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Overpowered specs
Necrotech
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Joel Autobaun said:
I dont understand how engine tuning or negotiator makes the list...yet rapid shot is not there.

I am very worried about who you are getting your info from sam.  I think its the wrong people.


Rapidshot - Seems to me (correct me if I'm wrong) that it is on a per level basis - Lvl 1 = 10% Lvl 2 = 20% etc. max @ Lvl 3 @ 30%

You expend ammo at ridiculous which then has to be offset by Rapid Reload.

I would leave that for now.

Engine Tuner - Don't see that an issue with that as it stands, I see more gain at the moment from Chrome motors than Engine Tuner.

Defensive Driver - Yes, diminishing return well may be in order here, especially when you can get the skill in 3 different vehicle types.

Culminated with a vehicle class that has no bearing except give extra specs (cycles), eliminate the cycle class until cycles are implemented and allow a respec of those skills.

Jump starter - Same as above with Defensive Driver

Scout skills - I guess I don't see it the need for tweaking, save negotiator.
Love the vehicle identification idea.

Sniper - Like Hvy weapons, Machine Gunner, Rockeeter, and similiar, should be contained to own Sub class of weapon, such as HCR, Car Rifle, and Rifles. Submachine guns should fall under MG spec.

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Posted Jul 11, 2014, 6:11 pm Last edited Jul 11, 2014, 6:12 pm by Necrotech
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Necrotech said:
Rapidshot - Seems to me (correct me if I'm wrong) that it is on a per level basis - Lvl 1 = 10% Lvl 2 = 20% etc. max @ Lvl 3 @ 30%


That's about right in terms of effect yes.. you're saying a level 10 should have 100% chance of shooting twice on each round?

Quote:

Engine Tuner - Don't see that an issue with that as it stands, I see more gain at the moment from Chrome motors than Engine Tuner.


You can't be basing that on any knowledge of high-spec engine tuner then, because right now at high levels it's far more potent than Chromed-engines.
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Posted Jul 11, 2014, 6:19 pm
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*The X Man* said:
*sam* said:
Some remain fine without soft-caps.


One thing that will help on player input is to define what a soft cap is and how it affects that specialism. A better understanding may lead to better suggestions.



By soft cap, I mean the effect diminishes with each additional level, but at no point does an extra level add nothing at all.
The way I'd implement these would be based on a power function (where the power is less than 1). Typically in the range 0.5 to 0.8.

So, for example using 0.8:

1^0.8 = 1
2^0.8 = 1.74
3^0.8 = 2.41
.
.
.
10^0.8 = 6.31
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Posted Jul 11, 2014, 6:22 pm
*sam*
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*Rev. V* said:
Sam said-
"edit: I note from comments in my code that at some stage in the past I removed the use of the sniper skill for large-gun category weapons, but later put it back. This was probably due to player complaints."

-----------------------------------------------------

I was one of the rather vocal complainers, honestly it pissed me off to no end.
That said, my reasons may have been different than other people's reasons.

I didn't mind the change, because sniper IS overpowered.
But folks were ALSO supposed to be given the chance to respec their gangers to accomodate the change, rather than being left hanging with gangers that were set up using the previous way of doing things.

Then we got the nerf, which I didn't mind.....except that the respec part of this never happened.
Had BOTH parts of the change been implemented, I think you would have gotten a LOT less complaining.



I think you must have been in the minority, yes.
I don't recall the details, but I'm sure if allowing re-specs was all that was needed to smooth the change then I would have done it. It's easy to do.
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Posted Jul 11, 2014, 6:28 pm
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*sam* said:
In terms of psionics, 'Burn' seems to be the one that gets complained about... are there any others that are too powerful?


Pyro is very limited for many reason.. and Psi skill are in general.

Here are my reasonings

1 - To recruit or get a Psonically endowed character... The odds to receive are ridiculous.

2 - To train them is exceedingly slow, therefore adding addition age, and not being to train other skills generally. If a human, the age/mileage factor is even worse as the years of drug use wear a character. By time they even useful in most cases, they are almost dead to begin with.

