidly „over-settle“ it. In addition, nanite traces have been found in bodies even years after their use – some studies even claim that gene defects and damage to the genotype are possible.

Variations: The „Class B+“ Nanites have a larger memory unit.

Class C
Prototype for a variation that can be quickly broken down by the body.

Class D
This type is the first real advancement by BioTech. It settles in the whole blood circuit and is programmed for specific tasks during the fabrication process, under heavy security measures – any outside manipulation is impossible thereafter. This type is only used to protect the organism by converting harmful substances into harmless emissions.

Variations: The „Class D (A+)“ Nanites have been created to initialize a controlled release of adrenaline.

Class F
This type represents the currently highest evolution level for this technology – further size reductions seem unthinkable. Using these nanites requires a maximum of precision to prevent any damage to the very fragile nanite structure. In return, the minimal size of these nanites allows very high concentrations in the body, as they do not hinder any vital processes. Other than their predecessors they do not infiltrate the blood circulation, but rather act through the vegetative nervous system – without noticeably irritating it.

Effects on the human organism
Nanite technology offers a broad spectrum of application in the human organism and can execute life-saving tasks – despite this, nanites remain a foreign organism and can heavily strain the organism. For this reason, BioTech has defined a maximal nanite concentration that should not be exceeded, at the risk of causing serious damage to the organism.

Therefore, a maximal concentration of 100 percent has been defined in the game – this concentration can not be exceeded in foreign support (any injection attempts that would lead to a higher concentration fail). Only self-injections allow a higher concentration. This can however have negative consequences.

Applications:

Group 1: Protection Nanites

Properties:
Use Restrictions: Intelligence (INT), HighTech Combat (T-C) and Implant (IMP)
Selfcast: Yes
Foreigncast: No
Technology 1: Cryton SPIT Basic Protection Tool (Class D Nanites)
Technology 2: Cryton SPIT Advanced Protection Tool (Class F Nanites)
Technology 3: Cryton SPPT Nanite Pyrolizer (Class B Nanites)

Explanation:
This technology is based on the principle of transforming harmful energies into harmless ones and ejecting them.

Cryton SPIT Basic Protection Tool
The Class D Nanites could only be efficiently configured for energy groups – therefore only energy combinations are available for this tool. The nanite concentration of one injection lies around 20-25 percent.
- Cryton Mixed PR-FAP Nanites: Force and Piercing
- Cryton Mixed PR-EAR Nanites: Energy and X-ray
- Cryton Mixed PR-BAT Nanites: Fire and Poison

Cryton SPIT Advanced Protection Tool
This tool can use Class F nanites, with considerably better properties – one of them being the configuration for single energy types. The nanite concentration of one injection lies around 10-15 percent.
- Cryton ProForce Nanites
- Cryton ProPiercing Nanites
- Cryton ProBurn Nanites
- Cryton ProEnergy Nanites
- Cryton ProRadiation Nanites
- Cryton ProToxic Nanites

Cryton SPPT Nanite Pyrolizer
This tool uses special Class B Nanites to destroy other nanites and remove them from the body. This process requires an extremely high concentration per injection, which considerably strains the organism. Therefore a rest phase before using more nanites is unavoidable.
- Cryton Pyrolization Nanites

Group 2: Regeneration Nanites

Properties:
Use Restrictions: Constitution (CON) and Body Health (HLT)
Selfcast: Yes
Foreigncast: No

Explanation:
This technology comes from the medical field and was developed to trigger an intelligent adrenaline release that doesn’t strain the organism, to reactivate lost energy reserves.

BioTech EPIT Personal Injector
This tool uses a modification of the Class D Nanites (Class D (A+)), which are able to detect damaged cell tissue and release adrenaline in those areas. The nanite concentration of one injection lies around 40-50 percent. A higher concentration of these nanites would not provide any additional healing, as the amount of adrenaline released into the body can not go any higher than allowed.
- BioTech Regeneration Nanites

Group 3: Purgation Nanites

Properties:
Use Restrictions: Intelligence (INT), Focussing (FCS) and Implant (IMP)
Selfcast: Yes
Foreigncast: Yes
Technology 1: Crahn CIT Basic Organism Cleaner (Class B Nanites)
Technology 2: Crahn CIT Advanced Organism Cleaner (Class B+ Nanites)

Explanation:
This type of nanites settles at specific locations in the human organism to detect and reduce intrusions and manipulations. The Class B variations focus on the heart, the center of the human blood cycle to absorb harmful substances until they are destroyed by said substances. Their derivative (Class B+) operates in the brain to detect and eliminate psychic manipulations.

