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barachius

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Posts posted by barachius

  1. I *attempted* to install everything as directed.

     

    Install client, update client, install net-7, set compatibility ect.

     

     

    What's happening is that net-7 is launching the client, that's launching the ORIGINAL patch

     

    So something isn't jiving, and i probobly missed at least one step in the install, i can't figure out which

     

     

    I KNOW this is wrong, this is what's happening. (this will never update i know) Just an illustration of what step in the loading process I am at.

     

    error.png.923cd40f8538079f235cff97f818d49b.png

  2. Honestly... let's compare jenquai defenders to the Seeker...

     

    Jenquai seeker advantage

    Manticore 9

    Reactor augmentation

    Recharge shields (I'm severely questioning it's usefulness in raids)

     

    (shared/tie)

    Scutums (Jenquai power buff number 2)

    Steingards embrace (seeker power buff number 3)

    Chimera

    All primary equipment (shields/engine/reactor)'

    And "Jenquai only" device that I am forgetting.

     

    Jenquai defender advantage

    Every single "warrior only" device

    Critical targeting

    + 1 weapon mount

    Summon

    energy Leach

    psy shield

     

     

    Unless i'm missing something... Almost every single thing a Seeker can do... A JD can do while doing far more damage in the process. Including 2/3 of the seekers power buffs

  3. It seems to me that...

     

    The problem is that the traders aren't balanced..

     

    The TT is the end all of healers

    The PP is DPS/healer

    And the seeker is... well... a clicker of clicky effects..  More like an explorer class but with a heal that get's them killed if they use it... that limits them to only one thing that they have the potential to do well. ONE thing, to the privateers 2 things.. 

     


    My logic would put the TT as a healer, hands down the best.. that's what they do that's why the exist. Shield buff, hull patch, recharge shields... Boom and done... (sound familiar?) no change at all..

     

    The Privateer would be a DPS/secondary healer. Their critical targeting and progen gear gives them superior firepower,

     

    good enough healing potential to barely be healer, good enough DPS to to be a progen...

     

    Sound familiar?

     

    Well that's ALSO exactly what they are now... and people play privateers..

     

     

     

    So what can be added to the seeaker?

     

     

    Cloak is undisputed what makes a Jenpie a Jenpie...

     

     

    Group cloak is an explorer-worthy skill..

     

     

    I propose... a special version of cloak specific to the seekers at level 6-7 (for the seeker)

     

     

    Auxiliary operations cloak!

     

    "What the heck is that?"

     

    Well that's a very good question...

     

    Auxiliary operations cloak allows a seeker to do SOME things while cloaked.

     

    Namely...

     

    Healing WITHOUT drawing aggro,

    Buffing allies and debuffing mobs,

     

     

    What CAN'T you do while this cloak is active?

     

    Well the downside is that you can't recharge your reactor and you can't attack in any way shape or form.

     

     

    This would *NOT* take away the TTs role as the primary healer in a group.

     

    This would NOT in anyway increase the seekers effectiveness soloing

     

    What this WOULD do is give the Seeker the ability to step in to the TTS role if the TT drops without getting blasted, it would give the group extra healing power during difficult phases of battles.

     

     

     

    It puts the "stealth" back into the Seekers playbook... without changing their inherent role (that of clicky monger/healer)

  4. So, there are a few reactor lines that people tend to get confused about. People tend to think that the level 7 nova upgrades to the level 8 supernova. And the Unicorn reactors with virtually identical names just gets me confused and I'm a 200% reactor builder.

     

    Nova get's confused with supernova

     

    And Unicorn gets confused with Unicorn II

     

     

    The issue is the highly similar names.

     

    So my suggestion is to rename them.

     

    My suggestion is to rename the Nova the Solar Flare while keeping supernova the same.

     

    And to rename the Unicorn II line the Cooler MLP X7 Pegasus and More Cooler MLP X8 Pegasus

  5. After having analyzed the math... the URSA gains an advantage in the following conditions.

    1 you aren't doing a trade run

    2 you are doing 4 or less runs and only have time for exactly the number of runs you are doing with the ursa 9. You can not take the extra time to finish the runs with the polar express at a slower speed.

     

    If number 2 sounds confusing it's basically this;

     

    1 run of ursa > 0 runs of Polar express (40 crates vs 0 crates)

    2 runs of ursa >1 run of polar express (80 Vs 50 crates)

    3 runs of ursa > 2 runs of polar express (120 crates vs 100 crates)

    4 runs of ursa >3 runs of polar express (note this is very close to the same amount of cargo. 160 crates vs 150 crates and very close to the same time) 

     

    However at 5 runs of ursa 4 runs of polar express is better.

