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UPDATE NCE 2.4.77 - Arillium

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Technical & Client Updates

  • Improved client stability;
  • Improved Sync speed;
  • Removed Log spam;




Gameworld & Content



  • Slightly increased repair costs for the 'NExT Quad V.1';
  • Slightly increased repair costs for the 'NExT Reveler-Chaincraft V.2.5';




... original post

UPDATE NCE 2.4.78 - Arillium

Server back online / Rollback

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Alright guys, time for some news regarding the current server situation. The recent outage was caused by a severe database crash during the backup process.
Zoltan has worked very hard and finally managed to clean up the mess that caused the crash. So the good news is: The servers are up and running again!
However, since the crash occured during the backup process, we had to face quite some corrupted data. We thus had to perform a complete, consistent and clean rollback to the latest functional backup. This backup reflects the state of June 7, 09:30 a.m. (CEST). As a consequence, everything that happened within the timeframe between the latest backup and the server outage is gone forever.
We are very sorry that we could not give better news on this topic except that the servers are running again.
However, since we can neither track nor account for lost items, player progress or any other unpleasant results from the data loss, we ask you to refrain from requesting any items, skillpoints, money, etc. that you think has fallen victim to the outage.
In any case, we thank you for your continous encouragement and the trust you put in us. And last but not least, thank you for your understanding!
Your Neocron Support Team


... original post

[R#2.4.78] Navray missleading

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Hello,

I was doing the Mr Jones missions for Infiltrator profession and I've been missleaded by the Navray for Lost Outskirts location.

I took a screenshot to show where it leads me.

shot0024.jpg

I can't remember when exactly but the right direction was shown when I was in Pepper Park area.
Attached Images

UPDATE NCE 2.4.79 - Arillium

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Gameworld & Content



  • Added a new Wisdom of Ceres Mission to the Gameworld, called "Pertken's Third Hand", which you can start in Tech Haven Sector 2*;
  • Added a new Wisdom of Ceres Mission to the Gameworld, called "A vehicle is all I need", which you can start at Desert Racetrack;
  • Removed weather effect "Rain" from all Headquarters;
  • Altered loot in Mech Haven;
  • Altered Spawn in Mech Haven;
  • Altered Boss in Mech Haven;
  • You don't need a poker anymore to implant your tradeskill glove, just a 'Personal Implant Tool';
  • Stamina Booster v4 is now working as intended;

*Only Constructor and Researcher can start this mission!

  • Balancing
  • Wisdom of Ceres Powerarmour
    • Lowered Resist;
    • Lowered Combatskills;
    • Changed the Monk malus from 'Agility' to 'Athletics';
    • Removed 'Athletics' malus from the Private Eye Powerarmour;

  • Multi Lightning PSI modules animation changed to match Multi Energy Bolt animation;




Technical & Client Updates



  • Fixed a bug with 'Multi-Lightning Bolt' PSI modules which could lead to client freezes and crashes;



... original post

UPDATE NCE 2.4.80 - Arillium

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Gameworld & Content



  • Sarah Kocher (NCPD Run) is now asking for the correct drug;
  • The contents of Dr. Wulfram's belt are now respawning much faster;
  • The contents of Doc Pertken's belt are now respawning much faster;
  • Increased drop chances of the 'Sinusconnector';
  • Lowered Baserank requirements from 55 to 45 (WoC INT mission);
  • Increased the mission timer for the 'Freedom Fighter CPU'- run from 4 to 5 ingame days;




... original post

Weapon Rebalance 2020 (Part 1) (Live on PTS)

