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Noxmire

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Posts posted by Noxmire

  1. In the area of the questionables, pretty much any class can live with L8 devices or engines. It's just a matter of which is more useful/desirable to a class due to the ITEMS that are currently available. I think that if there was some super-uber Jenquai compatible engine at L9 available now, the discussion in this thread would change.

    So what would qualify? This zero-sig, reactor-shunt, shield-recharge buffer? This Low-sig, sig-improving, turbo weapon engine?

  2. If you're going to count devices as a "core tech" then you have to count weapons as well, since weapons can hold buffs just as easily as a device can; in fact, some classes (Terran tradesmen come to mind) choose weapons that are positively crappy but have useful buffs to other skills (like Equipment Engineering on the Great Dane line of lasers).

    That means the PW is at 9/9/9/8/8, PS is at 9/9/8/8/9, PP is at 9/9/9/8/8, JD is at 9/8/9/8/8, and JE is at 9/8/9/8/9. JS are currently sitting at 9/8/9/*/*... which means the JD needs a tech bumped from 8 to 9 (I vote shields).

    As for the Seeker, putting the matter in this format makes the decision a bit harder. I'm tempted to say "Trader = Engines" but that's just because of the long tradition of the Terran tradesman. I'm also tempted to say "Jenquai = Devices" but that's just because of the long tradition of the Jenquai Explorer, the closest they had to a trade-class prior to the implementation of the missing three classes.

    Thinking on it a bit more, Devices are, technically, the more powerful of the two choices. Devices can do a lot of things, and some Lv9 devices are ridiculous in the sheer amount of buff they can apply. Further, Jenquai have some of the widest selection of devices... though admittedly a lot of those are class-restricted to Explorers. I'm going to tentatively change my vote back to devices. JSes do have at leat 5 device slots, correct?

  3. Well heck then, change my vote. If other races can have a class with 2 Lv9 core techs ("core tech" being defined as reactors, shields and engines, the three things you aren't supposed to leave a station without), then I don't see any reason why the Seeker can't have two, as well.

    Right now, no Jenquai has access to 2 Lv9 core techs; the JD is 8/9/8 and so is the Explorer.

  4. PTR is home to a bit of a Halloween prank on the devs' part it looks like. Whenever you start a new character, you wind up in an isolated (no exit gates), PVP-enabled special Hallloween sector that is basically one giant gravwell with no warp capability. If you relog from there, you should wind up on Net-7.

    As for the PTR wipe/rollback/what-have-you, that I'm not so sure about. Then again, it is the public test realm; it's meant solely for testing and stuff can be rolled back or wholesale-wiped without warning. In fact, even Play is like that, but the caveat goes double for PTR and triple for Dev (which is why Dev is only available to BTs and above.)

  5. I believe I'd gotten that too, but didn't get a chance to get a good look at the Net-7 Proxy window before it gave out and automatically closed. This would occur right after selecting a character, right? The game would go to the load screen as normal, then spontaneously exit, correct?

    Or is mine a different issue?

  6. Players are like solar radiation, Tienbau. If you don't keep refreshing your environment shields periodically, you can expect to be a glowing molten wreck in minutes at best. Code can only last so long with a lynch mob of crazy players beating on it day in and day out.

    On the bright side, that's nothing but good for the development process. Without us finding the weaknesses and errors in the code, you wouldn't know what to fix, eh? I've faith in you and the rest of the server devs; just have to endure a couple days to a week or so of chaos while things are fixed, and we'll have a nice, stable, smoother-running game than before.

  7. I can confirm the issue of characters not being saved upon logout. Looted the hulkfield around Ruins of Jove City, went back to Jove's Fury to sell, then relogged to character select. Logged back in at Dahin sector, without the tradelevel I earned from selling the hulkfield loot.

