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Terrell

Beta Tester [BT]
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Posts posted by Terrell

  1. The chili-popper was originally made for the JE & PE, that's why it didn't take the Scout into consideration.  The device was originally Terran Restricted, both in the original game, and when it first came out here.  The mission & the devices rewarded were changed to include the Scout.  The other 2 explorers get debuffs for their main type of damage and plasma.  For the PE that's Impact, for the JE that's Energy.  If it were to be consistent Explosive would be the added debuff.  The Chili-Poppers Impact, Energy, and Plasma debuffs stack with other activated debuffs of the same type.

  2. I don't fully understand what you're asking. 

     

    Repair equipment, as it's supposed to work, is to repair structural damage to your equipment.  All warriors (PW, TW, JW) have the ability.  Structural or quality damage can occur to your equipment when you take hull damage to your ship, though there are buffs on items that can reduce the amount/likelihood of said damage.  I think the Damage Control skill (PW & TW) also does this. 

     

    Damage to your hull isn't covered by repair equipment, instead that's repaired by the Hull Patch skill, which is shared by the TT & the Scout.  Your shields being lowered, is fixed by any of the 3 trade classes (TT, PT, JT) by their Recharge Shields skill.  These abilities are spread across different classes so that there's a place for each in groups or raids. 

  3. Im new here, but I see L150? is there a new skill level guide according to what we have in this server or it is the same than the old server??

     

    The skills are the same as the original game except that the JE has one extra skill Extended Wormhole.  You can find a character planner for the class at the N7 Portal.

  4. If one was to raise the Scout's shields to L9, what do you lower to L8? 

     

    Terrans must have L9 engines and L8 reactors

    Jenquai must have L9 reactors and L8 shields.

    Progen must have L9 shields and L8 engines.

     

    Also every class gets 2 L9 techs, and 2L8 techs.

  5. Yeah, it did.  The radiation from Aragoth Major reduced your shields at first.  There was a red "tail"* effect going from your ship, in the direction away from Aragoth Major.  At some point down the path, whether you were going towards Remote Minefield or Field of Danger, the radiation would also drain your reactor bar.  When you reached that point, the effect from Shield Inversion was used to depict it.

     

    This tail effect applied when you were near the star in Glory's Orbit, but I think that there the environmental effect was magnetism.  In the northern part of BBW there was a large field of L7 & L8 with the occasional L9 mixed asteroids/hydrocarbons, with a gravity shear.  The gravity shear had the same graphic effect as having been debuffed with gravity link.

     

    * I called it a tail effect, because I can't think of a better way to describe it, unfortunately I don't have a screenshot to show for it.

  6. I recently started playing EnB again after finding this site so I was very delighted to see it up and running. Though I must ask looking through the data base there are some items/weapons that are not available even though they were during the EA days. Such weapons like the prototype dark matter ones. Is there an plan to add these in and other items in up coming patches?

     

    We're a bit early in the storyline for any of the Dark Matter items to be in game.  V'rix have just shown up and started scanning things for the Vishao Codex.  If the devs plan to go with the original, such items will come when Ardus opens.  There are some things that came in this game earlier in the storyline than the original, like the Fishbowl and all the drops associated with it. DT is another example. 

     

    There are also items in the game that weren't in the original.  Same for sectors.

    • Upvote 2
  7. Not sure if this is been covered before, but one of the MCP rewards for explorers is the ability to build the Gaze of Amah, as well as earning the ability to build Gaze of the Martyr.  They didn't come as a package, they had to be earned individually by turning in sufficient passes.  Passes were earned, one at a time, by turning in sufficient numbers of the correct alloys 

     

    Since those builds are outside of the builds of the characters that can use those items, they were no-trade so you had to earn your own, and only required that you have at least one build skill maxed.  In the future can there be mission rewards of a similar nature, although a rare occurrence? (max build skill required, outside your normal builds, but can only make for yourself).

    • Upvote 1
  8. I don't think we should have that type of device either.

     

    If you're not already doing so, don't forget to mine the pop-rocks.  They're a bit more dangerous than in the original game, but they don't always blow up, sometimes you can get the ores inside.  They often, but not always, have better or more ore than rocks of the same type & level.  Also don't forget to look off the beaten path, fields can be in the middle of nowhere.

    • Upvote 1
  9. It would be very nice to have a few more Barriers of Slime kicking around...

     

    At level 8, it's only a stepping-stone shield for those characters that will eventually be able to use Level 9 shields... And I can't see it seriously unbalancing things for max-L8-shield users...

