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sprayja

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Posts posted by sprayja

  1. This is a great idea dude but the problem is it's proably not doable now but when it goes live there might be a better chance on it but i like the ideas in it it would make raids a heluva lot funner and easier especily the Skuttle scooter in DT
  2. noticed that nullifaction feld on the TS when it goes away it completely drains your reactor saw it happen on my dads terran scout KilroyTS went from full one sec to completely had to change reactors out to get the damn thing to recharge the other
  3. [quote name='will' timestamp='1304239442' post='40066']
    Wall of Text incoming
    Additive Turbo Warp (Equip) : Currently does NOT stack with "Turbo Warp (Equip)", which it should.

    Beam Focus (Equip) : Currently does NOT stack with "Enhance Beams (Equip)", which it should.

    Projectile Force (Equip) : Currently does NOT stack with "Enhance Projectiles (Equip)", which it should.

    Missile Precision (Equip) : Currently does NOT stack with "Enhance Missiles (Equip)", which it should.

    Energy Feedback (Equip), Greater Energy Feedback (Equip), Counter-Strike(Equip), Greater Counter-Strike(Equip) : Currently do nothing, should do feedback damage similar to Repulsor field skill, at the listed amount/percentage. Counter-strike for all damage types, energy feedback only for energy damage.

    Equipment Damage Magnification - Hull (Activated) : Currently does nothing, should reduce a MOB's Hull Damage Control by 40%, and increase damage dealt to the hull of MOBs without HDC by 40%.

    Equipment Engineering (all) : Currently bugged at stacked values at/over 100%, needs a cap similar to the one added to "Reduced Warp Cost".

    Experimental Weapon Efficiency 2.3 (Activated) : Currently does nothing, unsure what it should do, buff lists 6% improved efficiency, maybe a stacking, all weapon type, weapon energy conservation buff.

    Improved Cloaking (Equip) : Stealth Strike time is not increased, cloak activation time not reduced(only applicable at Skill L1-4), unable to test whether it reduces chance to be detected.

    Looney's Shield Hammer (Activated) : Currently does nothing, should produce a stacking -15 debuff to Energy, Plasma, and Impact.

    Reduce Experience Debt (Equip) : Currently does nothing, should etc.

    Scan Blind (Activated) : Currently does nothing, at least noticeable. Should reduce MOB scan range by the listed percentage, and weapon/skill range to the reduced scan range, if they were greater. Their are 2 buffs with this name, this is the version found on the Coma line of devices, the other version found on the Skirmish Alpha
    is a self-debuff.

    Shield Drain (Activated) : Currently does nothing, should drain MOB shields by the listed percentage, based on thier shield recharge rate. Example: Tractor repulsor has 5 seconds of -900% Shield Drain, it should drain the MOB's shield at 9 times its recharge rate, for 5 seconds, for a total of 45 times it recharge rate drained. Similar to how the "Shunt Shields (Instant)" buff bases its shield drain, only this is continuous over time, not instant.

    Superior Weapon Efficiency (Activated) : Currently does nothing, should reduce all weapon energy cost to 0(zero) for listed duration.

    Transfer Reactor Energy (Instant) : Currently transfers the energy for only an instant, before its lost, needs to be permanent.

    Warp Charge (all) : Currently bugged at stacked values at/over 100%, needs a cap similar to the one added to "Reduced Warp Cost".

