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jini
17-02-07, 09:05
This also answers some of your concerns Seraphin, too...

Ok after last patch freezes while getting shot vanished, and this allowed me to enjoy 2.2 to the max. I perfected setup for my pistol PE, and I am about to finalize setup for my rifler spy. Shortly after I will try making a h-c Tank as well.

From all these, pe is by far the strongest (my setup rules), yet its the rifle spy I enjoy the most (nabbl you were right to play him;)). With this latest incarnation patch, rifles are sooo much fun, Kudos to John. John and the team of programmers have done a wonderful job in programming, I think a lot better than what was done in the past. Never before rifles and spies could be played like this. From all the rifles, the FL is what I like so far. There is a reason for this, maybe it slipped from KK, but this guns frequency caps at 250, or 50 more from CS, making it soo much nicer/better. I haven't tried the rest, but as a FL user on Terra, I know how much better FL on 2.2 is. And not only FL. The AK, the rare gat (so fun), the SH that finally works as intended, the DISRUPTOR (hilarious) and so many more... And lets not forget about nanites (which I havent tested them yet, I just use them)

So, those who do, stop whining, NC1 is long gone, 2.1 is destroyed, long live 2.2

So far so good, but there are still too many to be done. Mobs need to weaken a bit, or stay like this but drop a rare *guaranteed* or at a higher rate to compensate for the difficulty to kill them, Apus need some loving (but I havent tried playing one yet) bugs need to go... And I haven't seen not even 30% of the whole picture as of yet. Drones, Vehicles, Cave mobs, MC5, nanites, tradeskilling lots of stuff.. but I like what I see

Edit: one more thing: PvP is not slow anymore. Anyone can test timings in the dueling zone. Just ask a duel with one of the besten (I am the worst) and I guarantee you, you wont last more than 30 secs, regardless of large HPs...

Trivaldi
17-02-07, 13:55
Thread Moved.

Community Talk -> Early Impressions

Triv

nabbl
17-02-07, 14:53
your right jini...

when u got some time i would like to test my tank against the pe or spy u spoke off.

little test with tankie cause there is somebody who says that tank is completely shit in evo2.2

Lifewaster
17-02-07, 15:04
Since the recent patch, the Tank isnt bad vs the PE , mainly cos the lower tl shields were nerfed (PE has 7-12% self shields now , compared to previously 25-36%) and TL 10 heal was also reduced to about the same as the nanite heal.

So Tank vs PE will have approx the same defense and healing power each.

jini
17-02-07, 15:58
Tanks are VERY good.
Remember its too difficult to bring balance, since it most depends on skill. And this is what most fail to realize. And this is KK's biggest nightmare: you balance based on which model of player?
I tried fighting against a known potent apu on Terra, today with my FL spy. Very fast fight very tough... and very nice too

ooops i made a mistake. I meant redeemer instead of disruptor. I haven't tried the dissie as of yet

netster
17-02-07, 18:51
nc1 > nc2.*

vices
17-02-07, 19:43
nc1 > nc2.*
Always. But we have forget NC1 and concentrate on making what we have, better :angel:

Apocalypsox
17-02-07, 20:38
I Always knew rifles would eventually kick ass :rolleyes:

Thats why ive still got an NC1 rifle spy :lol:

jini
17-02-07, 20:42
same as I. Even though my rifle spy is still dormant, I can still fight on him. It's just a lost cause with all those apus/tanks. The moment they spot you, you eat para/DB/ and then poison to your heart's content :rolleyes:

netster
18-02-07, 01:18
so true, but i will allways <3 my spy.

jini
18-02-07, 07:00
Damn there are no people to try things on test server. :(
I was testing nanites yesterday, with a tank. Nanites are huge fun with a bit of complexity, but they overall raise difficulty levels to play a spy and thus, create a lot of competence. I like that very much. W/O nanites the spy is fragile very fragile. With nanites, I believe a well setup spy with skills, can easily win fights against anything, even pistol PEs....Of course it's still on test...

I like very much the whole concept of nanites as its laid down, with concentration limits and all but one question: If, say you iject some 70 nanites in body with several protection nanites, the first heal will raise that to 100. However heal only heals for 60s or 30? (I forget) and concentration stays @100 regardless of heal. If you inject another batch of heal nanites, then you will get another 60s of heal but concentration is now, over 130. Was this intended or not?

Also, for simplicity sake, make a nanites package with the 3 damage types and another one pierce/force, raising concentration accordingly

Lifewaster
18-02-07, 12:25
Jini the nanite heal was patched to just add 30 load, and last 30 sec, so you should be able to have 70 load , then cast heal to hit 100, when the heal wears off, the load should also go back to 70....so you can heal again etc.

To be honest thou, 30 load is too much of a loss for a spy who needs to fully utilise his shielding nanites.... so I think you should just use the jones heal, and have 100 load available for shields instead.

(also jones heal gives approx the same hp and lasts twice as long)

edit: hmm seems the load still jumps from 30-60 (or 70-100-130), even thou the heal has worn off could.......be bugged

nabbl
18-02-07, 12:27
112 load... 9 injections. (just an info ^^)

jini
18-02-07, 15:43
Why is it too much?
If I inject all resists on one load then i am getting a load of 75 nanites. then the heal adds another 30
its ok i guess... or no?

nabl you nib WHERE ARE YOUUUU???

Lifewaster
18-02-07, 16:11
Why is it too much?
If I inject all resists on one load then i am getting a load of 75 nanites. then the heal adds another 30
its ok i guess... or no?


Well, each nanite gives 7.5% vs 1 of the 6 dmg types (and costs 12.5 load).......you can then fire it multiple times to increase a specific resist.... eg:pierce x4 for 30% resist there, and energy x4 for 30% there

So now you got 30% vs pierce and energy..... but thats 8 shots = 100 load ,, used and you still have 0 shield vs poison/fire/force/xray

Why would anyone choose to decrease their shields to 70 load , when the jones heal is better then the nanite heal with double the duration and no nanite load?

A 70 load setup only allows for 6 shots, eg pierce x3 and energy x3....which gives 22.5% shields vs those. It just seems a waste of potential shielding to use the nanite heal instead of a jones heal. (allthough you could I suppose put the points in resist psi)

jini
18-02-07, 16:24
because at some point spies Will use nanites all along, and don't forget that there is a 7th dmg dealer, hidden :p

Anyway I was using jones heal

765980
18-02-07, 16:56
....

Well, don't know about that 7th mystical hidden DDler, but one more reason to use Nanite Heal Tool instead of tcl10 Heal (not my kind of setup) is:

A) Permanent Use of Recycle or Implant Glove for DEX or INT Reward + Recycling / Implant and Transport ... easily makes up for that loss of T-C. In some setups, exactly this move allows you to get rid of a DEX-Brain-Booster Chip for an alternative Brain-Implant.

B) see above: Resist PSI Skill Boost for less Damage from APUs


So it's not that it is nonsence, using Heal-Tool-Setups instead of tcl10er Heal as Spy now. Especially as these guys always have the chance to use Stealth to get Health up if needed, contrary to all other classes now.

...

jini
18-02-07, 17:47
ok we know 34578654.
but normal jones heal is better at least for me now. and you can always use nanite heal at any time for stealth purposes

Tarn
18-02-07, 21:52
I will try making a h-c Tank as well.

Jini, HC tank? lol

jini
19-02-07, 06:45
Tarn, get your a$$ in the TS and make a rifle spy. I'm guaranteeing you loads of fun never thought possible before. With so many diversive options in hand, I predic an obvious shift towards guns, rifles in particular, that we have to watch not to lose the other classes.