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HellHasArrived

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Posts posted by HellHasArrived

  1. [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...
  2. [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.
  3. 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.
  4. 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.
  5. [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 :mellow: , 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 :cluebat:

    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.
  6. [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.
  7. [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...
  8. [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
  9. [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.
  10. Right now there is no limitation on warp speed... Combat speed tops out at 1k. The TS can achieve the highest warp of 9045. I've got my JE just above 8k with RR+9, unicorn, Nav computer, and Loony's Hunk O'Metal (which technically isn't in game).
    At lower levels the JE is better on power when mining due to reactors being a main core skill and getting them 10 levels before the TS... Later on the TS mines just as well as the JE or PS. JE just has that convenience factor of Wormhole. Which is nice.
  11. [quote name='Drained' timestamp='1340159053' post='59221']
    Martyr's heart has no restrictions, any race can use it.
    [/quote]
    Thing is a PW or any other class that isn't Jenquai can't use that to keep them alive (i.e Cloaking before they take damage)...
  12. [quote name='Phorlaug' timestamp='1340041695' post='59170']
    +1
    I agree,



    10 seconds? A lot can happen in 10 seconds with a class that has tin hulls, L8 shields, No Hull patch with their professions needing to be at close range to shoot and 1/3 of them can fire from any directions at long range. In 15 seconds with a in your face fight they won't have a chance, thats the PW. IMO

    [u]I think No body is listening to the fact that Once See cloak is added to 1 or 2 of the NPC that fly in formation with Black Beard HE WILL NOT BE SOLOABLE. the same go's for the FISH Bowl bosses, Problem Solved with See Cloak and missiles! You have been told over and over again.[/u]



    But I see that all you really want is your Shield Sap back.
    [/quote]
    Was just trying to make a point... If PW had shield sap mechanics from 1 and a half years ago I could go in and decimate the FB. Is that fair? No, but look at it from the PW's point of view. Also a PW still couldn't rely on shield sap to keep them up then. GoBB boss group can strip a PW of its shields and hull in just a few seconds if it doesn't get constant heals.
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