Crahn CIT Basic Organism Cleaner
This tool allows the usage of Class B Nanites, to minimize temporary damage. The nanite concentration of one injection lies around 30-35 percent.
- Crahn DeToxic Nanites
- Crahn DeBurn Nanites
- Crahn DeShock Nanites
- Crahn DeRadiation Nanites
- Crahn DeContamination Nanites

Crahn CIT Advanced Organism Cleaner
This injector uses the modified nanite type „Class B+“. This nanite type detects psychic manipulations and reduces the duration of this effect. The nanite concentration of one injection lies around 35-40 percent, as the effects are stronger close to the brain.
- Crahn AntiHeal Nanites
- Crahn AntiDeflector Nanites
- Crahn AntiProtector Nanites
- Crahn AntiAbsorber Nanites
- Crahn AntiParaShock Nanites
- Crahn AntiDamageBoost Nanites

Nanite-Technology balancing aspects:

The injectors listed above are – as promised – tailored for the classes Spy, GenTank and Private Eye. However, no class restrictions have been defined, so it is very possible that there is some overlap – we want to implement these tools with logical restrictions to allow several classes access to this feature. However, the high TechLevel versions should only be accessible by the specified classes.

Class Spy:
The Spy receives a protection functionality that can be used in very varied ways. He can support up to 8 simultaneous injections (when using the Advanced series) without suffering any side effects. The strength of this protection is comparable to that of PPU shields.

To prevent possible „Shit-Buffs“ the Spy is the only class that has the possibility to completely neutralize all nanite activity in his body – however he then has to accept a resting phase before he can reapply his nanite protection.

Class Private Eye:
The Private Eye receives some support roles through the tools listed above. They are intentionally different from those of a high level PPU, to prevent them from being replaced or even reach their level of performance. The nanite concentration limits the usage of these roles over a certain time span - therefore this combat support is only a supplement. The support class is and remains the PPU!

Class GenTank:
Thanks to the regeneration nanites, the GenTank can now heal himself independently again. The use restrictions require certain levels of CON und HLT to make sure that the organism can deal with the strain. However, basically all capped players can meet these requirements, so this tool can be used by all classes.


Incompatibility with PSI activity
We will implement the following restrictions at the start of the nanite technology:
- Protection from nanites prevents simultaneous protection from PSI (and vice versa)
- Healing from nanites prevents healing from PSI (and vice versa)


We consider this base concept conclusive and think it fits well into the existing game mechanics – of course some fine-tuning will be required, after all the nanite technology is in a beta phase at best! Should you have any more questions, we will try to answer them as best as we can.

Dribble Joy
05-02-07, 16:39
Not entirely sure of the IMP reqs.. it makes sense from a realism persopective, but the number of people that will use these in combat seems less likely.

We shall have to see though.

Apocalypsox
05-02-07, 16:40
Damnit- Couldnt you have released yesterday? I Got work this morning (For the next 6-8 hours -.-)

silent000
05-02-07, 18:20
Its all a bit confusing i will look more when i got more time but yeh the imp reqs dont look to tasty but i shall test em :D

Lifewaster
06-02-07, 04:34
I've tested these a bit. Results are in the the early impressions section Early impression nanite tests (http://forum.neocron.com/showthread.php?t=137851)

####

I think the Spy protection ones have potential , but the Basic protection combined "energy type" ones have such a lower TL as to be useless compared to the higher TL single type Advanced protection versions. Fully overloaded (150) with 4 shots of all 3 basics only results in approx 7.5% shields vs all , whilst (150) loaded with Advanced gives 15% vs all. However using advanced requires 6 seperately modded modules = awkward.....Perhaps an advanced version of combined "energy types" could be added ?

Also, having the screen stacked with 13 nanite icons is annoying....maybe they could be changed to remain single stacks with just an x1-x12 tag to indicate multiples?

#####

Regarding the heal nanites ,the overload penalty of - body health is also quite severe , since the overload per heal lasts 60 sec , whilst the heal lasts only 30 sec.....this means after 4 consecutive heals you are auto-overloaded. Perhaps the heal duration could change to 60 sec also ?