  6. Once you factor in any level of turbo warp the polar express gains a crate per hour advantage over the ursa 9. ANY LEVEL

     

    4 runs any distance (4K +tw) speed = 5 runs at any distance divided by (5K+tw) speed.

    4(100K)/ (4+.001)= 5(100K)/(5+001)  the math for 100K distance and +1 turbo warp

     

     

    99.975 seconds in warp VS 99.98 seconds for the same amount of cargo

     

    1.5K warp  turbo warp (a unicorn and a NOS device)

    4(100K)/ (4+1.5) = 5(100K)/(5+1.5)

    72.72= 76 

    72 seconds vs 76 seconds for the same amount of cargo

     

     

    The more turbo warp you have the more it leans in favor of the polar express

  7. N= number of runs

    g= number of gates

    D= total warp distance

    S= speed

    C= total crates

    p=1.25= polar express bonus

     

    1+Gn+N = number of loading screens

    1+ n = walks across the station

    ND/S= seconds in warp

    CN(P)= total crates moved

     

    For polar express in 4 runs between 2 stations in the same sector 100K apart

    1+1*4+4 loading screens

    1+4 walks across either station

    400/4 seconds in warp

    80*1.25 crates

     

    9 loading screens

    5 walks across a station

    100 seconds in warp

    100 crates moved

     

    URsa 9 in 5 runs

    1+1*5+5 loading screens

    1+5 walks across either station

    500/5 seconds in warp

    100 crates moved

     

    11 loading screens

    6 walks across a station

    100 seconds in warp

    100 crates moved

     

    for 100 crates moved the shortest possible trade run yields an advantage to the polar express in every variable except total time spent in warp. the longer the run the more in tilts in favor of the polar express

  8. I come back from months gone and a stupid amazing engine gets put into the game, I find I cant get it without begging for one because it's a holiday item... ok whatever, it can't be that amazing can it?

     

    Wrong...

     

    It replaced both my level 8 stealth combat engine (trifid 8) and level 8 warp engine (go ahead and laugh palomino 8) and has a unique game changing buff on it, and its a level 5. Mmkay, both of these should be addressed.

     

    First of all, for the months it isn't available it will be ever increasingly hard to get, and thus ever increasing price. For people who hoarded a few, in several months time they could make tens of millions, I came very close to paying 20 million today. And I would have paid 200.

     if that was the lowest and or only price.

     

    Second of all this engine should really be a level 8, it's stupid overpowered as a 5, or make multiple very similar versions, a low sig with say 3750 warp level 8, a high sig 4K level 8 and a high sig 5K level 9 for instance. Should I really be replacing 2 level 8 engines with one level 5 engine that is better or as good in every single stat...THAN BOTH OF THEM.

    • Upvote 1
    • Downvote 2
  9. I deeply apoligize if this has already been sugested, i looked for it and i couldnt find it.

     

    My idea is a large chain of 1 way trade runs going all the way around the entire game (except class restricted gates) that bounces between sectors and systems. To make it actually used and not overpowered it would have to be roughly equivilant in a credits/XP per (trips through gate and distance warped) to somerled Prasad (aka the spice run). And it would also have to be a short number of stations between them to keep things exciting. somewhere in the 2-4 gates range. And to really shake thing up... There should be no decent trade for the return trip on any of the segments ;D

     

    It would make trade runs a heck of a lot less boring and involve more sectors in trade and be a neat thing to do.

     

    However if any one of those conditions arnt met...

     

    No one wll do it and It will be a waste of time to even make :( and i would hate to see that happen.

    • Upvote 1
  10. so basically the "Fix" that was implented to make skills that were never used , actually used, just broke seekers in terms of actually healing even worse then they already were?

     

    So now they have crappy damage unlimited reactor energy, and if they heal they die..... REALLY?

  11. Im sorry here,

    but what exactly is a jenquai seeker's method for theoretically reducing their aggro? Does cloak reduce aggro? aside from this i have no idea how i could even do it. And with only level 8 shields im just curious as to how its possible. Not that TT  BF even works, because that point is irrelevent.

     

    Just curious.

  12. More information

    After 100 Attempts at zoning here are some statistics from a count. (100 inst as many as you would think, especially when doing trade runs) this also includes going into and out of Star bases)

    30 Fails at zoning
    Not one during initial Log in
    All of them Failed at Waiting for server Step in the system tray

    70 successful Zoning attempts

    Not one crash that wasn't associated with zoning
    Always came back into the zone i was attempting to zone into, never the zone i was leaving.
  13. I looked i couldn't find this problem, i apologize if i missed it, i very well could have.

