Jump to content

HellHasArrived

Members
  • Posts

    354
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Everything posted by HellHasArrived

  1. Went poof when stuff was getting good...
  2. [quote name='Terrell' timestamp='1342104507' post='60386'] That would also result in many JEs trying to mine the hulk field near there, but with no interest in engaging BB or his minions, being killed. When the no damage bug is fixed, it won't be an issue. [/quote] Then just give the boss group see cloak... Not the 62's and 64's. Usually the boss group gets killed not too long after spawn anyways.
  3. [quote name='FireRibs' timestamp='1341940897' post='60298'] Awwwww come on, who gave me another -1 for that comment. I am at -21 now. And thanx Rolo for the restart [/quote] I personally haven't given you any -1's, but really I must think you like it because you keep bringing it up... Never heard the phrase, " Leave well enough alone."?
  4. [quote name='Mattsacre' timestamp='1341791203' post='60245'] Good mix, but I would fit a PS in there somewere, they have active shield cap devices that stack on TT skill (more shield pool!), access to the animal skin devices( more resistance!), can take a hit or 2 if need be (even bigger L9 shields than a PW/PP) for that OH CRAP! moment, can give a JS like any other explorer and most importantly.....Grav link faster/more often than a PW can! (i.e. spam it), that saves the PW any issue with power, other button mashes, and don't possibly cut into a cooldown on sap, they can concentrate on tanking/aggro and not debuffing. Remember that a GL on a mob boosts all explosive/impact damage, not just the progens, so it lets all the missle lobber provide a tad more hotmissle lov'n to the mobs. This will be a even more important addition when all the gear/skill/mob AI is right, those shield interupt devices PS get are nice, so too the shield recharge rate devices (refuge/refresh), that just one more thing the healers dont have to keep track of...they have the burden devices that stack even over gravlink, you think mobs get the brakes put on with GL, stack a burden on them , think about sending a patched up groupie back into that action with all the buffs a normal repair group does, then think of them with a 500% shield recharge for the next 10 sec, wading into the fray..when gear works that just one more thing a PS can provide. So the PW has his hands full steering a group and you dont have a PP? How would you like to do 55% more damage to the hull of a hulled mob? Yup Ps gots that too.... [/quote] L5 Grav-link doesn't debuff mobs, hasn't for quite some time... Only L7 debuffs the mobs.
  5. Daily spawn isn't what killed it... The 2 hour spawn made it very easy to get GoBB items. One hour spawn for Controller, and let us not forget FB use to be open to everyone and the Master would spawn every 5 minutes.
  6. [quote name='Mynd' timestamp='1341441438' post='60148'] The funny thing, I have seen "two full" groups get absolutely slaughtered by GoBB on several occasions. Most of the time these groups had JD's.....just makes me wonder.... [/quote] Different circumstances... If you go full bore you better know what your doing. Same as with going in with just two toons. I'm not taking anything away from what they are doing. It takes some skill and strategy to do it both ways. Even with two groups if you don't get the heals at the right time it turns into a dorito domino effect.
  7. Just cheapens the raid for me... I love going in with two full groups to take down GoBB. The fact that it CAN be done with two toons makes it look like a cakewalk.
  8. Don't see the JS being used as cannon fodder basically... Even still a JD JS group shouldn't be able to take down GoBB. [attachment=1622:Solo JD.png]
  9. Honestly I never noticed all those little skill problems... I really don't think that makes it less enjoyable to play on. I still wouldn't consider the class broken. Also if the critical buffs are broken, that's a problem for all the classes that have it. Not just the JD.
  10. All the skills I have used on the JD seem to work as intended other then Energy Leach... I really don't see it as being broken.
  11. [quote name='Ryle' timestamp='1341240931' post='60007'] This. Honestly where is this "the jd's whole skillset is broken" coming from? Ninjette does just fine killing pretty much anything she targets. Heck she even killed Nesshix the Hand the other day without getting hit a single time while a couple other JDs were killing the Minions. Seriously, JD is not broken (at least in no way negative or detrimental to the profession). I can see some skills needing some tweaking for specific playstyles, but believe me, its effective as it is. Too effective, as I have said before. [/quote] Where is it coming from? [quote name='Algaron' timestamp='1341212192' post='59994'] Well with critical targeting broken, cloak and group cloak broken, stealth strike broken, beam range damage broken, hull damage control broken, energy leech broken, scan range broken and follow broken... I have to agree. It does tend to make playing a JD less than enjoyable and less powerful and versatile than it SHOULD be, but be that as it may, I like playing the class. I feel like the Knight in Monty Python and the Holy Grail hopping around on one leg. [/quote]
  12. The JD is so broken that it's killing mobs well above its level... The only time the JD isn't fun to play and has trouble killing is at lower levels before it can use combat cloak.
