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Terrell

Beta Tester [BT]
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Posts posted by Terrell

  1. I am aware of that limitation and I don't feel that it's important for a skill to be useful in every possible situation. Just like damage types, each has their place, and it's up to the players to determine which fits each situation more appropriately.

     

    If it were a device effect, where she had to bring one set for say the Controller or Mordana, but a different one for the Fishbowl or the Tada-O gate, I'd understand.  But what's the point of adding a skill to the JT that only helps her go to one type of raid, but not others?  Doesn't make her any more likely to be able to get the non-tradeable loot from those raids where said skill doesn't help.

  2. The Psi Shield that the JT had up to the end of ST3 was no different than the JW's skill.  I do think that a ward for the JT that makes her, her & the group, or who she targets is fine, especially if it stacks with Psi Shield from the JW.  Before they would not have stacked, since they were the same skill.  I strongly doubt that the developers will remove Scan from any Jenquai class, since all Jenquai get scan on the basis of their explorer racial traits.  I think giving it as a device effect would be better in that it doesn't cost the JT a skill to be able to do this.  If it's a replacement for Reactor Optimization, where Reactor Opt becomes the JT's L135 skill, I'm okay with that, but I think it's better if they get something else there.  (it would effectively give the JT 2 more things to do, counting the ward, single or group with an unknown improvement to the class.)

     

    I thought Dispel worked as a JT device effect because it's a type of heal, remove debuffs from affected players.  With Hacking taking your skills offline, Dispel would put them back online as soon as the JT used it on you.  It would be unique to the JT so no other class can bring the effect.  It's not something that stops Mobs from casting skills, that would be Disable (Silence in D&D type games), which I agree fits the Scout better; however, I think that the JW will ultimately will get Disable as their 135 skill.

  3. I do think that the JT should have some offensive skills (and debuffs) but anything w/r/t hull damage would be useful in more situations if it were defensive in nature (would also fit the PT more than the JT).  An offensive skill that targets enemies hulls would only work against mechanical opponents like the Controller, in the Fishbowl it would be useless.

  4. Check the sector maps on the N7 portal.  The sector maps list any starbases or ships you can potentially land on, which terminals are available, and who owns the station.  It's possible that they changed it on the Portal but not in game, or the other way around, in which case one or the other is wrong.  I do like the idea of Jove's Fury being owned by the Sharim. 

  5. I was thinking in terms of devices, as that's one of the ways that the JE helps, with various JE Only devices.  The reactor transfer devices come to mind first.  One of the HtM rewards, that was purchasable through passes was the power augmenter devices, JE Only, that increased reactor cap.

     

    The problem, w/r/t skills, is that there is a limit to what can be done.  Unless the JT is going to be allowed to have more than the 17 skills the other classes have (counting the Techs as skills) plus 1 L135 skill, she can't add another L7 skill without losing a skill.  The JT currently has 17 skills and is only short her L135 skill.  The PT is the only class that's a L7 skill short (the Scout has his 17 skills too, and is only missing a L135 skill).  Hence the idea of JT only devices with new buffs to make her more valuable.

  6. Jove's is Sharim Traders Faction, not Sha'ha'dem

     

    It was originally Sharim, they changed it to Sha'ha'dem.  There were people who killed many RD, not realizing that killing either RD or Sharim, cost standing with both factions (was the same in EnB Origins). These players could no longer land at Jove's Fury.  At the time of the change, they also changed RD/Sharim interaction so that killing one doesn't lower the faction of the other.

  7. Thinking of the ideas mentioned in this thread, I could see a way to work with the JT.  Some combination of the following:

     

    Potential equipment for the JT (not necessarily all of the equipment)

     

    Based on Reon's idea:

     

    L3-L9 device with a damage ward (activated).  At L9 with 200% quality, the device would reduce incoming damage by 10% for 10 seconds with a cool down comparable to the Martyr's Heart.  Energy use would be a little higher than a debuffer of the same level.  As the device quality or level is lower, the degree and duration of the buff is shortened.  Device would pull minimal to moderate agro.

     

    Device would have a 2nd buff at L5, Device Damage Control (equip), and at L9 Device Energy Conservation.  The debuff at L5, L6, and L9 would be increase mass 10%.

     

    Based on Phorlaug's idea (though I think I've seen others with this idea as well):

     

    L3-L9 device Hull Regeneration.  The device would slowly repair hit points to the hull of a single target.  No group restriction.  The amount of hull restored per second and the duration of the buff would increase as device level & quality increases.  Not sure how long the L9 one should last.  Cool down would be about 5 seconds longer than existing debuffers.  Device would not pull as much agro as a cast of Hull Patch, but wouldn't be as effective.