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Hey Runners, Rare Weapon Rebalance (Part 1 - Raw Damage) *Problem*: • Inconsistent rare weapon dmg progression - too many rare weapons that are not viable whilst some are OP. Some OP are low TL whilst some bad weapons are high TL. *Solution*: • Rare weapons have had their damage numbers rebalanced to fall in line with their TL (e.g Higher TL = More dmg). This means some weapons have been nerfed but most weapons have had an increase to the overall dmg they output across categories. • AoE weapons have been buffed inline with their TL too, however with a lower multiplier so direct dmg to an enemy will always do more dmg then AoE. • In preparation for introducing more distinction between Spy vs PE (and other classes through roles) I have taken the decision to buff the dmg of both Rifle + Pistol a little too. Atm this means that any user of these weapons will be doing more dmg then before. During a later update higher TL dex weapons will be more difficult for PE to reach and they will have to make a decision between resist / psi utility / weapon dmg / etc. A step in the direction of making spies glass cannons and PE more jack of all trades master of none. *TLDR*: • Weapon dmg numbers have been buffed (majority have anyway) and reorganised to closely tie dmg output to their TL. This includes AoE with a lower multiplier • Weapon types updated are: Heavy, Melee, Pistol, Rifle, Drone - PSI will follow in another update • Rifle + Pistol do most dmg, Cannon + Melee after this, Drone after this • This is WIP and not set in stone *Foreseen fallout*: • This WILL have an impact on lower TL versions of rare weapons and these need to be tested to ensure that they aren't much more powerful then low TL rares *Next Steps*: • Test these changes on PTS • Work on weapon characteristics such (freq, handling, range, dmg type shake up, etc) *Update Specifics*: * Heavy weapon damage rebalanced [tr] [td]*Weapon Type *[/td] [td]*Change % *[/td] [/tr] [tr] [td]Winding Arguement[/td] [td]-25%[/td] [/tr] [tr] [td]Summer Leech[/td] [td]-6%[/td] [/tr] [tr] [td]Ionic Shotgun Cannon[/td] [td]-7%[/td] [/tr] [tr] [td]Ravager[/td] [td]17%[/td] [/tr] [tr] [td]Equilibrium of Forces[/td] [td]4%[/td] [/tr] [tr] [td]Cursed Soul[/td] [td]-10%[/td] [/tr] [tr] [td]Malediction[/td] [td]5%[/td] [/tr] [tr] [td]Doom Beamer[/td] [td]27%[/td] [/tr] [tr] [td]MIRL-600 Warhammer[/td] [td]17%[/td] [/tr] * Melee weapon damage rebalanced [tr] [td]*Weapon Type *[/td] [td]*Change % *[/td] [/tr] [tr] [td]Paw of Tiger[/td] [td]8%[/td] [/tr] [tr] [td]Perforator[/td] [td]15%[/td] [/tr] [tr] [td]Peacemaker[/td] [td]12%[/td] [/tr] [tr] [td]Claw of Lizard[/td] [td]-4%[/td] [/tr] [tr] [td]Vien Ripper[/td] [td]9%[/td] [/tr] [tr] [td]Blade of Ceres[/td] [td]4%[/td] [/tr] [tr] [td]Soligen's Finest[/td] [td]15%[/td] [/tr] [tr] [td]The Dentist[/td] [td]14%[/td] [/tr] [tr] [td]Blackmist's Remorse[/td] [td]-4%[/td] [/tr] [tr] [td]Hurler King Knuckles[/td] [td]17%[/td] [/tr] [tr] [td]Zsu Sun[/td] [td]14%[/td] [/tr] [tr] [td]Thunderbolt[/td] [td]9%[/td] [/tr] [tr] [td]Paw of Bear[/td] [td]8%[/td] [/tr] [tr] [td]Warbots Bane[/td] [td]-14%[/td] [/tr] [tr] [td]Devils Grace[/td] [td]10%[/td] [/tr] * Pistol weapon damage rebalanced [tr] [td]*Weapon Type *[/td] [td]*Change % *[/td] [/tr] [tr] [td]Wyatt Earp[/td] [td]-18%[/td] [/tr] [tr] [td]Liberator[/td] [td]6%[/td] [/tr] [tr] [td]Ionic Shotgun Pistol[/td] [td]-16%[/td] [/tr] [tr] [td]SWAT Pistol[/td] [td]-16%[/td] [/tr] [tr] [td]Judge[/td] [td]-6%[/td] [/tr] [tr] [td]Xbow Pistol[/td] [td]12%[/td] [/tr] [tr] [td]Anarchist[/td] [td]25%[/td] [/tr] [tr] [td]Steiner[/td] [td]-6%[/td] [/tr] [tr] [td]Beam of Hell[/td] [td]13%[/td] [/tr] [tr] [td]Sucker Punch[/td] [td]36%[/td] [/tr] [tr] [td]Freeman[/td] [td]9%[/td] [/tr] [tr] [td]Ray of Last Hope[/td] [td]15%[/td] [/tr] [tr] [td]Dreadfire[/td] [td]17%[/td] [/tr] [tr] [td]Executioner[/td] [td]9%[/td] [/tr] [tr] [td]Ceres Handgun BHG-9[/td] [td]6%[/td] [/tr] * Rifle weapon damage rebalanced [tr] [td]*Weapon Type *[/td] [td]*Change % *[/td] [/tr] [tr] [td]Terminator[/td] [td]-8%[/td] [/tr] [tr] [td]Ionic Shotgun Rifle[/td] [td]3%[/td] [/tr] [tr] [td]Ray of God[/td] [td]6%[/td] [/tr] [tr] [td]Thunderstorm[/td] [td]-7%[/td] [/tr] [tr] [td]Reaper[/td] [td]9%[/td] [/tr] [tr] [td]Libra[/td] [td]33%[/td] [/tr] [tr] [td]SWAT Assault Rifle[/td] [td]13%[/td] [/tr] [tr] [td]Redeemer[/td] [td]34%[/td] [/tr] [tr] [td]Second Love[/td] [td]-23%[/td] [/tr] [tr] [td]Infiltration Assault Rifle IAR-47[/td] [td]13%[/td] [/tr] [tr] [td]Healing Light[/td] [td]22%[/td] [/tr] [tr] [td]Ceres Assault Rifle CAR-47[/td] [td]15%[/td] [/tr] [tr] [td]First Love[/td] [td]17%[/td] [/tr] [tr] [td]Disruptor[/td] [td]31%[/td] [/tr] [tr] [td]HVSR-90 Ronin Sniper Rifle[/td] [td]14%[/td] [/tr] * Drone weapon damage rebalanced [tr] [td]*Weapon Type *[/td] [td]*Change % *[/td] [/tr] [tr] [td]HEW Adv Assault Drone GAL-3000[/td] [td]-10%[/td] [/tr] [tr] [td]Revenge[/td] [td]18%[/td] [/tr] [tr] [td]HEW Adv Assault Drone PLC-1000[/td] [td]-15%[/td] [/tr] [tr] [td]Hew Heavy Assault Drone FA-1000[/td] [td]14%[/td] [/tr] [tr] [td]Hew Adv Battle Drone FC-1000[/td] [td]-18%[/td] [/tr] [tr] [td]HEW Adv War Drone RK-1000[/td] [td]17%[/td] [/tr] [tr] [td]Raging Weasel Ceres Ion[/td] [td]7%[/td] [/tr] [tr] [td]Devastator Ion Drone[/td] [td]11%[/td] [/tr] [tr] [td]Particle Nemesis[/td] [td]-1%[/td] [/tr] [tr] [td]Raptor[/td] [td]36%[/td] [/tr] [tr] [td]Mosquito[/td] [td]47%[/td] [/tr] * Mosquito firing range increase by approx. 800% These changes scale down to lower TL version of the weapons and there if a rare got a buff / nerf the lower TL will have received a similar sort of change. The below charts show each weapon type and the dmg curve you can expect as your move from the lowest TL rare to the highest TL rares, compared against current progression. Attachment 12850 (https://forum.neocron-game.com/attachment.php?attachmentid=12850) Attachment 12849 (https://forum.neocron-game.com/attachment.php?attachmentid=12849) For those who can't see these images: https://imgur.com/a/w1Sl6kU I encourage you all to test and leave feedback below

Weapon Rebalance 2020 (Part 2) (Coming Soon)

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Hey runners, Following on from part 1 of the weapon rebalance which focused only on raw damage numbers, this part will look at the behaviour and characteristics of weapons. These can include; frequency, clip size, aiming speed, range, damage types, TL, etc, etc Feel free to drop any suggestions below as I work on implementing this next phase.

