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paul

Beta Tester [BT]
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Everything posted by paul

  1. paul

    Combat Cloak

    After hunting some 60's in antares with my JE I noticed that alot of the hits i took dealt 0 damage while i was cloaked. I know in the past cloak was tweaked so that any projectiles on route to you after you cloaked wouldnt deal any damage because it would decloak you. I think this is a bit too much. The projectiles on live wouldn't decloak you when they hit but they would still deal damage. Their was the few seconds while you were casting cloak that it could be interupted but once you were cloaked you were good providing that the shots on route wouldnt kill you. My suggestion it to stop the 0 damage while cloaked, but dont let that damage decloak you... unless it kills you.
  2. My suggestion here would be to ditch the field clearing bonus and have the fields respawn over time like they did in live. Id also add some sort of code that despawns cherry picked roids after 5-10 mins so that they dont stop other rocks from spawning. More hidden fields would be nice, we are explorers after all Pop rocks in live were there just to kill macro miners so id leave those to just spawning even CL mobs.
  3. In live the taniwhas was a hulk drop. As i said in another post though hulks had a very small chance of droping devices, most of them just contained junk. The taniwhas i got on live was from a lv5 hulk in SE, i gave it to a guildie (150 pw) that had not been to a raid so was drooling over this device when i gave it to him. In the few years that i played on live that was the only one i ever found. Im not sure about the tatsu's drop chances or where it droped from.
  4. Back on live energy conservation devices were rare, if you were very lucky you may have found a taniwhas in a hulk or had a guildy give you one. It was easier to get a JE in the group to feed you power than it was to find one of these devices pre-raid. My suggestion is to make the lower level energy conservation devices drop alot less so that people will consider takeing JE's out in hunting groups.
  5. paul

    Mining

    After runing a few explore missions on my JE I realised that you can get alot more explore xp from missions than you get from mining. Back on live this was the other way around, mining was the best explore xp, and those that couldn't mine ran missions or got into a mining group to leech some explore. My suggestion is to make mining a bit more like live. The fields in live didnt have a clearing bonus because the roids respawned while you were mining to the point that 1 minier could never clear a field. As an example the lv9 gas fields above F7 used to have multipul groups mining/leeching. The ammount of explore xp needs a tweak too so that its at least the same as the xp you get from missions. By this i mean the ammount of xp you can earn per hour. To counteract cherry picking the picked roids used to de-spawn after a few minutes. Hulks were random spawns in every ore field, each field had a v.small percentage chance of spawning a hulk insted of a roid. The hulk fields like the ones in Xipe conntained debris and other junk. The random spawn hulks were the ones that had the prototype and other stuff in em. My JE got a proto lv9 shield from a hulk at the lv9 field in Aganju and a Taniwhas from a hulk at the lv5 field in SE.
  6. Run the EnB config as admin, that usally works for me.
  7. [quote name='Zackman' timestamp='1328636751' post='53276'] Well...[b]THAT[/b] is something different, but i have my very own oppinion here. If you want hear it: This is the [b]VERY[/b] reason these classes were disabled in live -they have no benefits - they are obsolete! So instead of "building something useful" around them, the devs at Westwood simply disabled the redunant classes. Who opened Pandorra's box here..... [/quote] I have to agree with this. The new classes are interesting but they mess with the roles of the normal classes. I think that sticking with the regular classes and disableing the extra ones would be alot betta than trying to create a role for them to fill.
  8. How about this: Crit is instant interupt to any skill. Regular shots interupt if they deal more than 20% shield capacity in the few secs it takes to cast the skill. This could also be applied the same way for interupting mobs skills. Doing it this way makes a bit more sence, you would have to tweak the percentage so its not too much or too little though.
  9. The "cloak, fire, cloak" was how jenpies did combat in live.. If we didnt use combat cloak during a fight for the double dmg and damage avoidance we were just cannon fodder. Cloak, fire, cloak, was the equivalent of terrans kiteing or a progens hull strength.
  10. Im not sure about hull damage, my JE was usally squashed if his hull took a hit lol
  11. I know cloak and alot of other skills were interupted by a crit hit on you. Regular hits didnt usally interupt.
  12. The lvl 8 Warp Processed Organic Fibers were prospected out of roadkill in that bogril sector (cant remember the name).
  13. Multi-hack did have a 2/2.5k range in live, you had to do driveby's with it. Also multi hack disabled multiple systems with a single click. I remember hitting the cl10 drones at earth with area multi-hack one or twice and none of em could fire, they would just sit in a big circle around me while newbies raped em.
  14. paul

    Ammo building

    Pulling the trigger of a gun doesn't mean you can make one. The only classes that cant make ammo are TS/PS and thats because their main job is explorer, roll a TE/PW if you want big guns.
  15. My vote goes here, back in live my JE mined what he needed. It didnt matter too much back then as fields respawned faster than you could mine them (unless their was a bunch of JE/PS's also rapein the field), and the cherry picked roids vanished after a while. Their were the few that complained (mostly because you beat them to the last crystal containing discordite/appolonite in scan range), but then their were many other places to go mine if their were people cherry picking at your usual belt.
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