     

    Device would have 2nd buff at L5, Reduce Signature, and at L9 Improved Reactor Optimization (duration increased)

    Debuff at L5, L6, and L9, Beam Friction (10% more energy consumption for beams)

     

    My Dispel Idea as a L3-L9 line of devices:

     

    Dispel device would remove debuffs on a single target, would have a cool down & energy use comparable to existing debuffers of the same level.  Debuff for L5, L6, and L9 would be weapon damage magnification (10%).  2nd buff would be Improved Scan, 3rd buff Increase Reactor Cap.  There would be a failure chance on debuff removal, but the chance would lower as the device level or quality increases. Device would pull moderate agro.

      

    L3-L9 device buff Skill Efficiency.  Would do ONE of the following, Increase skill range, increase skill chance to hit, or decrease energy use by skills.  Cool down, energy use, and duration would be comparable to an "animal skin" device of the same level & quality.  (animal skin devices being those explorer only devices that give activated deflect buffs) Device would pull very little agro.

     

    Range on all of these devices would be comparable to a Coma device of the same level.  All of these devices would be manufacturable, tradeable, and unique.

     

    All potential devices have activated primary buffs.

     

    Possible skills: (one of the following)

     

    Confuse:  L1 skill Makes skill use by enemies less efficient.  Increased likelihood that skill will fail to hit or be interrupted.  (could be redone a L7 skill while Reactor Opt becomes L1) Pulls agro comparable to a debuffer.

     

    Distract: L1 skill, makes enemy weapon use less effective (less damage or less accurate, but not both).  Decreases damage or accuracy of enemy weapons.  (Can also be a L7 skill, where reactor optimization becomes L1.) Pulls agro comparable to a debuffer.

     

    Salvage L1 skill.  5% chance that mob will drop 1 more piece of equipment, if JT is in group credited with kill.  10% chance of 1 additional junk item, if JT is in group that is credited with the kill.  One or the other can occur with a kill, but not both.  (percentage chance may need to be lower)  Passive skill, pulls no agro.

     

    These things could also be divided between the JT and the Scout.

  8. Any idea on whether it makes a difference, during the quality grind, if you're at a base where you're well liked, as compared to a base that you can just barely use?  Dismantles, do they have an effect on either build quality, or dismantle success?  Anything you've noticed on these fronts?  I understand that once you've got your build quality up to where you can get 200%, but aren't so good that you can get it almost every time, regardless of faction or parts, I could see how going to Jove's would be my JT's best bet, since my Sha'ha'dem faction is above +10K.

  9. Thanks for the information Magoo.  I've built 1794 L1 Jupiter reactors, and 484 L2 Gallina reactors with my JT. I can currently build the L9 Jaguar at 200% with PM parts with some inconsistency on her.  My guess is that beam likely has a fairly low difficulty of build stat.  Will do the same with Scout, PT, and TT.  I'm hoping that the Gaze of Amah won't have too high a build difficulty, so I don't have to make 2000 low level reactors on my JE.  On the Jupiter reactors I dismantled each one that I built.

     

    When doing the build grind, did you use a base where you faction was good, or where it was poor?  I built the Gallinas at Jove's Fury, and most of the Jupiter reactors at Queen Anne's Revenge.  QAR is the lowest faction (+3206) base I can land at that has both Build & Analyze terminals.  (Progen Combine & Terran Alliance are lower, but don't have both terminal types)

     

    Jove's Fury is one of my best faction bases.  Sha'ha'dem +15298, Shinwa +14825, Sharim +14059.

  10. What can be done for the Scout & Seeker to make them more useful as support classes?  Perhaps a debuff for the JT that makes an opponent's weapons do less damage per shot?  (assuming such a debuff doesn't already exist)

     

    Reon recently started a thread about JT concerns, and I think he has a point about her viability as a support class.

     

    https://forum.enb-emulator.com/index.php?/topic/10197-jenquai-seeker-skill-set/#entry88202

  11. Or the Reactor Optimization could become the JT's L135 skill, and another L7 skill to replace Reactor Optimization.  Kenu first mentioned that as a possibility but I can't seem to find the thread where he did.

     

    Edit: Found it.

     

    If Reactor Opt was the L135 skill, then it should have the effect it currently has after the player has spent 21 skill points on it.

     

    The question, that should be addressed here, is if we move RO to the L135 skill, what would be a great support skill to replace it with?

     

    On the issue of JT improvement I think that it will take both some skill change & some new JT only buffs.

  12. The JT did have Psionic Shield back in ST3, at the end of it they removed the skill in favor of Build Reactors.  I agree that the JT needs something to bring her up to speed.  I think that a new device effect called Dispel would help on a JT only line of devices.  The purpose of such a line of devices, is the removal of debuffs from players. I'd give it a cool down period comparable to our current debuff devices.