The heal power seems similar to tl 10 jones heal , nice for APUs/Tanks but the overload problem means that spies/pes will prefer a jones heal. Perhaps the heal power should become stronger then a jones heal, considering the overload problems , in order to make it actually useful to spy/pe.

####

The PE nanites seem particularly weak, the anti-buffs taking too long to actually remove the shield (15 sec after the debuff is cast) and the DOT-removal ones dont really seem that useful since they are all skills which were hardly even used by PPUS in the first place.

jini
06-02-07, 12:30
nanites are fun and a nice idea. Also nice is the theory background that thanatos explained to us :). There is an application situation with those tools, in which basically you can't allow less than 4-5 tools with just one mod per tool, which also compares with the different psi spells for protection, therefore we are equal here (one can say) plus we are getting the extra option to use more mods, but I guess due to complexity one wont be able to use more than 2-3 different ammo per tool. For starters I will try using one mod per tool. So this is fine too.
What certainly needs to be taken care, is differentiation, maybe by using different colouration, so for example, fire ones are red, energy are white and say xrr are orange etc... Also change that horrible sound to something that resembles nanite injection :p
I really want to see how all these make way to the battlefield.

Deflectors/absorbers/protectors: these tend to loose their power way to fast, and mobs knock you out before you can understand whats going on and why. I think losing 15% per hit is way too much, even though we will test it in tonight's OP fight, but please also make it so that when shields reach a specified level, where they become useless make it so that you can regenerate them. Maybe after a certain period of time i dunno, but as they are they lose their effect very fast, leaving you unprotected..

jini
06-02-07, 15:36
100 100
85 95
72 90
61 86
52 81
44 77
38 74
32 70
27 66
23 63
20 60
17 57
14 54
12 51
10 49
9 46
7 44
6 42
5 40
5 38

on the left column, you see what is happening now. On the right what used to happen after getting shot 20 times. Basically, it means that after your 5th shot, your shields are already losing half of their efficiency, essentially leaving you unprotected.

Classes that rely on ppu spells a lot, like PEs and PPUs will suffer from this. Introduce a mechanism of colors, where say, the spell is getting a blue colour indicating that it has reached say, 50% of its efficiency and a Red colouration according to level (say for example 20%) in which you can refresh the shields. Besides spies already can administer more nanaites in their system as it is...

Dribble Joy
06-02-07, 15:57
Right thread?

Anyway, it does suck, and will make high freq weapons like the CS, slasher etc much more poweful.

Either put it back or get rid of this feature.

Lifewaster
06-02-07, 16:03
@ jini

Yes colors would help a lot , currently the only way I can find to effectively to know what tool is using which mod and ammo is to maintain 6 different tools in my hotbar , ordered as force/pierce/energy/xray/fire/poison . This way they automatically re-load with the same correct ammos.

So then when I want to set myself up I know which to cast, for example going into chaos cave I want pierce and poison so I cast the 2nd one and the 6th one 4 times each..... then to change to a energy/xray setup later , I'd cast just the 3rd and 4th ones...etc

But trying to do this with a multi-modded version instead of the 6 seperates would require a lot of messing about in inventory changing ammo and examining to see what dmy type it reads each time etc.

A practical solution might be to just sell single color coded versions of each single type , instead of the default force-only-type.

Lifewaster
06-02-07, 16:19
Right thread?

Anyway, it does suck, and will make high freq weapons like the CS, slasher etc much more poweful.

Either put it back or get rid of this feature.

If your talking about psi shields...

The net shield loss is about 1% per shot from a high TL ..... RE-casting IS allowed once you have lost about 20% of the base shield (ie: your basic absorber gives 36% ....once its down to 29% (after 5-10 hits or so) you should be able to re-cast it to get back to 35%) Its not a case where you must wait till its down in absolute terms from 35% to 15% .....the Criteria is just that the Fresh shield must be 25% stronger then the existing one.
EG: if the base fresh shield gives 25% , then once its at 20% (just down by 5% in absolute terms) you can recast it , since the new shield at this point would be will be 25% stronger then the existing one.

Just get a habit of re-freshing absorber after you take 10 hits or so, and you should be fine I think.