Weapon Rebalance 2020 (Part 2) (Live on PTS)

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Hey runners,

Following on from part 1 of the weapon rebalance which focused only on raw damage numbers, this part will look at the behaviour and characteristics of weapons.

General Ideas
Weapon types have been tightened to feel more similar to other weapons within and more distinct to weapons within other types. Current stats between types can vary quite substantially to the point where some pistols have x2 range to others and 0.5 of the stamina use. Therefore now each type has been updated to have it's own "feel" which is different to others, but similar to other weapons within the same type.

Heavy: Medium / Long Range, high stamina use, slowest aim speed.
Range generally increased by an average of 8%
Stamina use generally increased by an average of 26%
Aiming speed generally improved by an average of 15%

Melee: Very close range, highest stamina use, fastest aim speed
Range changed to be the same across all weapons and reduced from sword range to knife range (max redux of 43%)
Stamina use generally increased by an average of 18%
Aiming speed generally reduced by an average of 24%

Pistol: Close Range, low stamina use, fast aim speed but slightly less dmg then rifle
Range generally reduced by an average of 9%
Stamina use generally reduced by an average of 12%
Aiming speed generally improved by an average of 8%

Rifle: Longest Range, moderate stamina use, slightly longer aim speed then pistol but slightly more dmg then pistol
Range generally increased by an average of 27%
Stamina use generally reduced by an average of 22%
Aiming speed generally nerfed by an average of 1%



Low Tech VS High Tech:
Changes to dmg numbers make it so that a Low Tech only build is more viable then ever with no damage penalty (currently) between the Low Tech & High Tech - giving additional dex points which can be spent on more combat skill / agility / utility. However to incentivise High Tech still I have introduced other differences to still give High Tech a slight advantage for those points being spent:
- 20% Range on Low Tech
+ 10% Stamina use on Low Tech
+ 10% nerf to Aiming Speed on Low Tech



Final Note:
Some weapons may need individual extra tweaking which will mean they vary from their weapon type for the sake of decent usability. After these base changes are tested and settled any weapons needing further tweaking will be addressed.



Below shows changes:

Family
Change (Dmg Types)
Range: Change
Stamina Use: Change
Aim Speed: Change
Grenade Launcher 8% -2% -19%
Freezer Cannon 2% -22% -23%
Ionic Cannon Shotgun -7% -10% -14%
Plasma Wave 5% 51% -22%
Gatling Cannon -7% 105% -6%
Plasma Cannon 3% -9% -18%
Fusion Cannon 2% -22% -17%
Flamethrower 100% 144% -26%
Rocket Launcher -6% 22% -6%
Raygun Cannon 1% -11% -13%
Laser Cannon -1% 18% -12%
Old World Rocket Launcher (Warhammer) -1% 862% -2%
Baseball Bat -33% -3% 19%
WoC-Claw 60% 3% 28%
Combat Knife 33% 3% 28%
Sword -27% -7% 15%
Stiletto 33% 0% 23%
Junk Knife 33% 0% 23%
Knuckles 100% 7% 32%
Tsurugaoka -38% -10% 11%
Electro Shocker 33% -12% 7%
Claw 60% 3% 28%
Warbot Cutter Switched to 60/40 Energy/Xray -43% -18% 0%
Laser Blade Switched to 60/40 Fire/Energy -43% -18% 0%
Pistol (Wyatt Earp) -6% -29% 18%
Submachinegun (Liberator) -2% -20% 3%
Ionic Shotgun Pistol -1% -20% -12%
Old World Automatic Pistol (SWAT) -2% -34% -3%
Plasma Pistol (Judge) -17% -20% -17%
Crossbow Pistol -15% -24% -17%
Automatic Pistol (Anarchist) -5% 7% -17%
Freezer Pistol 5% 33% -9%
Pulse Laser Pistol -29% 18% -14%
Laser Pistol -53% 11% -6%
Rocket Launcher Pistol 24% 0% -8%
Old World Pistol(Golden) (Freeman) -7% -10% -8%
Nailgun Pistol -9% -24% -13%
Raygun Pistol -15% -16% -6%
Gatling Pistol 2% -44% -8%
Fusion Pistol -6% -22% -21%
Old World Pistol (BHG) -10% -17% -3%
Pumpgun (Terminator) 62% -37% -8%
Assault Rifle (Pain Easer) 39% 24% -4%
Ionic Shotgun Rifle 44% -43% -1%
Raygun Rifle 35% 0% -9%
Crossbow Rifle 7% -26% -7%
Freezer Rifle 33% -29% -7%
Old World Assault Rifle (West) (AK47) 19% -17% 3%
Junk Rifle (Desperado) 18% -40% 4%
Gatling Rifle 47% -24% 5%
Fusion Rifle 10% -49% -3%
Compressed Plasma Rifle (Second Love) 24% -43% 5%
Old World Assault Rifle (East) (Reaper) 12% 21% 15%
Laser Rifle 26% -11% -6%
Sniper Rifle 11% -31% 2%
Plasma Rifle 24% -17% 5%
Pulselaser Rifle 23% 0% -15%
Old World Marksman Rifle (Ronin) 23% -57% 6%
Laser Drone - - -
Kamikaze Drone - - -
Plasma Drone - - -
Fusion Assault Drone - - -
Fusion Cannon Drone - - -
Rocket Drone - - -
Ion Blaster Drone (Tech Angels) - - -
Ion Blaster Drone (HEW) - - -
Raygun Cannon Drone - - -
Particlebeam Drone - - -
Gatling Drone (AntiHeal) - -
Gatling Drone - - -

Weapon Rebalance 2020 (Part 3) (Live on PTS)

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Hey Runners,

Rare Weapon Rebalance (Part 3 – PSI Damage)

Aim:

PSI damaging APU modules have had some changes to make them feel more distinctive between modules. As well as this the range of APU modules was generally too high so has been reduced to around pistol range, ball blast and lance however now take a long-range role with higher range then any original module to make up for this. Chose the right module for the occasion!

