View Full Version : Neocron 2.2 Feedback Thread
darkservent
19-03-07, 15:26
well its been one week on and for some its still early days but for those of us who have had the chance 2 play abit i would like to no what are your views on 2.2.
Me personally in no offence am not enjoying it as much to be honest. Some of the reasons are not KKs fault (i.e. small population, lack of people to kill) but others are(i.e. impossible pvm, rubbish nanites that dont work).
i was so excited last week but the excitement is slowly going. I love neocron and regardless of what i think of 2.2 i still find my self logging on every day, but reactivation does not look to bright unless something is done.
Anyway back to my feedback which i mite add to later (im late for work!!!)
PvM: -
Firemobs = No chance now, cant even attempt this on my rifle spy because i just get ownedm im not even gona attempt it on my apu!
Warbots = Stupidly hard, possible but thats only if you dont get ********** by surrounding mobs (spiderbots, mad copbots which do too much damage)
Low level mobs aswell for example in TH cellers the littly spiderthings take time to kill (with a 160 dmg FL) and hurt like a bitch...i cant imagine how a noob will level)
I have no idea how anyone is going to get exp now....i beg you KK return PvM to how it was.
Nanites: -
Seriously nanites to me do not work. they have showed no difference in protection against what ever u need protection against whether it be fire, poision, nrg, xray wateva... make them work because rite now they are useless
ALTHOUGH the whole idea of nanites is VERY cool and if they can be made abit stronger then it will be UBERRRR
PPUs: -
You wanted to Balance them..the idea that taking parashock away from them seemed like a good idea untill now when it was implimented. PPUs cant be frozen therefore cant be killed!!! like wat the hell
Im sure there is more to be said but as i have only speced my PPU CSTER and RC spy thats as much as i can say for now...plz keep the comments coming and dont bitch and mayb just mayb we can get what we want in this game
awkward silence
19-03-07, 15:36
Anti absorb the ppus, works!
darkservent
19-03-07, 15:42
not if they are clipin their way round corners.....face it we need para bak
awkward silence
19-03-07, 16:53
I seriously dont agree with you. While ppus might need a para on their ass the fact is it kills any other classes from holding their own than the class that has the para.
NO!
Rather better the anti spells than introduce that crap called para.
Lifewaster
19-03-07, 17:12
PPUs will die provided you have 2-3 DDs + use the anti spells (currently there is no HABs in the game since they were wiped during the transfer.....but look for rare parts to UN-protector and holy UN-protector ...as these are the real antibuffs and once they become common PPUs will die easily)
but for now:
Anti-protector is just a removal of the fire/poison shield
Anti-deflector is the force/pierce
Anti-absorber is the energy/xray shield
Anti-heal is obvious
2 energy weapon wielding DDs + an anti-absorber will put a PPU at half health in the 1-2 secs before he recasts absorber, at which point an anti-heal and new anti-absorber and repeat to finish him off .....or 3-4 DDS will = dead ppu without needing recast in same situation.
Also 2 shots from a SH will drop an un-deflectored PPU
######
Get your PPUs to learn how to use their new 2.2 spells , instead of using the old fashioned 2.1 method of para/db and you will see better results.
######
But tbh, theres way more serious problems such as PvP drones then fretting over whether or not a PPU escapes to a GR after you win a fight.
Rogue Arson
19-03-07, 18:21
I have no problems killin' a ppu. It's the mobs I can't seem to handle now.
I think they should return the original PvE settings back. I don't mind mobs getting more hp/armor but up their already OK damage to "0mFg InzzzAn3 DMG!!1eleven" is not ok imo. I guess they tried to balance the new con settings with their damage (more body health etc.) but it doesn't seem to help much at all.
darkservent
19-03-07, 18:32
Alrite in a way i disagree with my own post concerning ppus, its true they drop pretty easy nw. Its the nanites n pvm thats my main concern.
