I've been playing at a snails pace, logging on for maybe fifteen minutes a week when I'm not busy and quitting as soon as I get frustrated or confused. Tips for someone who is still a very low level psi-monk? I'm hardly even able to take on the mutants in the sewers of Viarosso.
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# ? Mar 22, 2014 21:47 |
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# ? Apr 24, 2024 11:15 |
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The downside of NC is that the PVP at the highest level is great, but the grind is horrendously outdated, antiquated and utterly hosed. I'll try and log on some time this week and help the new guys out, because otherwise you'll just end up quitting and not seeing some of the actual decent bits of the game, and I totally don't blame you. For example, the majority of missions are a waste of time, playing a monk is utterly painful (APU's are borderline pointless in high level PVP, PPU's are essentially but it's exceptionally difficult to level as a PPU, you need to level APU and then LOM out to PPU really), levelling areas aren't easy to find and the main ones are crowded most of the time, etc. Frankly, the way to get through it is to ask for advice on how to get the grind done as soon as possible in the most painless way possible, getting help from vets, then actually enjoy the PVP at the highest level. This isn't even beginning to go into how to get your rare weapons at the highest level.
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# ? Mar 23, 2014 01:57 |
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If you try to level some of the more advanced paths while new, the game can be quite harder than it needs to be. Playing with other people will not only hopefully fix this but give you many more options. Advantages to playing with a Clan are many. I'll buff you to help you level, provide you with gear/weapon options from our crafters, and hopefully direct you to the best spots available. APU is hard to start. Once you get your AOE spells(Barrels) and some proper single target Energy spells, it's much much better. Dungeons tend to suck, I try to stick to the open when starting as APU.
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# ? Mar 23, 2014 02:45 |
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Hey everyone, I havent looked too far past the beginning of the game and I like it and all, but a quick question before I try and devote myself more to it... Is this game, end game, more about PVP or PVE?
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# ? Mar 23, 2014 03:20 |
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Garbanian posted:Hey everyone, I havent looked too far past the beginning of the game and I like it and all, but a quick question before I try and devote myself more to it... If you're trying to cap your character to PVE you're playing the wrong game, for sure. End game is all about street brawling, griefing and outpost battles. E: I learned something new tonight. PSI for a monk levels quite well from driving a rhino-tank while someone guns for you. Kazvall fucked around with this message at 03:37 on Mar 23, 2014 |
# ? Mar 23, 2014 03:31 |
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Hey guys, situation has changed and my old machine is operational. Awesome. So, I'll be by presently... as in tomorrow.
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# ? Mar 26, 2014 01:57 |
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Grecotch Unicycle posted:Hey guys, situation has changed and my old machine is operational. Awesome. So, I'll be by presently... as in tomorrow. The great champion of veno has returned to fight off the juden horde of cyber Hitler!
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# ? Mar 27, 2014 14:15 |
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Interesting post by the devs about how they're balancing the various weapons in the game: http://forum.neocron-game.com/showthread.php?155245-New-Patch&p=2225793&viewfull=1#post2225793 Looks promising, but I'm not playing much at all to be honest. I hope new textures are also round the corner because this game needs to feel new in addition to balancing.
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# ? Apr 9, 2014 14:21 |
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Holy loving poo poo, people are still playing this!? I never rolled a Black Dragon before but I was usually having fun on my Pistol PE -- I really REALLY missed this game.
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# ? Apr 9, 2014 23:22 |
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Looks like patch 186 will be dropping soon https://twitter.com/GM_Alduin Mostly bug-fixes and balancing of weapons
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# ? Apr 12, 2014 00:07 |
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Patch 186 has hit the test serverquote:Patch Notes R#186 - T#186 http://forum.neocron-game.com/showthread.php?155324-R-186-T-186-Patch-Notes
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# ? Apr 12, 2014 12:40 |
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Holy balls they are actually moving through and balancing the weapons. Does this mean Heavies utterly crushing everyone will be a thing of the past? I hope this is a big PE buff because I have lots of PE's... Really hoping melee is viable again *cough* melee PE *cough* If someone takes the time to see how effective the rare weapons are compared to non rares it would be fantastic data and comparison. Dr. Video Games 0155 fucked around with this message at 14:05 on Apr 12, 2014 |
# ? Apr 12, 2014 13:30 |
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I am eagerly awaiting these couple patches to go through testing to make it to live. These updates will make or break the game for a lot of people. Having the old copbot dialogue back is loving awesome! Pretty excited for all these changes. It should really shake things up in a much needed way. I'm still playing, though at a slightly reduced pace. If anyone needs help with anything, hit up the thread and get on teamspeak.