Ball: Frequency lowered substantially but damage per shot raised to compensate.

Ball Blast: Range improved to represent its mortar like function, frequency lowered substantially but damage per shot raised to compensate (hits are currently bugged and not always registering so looking into that)

Lance: Range improved to make it a long-range psi module, frequency lowered moderately and damage per shot raised to compensate.

Beam: Frequency lowered by a small amount but damage per shot increased to compensate.

Halo & Bolts & Barrels: Frequency remains the same.

These changes bring some needed variety into APU, with some modules hitting harder and slower, whereas some hit faster and lighter to suit different playstyles and make levelling an APU more exciting.

If you have any suggestions, feel free to drop them below.


Update Specifics:
  • Note that damage change relates to its overall damage output and not damage per shot.



Eleme
Change %
Damage %
Range %
Frequency %
Energy Ball -21% -28% -51%
Energy Lance -19% -32% -39%
Energy Ball Blast 132% 63% -45%
Energy Halo -10% -25% 0%
Energy Barrel -10% -9% 0%
Energy Beam -2% -20% -11%
Energy Bolt -4% -3% 0%
Energy Multi Energy Bolt -15% -25% 0%
Energy Bolt 15% -23% 0%
Energy Multi Lightning Bolt 0% -31% 0%
Fire Ball 15% -31% -51%
Fire Ball Blast 38% 51% -45%
Fire Lance 16% 59% -39%
Fire Ball Blast 78% 56% -45%
Fire Halo 15% -35% 0%
Fire Barrel -1% -9% 0%
Fire Beam 9% -21% -11%
Toxic Ball 21% -33% -51%
Toxic Lance 19% 56% -39%
Toxic Ball Blast 57% 53% -45%
Toxic Halo 29% -37% 0%
Toxic Barrel 7% -10% 0%
Toxic Beam 5% -38% -9%
Frozen Ball 1% -27% -51%
Frozen Lance 1% 67% -39%
Frozen Ball Blast 170% 65% -45%
Frozen Halo 5% -31% 0%
Frozen Barrel -21% -20% 0%
Frozen Beam 17% -20% -9%
Frozen Bolt 3% -26% 0%
PSI Psi Attack 17% -28% 0%

Chart of old vs new damage output: https://imgur.com/a/kcm1uph

Power Armour Rebalance 2020

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Power Armour Rebalance:

Goal:

• Buff PAs which are currently underperforming and allow for more varied builds
• One of several steps towards classes have identities (e.g. glass cannon, hit and run, etc)
• Balance all PAs against each other so future changes, once resists calculations are reviewed, are simpler to adapt


Spy:

Moving towards a more glass cannon / hit and run playstyle. Resists lowered slightly but more DEX skill points gained to allow flexibility in pushing damage, speed or utility higher.
• Resists reduced by average of 10%, excluding Holo Vest which gained a 41% increase
• Combat skill bonus increased by average of 15%
• TC added to all Spy PAs to allow for easier high combat builds VS a PE
• Combat malus removed
• Slight change in distribution of resists on armour.
o Silver
Resist distribution changed: PRC 18%, FRC 18%, ENR 16%, Xray 48% -> PRC 20%, FRC 20%, ENR 25%, Xray 35%
o WoC
Resist distribution changed: PRC 26%, FRC 26%, ENR 14%, Xray 34% -> PRC 25%, FRC 25%, ENR 25%, Xray 25%
o Regant
Remains PRC 20%, FIR 40%, PSN 40%
Endurance malus switched to bonus
o Holo
FRC 23%, ENR 35%, Xray 43% -> FRC 20%, ENR 40%, Xray 40%
No combat skill given but 90 points of ‘secondary subskills’


PE:

Moving toward a "Jack of all trades, master of none". Has lots of utility and viable options available.
• Resists increased by an average of 5%
• Reduced the amount of DEX combat skills but increased the amount of STR combat skills
• Combat malus removed

Dexterity PEs
• Reduced amount of combat skill by average of 6%.
• Buffed resist values slightly
• Removed ATH malus from WoC and Camo Pas
• Removed TC from Regant PA and END bonus replaces it
• Slight change in distribution of resists on armour.
• Silver:
o Resist distribution changed: PRC 35%, FRC 35%, ENR 30% -> PRC 30%, FRC 30%, ENR 40%
• Regant
o Resist distribution changed: PRC 21%, FIR 30%, PSN 49% -> PRC 22%, FIR 35%, PSN 45%
o Endurance malus switched to bonus
• Camo
o Remains PRC 20%, FIR 40%, PSN 40%

Strength PEs:
• Increased STR gain on regular PAs
• Increased combat points given by average of 16%
• Regular PAs now give MC as well as HC
• Altered the regular PA to give slightly more piercing and force then energy
• Regant PA no longer has HLT malus and gains END bonus

Tank:

Naturally resistant to damage whilst having moderate damaging ability.
• Combat malus removed


Dexterity Tanks
• Resists reduced by an average of 5% to account for the increased damage potential of pistols & rifles

Strength Tanks:
• Resist values increased by average of 4% to account for slightly higher damage potential of weapons
• Combat points increased by average of 10% (largely due to Camo PA buff)
• Camo speed malus switched from ATH -> AGL
• AGL malus raised very slightly


Monk:

APU moving towards a glass cannon who requires PPU support
PPU remaining very difficult to kill and almost requiring the removal of their shields to do so

• Resists reduced by average of 9%
• Movement malus switched to ATH and increased slightly
• Difference between APU & PPU set constant between all Pas (6 difference)



Summary of changes:
https://imgur.com/gallery/WVvZz0s

Weapon Rebalance 2020 (Part 1 - Raw Damage) (Live on PTS)

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Hey Runners,

Rare Weapon Rebalance (Part 1 - Raw Damage)

Problem:
• Inconsistent rare weapon dmg progression - too many rare weapons that are not viable whilst some are OP. Some OP are low TL whilst some bad weapons are high TL.

