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Floss

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Everything posted by Floss

  1. Floss

    RD Base.

    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.
  2. Floss

    RD Base.

    I don't understand, are you just trying to show that you can kite something? That's not in debate at all. Kiting has been the terran way of life since beta, and the current incarnation of kiting is "ez mode". In live you had to deal with mobs that had: 1) Grav link 2) Summon 3) 600+ impulse speed 4) Hacked engines 5) Menace etc... In the current version of the game, if you have > 3-5k range (depending on the size of the mob's graphic), and about 250 impulse, you can kite anything forever. Mobs have roughly a 30k tether on any axis that if you keep them in that bubble, they will follow you. Outside of that approximate range they either dissapear or turn around and fly back at roughly 600 impulse. What is contended here is that there is something in the code that limits the ability of a character to do damage to a mob based on the gap in combat level. There is a link somewhere to the actual code for this game, I can't find it, but there is probably something in there that explains the calculations.
  3. Floss

    RD Base.

    I'll screen shot this when the server is back up for the skeptics
  4. Floss

    RD Base.

    This isn't live, go shoot something and you'll see
  5. Floss

    RD Base.

    Meh, wanted to kill it anyways for phat loots, was on the to-do list.
  6. (status bar for rent)

  7. Floss

    RD Base.

    I went and shot at this with LVL 8 ML's last night at CL45. I would estimate that at CL45, my shots that did more than zero damage was around 10-15% max, forget about crits. After 10 minutes I had whittled about 100k off of it and then left (waste of time). I used something like 8 stacks of ammo to do this. Note a zero is NOT a missed shot, but a shot that does zero damage on hit due to coding of combat mechanics. It is operating exactly as it was in ST3. If you killed it 2 weeks ago with LVL 5 missiles, then you either have LVL 5 god missiles or someone ninja changed the combat level and HP of the base back and forth in the last 2 weeks. The OP is not plausible (it didn't happen as described) based on my experience with game mechanics at all given the constraints on the ability to do damage to something that exceeds your combat level by a wide margin (lvl 5 ML would be roughly CL 30 vs a CL 66 mob) unless an exploit/bug was in place at the time that allowed you to take it down. You just can't do reliable damage (see more than zero) to a CL 66 mob until you are at or very close to CL 50. I shot at Deshash the Plague(CL56) when I was CL44, and still threw up a pile of zeroes. My CL 35ish PW cannot realiably hit a CL 50 mob (again, zeroes). If there is something in game that allows someone to hit a mob 36 CL's over their head, this would probably fall into "game breaking exploit" category. This testing just reinforced the math above that says you would have had to land 19 stacks of 100% accuracy and 100% crit ammo to kill it. You didn't kill it with LVL 5 missiles. No.
  8. My logic is failing to compute the purpose of the bug threads if we don't need bugs to be reported No stress here, just looking at it from a PM point of view and strugling to see how this makes sense from an information management and support system implementation standpoint. Volunteer doesn't have to mean inefficient, and if time is the constraint, efficiency is important. (Let's the horse die peacefully, it has been beaten enough, goes back to trade runs). Thanks Slayer for the feedback.
  9. You need to go back and read the whole thread.
  10. It's clearly been said this would have no impact on the legality of the project. You could probably have this just work like a mod pack. If you're ever played any sort of PC FPS, there are ways to install things client side that reskin the graphics, but only are your side. I don't understand how nice graphics and getting rid of the jaggies would make the game unplayable.
  11. I feel like we are having a circular conversation here Me: "Would like to know known issues for reporting purposes/efficiency." Dev: "Mantis tracks issues." Me: "Mantis doesn't look complete." Dev: "We don't record all known issues." back to... Me: "Would like to know known issues for reporting purposes/efficiency." If something is already known, posting a new bug thread = clutter = less efficient system?
  12. Floss

    New here

    You need to patch the client as well: https://enb-emulator.com/index.php?/topic/104-client-patch/ This isn't done by Net-7.
  13. Floss

    New here

    Did you patch the client?
  14. Floss

    New here

    Your Net7 sounds like it is out of date - there isn't a single player server anymore. It should be updating automatically. #1 troubleshooting point is to also update your Microsoft .Net framework, fixes 90% of issues. This page, top right, shows server is up: http://www.net-7.org/
  15. Use the configuration tool that installs with the game, in the EA directory. Same tool you use to change resolution.
  16. This is accurate. A few guildies have used this to fix their problems. Only once have I noticed it not working in windowed mode since the start of ST4.
  17. (Playing devil's advocate) 15 bugs in 1.5 months isn't really... a lot. I could probably think of 15 that I can personally confirm and recreate. Either we need more beta testers or more active beta testers. Logging them at least puts them on the radar to acknowledge the existence of the bug, and if they are deemed to be inconsequential, mark as closed, and move on. A few I can think of quickly that are game breaking and not on that list - these are far from minor. 1) CTD on gating 2) Cloak not working properly (jenpies are broken) 3) Combat trance broken for some players 4) Mobs that don't shoot back period even if being damaged (exploitable) 5) Player hull/shields not displaying correctly in a group (i.e. I have 100/10000 hull and no shields, but my TT sees me as full)
  18. Me doing my other hobby (on the right).
  19. Thanks, setup an account on Mantis, but there are only about 14 bugs on there? I understand this is volunteer, but that is a far cry from the amount of issues posted under the bug section of the forum. Need more beta testers? I'd be happy to contribute and don't want to appear as an ungreatful whiner I'm not a coder at all, but can write a clear concise ticket
  20. Couldn't disagree more. Nothing wrong with a fresh coat of paint. You can keep the feel, just make things look better. Maintaining the art style is important but Saturn shouldn't have jagged edges on it.
  21. Is the CFB from the "Kill some manes" mission? I haven't completed it yet due to inability to kill them...
  22. https://enb-emulator.com/index.php?/topic/138-character-starship-creator/
  23. Posting the known bug list would still cut on the chatter. I agree the player base shouldn't have write access to it, but read access could at least reduce the amount of redundant/unnecessary threads if an issue is already acknowledged as a known issue. Without that the bug forum utility/productivity is really limited.
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