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# ? Apr 15, 2014 00:50 |
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I randomly came back to this game a while ago. I remember when they had a billing issue a few years back and gave every account access to the game. Sad to see my old characters gone, but I started some new ones. I got a tank to a decent level so the point that I could grind on launcher cyclops, but got bored when it started to take an inordinate time to level and the new cool cannon I just got built was marginally better than what I was already using, and I was only a high enough rank to do the third epic mission for Tangent. Is there a better way to level? I would sure like to get to the fun part of the game. Also, I have two accounts so I can poke/tradeskill myself since waiting around for a poker sucks with the low pop.
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# ? Apr 15, 2014 19:56 |
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What's your strength at?
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# ? Apr 15, 2014 21:24 |
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Currently at 65. The bunker is probably too low for me now but at the same time I feel like I'm not doing the damage I should be.
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# ? Apr 15, 2014 22:32 |
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Well, different mobs have more resistance to different damage types. Have you been focusing on AoE weapons like grenade launchers and rayguns? You can try El Farid or Chaos Caves if you want to do some dungeon crawling. Regants is great as well, but probably a little bit high for you. Also, make sure you have the best implants you can use. You can use the same implant as long as it's not the same level. This could help you get into better guns faster.
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# ? Apr 15, 2014 22:35 |
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For the record, this is what I've been using: Will this work for El Farid? I wasn't lucky enough to get a slot but I don't have a lot of cash to blow on making another one.
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# ? Apr 15, 2014 22:40 |
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Is that one AoE? I can't remember. As long as you have fire/poison armor, you should be ok. If you need money I can help you out.
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# ? Apr 15, 2014 22:54 |
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Kazvall posted:Is that one AoE? I can't remember. As long as you have fire/poison armor, you should be ok. If you need money I can help you out. Ray Gun + Heavy Cannon is I THINK AoE if I recall, it's that blue ball explosion that attaches it's "tendrils" on anything nearby when it explodes.
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# ? Apr 15, 2014 23:35 |
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Yeah, it's AoE. The big blue ball thing. Personally I don't like it, I think I had better luck with my nade launcher. But I guess I'll take a ride to El Farid and see how it goes.
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# ? Apr 16, 2014 02:32 |
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If you aren't a droner you do need some type of AoE for El Farid. The XP is phenomenal once you get a rhythm going and are mindful of the terrible death that is scorpion poison. I've seen several tanks do El Farid with various weapons so as long as you are careful you should be fine.
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# ? Apr 16, 2014 12:38 |
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I was going to write up a little guide to leveling in NC, would that be of use? I'll see if I can bang something up over the weekend to lay out a basic path for levelling characters up through each stage, because it's frankly the biggest pain in the arse in the game and the quicker it's done, the better.
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# ? Apr 16, 2014 14:12 |
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I went to El Farid and managed to kill a fair number of scorpions and get some decent xp and cash. I was stuck in the first 3 rooms and had to abuse the huge AoE radius of my cannon to not die though. I also love how AoE goes right through walls. I just need to buy some new implants, apparently I'm still using the tier 1 stuff from Cryton's. I should be able to jump right to the tier 3 stuff and get bumped up to around 72 strength or so. So if you know, which is a better upgrade? Looking at techhaven's list of heavy weapons, it looks like I should be picking up a Plasma cannon or Fusion cannon. Or should I grab the rocket launcher from the MB trader? Also, how exactly do injectors work? I have a health injector, is there a benefit to using the entire pool of nanites or should I be using it one dose at a time? year199X fucked around with this message at 14:28 on Apr 16, 2014 |
# ? Apr 16, 2014 14:25 |
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I always like the Ryker tl72 grenade launcher. The next step up from that is the rc13 special raygun cannon. Both solid choices. As far as health injectors, you can use up to 120 nanites before it's counted as too much. Don't use too much. Also, you may stack the injectors if you're using the tl14 and the tl40 biotech hacknet one. Just make sure you use the lower tl one first. I inject twice with the lower tl, and then up to 120 nanites with the other.landofcake posted:I was going to write up a little guide to leveling in NC, would that be of use? I'll see if I can bang something up over the weekend to lay out a basic path for levelling characters up through each stage, because it's frankly the biggest pain in the arse in the game and the quicker it's done, the better. If you write up a guide, or any guide, I'd be happy to add it to the OP. Some of the guide we have now is a little outdated, but I just don't have the time to find the exact location for all the monsters. That and when the patch hits many things will change.