    First of all this might be a coincidence however this is a very VERY suspicious coincidence.

    SOOO up to a day or so ago i had the game working fine. Now it seems like most of the time when i try to go between zones the following happens. The Taskbar icon for the program sticks at waiting for server. Then THEN!!!! if i try to even refresh a webpage my internet fails like i have a connection problem. So far this has only happened to me while playing E&B, and only while zoning.


    Anyone have a clue as to what my issue is?
  14. [quote name='Tyran' timestamp='1314954206' post='45566']

    Shield charging and psi shield on the jt would go a long way in making it more useful.
    [/quote]

    Wasn't psi shield taken from the JT initially on live when they decided not to have the class in live?

    Giving a JT BOTH psi shield and shield recharge would be overpowered. It was on the EMU for a while and it was very quickly noticed how overpowering it was, Which is why i said give the JT both but have them be not as good and only TOGETHER do they equal the TTs shield recharge.

    I also came up with another crazy idea.
    Replace fold space with something a lot different
    A buff that decreases the firing speed of the groups weapons while increasing by more then is lost. Essentially leading to a net decrease in power usage a slight net increase in damage and for non jenquai in the group decreased ammo usage, and it would give the JT a boost in solo combat easier because of cloak and burn strategies they could spend more of combat in cloak and take less damage.

    Simply by using some algebra -25% firing speed, and + 45% damage for instance comes to mind as a decent example.
    The math comes out to 1 * .75 * 1.45= 1.0875
    It comes to a total net gain of 8-9ish% damage and -25% energy and ammo ussage on weopons, while using existing in game stats and because it is activates off a buff it would stack with any devices that are already in game using these turbo weapons or enhance weapons or any of these stats. It would also not take away from any of the other classes nor would it be absolutely necessarily to do any content. Good enough to bring along to the party, but not a party crasher if you don't have it.
  15. Right now all three trader classes have the same core ability for shield recharging, which is a huge reason for traders to go along in groups. I am sure that we can come up with a way for the three classes to be the same but different.

    Now when you comment be sure to poke holes in it where needed. The best ideas need to be attacked and only if its STILL a good idea after being attacked and revised should something come out of it. I'm sure some of it wont be implementable and some of it just wont work. But im not a programmer nor am i familiar with how this game's coding works.

    SO here is my idea, each trader class will have 2 abilities involved in shield recharging.
    TT will have shield charging buff and recharge shields as they currently do. Adding a good chunk to shield cap and working exactly the way they currently do.

    JS will have a recharge shield that is about half the power end game of the TT shield recharge. They will also have psi shield which will have about half the power of end game TT Shield recharge. Combining both of these together roughly gives the JS equal but different shield recharging abilities of a TT.

    as for the Progen privateer my idea isn't as concrete but here it is.
    Give the Progen privateer a shield recharge that is far better at filling nearby grouped ships and not as good at recharging single target compared to the TT shield recharge.
    AND give the PP an ability that transfers a big (40%+) of their own shield amount to target.
    SOOOO in total the progen privateer if doing their transfer ability followed by a group recharge they can keep the entire group up about as good as a TT and the new JS.


    And because i didnt change the TT at all, IT still is exactly like it was on live which is a goal of the emulator.
  16. after all the discussion with skills im just going to say this...

    I don't want in the argument.

    I am going to point out here my opinions on some of the other traders because making the Seeker a playable working wanted class in groups is still down to making the trader classes balanced yet different.
    As far as the choice to give JS devices at level 9, i wholeheartedly agree.


    What i could see the primary advantages to the 3 trade classes are as follows

    PP is better at surviving and dealing out damage then the others. They also have far less reactor trouble then TTs.

    TT is an all around better because of shield charging and hull patch which make the act of keeping a warrior up far easier.

    And JS have .....level 9 devices reactor and reactor augmentation......which i don't think is enough.

    [s]SOOO
    how about we drop reactor augmentation give the JS sheild leach, and drop the JS's reactor skill down to 8 and give them engine 9.

    This would give the JS a substantial advantage over the other trader classes in that they could power a group like an explorer class could.
    [/s]
    But this would make the JS a hybrid of the explorer classes which takes away from the explorer classes.
    i don't freaking know, but device 9 doesn't seem to be doing the trick of making a JS as good as the others.


    However i just want to throw out that its possible that level 9 engines on the PP might not be a bad idea and gimp their reactors down to 8 giving them the same reactor charge disadvantage the TTs have while still maintaining their killing power. Giving the Jenquai the advantage in being able to power themselves in combat better then the others. Which inst all that terribly overpowering of an attribute because strapping a JE to the back of a TT or a PP could easily overcome the advantage, just like a Terran scout can cover the loss of not having a TT or having another trader class then a PP wont really affect anything but the groups total damage.