EDIT: There does arise here a problem with nanite vs psi shields since I dunno if you can actually "refresh" nanite shields in the same way as psi ones , not to mention the additional overload issues with doing so......

unreal
06-02-07, 16:31
It might be worth mentioning the item conditions here though while you're doing the testing, something I mentioned a long time ago. Unless it's going to be possible to get those non-rare items (along with many others on the Test Server - not to mention the WoC weapons) to all artifact (120/120) condition (or somewhere near), they'll probably require extra skill point assignments after retail to use them as you can now - no doubt it'll end up being a runspeed nerf. Just something to think about.

Dribble Joy
06-02-07, 16:38
The net shield loss is about 1% per shot from a high TL
It's per hit (so I have understood so far), meaning literally per hit. This means one slasher burst could take it to 44%.

Lifewaster
06-02-07, 16:48
It's per hit (so I have understood so far), meaning literally per hit. This means one slasher burst could take it to 52%.

Hmm, No It seemed more related to total dmg absorbed then per hit. I tested standing in Plaza with a PPU today, 4-5 copbots shooting , my shields were at 85% , dmg per shot/burst was about 40 x4 , each shot reduced the shield by about .20% .....after 4-5 hits (1 bursts) shields had gone down by 1% total to 84% .....it took 40-50 hits before the shield was down to 75% , so I easily re-freshed it each time. All I had to do was refresh after every 10-20 bursts , so every 60 sec when I cast a heal I just re-freshed absorber and I managed to stand there for about 15 minutes without dying.(allthough I was over-specced in armor/con vs energy which meant I remained at 92% overall resist untill my shield actually dropped below 75%)

Also did a small test using the basic protector in chaos cave, it gave 34% , then dropped by about 1% per hit (but these were bigger dmg hits about 200ish I think)

So I'm pretty certain its overall dmg based , not just hit based. So one slasher burst should only drop your shield by 1-2% max.

jini
06-02-07, 16:52
it is per hit, but John should have to clarify this, if its per burst or per hit(shot/bullet) he meant. Otherwise shields are nothing actually. Also per burst is not good either, as in theory a lazar pistol could antibuff you as well. It must be done on a "per damage" basis

Also, since this is nanite technology, get your art dept. to introduce some new and cool gfx, clearly differentiating from psi spells. With colours, maybe bars, maybe nanite cloud that gets thinner and thinner as time passes I dunno, something...

oh, and I believe we choose the wrong day for OP test fights :rolleyes: server is offline

edit2:
@ jini

Yes colors would help a lot , currently the only way I can find to effectively to know what tool is using which mod and ammo is to maintain 6 different tools in my hotbar , ordered as force/pierce/energy/xray/fire/poison . This way they automatically re-load with the same correct ammos.

So then when I want to set myself up I know which to cast, for example going into chaos cave I want pierce and poison so I cast the 2nd one and the 6th one 4 times each..... then to change to a energy/xray setup later , I'd cast just the 3rd and 4th ones...etc

But trying to do this with a multi-modded version instead of the 6 seperates would require a lot of messing about in inventory changing ammo and examining to see what dmy type it reads each time etc.

A practical solution might be to just sell single color coded versions of each single type , instead of the default force-only-type.
remember however Life, that this is how ppus/pes function now.
Oh and We all forget that nanite boxes are too heavy. Way too heavy. you cant just carry all these tools along with nanites, guns and ammo. Overall weight should be like psi spells for the tools, and next to 0 for the nanites. Remember, psi uses psi mana, and psi boosters are very efficient in that area

jini
06-02-07, 17:04
Unreal, us humans understand colours easier than checking readings of letters or numbers. I prefer a system where colouration will indicate type and gradation will indicate % of shields. From a said threshold (e.g say 30%) the coloured shields will start to blink indicating when they need rebuffing

unreal
06-02-07, 17:13
I haven't said there should be no colouring have I? I favour the extra colours personally. Rather random post aimed at me. (Apologies for the slight hi-jacking caused by jini though. ;) Quote me or don't bring me into it)

Lifewaster
06-02-07, 17:21
New patch notes 164 already up btw.... they are moving fast

calim
07-02-07, 13:33
I just can't solve one thing ...

In the retail version, a spy can improve his resists by eating drugs and then using STR armor and psi spells. So in others words, spy resists are based on how he is rich... first point.

