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View Full Version : 2nd Test-Opfight on Quan / 19.02.2007


netster
20-02-07, 13:55
the opfight wasnt that bad. actually, i really enjoyed it. i was procity with jini on vent(he was procity also). the ppu's were kinda ugly to me, cause they didnt buffed everyone, but that is teamplay issue, not a game issue. after all, 90% of the opfight i was on a riflespy.

and i really liked it. spys + tanks had such a huge boost. amazing. (what i didnt liked... at the start, there were 5 droners on the doy side, what was kinda jerky. they were allways flying arround with 3 Part Nem's + 2 kamis.)

when it comes to play a ppu. its very very twisted in my eyes. the shields now taking damage, but stay on. ie, u standing in a group of chasers, the shields are eaten up till they got 1% resist and gone than. thats kinda gross, since u dont have any chance to overcast em or to see how low they are. i had a real success to kill lots ppus (what i was going most on) that way with SH in direct pvp on short distance or just sniping off from a hill. if KK will fix anyhow the shield blast to 50% and recast is possible at that point, it will be very cool to be a ppu again for me.

i think, i will test ppu shields and overcasts this evening again, when i're at home. be prepared for a (again) massive posting about bugs in official forums. thats a real good game for me, to find those lil buggers.

my 2 cents.
ZORO | FreedomForce

ps: feel free to update me on the shields issue, but i didnt saw any diff from my first ppu tests...

Dribble Joy
20-02-07, 14:10
At least now having a PPU heal/shields doesn't grant you near invincibility, almost anyone can take you down.

netster
20-02-07, 14:49
almost anyone can take you down.
i did with SH+Desperado. but its still quite very hard to do. i would say, shields need numbers like the nanites dooze.

Brammers
20-02-07, 15:50
(Slight C&P and crosspost, but I've expanded on a few bits.)

The droners were a pain, and I confess I was one of them for 10 minutes, but in 2.2 I don't like droning anymore. I like to fly my drones high, but with the recticle it's difficult to keep a lock on a runner. When you do get close to a runner they do fall very quickly with a Particle Nemesis, a bit too quickly I may add. As for the Raptor, this weapon was feeling useless. One other droner was using a Raygun drone, (RG1000 or Punisher) and that drone could be nasty for radiation stacks. Someone on our vent server said he couldn't see the drone, so I dunno if we got a case of invisible drones here.

The drone armour is stupid, I shot several HL's on one drone, and barely scratched it before the drone gunned me down. The droners don't even need to use the drone-heal at the moment, so drone armour needs a big nerf. The drone armour in 2.1 is about right IMHO, so if KK can get it to those levels, that would be good. Damage output, needs a small tweak down.

I also did get my APU out for a short while, but as I was playing with a slower but better resists setup, I didn't like the setup. I prefer the fast monk with lower resists setup. Since there was too many droners with Particle Nemeis doing fire stacks, and fire was my weak resist, I didn't last long.

I was hoping to take on a few XBow PE/Spies with this setup, but since you can now mod Xbow's with fire to do fire, energy and xray damage, I'm starting to question if that is an overpowered combination, since it's hard to spec 2 resists in CON well on a monk. (Can't comment on the other classes on this one for the minute.)

When I played in the 1st op-fight I was able to stay up for a very long time. As anyone in 2.1 knows monks are the first target, and are usually dead pretty quick. In 2.2 the PPU doesn't have to work as hard, as once he's cast the heal on a APU, the heal runs for 60 seconds, however since the APU can no longer anti-buff, the PPU's has to do the antibuffing.

Spies - Jini has pointed out to me the Ray of God may be bugged, in that it's still doing too much damage, but I'm not sure as I think it was fixed. As in a fight involving me vs a Pain Easer PE, I managed to walk away with half-health.

One big problem from 2.1 that is still in 2.2 is the clipping problem. The amount of times I lost lock because the player ran over a small hill to the other side, where on my screen the player just walked through a small hill. Come on KK when a player from x1,y1 to x2,y2 Z doesn't not remain a constant! Z should follow the contours of the hill, not walk right through it! That small fix to the netcode or more likely the client graphics engine would be so welcome!

Edit: Looks like Suregrip is looking at the drone issues from the bug reports.

765980
22-02-07, 14:17
[...]

Spies - Jini has pointed out to me the Ray of God may be bugged, in that it's still doing too much damage, but I'm not sure as I think it was fixed. As in a fight involving me vs a Pain Easer PE, I managed to walk away with half-health.

[...]



The Pain Easer PE was actually a Tsunami PE with 3 Resist CPUs and XRay Resist up at 92 Skill. And it was me. And I can tell you, it was the last time I specialize on Resists. tcl75er Tsunamis are of no use anymore and Resist Chips are even more useless. +30 Resist Skill do def. NOT make up for the loss in Damage-over-Time by lower techlevel Weapons.

I was really disappointed, though the small duel against your Spy (was it? I guess Sniper?) was the most fun moment during that OP-Fight.

...

Brammers
22-02-07, 14:49
I was on Brammers most of the evening, and I was using the Silent Hunter for long range, and a Ray of god for close up.

I wouldn't rule out Resist chips completely, the PPR still remains probably the best chip to use out of the 4 resist chips to use. One thing worth mentioning is the City Mercs tatical chip no longer has it's faction requirement on it.

Dribble Joy
22-02-07, 14:50
The size of the bonii on the resist chips isn't that great though.

CMaster
22-02-07, 15:38
I'll confess to ahving not been on the Test Server in a while (and with my graphics card now dead, won't be for a while longer). However when I was, my expeirence was that (in a PE at least, and probably also in a spy) that a +Psi or +Str chip led to far greater defensive bonuses than the resist chips themselves.

Dribble Joy
22-02-07, 16:03
+15 resist is about an increase of 7.5% dmg reduction (below total resist 70).
Three of these is going to be more than a few more ppu or a total armour increase of 60 (10 points in each resist) defensively.

jini
22-02-07, 16:11
Anyway, can we run the same thing, but like an event now? with a proper GM supporting us? Pick a time and day when there are GM present, maybe begin the event 20-30 mins AFTER their shift (so they are properly bored :p) and issue rules. Some that pop into mind: NO drones, NO bombers...

Dribble Joy
22-02-07, 16:21
How about something other than an OP fight (though I have no objection to one)?
How many people have tested the ceres caves or such? With the mobs being as daft as they are it would be a good idea to see how a team handles a cave of high level mobs.

jini
23-02-07, 08:44
Nice idea. We can try mc5 Room, Ceres dungeons and DoY tunnels. Afterall we will have to spend a lot of time in those tunnels in order to build our characters again, but this is PvE, we still haven't figured out really how OP fights are being fought. But I would like a run ini those places. How about we do that on Sunday @ 16:00GMT?

edit: there is a big chance, these place are still uncharted territory, never to be looked.

CMaster
23-02-07, 11:17
MC5 has been done, its quite feasible. Rather slow and tedious, but feasible. Although Kami drones make it really quite quick. The tests done with a GM in tow, suggest that DoY tunnels however are likley beyond a joke.

jini
23-02-07, 12:12
MC5 has been done, its quite feasible. Rather slow and tedious, but feasible. Although Kami drones make it really quite quick. The tests done with a GM in tow, suggest that DoY tunnels however are likley beyond a joke.
then lets do Ceres & MC5.. will be hilarius. lets also kill a couple of security bots.. its not like we will lose anything