    As far as want i want to see from itemization here it is.

    See black pegleg device...

    Make an entire line just like it that inst as good as the peg legs at level 8 or level 9

    a jenquai trader only engine would be fantastic, make it a Jenquai prototype solar sail. With a speed of 4500 and no sig. Kinda rare like the level 9 Clydesdale and 500 warp slower then the Clydesdale. Which still gives the terran's an advantage in engines worthy of having an entire level higher then everybody else.

    Aside from a sheild recharge device comperable to the RR but more jenquai like, and the seeker only engine,

    Iv found gearing out my JS to not be an issue, i was afraid to id have empty equipment slots, (or devices like a pavis or something) but iv found useful things to put in all the slots.

    Chimaera
    NOS,
    intolerance, (want to replace with deadly focus.
    Guardian (want to replace with a pegleg 8 or 9
    and a nav computer.
    In earlyer levels i had more stuff to put in slots like an aquila and roadrunner plus.
    • Upvote 1
  17. After my experience trying to round up the ores for 1 component, I think forcing people to always go to the miners to build components would kill crafting as a whole. It took me 3 hours to round up 2 ores (not 2 kinds of ores, 2 ores total LOL) to make anathor galaxy mounts for my ruby disrupter.

    Before removing the ability to rip components some organized way of selling and buying ores needs to be introduced, or you could just do something halfway and cheat, IE having a vendor who sells ores for quadruple the price that ores get bought for. Saying that people can just get ores from miners is good in theory, but without a way to get the ores to the component builders are you are doing is killing component building. Not everyone likes mining just like not everyone likes building stuff because its such a pain, and i know of a lot of people who pretty much only build ammo.

    I think the best way of dealing with ripping ores from components to up the demand for mined ores is to set up a market or a bazaar or something. Just some way in the game to let the server in some way middleman the buying and selling of ores could fix a lot of these problems and make building components easier and cheaper as well as getting the miners more cash for certain ores. (because honestly it has to be cheaper to buy the ores then to buy the components rip them and only use half the ores.)

    But until something is devised, i hate to say that the best way to deal with it is not to mess with it. Currently Miners can make money selling ores to NPc'S and component builders can usually easily obtain the ores to make components by mostly buying the exact component they need or ripping another component. There is currently a gap between the 2 groups and hopefully one day that gap will be bridged but i don't see it happening without a new game play feature to handle the trading of ores. Forcing people to go to miners for ores will only cause every builder to have a miner class or quit building components.
  18. After my experience trying to round up the ores for 1 component, I think forcing people to always go to the miners to build components would kill crafting as a whole. It took me 3 hours to round up 2 ores (not 2 kinds of ores, 2 ores total LOL) to make anathor galaxy mounts for my ruby disrupter.

    Before removing the ability to rip components some organized way of selling and buying ores needs to be introduced, or you could just do something halfway and cheat, IE having a vendor who sells ores for quadruple the price that ores get bought for. Saying that people can just get ores from miners is good in theory, but without a way to get the ores to the component builders are you are doing is killing component building. Not everyone likes mining just like not everyone likes building stuff because its such a pain, and i know of a lot of people who pretty much only build ammo.

    I think the best way of dealing with ripping ores from components to up the demand for mined ores is to set up a market or a bazaar or something. Just some way in the game to let the server in some way middleman the buying and selling of ores could fix a lot of these problems and make building components easier and cheaper as well as getting the miners more cash for certain ores. (because honestly it has to be cheaper to buy the ores then to buy the components rip them and only use half the ores.)

    But until something is devised, i hate to say that the best way to deal with it is not to mess with it. Currently Miners can make money selling ores to NPc'S and component builders can usually easily obtain the ores to make components by mostly buying the exact component they need or ripping another component. There is currently a gap between the 2 groups and hopefully one day that gap will be bridged but i don't see it happening without a new game play feature to handle the trading of ores. Forcing people to go to miners for ores will only cause every builder to have a miner class or quit building components.
  19. Ok so the skill is great, it fits with the classes purpose and it works.

    my only problem with the skill is the third version reactor surge.

    it adds 20% reactor capacity while the previous version adds 10% capacity 10% recharge rate.

    This kinda makes reactor Surge a downgrade from reactor extension. I propose a diferent amount

    15% capacity and 12.5% recharge. This is aproximatly half way between the current version 2 and 4 ability, and not a downgrade in either stat on the buff.

    Also another issue is that there is no discription showing in the buff window, not sure if that can be fixed or not thou.

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