If i red right, in the test version, a spy can now improve his resists by injecting nanites, so in addition of money needs "to live", you'll need ammo and more money to spend for it where a PE could spend nothing ? That's why i would see "shield tools" instead of "nanites injection".

I believe in malus/bonus of each class's competences, but i don't want a tool which use these developped competence to rely on money, that's not fair, especially if it's only for one or two classes.

Safunte
14-02-07, 00:16
Okay, i've been toiling over the fact that nanite heals suck... terribly, and i've come with a fix... since KK isn't a big fan of changing one overhaul with another...

Make the heal injector actually gain in the damage department based on Con, curved more towards 50 con, wherein anything more will do miniscule differences on the heal amount.... dont make it based on health or anything or you'll have everyone speccing the same sweet point amount, and thsi game is about setup variations.

Toxen
14-02-07, 01:34
Biggest worry is the Imp req its going to be a bite on high level hck characters. Make it a token requirement and It would probably be ok but you can't really use it as an exclusivity req.

awkward silence
16-02-07, 14:28
So... how bout setting the PE nanites tools to about 50 fcs intead of 90. ATM they are just a gimp.

Okran
19-02-07, 16:32
I will have a mahousive problem with the new nanite tools IF they are added to the rare pool, or part of a very difficult team based mission reward.

Don't make it a rare please!!

Toxen
19-02-07, 18:07
I will have a mahousive problem with the new nanite tools IF they are added to the rare pool, or part of a very difficult team based mission reward.

Don't make it a rare please!!

Its probably a good idea to assume that like other items in games it will have its normal shop bought counterparts to the rares.

jini
20-02-07, 07:21
Nanites work quite well on spies, I have tried them a lot.
What needs to be done however is differentiation. All the tool seem the same. Make the tools change their color when you insert a specific nanite type i.e white color for energy (the tool, not the nanite box), Or leave the tool as is and write Energy somewhere in the tool icon, or design a thunder icon. Either way, one must know at a glance where is the energy or fire nanites to apply them fast.

Tubby
24-02-07, 12:28
As far as ive seen the nanites work quite well as jini said, but the main problem is that thier very messy and in the heat of battle its hard to use them unless you have 6 of the tools in your belt. Theres been a few people suggesting a rare version or Quest version where the nanites are combined, therefore the higer level chars that would actually want them would also beable to get them without to much fuss. Just a thought.

nabbl
24-02-07, 12:39
As far as ive seen the nanites work quite well as jini said, but the main problem is that thier very messy and in the heat of battle its hard to use them unless you have 6 of the tools in your belt. Theres been a few people suggesting a rare version or Quest version where the nanites are combined, therefore the higer level chars that would actually want them would also beable to get them without to much fuss. Just a thought.

6 tools ? oO

i only got one tool... and thats all i need. (5 slotted of course :) )

jini
27-02-07, 07:26
well, one 5slot tool is all is needed when dueling, but when out in the wasteland? You will go looking in the mess of inventory where the fire nanites box is? Anyway I need you to "pwn" you with mini :p

Sylow
27-02-07, 10:03
I work with two injectors. Before heading to battle, i pull the two nanite kinds i want to use on them, then i can recharge quickly in combat without having to care to switch the load again in the heat of battle.

So, two injectors is the perfect number in my eyes. Everything else is extensive, those 3 seconds of looking for the right nanites in your inventory everybody can spare. (Though, i wish the game would stop shuffling up my inventory again and again. As long as everything is where i put it, nano switching is done in a rush, as soon as my inventory got randomized again, i take a bit longer. )

jini
27-02-07, 10:12
Exactly the reason why I use 6 tools. I am letting the game fuck my inventory all over. And it does just that, no matter how I tide things up. I would use two tools myself as well but these nanite boxes are volatile :p
Again I take the opportunity to stress how important is, colouration of the tool to change according which nanite you use.

Another suggestion for ammo mods would be, to work like all mods work. Say for example, that you assign keys 1...4 for the 4 different mods a gun accepts (scope, laser, silencer, flash) let the 5...7 for the 3 different ammo mods, and for a nanite tool, assign all 5 like from 5 ... 9

...And finally, John, please fix this mess on inventories. You have a very nice in capabilities inventory, that has the tendency to become a mess after a while almost on its own... :rolleyes:

calim
27-02-07, 13:08
Again I take the opportunity to stress how important is, colouration of the tool to change according which nanite you use.