If a mutant, the above drawback is exponentially so.

3 - Pyro range is less than 50m, barring terrain.. is an incredibly short distance. Most people only get caught by this is because they are unaware that a pyro is in the vehicle in the first place.

In this case, trying to be objective, and having been on both receiving and now giving end.

When I didn't have a psi, it took me a couple times and learned to be wary and adjust for them. This also included doing homework on the opponents rank and file.

Studying my opponents allows for me to prepare for them properly.

Now that I have a few functioning psi's.. They do help, but only in certain venues and situations. If opponents are not prepared for them, or if a surprise attack (Last week's COE's were a perfect example those instances), how is that any different than fielding mounted mortars, or rolling a TT covered in Tank guns?

I believe, in my opinion, the reason that people complain about Psi's is that they mostly unfamiliar with them due to extreme rarity, and then one gets sprung on them, the sky begins to fall.

In their mind it is a fairness issue, where in reality it is a preparedness issue, or lack thereof.

Some may never get a Psi, this is true.. but aligning with certain factions, having high reputations in certain places, I believe, give more of a chance to get them, While the drawback being most likely you are hunted mercilessly everywhere by "normal" factions.
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Posted Jul 11, 2014, 6:33 pm Last edited Jul 11, 2014, 6:52 pm by Necrotech
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*sam* said:
Necrotech said:
Rapidshot - Seems to me (correct me if I'm wrong) that it is on a per level basis - Lvl 1 = 10% Lvl 2 = 20% etc. max @ Lvl 3 @ 30%


That's about right in terms of effect yes.. you're saying a level 10 should have 100% chance of shooting twice on each round?

Quote:

Engine Tuner - Don't see that an issue with that as it stands, I see more gain at the moment from Chrome motors than Engine Tuner.


You can't be basing that on any knowledge of high-spec engine tuner then, because right now at high levels it's far more potent than Chromed-engines.


Hard cap Rapidshot @ Lvl 3, this done for laser spec.

But to honest.. you have a Rapidshot 10... you've earned it... becuase consider what other specs that ganger does NOT have.

10 Specs in one single skill, that character would be a Grand Master of Flowers of his craft.
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Posted Jul 11, 2014, 6:34 pm Last edited Jul 11, 2014, 6:39 pm by Necrotech
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Dont forget offensive driver! Why not soft cap them all the same?
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Posted Jul 11, 2014, 6:46 pm
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To be fair, I'm not sure I've seen offensive driver used effectively ever...

Does it work in regular races? Only place I see it having any value.
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Posted Jul 11, 2014, 6:47 pm
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FireFly said:
To be fair, I'm not sure I've seen offensive driver used effectively ever...

Does it work in regular races? Only place I see it having any value.


Offensive Driver, rarely used in comparison to other specs... Why ram when you gun guns ?
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Posted Jul 11, 2014, 6:50 pm
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*sam* said:
*The X Man* said:
*sam* said:
Some remain fine without soft-caps.


One thing that will help on player input is to define what a soft cap is and how it affects that specialism. A better understanding may lead to better suggestions.



By soft cap, I mean the effect diminishes with each additional level, but at no point does an extra level add nothing at all.
The way I'd implement these would be based on a power function (where the power is less than 1). Typically in the range 0.5 to 0.8.

So, for example using 0.8:

1^0.8 = 1
2^0.8 = 1.74
3^0.8 = 2.41
.
.
.
10^0.8 = 6.31


Thanks Sam, that helps a lot to understanding how the training works.

But now you need to discuss, per specialism, which way you intend to balance it.

1) Reduce training effectiveness
2) Hard Cap the Specialism
3) Reduce Specialism to specific skill availability

Doing any one of the three should be enough, but not any more than one.

In general, I would lean towards a hard cap of about 5 as a start for discussion. Then give players the ability to respec what they are over the in the hard cap.