Im not having a problem with nanites, you sure you using the right ones?
About PPU's the thing is to wear down thier shields, they have a system like the mob armour system once youve doen so much dmg it doesnt protect them any more, for example my rifle spy and a PE both of us were using pierce/force weapons and a PPU tried a rez it took about 3 shots each to drop him to a quarter health he wouldnt of last long afterwards,
I knda agree with you on the PVE, there is very little soloable mobs now for mid lvl - high lvl chars now, pretty much all the leveling ive doen has been in teams with a PPU, but if you manage to get a team, the exp isnt so bad as people say it is.
Lifewaster
19-03-07, 19:07
I think its the DOT dmg mobs that are most broken atm, firemobs/chaos cave etc....
As a ppu I can keep ONE runner alive .....vs 1 SINGLE rank 60 fire mob.....provided I CONSTANTLY spam holy-anti-burn to remove the fire stacks.....in addition to constantly "re-freshing" their shield every few secs due to shield decay....and refresh holy heal every 60 sec.
If 2 firemobs aggro at once....then he dies.
If a high lvl mob aggros (grim etc) then he dies instantly regardless of what I do.
Situation is about the same in chaos cave vs 1 single poison mob.....
###
PvP is a lot more balanced , in fact it would be quite good IF the mobs didnt keep getting in the way and killing everyone....
Drones are similar to mobs atm (broken dot dmg/way too hard to kill) while they more AI then mobs which makes them even more lethal.
###
Overall, PvP is good now....... provided mobs/drones dont get in the way
darkservent
19-03-07, 19:13
Im usin the rite nanites and im telin u its broken. Tbh with no1 round 2 pvp i usualy go hunt mobs bt as thats just nt fun nw i find myself turnin nc off.im nt flamin im simply sayin its unrealistic. I say boost nanites n fix mobs.
Lifewaster
19-03-07, 19:31
If you use nanites right you can make 35% shielding vs single type dmg eg:fire
This is higher then what you can get from a PPU (25%)
I'd guess, you die almost just as fast from mobs with or without nanites though. .so they seem broke.....but its more like the mobs which are broke really. :p
I hate that my Graves have been ruined. I can't level there anymore with my droner since they aren't poison. >.< Also, I can't level my HackNet anymore cuz the High Secs have too many mobs at the opening, and the Mid Secs are too easy, and the Travel Nodes feature mobs which cause too much damage for their level, and even if you kill them, you get no XP. >.<
if you can't kill fire mobs or warbots with a rifle spy, its not KKs fault.. I do this all day cause theres hardly anyone to kill so i just farm rare parts when I'm bored. I died a lot at first, getting used to the new pve, but I hardly die at all now.
to be honest I think KK needs to add golden gun into the game... :P Hey omg that be a sweet idea now.. lol... an item that can be a melee wep or a bow or something and it drops from mobs in the game.. You can't drop it or destroy it. After 24 hours it disappears.
When person has it they maybe get like a buffed look to them. Maybe like power armor and the special weapon and everything turns into something cool looking.
Also anyone can see that player anytime on the world map and also only non le players can pick it up... Also the drops from mobs only 1 at a time and can be dropped by any mob with like drop rate of like 0.01% idea..
lol ok I'm going to stop drinking.
EDIT: but really I think KK needs to add more auto fun events in the game..
darkservent
20-03-07, 01:12
If you use nanites right you can make 35% shielding vs single type dmg eg:fire
This is higher then what you can get from a PPU (25%)
I'd guess, you die almost just as fast from mobs with or without nanites though. .so they seem broke.....but its more like the mobs which are broke really. :p
yr just re writing what they have said on the forums mate....i bet u aint spent the beter half of 4 days testing them
You're saying this to the person who's put undeniably the most effort/time into testing balancing and then used his findings to help the community?
darkservent
20-03-07, 02:38
i dont like construction of rares either.....all 120 stats takes the fun out of it and instant construction wats going on there?