/agree

Color change or something else which can be useful to differentiate it.
This can be done the same way for weapons... :

For example, for a fire loaded rifle, a small red flam in the corner of the quick belt box.

For a "fire protect" nanite tool, a small struck red flam.

There are many many small things like that which could make NC's GUI more user friendly. (means that actually, it's a bit too much "end user oriented").

And now i have one question : what are % stats influence on a nanite tool ? Especially handling and range ?

Serious_Sam
01-03-07, 21:55
But, what if you're colour blind? Is that our own problem for being genetically inferior or can there be an option for us to choose? (I KNOW! IMAGINE HAVING CHOICES!)

calim
02-03-07, 10:58
Can we do something to visually differentiate nano tools please ?

Brammers
02-03-07, 11:27
Or maybe overlay the letters of the current loaded Nanites.

a4nic8er
02-03-07, 11:28
Why? They haven't bothered with the hack/stealth tool differentiation we asked for so long ago.

Brammers
02-03-07, 11:36
Why? They haven't bothered with the hack/stealth tool differentiation we asked for so long ago.

I would like something on my hack and stealth tools as well! :p

The amount of times I've hit the stealth tool instead of the hack tool has been too many.

Or the number of times I've used the wrong nanites in a fight, and ended up dead.

PPU's have colour coded Abosorber, protector and deflectors. Let's have a bit of spy loving as well.

CMaster
30-03-07, 11:53
You are aware that the CIT nanite tools, with their current reqs are only suitable for use by APUs, despite their claimed target of PEs, correct? Its suicide for a PE to pass on that much WEP and to abandon all their psi shields in the name of getting that FCS for the frankly less than spectacular CIT effects. An APU however, already has the focussing and due to the minimal role of PSU can easily afford to spec the implant required. Hey preseto, APUs still antibuff.

Nullvoid
30-03-07, 12:35
I think it's good for apu's to have the option to use nanites. Instead of taking that away, the PE's role needs to be heavily reassessed as they seem to have lost out in so many ways (melee/heavy weapons usage, vehicles, psi shields, nanites) since the arrival of 2.2.

CMaster
30-03-07, 13:04
I made no comment on it being good or bad. Its certainly not any kind of game breaker. I was merely pointing out that they aren't being used by their supposed target class but another one. Still, I see no reason why monks shouldn't use nanites. THey are intelligent enough and hell, were behind a lot of technologyy development in NC's history - they aren't all releigous nutjobs.

calim
30-03-07, 13:44
Can we do something to visually differentiate nano tools please ?

? :angel:

Dromidas
05-04-07, 19:19
Is there a point in using the TL 100 vs TL 86 ones? TL 100 come out at like 88% and 86 are 94%, I get more resistance from the 94 than the 100s based on looking at the item, I haven't checked logs yet though.. but the 86's were giving 35%.

Dromidas
05-04-07, 23:38
Ok apparently the numbers on the injector are pretty much worthless.. some testing shows tl100 ones much better.

jini
08-04-07, 07:56
We need different colorized nanite tools, according to protection type, different stealth/hack tools. I am still using 6x tools for each nanite and I cant see, how to solve this without making things extremely complex. I tried using 2 and 3 slotted tools, but in the end it was much more complicated than having those extra slots in QB. At least make the tool change its color with the nanite box it has. This will help a lot. Also the subtitles: replace them with icons and colours. Group injections with a small number. Example:
*say you want to inject with 3x energy nanites. a small thunder icon is introduced with a number embossed on it showing nanites applications. It s easy...
Nice icons with colours its not that hard... say fire icon for fire, radiation icon for xrr and so on

solling
09-04-07, 12:37
i use a 4 slotted nanites tool and its really not that difficult. just think a little before u inject urself and look at the nanite bars where ur buffs are then ur fine

jini
09-04-07, 17:35
It is difficult. It might have been easy only if inventories stayed tided, but they are not. Ammo chunks go here and there. Nanites go wherever they like. Junk goes where it likes in a way that it takes 5-10 mins for everything to be a hell of a mess. What's more it take you much longer to cast them nanites, provided you can find the correct nanite box

Eneco
14-04-07, 00:38
how is it that the PE nanites work, I understand the advanced projector, that remove psi effects, but how do the detoxic, etc. nanites work? do they remove stacking effects, or remove damage during the one second they last? because if they removed stacks, they wouldn't be able to prevent very much damage, and if they stop damage during their one second span, then they seem pretty pointless to me

CMaster
14-04-07, 00:53
so if there is no class restriction, then couldnt a apu with INT, imp, and focus use PE nanites without specing any extra points? apu's have the INT capp needed for the tools, i think anyway, and the extra pts to spend there for the imp. and the focus they have from the psi reqs anyway. so is it possible for apu's to use the nanites then? i would test this except i cant extend my acount for a few weeks.