     

    I use it for my JE because of the fast tractor beam buff... Which frees up a device slot... Not because my JE is a wannabe Progen Warrior!

     

    Yeah, it's a nice shield.  If you don't have one, as an alternative you can get the tractor beam buffs on the Jaguar line of beams.  L7 Swimming Jaguar, L8 Jaguar, and L9 Ambushing Jaguar.  The beams are not unique, and all the parts can be made by a TT, PT, or JT.

  10. The player advocate part of the forums is having difficulty.  To get to this thread, without an internal server error, I had to use the search feature and go to it from there.  It seems that threads within this forum can accessed, but not by going through the Player Advocate subforum. (search feature, unless the thread is visible from the main page).  Maybe it's just me.

     

    The V'rix in Tarsis around the gate to Primus are CL34 and will attack on sight even if your faction is neutral (better than -1999).  At least that's what I've observed on my JT and one of my JEs.  If this is happening to other classes/races, this would present a problem to newbie PWs going between Primus & Tarsis.  A CL34 would be able to one-shot a low level PW at that gate.  Should those V'rix attack (shoot) players that don't have bad faction or should they merely scan them?

  11. Ok, I know this an old thread, but I've read through it twice now and none of what is mentioned in it will allow for my lvl 10 upgrade. I'm now currently lvl 19.

    Any thoughts or did I just miss something?

     

    It's been a while since my Scout did her L10 hull upgrade, but check the NPCs at your starting station, there's likely a mission you didn't do. Check with the NPCs at the starbase in Equatorial Earth.

  12. Umm... Apologies for asking such an obviously naive question (and for resurrecting an old thread), but...

     

    Is it still the case that BBW/Paramis access only require -1999 or better RD faction..?

     

    'Cos I've a couple of my crew whose faction is better than -1999 (and everything RD is yellow to them), but still no "Gate" icon appears to gate through to BBW.

     

    Is there another step required to get a BBW passport..?

     

    Thanks in advance.

     

    The faction requirement was -1999 (neutral) at the time the post was originally written, since then it's been raised to +2000 (green).  I think that the raise came at the end of the stress tests/beta beginning of Live.

  13. I got a question to ask.

     

    Trading between players in the game.  They both have the same unique item, except one is a higher % than the other.  The 2 players wish to exchange via a trade.  But they cannot because they both get the errors "Other player already has that unique item!" "You already have that unique item".

     

    Are we able in to adjust it so if they are trying to trade between each other that same item to allow it?

     

    Example

    Redd1 has L9 Deadly Grasp device 100%

    Redd 2 has  L9 Deadly Grasp device 120%

    Trade initiated to trade from Redd1 his 100% to Redd2, and Redd2 his 120% to Redd1 in same trade window

     

    Ultimately just trade it off to someone who doesn't have it and all, but just something I came across as a very very minor annoyance today and thought I'd ask the question.

     

    Good point, I think you could do that in the original game.  Closest I have to a screenshot of doing that is this:

     

    ScreenShot70_zpsb661sbf0.jpg

  14. Regardless of how many worthless buffs are on the device, I agree with Cia, the "randomness" of the lvl7 AA devices appears to be broken.

    I have managed to get three lvl7 AA and 2 were the same worthless Bahtu ys, the other was an equally worthless AA Yt An.

     

    There are only 7 lvl7 AA devices in the game, shouldn't there be more randomness than 5 of 6 drops being the exact same device?

     

    There should be a 1 in 7 chance of getting any of the lvl7 AA devices when Identifying any lvl7 Unidentified tech, right?

     

    I agree that it's not a good device, especially since it's an AA.  I was only intending to comment that the device itself looks like it's broken as well.  Apologies for not being more clear.  I also agree that there should be drops of various AAs at various levels.  I don't think that the drop rate should change, in that they should be very rare.  I do think that whatever spawn rate there is, said spawn can be in any ore field of any level, assuming it's not like that already. 

     

    Probably didn't word that well, so I'll try to clarify what I'm saying.  If one AA spawns somewhere in the galaxy per day (or whatever interval) there should be a possibility that said AA spawns in any field.  The AA that spawns should be appropriate in level to the level of the ore field.  IMO it should be possible for an AA to spawn in a pop-rock, if it's not already, and it should work in a manner similar to ores in that it can be 1 or 2 levels higher than the rock's level, but unlike pop-rocks where the amount of ore can be large, it should only be one AA. 

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