  13. [quote name='wootage' timestamp='1341118335' post='59949'] Here's an idea based on my playtest. Change MLs so they lock and fire like any other weapons - from the front. You can target and turn them on autofire, but they won't fire unless you turn to face the target for a moment. I found in my test above (using beams with both the JE and the beginning TE) that it was the timing and manueverability when I turned to get the shot off that determined whether I took hits or not. If I was good, I got away untouched. If I messed up, I got hit and it was up to my speed to get me back out of range. It was easier than it sounds though. The client shoots for you, all you have to do is execute a circle at the right range and with the right timing. This benefits manueverable ships, which is supposed to be a Terran strength but is meaningless now. It adds at least a basic element of skill to Terran play, and it works well with the longer-cycle time / harder-hitting weapons suggestion. It still supports kiting as well, as your cycle time determines how long you have until it's time to turn again. And frankly, it makes sense. Homing missiles generally use their own targeting to lock onto a target before they're fired. Having them just shoot from any direction at any time is way off of even fictional technology. [/quote] I can see that in being a problem, because your talking about taking away the best Terran tactical advantage...
  14. Because it isn't enjoyable to play a JD?
  15. [quote name='Algaron' timestamp='1340932958' post='59774'] One thing I would like to see adjusted on the mobs, is their reaction time to reacquire the target (me). Currently mobs can instantly obtain a lock on the player and fire their weapons, as soon as the cloaked ship uncloaks. If you look at it from the mobs point of view, it is happily firing away at it's target - then bam - the target is gone. However it still maintains a target lock on the cloaked ship somehow, and as soon as the target becomes visible once again, it continues firing as tho nothing had happened. In an ideal situation, it would take a couple of seconds to reacquire a lock on the target and begin firing again. This would be most helpful to a Jenquai's tactic of cloaking, thrusting into the mob's blind spot on their six (unless they have missiles), and using a Directional Teleport (3 sec powerup) away from the mob, to be able to recast PSI, use yet another fold space for more distance, or let their shield or reactor recharge. Currently trying this tactic to avoid losing even more hull, still allows for mobs to instantly fire and even tho the JD successfully folded 6.5k away, (still within range of most weapons so yes fold space should be far enough that it takes the JD out of weapons range at least for a couple seconds while the mob closes the gap), and perhaps even successfully cloaked again, the ordinance is still on its way and will still do damage. Since the mob has fired before the fold space or cloak has completed its cycle, there would be no damage mitigation. Watch a Jenquai cloak in front of you, then try to guess where he will reappear. How long do you think it would take for a player (especially with projectiles or beams) to cycle to the target and spin around to line up again to fire? And speaking of Cloak issues - Group Cloak (cloak skill 7) should never supercede any other cloak abilities. A cloaked JD in a group with a JE using group cloak, will have his cloak deactivated when the JE uncloaks. As well the length of time for Stealth Strike is 2 seconds longer for a JE than it is for a JD. This is because the JE has Cloak 7 and the JD only has Cloak 5. The extra 2 skill points should not add more time to combat cloak's stealth strike time, but only enable the Group Stealth and Group Cloak abilities. Also the Improved Cloaking buff, like that of the Ghost's Edge beam, should double the Stealth Strike time, but this buff is currently broken or turned off. [/quote] All you have to do is target nearest player and keep cycling and you will target them as soon as they come out of cloak... Same as what you can do for when a mob spawns. Use to do that for hulks back in hulkfest and people were fighting for the next spawn. You can target instantly. If i can do it, why not the mobs. I really don't see why mobs should have a delayed reaction time. The thing is whether they can instantly turn around to fire on you. Beams and projectiles there would be some delay between when they target you turn around and fire. Missiles would be fired instantly of course.