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# ? Apr 17, 2014 13:16 |
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I got an alt access to the BT FSM, and holy poo poo I didn't realize there was a tl33 implant that gave +5 to a primary stat. I got that one, hunted down the tier 2 implant, and got the tier 3 spine. That gave me enough Str to use the next tier of grenade launcher (the volcano one), which I got built and modded with napalm. That thing kills the smaller scorpions with ease, but the big ones still give me trouble. Oh, then I used thyronol to be able to equip my power armor, so the str bonus would keep it equipped when it wore off
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# ? Apr 17, 2014 13:37 |
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year199X posted:I got an alt access to the BT FSM, and holy poo poo I didn't realize there was a tl33 implant that gave +5 to a primary stat. I got that one, hunted down the tier 2 implant, and got the tier 3 spine. That gave me enough Str to use the next tier of grenade launcher (the volcano one), which I got built and modded with napalm. That thing kills the smaller scorpions with ease, but the big ones still give me trouble. Now you're playing Neocron! Almost all my characters use drugs to keep the armor on. Here's a tip. If you generep, you don't need to redrug. Just wait for SI to go away, and relog. If you can't use your stuff after that, which rarely happens, you just zone out in town or the next sector over.
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# ? Apr 17, 2014 13:41 |
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I dc to login screen every time I zone, is that a known issue?
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# ? May 21, 2014 00:38 |
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It's very common with me also.
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# ? May 21, 2014 09:15 |
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Patiently waiting for this patch to get tested and put out. Our clan died. I'll be looking at getting us into a large clan, already have a few leads. Who is interested in playing again when the patch hits?
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# ? May 21, 2014 15:40 |
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I'm game. This game is clunky as hell but strangely engaging. I dig the world. I'll just have to hit tab twice and enter every time I zone haha.
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# ? May 21, 2014 18:28 |
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Kazvall posted:Patiently waiting for this patch to get tested and put out. Our clan died. I'll be looking at getting us into a large clan, already have a few leads. Sorry I've been away, but I think we all saw that poo poo happening. What a weird guy who lead that "clan".
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# ? Jun 1, 2014 07:48 |
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Well Arnold, if you want to start playing again I will find us a clan. Miss you, human being.
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# ? Jun 2, 2014 20:01 |
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Yeah, man. I'm moving right now, but will hit you up when I'm around.
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# ? Jun 4, 2014 17:04 |
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Found us a black dragon clan so we don't have to switch factions.