Solution:
• Rare weapons have had their damage numbers rebalanced to fall in line with their TL (e.g Higher TL = More dmg). This means some weapons have been nerfed but most weapons have had an increase to the overall dmg they output across categories.
• AoE weapons have been buffed inline with their TL too, however with a lower multiplier so direct dmg to an enemy will always do more dmg then AoE.
• In preparation for introducing more distinction between Spy vs PE (and other classes through roles) I have taken the decision to buff the dmg of both Rifle + Pistol a little too. Atm this means that any user of these weapons will be doing more dmg then before. During a later update higher TL dex weapons will be more difficult for PE to reach and they will have to make a decision between resist / psi utility / weapon dmg / etc. A step in the direction of making spies glass cannons and PE more jack of all trades master of none.

TLDR:
• Weapon dmg numbers have been buffed (majority have anyway) and reorganised to closely tie dmg output to their TL. This includes AoE with a lower multiplier
• Weapon types updated are: Heavy, Melee, Pistol, Rifle, Drone - PSI will follow in another update
• Rifle + Pistol do most dmg, Cannon + Melee after this, Drone after this
• This is WIP and not set in stone

Foreseen fallout:
• This WILL have an impact on lower TL versions of rare weapons and these need to be tested to ensure that they aren't much more powerful then low TL rares

Next Steps:
• Test these changes on PTS
• Work on weapon characteristics such (freq, handling, range, dmg type shake up, etc)


Update Specifics:

  • Heavy weapon damage rebalanced

    Weapon Type
    Change %
    Winding Arguement -25%
    Summer Leech -6%
    Ionic Shotgun Cannon -7%
    Ravager 17%
    Equilibrium of Forces 4%
    Cursed Soul -10%
    Malediction 5%
    Doom Beamer 27%
    MIRL-600 Warhammer 17%

  • Melee weapon damage rebalanced

    Weapon Type
    Change %
    Paw of Tiger 8%
    Perforator 15%
    Peacemaker 12%
    Claw of Lizard -4%
    Vien Ripper 9%
    Blade of Ceres 4%
    Soligen's Finest 15%
    The Dentist 14%
    Blackmist's Remorse -4%
    Hurler King Knuckles 17%
    Zsu Sun 14%
    Thunderbolt 9%
    Paw of Bear 8%
    Warbots Bane -14%
    Devils Grace 10%

  • Pistol weapon damage rebalanced

    Weapon Type
    Change %
    Wyatt Earp -23%
    Liberator 0%
    Ionic Shotgun Pistol 0%
    SWAT Pistol -23%
    Judge -9%
    Xbow Pistol 12%
    Anarchist 20%
    Steiner -13%
    Beam of Hell 6%
    Sucker Punch 27%
    Freeman 9%
    Craftsman Dream -6%
    Ray of Last Hope 7%
    Dreadfire 11%
    Executioner 9%
    Ceres Handgun BHG-9 0%

  • Rifle weapon damage rebalanced

    Weapon Type
    Change %
    Terminator -8%
    Ionic Shotgun Rifle 3%
    Ray of God 6%
    Thunderstorm -7%
    Reaper 9%
    Libra 33%
    SWAT Assault Rifle 13%
    Redeemer 34%
    Second Love -23%
    Infiltration Assault Rifle IAR-47 13%
    Healing Light 22%
    Ceres Assault Rifle CAR-47 15%
    First Love 17%
    Disruptor 31%
    HVSR-90 Ronin Sniper Rifle 14%

  • Drone weapon damage rebalanced

    Weapon Type
    Change %
    HEW Adv Assault Drone GAL-3000 -10%
    Revenge 18%
    HEW Adv Assault Drone PLC-1000 -15%
    Hew Heavy Assault Drone FA-1000 14%
    Hew Adv Battle Drone FC-1000 -18%
    HEW Adv War Drone RK-1000 17%
    Raging Weasel Ceres Ion 7%
    Devastator Ion Drone 11%
    Particle Nemesis -1%
    Raptor 36%
    Mosquito 47%
  • Mosquito firing range increase by approx. 800%


These changes scale down to lower TL version of the weapons and there if a rare got a buff / nerf the lower TL will have received a similar sort of change.

The below charts show each weapon type and the dmg curve you can expect as your move from the lowest TL rare to the highest TL rares, compared against current progression.

STR.png
DEX.png
For those who can't see these images: https://imgur.com/a/w1Sl6kU

I encourage you all to test and leave feedback below
Attached Images

Weapon Rebalance 2020 (Part 2 - Characteristics) (Live on PTS)

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Hey runners,

Following on from part 1 of the weapon rebalance which focused only on raw damage numbers, this part will look at the behaviour and characteristics of weapons.

General Ideas
Weapon types have been tightened to feel more similar to other weapons within and more distinct to weapons within other types. Current stats between types can vary quite substantially to the point where some pistols have x2 range to others and 0.5 of the stamina use. Therefore now each type has been updated to have it's own "feel" which is different to others, but similar to other weapons within the same type.