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Posted Jul 11, 2014, 7:01 pm
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*sam* said:
Hi all.. just to let you know I'm doing a review of all specialist skills with a view to applying soft caps. In several cases, the effects can start to get silly after about level 4 or 5. To be honest, when I implemented them I wasn't really considering that anyone would go above that level with them.

Some remain fine without soft-caps.

I'll list the ones here that I think are most unbalanced, please feel free to comment! [more to come, I'm still reviewing right now..]
- Sniper
- Rapid Reload
- Engine Tuning
- Defensive Driver
- Negotiator


Defensive driver never seemed unbalanced to me... Sniper needs changing into the specialism for car rifles and heavy car rifles only acting like machine guns or rocketeer. Everyone knows this... Some don't like to admit it because their whole game is built around this one spec. Negotiator is pretty useless until you get a very high level.

Never used the others...
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Posted Jul 11, 2014, 7:17 pm
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Gangers already die to easily......I dont believe any specs should be nerfed. Even if someone does get a 10 +spec character how long is he gonna last? The only skill that should be modified is sniper and it should be be done by weapon type, bally, mgs, heavy, rockets and hand guns.
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Posted Jul 11, 2014, 8:35 pm
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Negotiator doesnt need to be nerfed. My 407 scout and 334 scout still get multiple encounters down south. Dont base nerfing this on players opinions traveling in the northern triangle.

Psi(Pyro) - As Necro put, its very limited. And he just personally weakened it by posting its weaknesses. There are more weaknesses in terms of Pvp also Sam, but I will not post them here and if you want can PM them to you.

Engine Tuner. I have an engine tuner 8, but have never used her...bummer! I think its common knowledge in Evan that Longo is no racer...haha

Sniper - Its the most powerful spec in the game. Be careful tweaking this one. Last time you changed this, it was substantial. My "uber" gangers, some of the best in the game, were slaughtered in the Badlands because not only was I outnumbered substantially, but they could hit me before I could them.



Joel Autobaun said:

Notice a few things here sam.  Every skill that is useful in pvp is getting complained about.  Very few pve skill which are over powered (negotiator...mindcontrol) ever get complained about.  You infact are having to nerf some skills because you didnt think people would obtain these skills and they wouldnt have except for the extremely soft...weak carebear environment created by the incessant whining of the pve crowd.


Joel hits things spot on here.
I have never played a game that had a level playing field in Pvp. There will always be people that are way better than others, whether it be because they play 24/7, just have better eye/hand coordination, good strategy etc. Look at COD...I used to buy it for Xbox and play the first week, then quit. I was pretty fair matched that first week, but after that, all of the super nerds had found all of the good "spots", memorized all of the maps, and figured out the best gun combos. This "problem" is nothing new to online gaming...
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Posted Jul 11, 2014, 8:40 pm Last edited Jul 11, 2014, 8:43 pm by Longo
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that is incorrect... every skill that allows a vet to make PVP impossible and unpalatable for newer players is up for consideration.

When the likes of joel says they want PVP they mean they want a line of people to slaughter. If you want PVP to take off.. nerf the crazy specs, the game killers - these are the thing that prevents PVP and anyone who REALLY wants PVP in this game should be championing anything that nerfs the specs Joel wants.

anyone who has watched Joel pyro an entire event out in 10 turns knows its true.

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Posted Jul 11, 2014, 8:45 pm Last edited Jul 11, 2014, 8:46 pm by goat starer
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FireFly said:
To be fair, I'm not sure I've seen offensive driver used effectively ever...

Does it work in regular races? Only place I see it having any value.


yeah it works in races, and i've been on the giving and receiving end both. snipe really f'ed up my engine one time with one hit, kinda catastrophic in a pure race...

also effective for drivers of tt's or fe's or other large things, i typically have a dedicated driver, and a reram, why not take od?
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Posted Jul 11, 2014, 8:48 pm
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Dammit, if you fix this, that means I never have a chance at some of those records.

*sam* said:
Joel Autobaun said:
I dont understand how engine tuning or negotiator makes the list...yet rapid shot is not there.

I am very worried about who you are getting your info from sam.  I think its the wrong people.



