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  • How skills effect weapon usage in Neocron 2.2 <br /> ...with the base skill values and multiplied with the <u>condition</u> in the weapon categories damage, frequency, handling and range (which has actually always
    10 KB (1,284 words) - 13:43, 16 March 2013

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  • * [[Weapon Mechanics (worksheet)|Weapon Mechanics]]
    2 KB (230 words) - 10:43, 4 November 2023
  • ...we need to think of ways to encourage people to explore. Point them to the weapon smugglers, level 2 implants from Point Red, just get them out of the city a ...zone, around to point red, finding a friendly factory where they can mod a weapon, etc. And here's my sig! --[[User:StevenJ|StevenJ]] 16:20, 25 May 2008 (BST
    6 KB (1,093 words) - 12:43, 27 May 2008
  • ...s to pure forms of most damage types <br>Best support class <br>Easier aim mechanics <br>Excels in Intelligence based Tradeskills ...s access to stealth ''(very short duration)'' <br>Can effectively use most weapon types <br>Access to great variety of armour <br>Can use most vehicles <br>C
    34 KB (5,305 words) - 12:32, 13 January 2024
  • * Problem fixed that has denied the replication of weapon states (FIRE, RELOAD...) to clients * The XMAS NPCs shouldn't drop their weapon anymore.
    173 KB (26,640 words) - 21:28, 21 December 2018