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Floss

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Everything posted by Floss

  1. The CFB is real, and is a reward from the bonus mission given after the manes bonus mission. I got one on my PW, and have it mapped on my TT. (Can screen shot later) It seems extreme to get it, one per progen, and if you blow it up, that's too bad. All the hull upgrade mission time coudl be wasted on a dice roll in the slot machine. The HU missions are long, boring time sinks that aren't worth doing just to save creds.
  2. Glad I got the shield already printed
  3. Server wide vent seems odd to use. Guild/group vent is nice, especially for the person that is driving a formation. Group member 1: "What's the strat for this mob?" Group driver: "QQQQQQQQqqqqqqqaaaaaaaaaaaaaaaaaazzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz" /you have been incapacitated
  4. This looks neat for casual gameplay, but would suffer in a twitchy situtation. Fun nonetheless.
  5. Also interested in this... and the 66.
  6. Lies you don't grind or play.
  7. That screen looks almost exactly like: https://enb-emulator.com/index.php?/topic/1047-lets-make-sure-we-all-understand-what-a-killsteal-is/page__hl__kill%20steal Jack and I have had a couple of shootouts, but that's just the reality of the game. Watching you tractor a PB onto your JE made me cry a bit (lol), but that just sort of establishes the relationship that when I see you, it's go time
  8. The best part of that screenshot: "Jackpw is now friends with Vonbon". Not taking sides, but I agree that camping a spot all day doesn't give someone owernship. With all of 2 end game mobs of value (Controller, BB), it's too easy for a handful of people, let alone an entire guild, to "claim" the spots as theirs. Most of us have jobs, kids, wives and can't sit at a nav 24/7 to own it. Shootouts on these things are going to be inevitable. Sharing is ideal but is tricky to implement.
  9. If this is for EnB, I'm using a 6800 in one machine and it's fine. If you want to play Crysis that card will have a stroke. Need more info on use/games/etc.
  10. I wonder if max level CT is buggier than lower levels? I don't recall having it randomly turn off before, and just upgraded to lvl 7 recently.
  11. I just experienced issues with CT not working today. I haven't changed anything, and always play in windowed mode. I didn't notice when, but it dropped in a zone without having gated/etc. On one minute, then off the next.
  12. Time to work on shield inversion. If faction is bugged, blocking the whole area doesn't really seem appropriate/fair.
  13. Grinding combat was worse. Interesting group combat requiring tactics and skill is one thing, but endlessly slaughtering trash mobs at roughly 1/5th or less the xp/hr rate of trade runs was brutal and felt like a waste of time (reverse or forward kiting isn't tactical just boring). Combat was slightly more interesting when I was trying to print specific items and had a goal beyond just grinding. I would like to try a Jenquai out as it seems they have the most depth in terms of combat tactics, but broken skills and lack of end game plasma beams make that a turn off. You do take a hit on wormholing, negotiate can "undo" some of the damage. Paramis is also a nice shortcut due to a lack of RD gate access. Wormholing a toon from somer to fenris and driving back through paramis is tolerable and you get full xp in one direction. Bumping up combat/explore xp/hr to be in line with trade would be a good plan, as I would guess on average 80% of my F-list is either in fenris or somerled
  14. Soloing to 150 is horribly easy. Trade runs will get you there without any assistance although wormholing or lvl 7 summon can make it faster. "Its nearly impossible to get past EL 25 without tours. So I doubt it. " - No. I have done zero tours. Explore job in VT also gives you around 5k every 5 minutes or so, which isn't bad. I'm soloed/duoed both of my chars, mostly trade running. Trade spillover will get the job done, though I did some combat grinding for credits as well and to avoid boredom.
  15. I still don't get why a known issues list (see my post above) is so hard to implement. 1) Create a sticky post 2) Post the known bugs based on category I was told in my suggestion thread that mantis does this (not complete), or that devs already know about them (not useful for reporting). This is like a 10-30 minute job for someone. There is a breakdown here in terms of what the dev community feels is the best way to handle bug reporting, which makes it frustrating for the players to see any value in posting bugs. ---------- "Known bugs don't always need to be reported. Saves us "scrolling" time. - Marco "long and the short: it's great you want to help but don't stress over it, feel free to report to betas but the world isn't going to end if you don't get that report in." -random poster "Well said, Endorsed by me " - Slayerman "Us developers would love more bug reports in the developer support bug reporting section." - Kenu ---------- I'm fine with the current game and not whining about this, but it seems clear to me that there is no centralized process for bug reporting or issue management. Mantis looks like a good tool that would be useful for both creating a known issues list and managing the issue resolution workflow so I don't get why it isn't used effectively. The mixed messages from the team confuses the hell out of us. Post bugs, don't post bugs, tell a beta, don't tell a beta, etc. I would love to help make the game better by helping devs work out these bugs, but a better process needs to be in place to manage the issues effectively.
  16. https://enb-emulator.com/index.php?/topic/1144-repository-of-known-issues/ Now I'm just confused
  17. Yikes, 3 times in 8 days for long outages. More hamsters!
  18. I got rick rolled at my wedding reception. That put a smile on my face, most guests were clueless. BTW: If you are going to rick roll, use the Smells Like Teen Spirit mash up:
  19. Nvm I found some stuff that I believe applies. The second one supports my experiences in ST3 on shooting CL 66. If I understand the first one, miss rates vary greatly at 10 level difference, 16 (for CL 66 vs CL 50 player), 20 level difference, and +25 level difference. I go back to CL35 (level 5 missiles) vs CL66 (Base), and you land squarely in the "impossible to hit" part of that. ---------------- short Player::CalcMissChanceVersus(int subcat, short mob_level) { short miss_chance = 5; //5% base miss_chance short level_diff = mob_level - (short)CombatLevel(); float weapon_skill = 0.0f; if (level_diff > 0) miss_chance += level_diff*level_diff/5; // +10->20% +16(raid)->51%, +20->80% +25 impossible to hit else miss_chance += level_diff; // subtract ------------------ if (weapon_skill > 300.0f) weapon_skill = 300.0f; miss_chance -= (short)(weapon_skill / 10.0f); // 30% at max, giving 74% chance to hit raid bosses (66) fully buffed return miss_chance;
  20. Marco do you know where in the SVN files the damage calculations are stored? User testing is great, but code is more reliable.
  21. Assuming the CL in your sig is current, shoot a GSP from 6k (then warp out!), and save yourself some trouble I've tested this on RD Base, Kish the Fish, Deshash, GSPs, etc. Watch any progen shoot at something too high and the bullets fly off on 90 degree angles. Claiming 100% accuracy and 100% damage is bold. Hell just roll a lvl 1 TE and fire at an Earthcorps CL 66.
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