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# ? Jun 7, 2014 16:19 |
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So, stuff is going to happen soon. I've included patch notes that are on the test server. Read on. Dear Runners, Balancing phase one has finally come to an end. The final patch has been applied to Vedeena, final feedback has been gathered and adjustments have been made. The final patch will be built the first weekend in August. Great news I would say and I hope you will say so too! So when will this patch be applied to Titan you may ask? Soon(TM). We will hold this patch back a little bit to carry out some maintenance work on Titan. We want to ensure that this patch launch goes as smoothly as possible and ensure that Titan is prepared for a huge wave of returning players. The problem however is that we cannot give you a schedule on this yet, because our main server administrator Zoltan, is currently barely available due to a hardware failure with his laptop. Rest assured we will do everything we can to get everything up and running as soon(TM) as possible. What about the future of the balancing project? One thing is sure, the balancing project will continue. First and foremost we will want to gather large scale feedback on phase one to see what went wrong and what went well. In case there are urgent issues with phase one we will of course patch them as soon as possible - remember we were never afraid of patching at weekends. However in parallel we will also continue to the work on phase two which will at least consist of changes to implants, like for example, giving every single implant a purpose again. The development of phase two will not take as long as the development of phase one. For phase one, a lot of tools had to be developed and a lot of research had to be conducted. The tools are now developed and also large parts of research are completed which will considerably speed up development of phase two. More details on phase two will follow soon(TM). Slauncha Alduin ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Dear Runners, UPDATE - Hotfix T#199: A typo in the psi usage calculation resulted in all weapons requiring psi. This has been fixed. In addition we lowered the psi requirements of all spells by 20%, so the equation now reads: techlevel*20.0f / frequency Below are the full combined patch notes for R#186 aka "The Balancing Patch". These notes have been restructured and combined to show the full impact of this patch against the current Titan State of R#185. This includes some final changes made in R#186-T#198(Release Candidate 7), these are highlighted in bold italics. We have chosen to do this to bring your attention to all aspects of this patch, not just the final changes. This is a land mark occasion as it brings the results of many months of hard work to the finish line - next stop Titan! Remember that this is just Phase One of the overall Balancing Project. Work does not stop here. We'll have more details about the next phase in the coming weeks. Please join us in the Discussion Thread to deliver your final feedback on the below changes - before we repackage the numerous incremental patches ready for deployment to Titan Soon™. Combined Patch Notes R#186-T#186 through R#186-T#198 (RC7) TECHNICAL UPDATES & BUG FIXES NETWORK SETTINGS Changed the use of USELOCALPORT in 'path/to/neocron/ini/updater.ini': USELOCALPORT=0 now randomises the port on every client launch USELOCALPORT=1 means using a predefined port via LOCALPORT=xxx The availability of port randomisation allows multiple clients to be launched (dual logging) without player intervention. OUTPOST TURRETS Outpost Turrets are available for use and purchase once again. Outpost Turrets no longer move/slide when fired upon or damaged. Outpost Turrets can no longer be placed inside of each other. NPCs Display of NPC dialogue when talking directly to an NPC has been revamped, this includes a new RPOS background image. CopBot AI has been updated to include previously deactivated and unused audio. CopBots use this audio when ending dialogues, pursuing players, killing players, and upon losing their target. Wandering NPCs with the PMAN AI now stop and face the player when talking or trading with them. Wandering NPCs with the PMAN AI now correctly greet runners. Wandering NPCs with the PMAN AI now only flee from players with weapons and not other NPCs such as CopBots. Static NPCs with the WAITER AI now correctly hide/duck to "evade" players with weapons. NPCs that use the WAITER and PMAN AI scripts will be introduced in future patches to increase atmosphere in the gameworld. TECHNICAL Client.exe now has an appropriate icon, players who use Windowed Mode will be able to more readily identify the Neocron Client Added New configuration options to the Hardware Configuration window. Players can now control dynamic lighting of shots, casting of shadows and more! Decrease in dynamic light intensity with distance from the light source has been flattened. Dynamic lights now cast light over longer distances. Character stats updates should now be enforced right after synchronising. Due to the significant re-factoring of underlying code, some particle effects (weapon shots, explosions etc) now look slightly different. Calculation of the effective frequency for weapons in the