Lifewaster
20-03-07, 04:21
yr just re writing what they have said on the forums mate....i bet u aint spent the beter half of 4 days testing them
Heh, those figures are from my testings actually :p......read here for more help figuring out nanite resists (http://forum.neocron.com/showthread.php?t=137851) ...allthough its possible the values have been changed in recent patches.
Check your dmg log to find out exactly either way.
Dribble Joy
20-03-07, 04:25
i dont like construction of rares either.....all 120 stats takes the fun out of it and instant construction wats going on there?
It does make slots less valuable and a lot of mods rather pointless.
Check your dmg log to find out exactly either way.
Where can I locate the damage log?
Lifewaster
20-03-07, 15:25
Where can I locate the damage log?
To activate this edit your neocron.ini , and add ENABLELOG = " TRUE"
This will cause an active log to be written named, yourcharname_00
This log will show valuable data regarding your movement speed ,resists and heals. Heals will be shown as negative dmg :
eg:
Local Player: Damage() - Damage processing statistics!
Damage: -49.225 Target Fulldamage HitZone 3 - Part 0
Results of this target: Damage -49.225 (Reduction: 0.000 - -0.000 Percentage) - ResistanceCap: 0.920!
Thus the heal was ticking at 49/tick
DMG taken will be logged as follows:
Initial dmg -> shield resist->armor resist->-con resist->total resist (with the resist % accumulating each time)
eg:
Local Player: Damage() - Damage processing statistics!
Damage: 40.910 Target Poison HitZone 3 - Part 0
Damage: 6.474 (Reduction: 34.436 - 84.175 Percentage) - Damage reduced by shield
Damage: 6.474 (Reduction: 34.436 - 84.175 Percentage) - Damage reduced by player armor
Damage: 4.880 (Reduction: 36.030 - 88.070 Percentage) - Damage reduced by player skills
Results of this target: Damage 4.880 (Reduction: 36.030 - 88.070 Percentage) - ResistanceCap: 0.920!
To understand this read as 40.9 initial dmg
Then 6.4 remaining dmg after an 84% shield (reducing dmg by 34)
Then 6.4 remaining dmg after no poison armor (accumulative resist of 84% is unchanged)
Then 4.8 remaining dmg after con (accumulative resist of 88%)
Then final dmg of 4.8.
Since the values given are accumulative, you wont usually see the exact % from armor/con displayed ,as its added to the total but you can calculate them by
looking at the new dmg vs the old dmg on the line above...eg 4.8 remained from 6.4 => 1.6 was reduced , so 1.6/6.4*100 = 25%
Thus my con setup con gave me 25% , and this brought my total % from 84% to 88%.
Never implement para anymore, it's just plain stupid.
I do agree PvM should be changed, it's ok for droners and tank ppu teams but otherwise, I don't like it.
Nanites: - (Don't know about these, haven't tried)
PPUs: Yes, PPUs are very very hard to kill now, it could be changed IMHO but not by implementing Para.
PSI: Bug,bug,bug,bug,bug, it would be fun to heal sometimes or buff yourself sometimes. FIXAH!
Edit: NEWB leveling, should be 300% easier than it is.
my thoughts on pvm:
1. Dmg is pretty accurate according to mobs lvl, it should stay as it is.
2. Mobs hp (amount) is beyond ridiculous, they should have something near to the amount runners of same lvl have (well maybe a little more, depending on the creature though). It would make fight still dangerous (mob should be able to kill u just like in pvp, in 2-3 hits) but fast - thus not boring.
ppus wont be SO hard to kill once the REAL parashock gets fixed tho once people have a real hab again ppus will drop jst like before even without para
Dark i think the nanites work jusut not against mobs apparently
Thread moved. It's in the thread's best interests be here, in the balancing forum.
N
ashley watts
20-03-07, 21:01
Option 1 :d
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