    • Upvote 1
  13. In some cases mobs that are cloaked, but make it necessary to have, or be grouped with someone who has, L5 Scan or higher. Scan 5 is the level at which Scan gives the "share see cloaked" ability.  Said mobs would behave the way a well played Jenquai would.  They'd decloak to shoot, and cloak as quickly as possible.  Such mobs would need to have good reactors, but reactor debuffs would be an obvious weakness.  Reactor Interrupt, Energy Leech, and EMP would be things they'd fear, though they could have higher Psionic resistance to partially overcome thins weakness.

     

    Can the MCP, Lyle MacDonald, and Heal the Maelstrom missions be used as a template for future content for explorers?  Stuff we haven't seen before, with rewards comparable to the difficulty of the mission.

  14. When one earns faction with a group that's currently not in one's PDA, does the server remember it and will it be applied later?  Good Earth Trading Company would be an example. 

     

    Can the map screen be updated to reflect the new systems, or is that one of the things that's limited by the client?

  15. I don't understand this either, so I'll break down what I'd like to know into a few questions:

     

    I have a OL74 PW, who has received her L50 Hull Upgrade, but hasn't done the Agrippa missions as of yet.  Is she still able to do the mission, including the ones that you have to turn in tokens for.  She's very close to reaching OL75, will she lose any ability to do Agrippa or Token missions if she makes that level but doesn't do her hull upgrade.  The mission "who turned out the ..." would be an example.

     

    I have an OL84 PT who has received her L50 Hull, but hasn't done her L75 hull upgrade.  Can she qualify for all the missions, token/Agrippa related missions that she would otherwise qualify for, despite having passed OL75?  If she only qualifies for some of them, what's lost in her not qualifying for all of them?  Could she still do the mission "who turned out the ...", as an example?

     

    Does being unable to do some Token missions, put some of the technology prints that would be obtained through Agrippa permanently out of reach? 

     

    Are the Agrippa missions prerequisites for future non-Agrippa missions?

     

    I'm not going to re-roll any of my Progen characters for Agrippa.  I'll do without first.

     

    My PE is sub OL30 so it's not an issue for her, yet.

  16. Could the faction farming areas be returned, specifically the one at nav Construction Project in Primus, and the one near the gate to Lagarto in Gallina?  The one in Primus had low level Centuriata mobs that had a high spawn rate, cannot remember the ones in Gallina, other than them being Progen.  Not sure if they were Centuriata or Sabine.  Same for other factions?

     

    Also can the ability to be kicked out of your faction return, based on falling too low in standing with your starting faction?  I'm not sure what the minimum requirement is to remain in your faction, as I had no characters kicked out in the original game.  My best guess is neutral but it could be 0 or KoS.  Such booting from your faction should carry major adjustments in faction.  There would need to be an unaffiliated faction, with comparable changes to faction for being unaffiliated. 

     

    In EnB Origins, one of the conditions for the Call Forward skill was being a member of the Sabine.  For Compulsory Contemplation one of the requirements was to be a member of the Sha'ha'dem.  Being kicked out of your faction made you unable to acquire this skill without both raising your faction and doing an "atonement" mission.  Being kicked out after you gained the skill, resulted in loss of the skill, until you made good with your original faction.

    • Upvote 1
  17. From time to time, can NPCs be put in the "hidden" rooms of starbases.  Such NPCs would be unannounced as to their arrival or departure, but it would make places like the 2nd Floor of N7 or the Disco Rooms more interesting, and make checking them a necessity.  Said NPCs would offer missions, said missions would have slightly better rewards than a mission of similar difficulty.

  18. For items that are intended to be rare or awesome I would also have to agree with Efialtis.  I do think DGs should drop more often than GoDs, but I don't think it's unreasonable that you have to do the fishbowl several times for a single DG to drop (assuming you didn't get lucky & have it drop quickly).  Same for the Tada-O gate raid.  For items that are good or desirable, I could see in some cases, increasing drop rates.  Really depends on both the item in question & the current drop rate.  I do think that for every raid, major or minor, some things that are wanted should drop, but it doesn't have to be the best of the best items or say 1 or 2 of the best of the best per raid.

  19. Described in more detail here (post #16).  "out of place" mobs with "surprise" drops.  "Surprise" drops from mobs of similar difficulty to the mobs you'd expect to drop said item.  In both cases, I'm thinking of items that are "nice", "good", or "desirable" but not intended to be rare or awesome.

     

    What Mynd mentioned also occurred in the Fishbowl. (different enemies of course, similar messages)

  20. I'm not sure how they did it, but on the JE the side mounts weren't even.  If you used the JW as an example with the points from left to right being.

     

    1,2,3,4,5.

     

    The JE looked like the points were.

     

    1,3,4

     

    Now the JE looks like the points are:

     

    1,3,5

     

    In EnB Origins the points were likely

    2,3,4

     

    Before: 

    ScreenShot24.jpg

     

    I don't know how the devs did it, but the one on the right, they moved outwards so that the distance between each mount & the center was the same.

     

    Here's a current picture of what a JE with all 3 mounts looks like.

    ScreenShot79_zpse580dac3.jpg

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