  8. The TS is ideal, except for one thing; getting the Character & Starship Creator to work to create it. If you can overcome that hurdle, the TS should meet all your needs. If not, give the Progen Sentinel a try; it's an exploration class with excellent self-sufficiency, and with the right equipment and tactics can defend itself very capably.

    While it lacks the exotic transportation methods and huge reactor capacity of the Jenquai Explorer,or the speed and negootiate benefits of the Terran Scout for trade, it meets all of the OP's needs quite well. Plus the Scout and Sentinel are, IMO, tied for second coolest ship design in the game, right after the JE, of course.

  9. Currently, Energy Leech doesn't hold a candle to the two other "vampire attack" skill that currently exist. Draining an enemy of energy will not stop it from shooting, and most enemies do not have skills to speak of. Shield Leech (Jenquai Explorer) and Shield Sap (Progen Warrior) not only deal shield damage, which is actually useful, but even at low levels they deal enough damage to remain competitive with beams of an appropriate level.

    It would seem that, at all levels, Energy Leech restores less reactor power than Shield Leech, making it dubious for its second purpose; quickly refilling your energy bar. If it restored enough reactor energy to be comparable to Shield Leech, it might be useful.

    If the devs implement an energy bar for mobs, and adjusts Energy Leech to be competitive with Shield Leech, it would be a much more viable and potentially devastating skill. Sucking a mob dry of energy to fuel your own assault could be a decisive tactic for JDs against boss-type named enemies, allowing a JD to disable an opponent much like a TE's hacking or PS's menace/gravlink does.

    • Upvote 3
  10. Jenquai have always been a Device-heavy race, even though Reactors are their true specialty. I say give them Lv9 devices and Lv8 engines (we are the only race host to a class with six device slots, after all). If given level 9 engines, they'll be the only class I know of with Lv9 capability in two out of three core components (reactor and engine.)

  11. Almost everything is normal for me. Mining inputs are being delayed about three to five seconds and sometimes I have to retarget a 'roid or give the "prospect" button a second click to show its inventory, but then it works fine.

    The only major problem I have is the fact that I can't use core/shield/engine/device vendors; the game locks up in conversation and spits a ton of bad opcodes. This is true in Somerled station and Inverness Down; haven't tested it anywhere else.

  12. If you can get back into a station successfully, try accessing a manufacturing terminal to see if that produces bad opcodes. Tienbau's working on a solution, but he needs characters that cause bad opcodes at a manu terminal to narrow down the problem.

    If you get bad opcodes from a manu terminal in addition to your login problem, report it in the Server Status thread, according to this post.

  13. Yeah, it's rather unrealistic that almost all the equips you get out a hulk are nonmanufacturable prototypes. Not EVERY ship that gets wrecked out in space is going to have proto weapons and equipment; it'd be more reasonable to see common manufacturable or race-specific weapons and equips on ships, with prototypes being a rarity rather than an everyday find. Also, SOMEONE had to build the prototypes somehow, what, exactly, is keeping them from being reverse-engineered and reproduced?

    Being able to find printables on hulks would make them a wonderful alternative for those who don't want to risk killing mobs for their schematics - it's just that printable equipment should be far more rare on hulks than they are on the equivalent mob.

    Even from a non-RP standpoint, it makes no sense that protos are nonmanufacturable. Sure, they have better stats than more "common" gear of the same level, but this is only an advantage up to level 4 gear. Once you start getting 5 or higher, you start looking at the passive/activatable buffs on a piece of equipment more than you do its base stats, and prototypes never have buffs. I don't see what's so "broken" about protos that they can't be made manufacturable.

    • Upvote 2
  14. Earth would be... difficult to say the least. Someone would have to model all new terrain to account for Earth's surface and then establish an entirely new planetary sector. Then they'd have to populate it with navs, station(s), mobs and prospectibles, then somehow ensure that everything's balanced.

    Given how little the devs can actually modify the client at the moment for various reasons, I don't think we'll see this any time soon. It would be a lovely idea though.

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