Heavy: Medium / Long Range, high stamina use, slowest aim speed.
Range generally increased by an average of 9%
Stamina use generally increased by an average of 12%
Aiming speed generally improved by an average of 14%

Melee: Very close range, highest stamina use, fastest aim speed
Range changed to be the same across all weapons and reduced from sword range to knife range (max redux of 43%)
Stamina use generally increased by an average of 18%
Aiming speed generally reduced by an average of 24%

Pistol: Close Range, low stamina use, fast aim speed but slightly less dmg then rifle
Range generally reduced by an average of 3%
Stamina use generally reduced by an average of 12%
Aiming speed generally improved by an average of 8%

Rifle: Longest Range, moderate stamina use, slightly longer aim speed then pistol but slightly more dmg then pistol. Sniper Rifle projectile speed tripled.
Range generally increased by an average of 14%
Stamina use generally reduced by an average of 22%
Aiming speed generally nerfed by an average of 1%

Drones: Remote combat gives the body some safety (so long as not found) so damage is lowest from all weapons.
Kami drones damage increased, weight increased to 10 and health reduced by ~75%. Blowing up a kami before it reaches you is now a viable tactic.

Hacknet:
Hack-pool cost of attack software reduced by ~40% and now scales based on TL.



Low Tech VS High Tech:
Changes to dmg numbers make it so that a Low Tech only build is more viable then ever with no damage penalty (currently) between the Low Tech & High Tech - giving additional dex points which can be spent on more combat skill / agility / utility. However to incentivise High Tech still I have introduced other differences to still give High Tech a slight advantage for those points being spent:
- 20% Range on Low Tech
+ 10% Stamina use on Low Tech
+ 10% nerf to Aiming Speed on Low Tech



Final Note:
Some weapons may need individual extra tweaking which will mean they vary from their weapon type for the sake of decent usability. After these base changes are tested and settled any weapons needing further tweaking will be addressed.



Below shows changes:

Family
Change (Dmg Types)
Range: Change
Stamina Use: Change
Aim Speed: Change
Grenade Launcher 8% -2% -19%
Freezer Cannon 2% -22% -23%
Ionic Cannon Shotgun -19% -10% -14%
Plasma Wave 5% 51% -22%
Gatling Cannon -7% 105% -6%
Plasma Cannon 3% -9% -18%
Fusion Cannon 2% -22% -17%
Flamethrower 100% 144% -26%
Rocket Launcher -6% 22% -6%
Raygun Cannon 1% -11% -13%
Laser Cannon -1% 18% -12%
Old World Rocket Launcher (Warhammer) -1% 862% -2%
Baseball Bat -33% -3% 25%
WoC-Claw 60% 3% 39%
Combat Knife 33% 3% 27%
Sword -27% -7% 30%
Stiletto 33% 0% -16%
Junk Knife 33% 0% -10%
Knuckles 100% 7% 36%
Tsurugaoka -38% -10% 35%
Electro Shocker 33% -12% 25%
Claw 60% 3% 39%
Warbot Cutter Switched to 60/40 Energy/Xray -43% -18% 28%
Laser Blade Switched to 60/40 Fire/Energy -43% -18% 28%
Pistol (Wyatt Earp) 6% -29% 18%
Submachinegun (Liberator) 11% -20% 3%
Ionic Shotgun Pistol -7% -20% -12%
Old World Automatic Pistol (SWAT) 11% -34% -3%
Plasma Pistol (Judge) -6% -20% -17%
Crossbow Pistol -3% -24% -17%
Automatic Pistol (Anarchist) 8% 7% -17%
Freezer Pistol 20% 33% -9%
Pulse Laser Pistol -19% 18% -14%
Laser Pistol -36% 11% -6%
Rocket Launcher Pistol -6% 0% -8%
Old World Pistol(Golden) (Freeman) 5% -10% -8%
Nailgun Pistol 3% -24% -13%
Raygun Pistol -4% -16% -6%
Gatling Pistol 16% -44% -8%
Fusion Pistol 6% -22% -21%
Old World Pistol (BHG) 1% -17% -3%
Pumpgun (Terminator) 1% -37% -8%
Assault Rifle (Pain Easer) 17% 24% -4%
Ionic Shotgun Rifle 1% -43% -1%
Raygun Rifle 26% 0% -9%
Crossbow Rifle 0% -26% -7%
Freezer Rifle 24% -29% -7%
Old World Assault Rifle (West) (AK47) 11% -17% 3%
Junk Rifle (Desperado) 10% -40% 4%
Gatling Rifle 37% -24% 5%
Fusion Rifle 3% -49% -3%
Compressed Plasma Rifle (Second Love) 15% -43% 5%
Old World Assault Rifle (East) (Reaper) 16% 21% 15%
Laser Rifle 18% -11% -6%
Sniper Rifle 11% -31% 2%
Plasma Rifle 15% -17% 5%
Pulselaser Rifle 15% 0% -15%
Old World Marksman Rifle (Ronin) 23% -57% 6%
Laser Drone - - -
Kamikaze Drone - - -
Plasma Drone - - -
Fusion Assault Drone - - -
Fusion Cannon Drone - - -
Rocket Drone - - -
Ion Blaster Drone (Tech Angels) - - -
Ion Blaster Drone (HEW) - - -
Raygun Cannon Drone - - -
Particlebeam Drone - - -
Gatling Drone (AntiHeal) - -
Gatling Drone - - -

Weapon Rebalance 2020 (Part 3 - PSI) (Live on PTS)

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Hey Runners,

Rare Weapon Rebalance (Part 3 – PSI Damage)

Aim:

PSI damaging APU modules have had some changes to make them feel more distinctive between modules. As well as this the range of APU modules was generally too high so has been reduced to around pistol range, ball blast and lance however now take a long-range role with higher range then any original module to make up for this. Chose the right module for the occasion!

Ball: Frequency lowered substantially but damage per shot raised to compensate.

Ball Blast: Range improved to represent its mortar like function, frequency lowered substantially but damage per shot raised to compensate (hits are currently bugged and not always registering so looking into that)

Lance: Range improved to make it a long-range psi module, frequency lowered moderately and damage per shot raised to compensate.

Beam: Frequency lowered by a small amount but damage per shot increased to compensate.

Halo & Bolts & Barrels: Frequency remains the same.

These changes bring some needed variety into APU, with some modules hitting harder and slower, whereas some hit faster and lighter to suit different playstyles and make levelling an APU more exciting.