I am planning to modify rapidshot a bit, yes.

At high specs and without any kind of soft cap, engine tuner is *massively* overpowered, I can guarantee you that. Not from people but from code.
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Posted Jul 11, 2014, 8:57 pm
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Honestly, if someone put 10 specs into rapid shot, they should get to shoot twice each round and three times on Sunday.

*sam* said:
Necrotech said:
Rapidshot - Seems to me (correct me if I'm wrong) that it is on a per level basis - Lvl 1 = 10% Lvl 2 = 20% etc. max @ Lvl 3 @ 30%


That's about right in terms of effect yes.. you're saying a level 10 should have 100% chance of shooting twice on each round?

Quote:

Engine Tuner - Don't see that an issue with that as it stands, I see more gain at the moment from Chrome motors than Engine Tuner.


You can't be basing that on any knowledge of high-spec engine tuner then, because right now at high levels it's far more potent than Chromed-engines.
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Posted Jul 11, 2014, 9:04 pm
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Bolt Thrower said:
Honestly, if someone put 10 specs into rapid shot, they should get to shoot twice each round and three times on Sunday.

*sam* said:
Necrotech said:
Rapidshot - Seems to me (correct me if I'm wrong) that it is on a per level basis - Lvl 1 = 10% Lvl 2 = 20% etc. max @ Lvl 3 @ 30%


That's about right in terms of effect yes.. you're saying a level 10 should have 100% chance of shooting twice on each round?

Quote:

Engine Tuner - Don't see that an issue with that as it stands, I see more gain at the moment from Chrome motors than Engine Tuner.


You can't be basing that on any knowledge of high-spec engine tuner then, because right now at high levels it's far more potent than Chromed-engines.


there has to be a firing rate limit for weapons... otherwise the spec is ludicrous
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Posted Jul 11, 2014, 9:09 pm
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Yeah, ammo capacity, and recoil bounce.  That is 8 specs not in something to hit me more easily. 

But I get slaughtered all the time.  People with a more nuanced view of PVP most likely know better.

goat starer said:
Bolt Thrower said:
Honestly, if someone put 10 specs into rapid shot, they should get to shoot twice each round and three times on Sunday.

*sam* said:
Necrotech said:
Rapidshot - Seems to me (correct me if I'm wrong) that it is on a per level basis - Lvl 1 = 10% Lvl 2 = 20% etc. max @ Lvl 3 @ 30%


That's about right in terms of effect yes.. you're saying a level 10 should have 100% chance of shooting twice on each round?

Quote:

Engine Tuner - Don't see that an issue with that as it stands, I see more gain at the moment from Chrome motors than Engine Tuner.


You can't be basing that on any knowledge of high-spec engine tuner then, because right now at high levels it's far more potent than Chromed-engines.


there has to be a firing rate limit for weapons... otherwise the spec is ludicrous
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Posted Jul 11, 2014, 9:15 pm
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Bolt Thrower said:
Yeah, ammo capacity, and recoil bounce.  That is 8 specs not in something to hit me more easily. 

But I get slaughtered all the time.  People with a more nuanced view of PVP most likely know better.

goat starer said:
Bolt Thrower said:
Honestly, if someone put 10 specs into rapid shot, they should get to shoot twice each round and three times on Sunday.

*sam* said:
Necrotech said:
Rapidshot - Seems to me (correct me if I'm wrong) that it is on a per level basis - Lvl 1 = 10% Lvl 2 = 20% etc. max @ Lvl 3 @ 30%


That's about right in terms of effect yes.. you're saying a level 10 should have 100% chance of shooting twice on each round?

Quote:

Engine Tuner - Don't see that an issue with that as it stands, I see more gain at the moment from Chrome motors than Engine Tuner.


You can't be basing that on any knowledge of high-spec engine tuner then, because right now at high levels it's far more potent than Chromed-engines.


there has to be a firing rate limit for weapons... otherwise the spec is ludicrous


a simple question of time... not other effects
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Posted Jul 11, 2014, 9:25 pm
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