item information window should be fixed. Root cause of common "Bad World Data" bug identified and fixed server-side. Existing temporary work around has been removed. Server health reporting services have been added server-side to assist with monitoring of the game server. World host tracking has been added server-side for better identification of sectors which run into difficulty. MISCELLANEOUS When leaving a clan Runners will keep their own sympathy rating toward the faction, instead of inheriting the Clan sympathy rating. Locked messages for Gene Replicators, Venture Warps, Apartment Interfaces and Vendors have been updated. Players are no longer kicked for being AFK with a drone in flight. You will still be kicked for being AFK if the drone becomes idle. Behaviour of AoE weapons has been updated to prevent abuse by LE equipped players. Frequency values shown in weapon info windows have been fixed. Instant death after zoning out of HackNet should be fixed. The update rate of health and damage related packages has been increased to decrease the number of players dying due to heart attacks while hunting. BALANCE PROJECT: PHASE ONE ALL WEAPONS The frequency of weapons has been fixed for each weapon. Weapon frequency is no longer based on the player's skill point setup. Characteristics of weapons - frequency, shot count, handling, etc. - have been left untouched unless otherwise stated. Aggressive damage over time effects - contamination, fire, x-ray, poison and energy stacks - have been reworked and should now work as intended. Damage output of all weapons is now balanced according to Tech Level. Weapons with the same tech level from the same category - pistol, rifle, etc. - should now do the same amount of damage per minute/second, this is now independent of whether they do damage over time or instantly. Player vs Player damage has been lowered by a factor ~2 Damage output (both PvP & PvE) of AoE weapons has been lowered by a factor of ~2 Compared to the damage per minute/second of Heavy Combat Weapons: Drones do 10% less damage. Melee Weapons do 7.5% more damage Pistols and Rifles do 10% more damage APU Spells do 15% more damage All Weapons now receive an additional damage boost of at most 2.5% based on their aiming speed All Weapons now receive an additional damage boost of at most 2.5% based on the number of shots in a burst Damage types introduced by different weapon modifications have been equalized. Modified weapons deal the same amount of damage as unmodified weapons, the modification causes damage to be divided across damage types. PISTOL, RIFLE & HEAVY COMBAT Beam weapons should now work exactly as burst weapons do. The behavior of bursts have been fixed. Instead of a monotonous pew, pew, pew, pew... burst weapons should now do a pew, pew, pew, wait, pew, pew, etc... again Clip size differences between 'Rare' and 'Normal' weapons have been removed. Disruptor burst lowered to 3 instead of 4 shots Reticule closing speed of the Disruptor has been lowered Removed the range effect from Devourer-like, Ray of God-like and Lightbringer-like weapons Fixed a bug in the damage balancing for shotguns DRONE COMBAT Drones deal less damage (as above) as Droners do not need to engage in combat situations physically, they only engage in combat remotely via their drones. MELEE COMBAT Aiming for Melee weapons has been changed to mirror APU damage calculations, see below for details. GENERAL PSI High frequency spells should now work as intended PSI use has been changed to operate with a new calculation, see below for details. A minor bug in the calculation of the casting time for spells has been fixed PASSIVE PSI PSI Shields have been rebalanced PSI Heals have been rebalanced Duration of single target, sanctum and group PSI Heals has halved (60 to 30 seconds). With the move of anti-shielding spells from PPU back to APU, PPUs lost a lot of their workload. Removed the healing effect from all applicable tiers of the following spells: Anti Contamination Anti Energy Anti Poison Anti Fire Anti X-Ray Holy Catharsis All applicable tiers of the following spells are now classed as passive by NPCs and can be used in Safe Zones: AntiPoison AntiFire AntiEnergy AntiXray AntiContamination AntiParalyse DamageBlocker Holy Catharsis Holy Exorcist AGGRESSIVE PSI The frequency of several single target APU spells has been increased, primarily of those which previously had a very low frequency, like e.g. the holy lightning or the fire apocalypse Frequency of all APU spells has been raised APU aiming correction has been changed, see below for details. All applicable tiers of the following spells have been moved back to APU from PPU: Anti Deflector Anti Absorber Anti Protector Anti Heal Holy Unprotector Casting time of the "Holy Unprotector" has been changed to 4 seconds Casting time of the "Anti Protector/Absorber/Deflector/Heal" spells have been changed to: 3.5 seconds for the normal version 3 seconds for the blessed version 2 secondsfor the holy version HACKNET SOFTWARE Duration of HackNet heal effects has also been halved (60 seconds instead of 120 seconds) HackNet weapons/shields/heals have been balanced according to the same rules as other weapons/shields/heals NANITES & NANTIE TOOLS Nanite tools have been balanced according to the same rules as their PSI counterparts. Nanite and psi