Frozen: Sound effects changed from the anti / high pitch sounds to more appropriate fire / energy sounds depending on which suits best.

If you have any suggestions, feel free to drop them below.


Update Specifics:
  • Note that damage change relates to its overall damage output and not damage per shot.



Element
Change %
Damage %
Range %
Frequency %
Energy Ball -21% -28% -51%
Energy Lance -19% -32% -39%
Energy Ball Blast 132% 63% -45%
Energy Halo -10% -25% 0%
Energy Barrel -10% -9% 0%
Energy Beam -2% -20% -11%
Energy Bolt -4% -3% 0%
Energy Multi Energy Bolt -15% -25% 0%
Energy Bolt 15% -23% 0%
Energy Multi Lightning Bolt 0% -31% 0%
Fire Ball 15% -31% -51%
Fire Ball Blast 38% 51% -45%
Fire Lance 16% 59% -39%
Fire Ball Blast 78% 56% -45%
Fire Halo 15% -35% 0%
Fire Barrel -1% -9% 0%
Fire Beam 9% -21% -11%
Toxic Ball 21% -33% -51%
Toxic Lance 19% 56% -39%
Toxic Ball Blast 57% 53% -45%
Toxic Halo 29% -37% 0%
Toxic Barrel 7% -10% 0%
Toxic Beam 5% -38% -9%
Frozen Ball 1% -27% -51%
Frozen Lance 1% 67% -39%
Frozen Ball Blast 170% 65% -45%
Frozen Halo 5% -31% 0%
Frozen Barrel -21% -20% 0%
Frozen Beam 17% -20% -9%
Frozen Bolt 3% -26% 0%
PSI Psi Attack 17% -28% 0%



Anti Type
Values
Range %
Anti Heal 146 -> 140 -4%
Anti Deflector 144 -> 140 -3%
Anti Absorber 145 -> 140 -3%
Anti Protector 146 -> 140 -4%
Unprotector 213 -> 170 -21%

The above values are for the highest TL, for lower TL the values are Holy: 140 / Blessed: 120 / Crahn: 100

Chart of old vs new damage output: https://imgur.com/a/kcm1uph

Power Armour Rebalance 2020 (Live on PTS)

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Power Armour Rebalance:

Goal:

• Buff PAs which are currently underperforming and allow for more varied builds
• One of several steps towards classes have identities (e.g. glass cannon, hit and run, etc)
• Balance all PAs against each other so future changes, once resists calculations are reviewed, are simpler to adapt
• Weights of most PAs changed to be consistent between all versions


Spy:

Moving towards a more glass cannon / hit and run playstyle. Resists lowered slightly but more DEX skill points gained to allow flexibility in pushing damage, speed or utility higher.
• Resists reduced by average of 10%, excluding Holo Vest which gained a 41% increase
• Combat skill bonus increased by average of 15%
• TC added to all Spy PAs to allow for easier high combat builds VS a PE
• Combat malus removed
• Slight change in distribution of resists on armour.
o Silver
Resist distribution changed: PRC 18%, FRC 18%, ENR 16%, Xray 48% -> PRC 20%, FRC 20%, ENR 25%, Xray 35%
o WoC
Resist distribution changed: PRC 26%, FRC 26%, ENR 14%, Xray 34% -> PRC 25%, FRC 25%, ENR 25%, Xray 25%
o Regant
Remains PRC 20%, FIR 40%, PSN 40%
Endurance malus switched to bonus
o Holo
FRC 23%, ENR 35%, Xray 43% -> FRC 20%, ENR 40%, Xray 40%
No combat skill given but 90 points of ‘secondary subskills’


PE:

Moving toward a "Jack of all trades, master of none". Has lots of utility and viable options available.
• Resists increased by an average of 5%
• Reduced the amount of DEX combat skills but increased the amount of STR combat skills
• Combat malus removed

Dexterity PEs
• Reduced amount of combat skill by average of 6%.
• Buffed resist values slightly
• Removed ATH malus from WoC and Camo Pas
• Removed TC from Regant PA and END bonus replaces it
• Slight change in distribution of resists on armour.
• Silver:
o Resist distribution changed: PRC 35%, FRC 35%, ENR 30% -> PRC 30%, FRC 30%, ENR 40%
• Regant
o Resist distribution changed: PRC 21%, FIR 30%, PSN 49% -> PRC 22%, FIR 35%, PSN 45%
o Endurance malus switched to bonus
• Camo
o Remains PRC 20%, FIR 40%, PSN 40%

Strength PEs:
• Increased STR gain on regular PAs
• Increased combat points given by average of 16%
• Regular PAs now give MC as well as HC
• Altered the regular PA to give slightly more piercing and force then energy
• Regant PA no longer has HLT malus and gains END bonus

Tank:

Naturally resistant to damage whilst having moderate damaging ability.
• Combat malus removed


Dexterity Tanks
• Resists reduced by an average of 5% to account for the increased damage potential of pistols & rifles

Strength Tanks:
• Resist values increased by average of 4% to account for slightly higher damage potential of weapons
• Combat points increased by average of 10% (largely due to Camo PA buff)
• Camo speed malus switched from ATH -> AGL
• AGL malus raised very slightly


Monk:

APU moving towards a glass cannon who requires PPU support
PPU remaining very difficult to kill and almost requiring the removal of their shields to do so

• Resists reduced by average of 9%
• Movement malus switched to ATH and increased slightly
• Difference between APU & PPU set constant between all Pas (6 difference)




Summary of changes:
https://imgur.com/gallery/WVvZz0s

Underwear Armour Rebalance 2020 (Live on PTS)

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Underwear Armour Rebalance:

Goal:

• Make non-pa builds more viable
• Give speed benefit to those not wearing PA (+ATH & +END)
• Buff resists slightly to close the gap between UW & PAs - PAs will still give more resists
• Remove ALL malus from UW
• Introduce new naming convention of light / medium / heavy for tiers of each UW