    The following Buffs are untestable to us players, whether they work at all, or stack properly:
    All content-related activated items - either the items aren't available or the content isn't available.
    Anti-Matter charge (equip) - items with buff not available
    Chaos (equip) - items with buff not available
    Dampen Chemical and EMP (activated) - items with buff not available
    Dampen Psionic (activated) - mob psionic resistance indeterminable, if implemented
    Decrease maneuverability (activated) - mob turn rates broken to begin with
    Disable (activated) - items with debuff not available
    Disrupt System Enhancements (activated) - items with debuff not available
    Equipment Damage Control (all types) - % chance, not testable
    Equipment Damage Magnification (all types) - % chance, not testable
    Group Hug (activated) - damage display against the hull is indeterminable
    Hull Damage Control (equip) - damage display against the hull is indeterminable
    Improved Befriend (equip) - skill broken to begin with
    Improved Critical Targeting (equip) - % chance, not testable - has been tampered with, as it used to stack above 100% and be auto-crit, it is no longer, stacking rules were either changed for this single buff or it was turned off
    Improved Hacking (equip) - % chance, not testable
    Improved Powerdown (equip) - % chance, not testable
    Improved Powerdown (equip) - improved skill levels has no noticeable affect to test
    Improved Repair Equipment (equip) - reduced activation time too small to notice
    Increase Skill Success (equip) - % chance, not testable
    Increase Weapon skill (all variations) - increased accuracy not reliably testable
    Increased Accuracy (equip) - increased accuracy not reliably testable
    Recalibrate Weapon Systems (activated) - items with buff not available
    Recalibrate Shielding Systems (activated) - items with buff not available
    Remove Menace (activated) - content not available to test
    See Cloaked (all) - content not available to test
    Weaken Psionic (activated) - mob psionic resistance indeterminable, if implemented
    Weaken Psionic - BOOST! (activated) - mob psionic resistance indeterminable, if implemented
    Worsen Weapons Handling ( all variations) - MOB accuracy and damage adjustments indeterminable


    Turbo Weapons
    All Turbo weapons buffs currently work and stack using the same rules as all other buffs. They do not stack as they did in live, but current maximum attainable Turbo remains relatively the same, (40+40+20 = 100%) currently, compared to (40+20+15+12+10+7+5 = 99%) in live. Current version gives value to the emu-only Blackbeard Weapons, making them necessary for any turbo values over 60%, while also allowing non-warriors to reach higher turbo values(up to 95%) than in Live.
    [/quote]


    Most of the things you said in the top portion of your Post are not in the game yet or shouldent be and currently it's only ONE Activated and ONE Equiped that will stack no matter what the name or what the buff is its only one activated and one equiped period.

    When they get done with stress test 4 they will have this as close to live as possable but for now they are still tring to work out the bugs of items in the game i personly was not here during Hulk'o'Mania when all sorts of rare or not in the game stuff was dropping but some of the stuff hasen't been implimated yet so thats the reason it dosen't work. Yet.
  4. I have two not buffs but rather skills that i've found that are broken one is the Group sap and Group sapping sphere on the progen warrior they will work but wont send shield to your group members number 2 would be the Energy leeach for the Jenquai Defender sometimes it works but sometimes it wont work

    Shield energy converter
    Buff name Shunt to Shields
    Used it exactly 3 times on JonesPW and no shield energy and or reactor energy moved at all.

    Shield Sap- Progen Warrior Skill
    Takes Shield energy from enemy and gives to user and at higher level can give to group
    have it maxed out on my Progen warrior and the Group Sap or the Group Sapping Sphere will not place shield in no one but your self not your group

    Energy leech- Jenquai Defender Skill
    Takes Energy from enemy and gives to user and or group on activated
    Sometimes it will work and sometimes it wont even fire off.
  5. found the same problem back when i tried to make my third account no matter what me or my father were able to get 2 or 3 accounts to 1 email adress so we wound up having to make an extra email apice to make the accounts but i had read i forget where that you could have up to 3 diffrent accounts per email adress just thought i'd speek me mind on that one and get it our
  6. I acculy agree with seru if you had everything given to you you would probaly have a maxed TE with all rare launchers within 1/8 the time that it took somone to get them w/h looking at the database,

    The database was created to help Newbies find out what is needed to BUILD somthing not where it drops.

    all in all the drop locations will be missed however it will make the game harder which to me personaly will make the game more enjoyable

    Jones
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