heals on the same tl should now be en par NPC/MOB DAMAGE An additional damage boost given to NPCs/Mobs based on their level has been removed. This is now achieved by the Tech Level dependence of weapons. ADDITIONAL BALANCE CHANGE INFORMATION AoE Weapons: All AoE weapons (psi barrels, psi multi target bolts, rocket/grenade launchers, ray gun and fusion cannons) with the exceptions of Ball Blast Spells have been altered and rebalanced in line with their Tech Level. Ball Blast Spells have been excluded for now. We need to know whether some AoE suffer too much or whether some do not suffer enough from this change! Please compare the damage output of e.g. barrels to comparable single target spells at around the same Tech Level. Aiming Speed Correction: Aiming speed is now based on a multiplicative correction calculated as follows: correction = 1 + 0.025f * ((highestAimSpeed - w.AimingSpeed) / aimingSpeedDifference), where aimingSpeedDifference denotes the aiming speed difference between the weapon with the highest aiming speed and the lowest and w.AimingSpeed denotes the aiming speed of the current weapon to be balanced. APU Aiming Correction: Previously the APU did 65% of his intended damage by default if "his aim was closed less than 65%", if it was closed further he did more damage, up to 100% if it was fully closed. This had been implemented to compensate for the fact that compared to other weapons, the APU's casts would not miss their target. We have changed this as follows: the baseline damage output of the APU is now 90% instead of 65%. Depending on how much his reticule is closed when starting the cast, this will increase to 100% if the APU's aim is fully closed. Melee Aiming Correction: Melee damage calculation now works the same as APU damage calculation. The actual damage now depends on the closure of the player's reticule and gets multiplied by a factor: 0.90f + 0.1f * max(min(ReticuleClosure * 0.01f, 1.0f), 0.0f), where ReticuleClosure is given in percent. PSI Usage Calculation: PSI usage is now calculated using the following formula: techlevel*25.0f / frequency Burst Correction: is a multiplicative correction calculated as follows: correction = 1 + 0.025f * ( 1 + (w.shotCount - highestBurstCount) / burstDifference), where an analogous naming convention has been used. State of HackNet: According to the few reports we have so far received, HackNet is rather messed up. Whether it will remain this way when this patch hits retail will mainly depend on two things: our time schedule and your HackNet testing efforts. If everyone agrees that we can safely ignore HackNet throughout phase one, we will ignore it and not spend time on it until later in the whole project. Balancing Project: Phase Two: Phase two will be delivered faster than phase one. Balancing patches as well as patches in general will move to smaller sizes in the future, so we can iterate more often! This is due to the ground work we have put in place during this extended development period and time we have invested in the production of our tool set. Details on how to get the resistance values for your shields, as well as how and what to test can be found in Bragi's post. How to cap your character on Vedeena Sincerely, Your Neocron Support Team
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# ? Aug 4, 2014 00:16 |
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I can't believe crazy people are still working on this game. I played Neocron when it first came out (started in the beta, I think), and I remember it being a horrendous grind even compared to other games of the era. I just couldn't keep up with it, even though I thought it was cool and stylish. I hope they make advancement super fast just for the gently caress of it someday. I'd totally play it. I want to install it just to run around for a sec for nostalgia's sake, but I know there's no way I'll stick with it. I still remember getting into arguments on their forum about game design when we still had no idea how anything was going to work. The anticipation was so great, and like with Shadowbane, the game in our heads was so much better than the reality. Ah, youth.
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# ? Aug 4, 2014 19:26 |
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Wikipedia Brown posted:
Interesting. When I played it at launch, it was a bit grindy, but in one and a half months I had top gear and all the stats that mattered were maxed. Not powerlevelling, just normal play.
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# ? Aug 4, 2014 20:48 |
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It's not hard to get max level. It was just a question of what to do at max level. It looks like we'll have something to do, soon. I might not even play that much, but I've got 4 characters I'd like to PvP with, casually.
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# ? Aug 4, 2014 21:39 |
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# ? Apr 24, 2024 11:15 |
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Pretty good notes actually, but I see no changes to PE at all. The melee damage increase helps slightly but it isn't much, hopefully they revisit character skill caps to make quality of life adjustments.
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# ? Aug 5, 2014 01:00 |