Changes:

TL Name Resist Change % ATH Added END Added
20 Low Density Krokydolith Suit 12% ATH + 3 END + 9
44 Medium Density Krokydolith Suit 16% ATH + 6 END + 14
71 High Density Krokydolith Suit 21% ATH + 9 END + 20
18 Light Ionic Nylon Underall -6% ATH + 3 END + 9
42 Medium Ionic Nylon Underall -1% ATH + 6 END + 14
69 Heavy Ionic Nylon Underall 2% ATH + 8 END + 19
15 Light Argentiferous Lead Coat 6% ATH + 3 END + 8
43 Medium Argentiferous Lead Coat 14% ATH + 6 END + 14
73 Heavy Argentiferous Lead Coat 18% ATH + 9 END + 20
32 Light Chrysotil Suit 17% ATH + 5 END + 12
67 Medium Chrysotil Suit 22% ATH + 8 END + 19
81 Heavy Chrysotil Suit 22% ATH + 10 END + 22
62 Light Carbonsilk Suit 7% ATH + 8 END + 18
72 Medium Carbonsilk Suit 8% ATH + 9 END + 20
82 Heavy Carbonsilk Suit 7% ATH + 10 END + 22
36 Light FeSilicon Coat 10% ATH + 5 END + 13
44 Medium FeSilicon Coat 9% ATH + 6 END + 14
62 Heavy FeSilicon Coat 9% ATH + 8 END + 18
15 Light Glasfibre Suit 10% ATH + 3 END + 8
25 Light Glasfibre Suit v2 10% ATH + 4 END + 10
39 Medium Glasfibre Suit 10% ATH + 5 END + 13
68 Heavy Glasfibre Suit 9% ATH + 8 END + 19
22 Light Ionic Cotton Underwear 4% ATH + 4 END + 10
42 Medium Ionic Cotton Underwear 6% ATH + 6 END + 14
67 Heavy Ionic Cotton Underwear 6% ATH + 8 END + 19
4 Light Leather Skin 6% ATH + 2 END + 6
12 Medium Leather Skin 1% ATH + 3 END + 8
24 Heavy Leather Skin -3% ATH + 4 END + 10
3 Light Wiremesh Suit 4% ATH + 2 END + 6
12 Medium Wiremesh Suit 1% ATH + 3 END + 8
24 Heavy Wiremesh Suit -3% ATH + 4 END + 10

PvE number balance: TTK vs TTD

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Hi all,

I have created a couple of very general and broad polls to roughly gauge opinions on the Time To Kill and Time To Die from appropriate NPCs. This includes lower rank runners against aggies, mid ranks against launchers & co, up to end game warbots / firemobs - it excludes boss / special NPCs such as Regant, Genotoxic Nightmare, Chaos Queen, MC5 Commander etc.

The polls allow multiple answers each so please think about an average build (nothing fringe like PPU with rifle) and how long you feel it is appropriate to kill and be killed by similar rank mobs which is suitable for you to fight at your current rank and with appropriate equipment.

These opinions will help us to rebalance PvE when runner damage and resistances are altered in upcoming patches when applied and altered to fit each scenario which is suitable for that NPC.

https://www.strawpoll.me/20616565
https://www.strawpoll.me/20616617

UPDATE NCE 2.4.81 - Arillium

Neocron Series of Fighting (NCSF)

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Neocron Series of Fighting (NCSF)

We (REPO) are proud to announce that we (with the help of the NST) are going to run a 1:1 PVP tournament event. Sign up fee is 100k, the first, second and third place will get 50%, 33% and 17% of the prize pool + event tokens. To take part, you just have to show up there in time.

When: Sunday July, 26th at 7 pm (CET)
Where: Foster Underground

Rules:

  • If time runs out, referee takes screenshot (as proof) of team window when fight time is over. Fighter with higer HLT percentage wins.
  • Buffs, shields, drugs, nanites or heal may be cast during and before the fight
  • Monks must have at least 128 APU (must be able fire Holy Energy Beam) without PA
  • Using the stealth tool during fight leads to disqualification (lost round)
  • No Area of Effect (AoE) weapons
  • No use of LoM pills after you enter the fighting cage


Remarks:

I am open to discuss and adjust the Rules here or on discord. The main motivation for this event is to provide a pleasant experience for most people, not letting a few people spoil it by using any kind of techniques or methods to gain an unfair advantage. The spirit of this event is to find the best and strongest fighter, so the main strategy to win should be killing your opponent. Excessive playing for time should be avoided.

Weapon Rebalance 2020 (Part 4 - Further changes based on update expansion)

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Weapon Rebalance 2020 (Part 4 - Further changes based on update expansion)



Damage:
  • Weapon damage is now tied to the weapon type it belongs too & it’s TL. The below chart shows the difference between weapon types as you move up to higher TL weapons.
    https://imgur.com/FiTZ9Jr
  • AoE weapons have been buffed in line with their weapon type & TL too, however with a lower multiplier so direct dmg to an enemy will always be more effective.
    https://imgur.com/6yETQZ6 - axis scales are not the same so any comparison between individual charts will not be useful
  • Damage types on ammo altered to be more similar in breakdown. Weighing more into the secondary dmg type to increase the importance of resist balancing. Some weapons also have the ability to switch the primary and secondary.
    https://imgur.com/5JuPpxg



Damage & Characteristics Details:
Each weapon type has been rebalanced to share mostly similar characteristics (weapon range, stamina drain, reticle close speed, reticle starting size, recoil). The effect being that each weapon type “feels” similar and the choice of which weapon type to choice has more meaning.


The following charts show the increase / decrease for each weapon (lower TL versions are filtered from this based on TL) for various weapon stats.
https://imgur.com/LPlZBGi

The following charts show the increase in PSI cost of APU modules, based on the damage they output per cast
https://imgur.com/OIp3M7T



Happy testing!
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