  16. I did the math even with 200% ammo it still only does about 60 DPS at 100%... At 200% the Hellbore would have about a 15 second reload, so with a 200% hellbore and 200% ammo it theoretically would do about 89 DPS. Still much lower than any L9 ML. With full turbo I can see there being some power issues.
  17. If I had a spare device slot I would run the Intollerance and ditch the Sting for a higher DPS Bile Launcher...
  18. I would suggest making the ammo manufacturable which should up the DPS a little bit... Curruently it is not. My TT is the only Terran that uses the Hellbore. TS uses a Salamander and an Intollerance, and TE uses Bullywere Eye and Sting of the Mordana.
  19. [quote name='Brack' timestamp='1340652639' post='59654'] Greetings All, This my observation on Explore Jobs I've been doing, is it me or are they really really really slow to spwan or refresh? Would it be possiable to increase the refreash rates? and the location dividied up equally please? I mean out of the 25 Explore Jobs that are displayed, when they display , am lucky if I get 5 to my choice destination, and the waiting between refresh rates or spwans, is any where from 3 to 4 minutes in duration, it's bad enough that we got to do Jobs, to sit an wait at a blank screen is awful, it puts me right to sleep in fact , They use to be rather pleasant to do. The refresh rate was better about 3 weeks ago, or a month ago. So in closing can you please tweak the Explore Jobs please to spwan quicker an a equal divission of them, if another Individual or even 3 people get at the same Job Terminal, it would be like watching grass grow Thank you if you can [/quote] 25 explore jobs... Consider yourself lucky, because that is quite a few my friend. I'm lucky if 9 or 10 pop up. All of which are of different levels and locations, unless your at a level 50 or 150 job terminal then it's just different locations.
  20. [quote name='Terrell' timestamp='1340391324' post='59467'] Timing, when's the best time to use the skill. The best time, would be using it in a low to moderate reactor power situation. Shield Leech tends to fill a JE's reactor to full, starting at L3, since there are no losses in conversion at this time. Maybe that changes at some point in the future but right now you can drain more in shields than the reactor caps of the best reactors. I could be wrong, but I would think that with the L5 version the amount would be divided between yourself & group members within share range. I would think that the biggest caps attainable would be somewhere around 10-11K for a Jenquai. Would be a Jenquai with their class specific L8 shield, the Edge of Infinity Reactor, a buff from a JE with a L9 Power Augmenter, and a buff from a JT with L7 Reactor Opitmization. Shield Leech would return enough energy, when used successfully against an apropriate level mob, would fill such a reactor to full. [/quote] More likely a HotM as Edge of Infinity doesn't drop... I would definitely use one if I obtained it in hulkfest, as they did drop out of them at that point in time.
  21. [quote name='Logane' timestamp='1340407039' post='59548'] Max beam range is 8.58k? Could someone explain this, please? Also, I wasn't playing when the beam distance thing was implemented, what is the justification for giving beamers a distance Nerf and no one else? [/quote] A prototype beam with the DG buff can get really good range...
  22. [quote name='Ryle' timestamp='1340428000' post='59576'] Confirmed down for me as well. [/quote] Sucks to be you...
  23. [quote name='Crichton' timestamp='1340397123' post='59488'] All classes have their positives and negatives. It usually takes getting a toon up to level 20 or 30 before you can really identify if you like playing the class in my opinion. However the TS has some significant bugs with its skill set so I would recommend creating a JE. The class is pretty bug free, has some of the best skills in game, and has the least power issues of any class. Once you get Explore to 25 (which is pretty easy to do with a JE) and get Combat Cloak the DPS output, which is the JE's biggest downside, gets a ton better. Note: Almost ever player in the EMU has a JE alt if for nothing else but to WH their other accounts. It really is a staple class and I can think of almost no downside to creating one. Especially if you are just learning the game. [/quote] +1
  24. [quote name='FireRibs' timestamp='1340383952' post='59448'] Wait a second so if its not technically in game how did you get it, I want one also ) [/quote] Ha... They came out of asteroids a year and a half or so back, and database says it does't drop... Which makes sense since it's a Bogeril device.
  25. Also if you want a miner that can do combat, then you might want to think about the PS... It's by far the best fighter of the three, due to L9 shields and L5 Critical targeting.
×
×
  • Create New...