Yes, APUs can use the "PE" nanites very easily. And no PE uses them because to do so cripples both their offence and defence. On teh flip side they really aren't very useful anyway.

Eneco
14-04-07, 01:28
Yes, APUs can use the "PE" nanites very easily. And no PE uses them because to do so cripples both their offence and defence. On teh flip side they really aren't very useful anyway.

if you look i changed my post after i read your earlier posts about apus and nanites. i was just wondering what the PE nanites do anyway, because they don't seem very useful, but you say they aren't, so I'll take your word for it, but what were they supposed to do anyway?

CMaster
14-04-07, 01:49
if you look i changed my post after i read your earlier posts about apus and nanites. i was just wondering what the PE nanites do anyway, because they don't seem very useful, but you say they aren't, so I'll take your word for it, but what were they supposed to do anyway?

I was wondering about the edited posts.
Anyway, with the "basic" tools you can remove various negative effects. Parashock, stacks etc. The advanced tools let you remove shields from people- ie antibuff nanites. But of course you have to run right up to someone for it to work, and then there is a delay. And only one shield at a time. No idea what all the different levels do, my guess would be higher level = quicker acting.

Eneco
14-04-07, 02:06
I was wondering about the edited posts.
Anyway, with the "basic" tools you can remove various negative effects. Parashock, stacks etc. The advanced tools let you remove shields from people- ie antibuff nanites. But of course you have to run right up to someone for it to work, and then there is a delay. And only one shield at a time. No idea what all the different levels do, my guess would be higher level = quicker acting.

okay, i think i get it now, the basic ones remove stacks from energy, fire, poison, x-ray, and contamination, the only stacking damages in the game afaik. could the contamination possible be the damage stacks from genotoxics? because if so, those nanites are also the only thing which can prevent/block regents damage type (i think), making them somewhat useful. and why implement and anti-parashock nanite a the same time you take parashock from the game :confused:

Safunte
14-04-07, 04:15
I was wondering about the edited posts.
Anyway, with the "basic" tools you can remove various negative effects. Parashock, stacks etc. The advanced tools let you remove shields from people- ie antibuff nanites. But of course you have to run right up to someone for it to work, and then there is a delay. And only one shield at a time. No idea what all the different levels do, my guess would be higher level = quicker acting.


well seeing as the anti-(sheild) nanites need to be stacked to be more effective i'd imagine that the higher level tools need to stack less...

why implement and anti-parashock nanite a the same time you take parashock from the game

Parashock is still in game... in fact i think there are more variations now.

unreal
14-04-07, 04:26
making them somewhat useful. and why implement and anti-parashock nanite a the same time you take parashock from the game :confused:Don't give them the stupid idea of increasing Parashock back to the same old devastating, dull, and overpowered scale it used to be on. :( It's only just finally been nerfed and it already resulted in bringing extra fun in the form of some anti-city players raiding Neocron sectors. Though Neocron still has too many guards.

Archtemplar
14-04-07, 05:10
I agree with a general decrease of FCS on the 'PE' nanite tools. PEs got wicked shafted in 2.2.

Eneco
14-04-07, 05:36
Don't give them the stupid idea of increasing Parashock back to the same old devastating, dull, and overpowered scale it used to be on. :( It's only just finally been nerfed and it already resulted in bringing extra fun in the form of some anti-city players raiding Neocron sectors. Though Neocron still has too many guards.



i wasn't giving them that idea, i just wondered why put anti-para nanites into the game when parashock wasnt used as much anymore, (i thought it was pointless now?) and, of course, i agree with you, i was having fun invading NC the other day :angel: and i also agree that the PE's got kinda screwed over, the PE tools are pointless for PE's instead they can become used by APU's so they really arnt PE tools anymore :(