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rhobix

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Posts posted by rhobix

  1. Something on the menu of this site, and the Portal might also be a good idea, if you are trying to enlist help.

    I Agree.

    A Net-7 Wiki tab next to the Net-7 Portal tab of this site and a Net-7 Wiki link on the Game Info menu in the Net-7 Portal would be my suggestion.

  2. Someone (a dev I think) posted the order in which the different animations connected to field clear bonus occurs over time a when it was introduced. I can't find the post now, but it should turn up with a bit more digging. Red comes first (the lowest possible bonus) and gold comes last (highest bonus available) and green and blue are in between if I remember correctly. I don't remember the order of the green and the blue. The fifth I don't know about. I don't think it was mentioned back in the day.

     

    Also, in job fields, all roids are marked permanently. The clear field bonus animations only play every once in a while, and only on one roid at a time. 

  3. I have to aggre with Shadow. Combat Cloak seems to work like before, aside from the adjustment to damage I can't say it feels different enough to suspect a change. The change to damage also seems small. I typically see "ticks" in the 700's from my level 8 plasma beams when out of cloak, and "ticks" in the 1300's when striking from combat cloak. My feeling is that combat cloak damage is about 180% of none cloak damage, or 10% less than double. 
     
    When it comes to damage mitigation, I have to disagree with Kyp. All damage can't be calculated at the time a weapon is fired, at least not for damage over time type of damage. Those typically only get one "tick" if you cloak after the weapon has been fired but before the shell hits, so here some kind of check has to be made for each "tick".
  4. I think it would be a worthy goal for the public raiders to gather such raid information on the net-7 wiki for the good of the public effort. I could help when I have leveled up enough to participate, if someone else is up to the task of getting it set up.

  5. Question about the multiboxing, this game isnt exactly taxing for most newer systems but is there any forseeable issue running 2 or 3 accounts using a very middle of the road setup?

    Pretty much anything produced in the last five years should be able to run multiple accounts. The only computers I've had problems with are 8 year old computers with integrated graphics. I could even run multiple accounts back in 2003 in original live. My computer back then was built for gaming, so it had some horsepower, but it was in no way top of the line.

  6. using cc as it stands is a dps loss.

     

    That's the way I remember it from EA live. I either used CC to get less exposure and take less damage, or used it only for the initial strike and stayed uncloaked for contineous damage output. The alternative was to use beams with a longer reload than the cloaking time, but they usually had less dps as a trade off. There were probably other tactics back then too, but I never was much for maximizing performance.

    In live, CC only gave a 100% bonus based on unmodified damage. That's an increase from 300% damage to 400% damage at level 9 beam skill. Not very much. I still got the impression that a JD could out-dps both PW's and TE's in EA live though, so something else had to have worked in favour of the JD back in the old EA days.

  7. Hmm i'll need to think about the build procedure.

     

    My main issue is people have been getting around the no-trade flag using a different number of methods.

    It's also alot harder to prevent trading between same account characters.

    I could see someone making multiple same class and giving all the spec gear to one char to exploit.

     

    I need to do some more testing, but if the same thing happens as last time I think the current method is best.

    There has to be some kind of database quiry that can be run periodiacally to capture manufacturable non-trade equipment made by someone other than the owner and remove such equipment or ban exploiters..

    • Upvote 1
  8. Knix,

     

    While I like player made as well, there are major problems with this.

    Due to the way the engine works, you can only limit items by race/class.

     

    That means if players were able to make the spec equipment, then you have have one PW able to wear ALL pieces of Cent / Guns / Sharp items...

    That would completely break the system and open several exploits in the process.

     

    Do you really want a PW to have the tanking ability of the Cent, the DPS off the Guns, AND have the 6K range of the sharp?

    That is what would happen with a mix match scenario.

     

    I have no way to limit this except to make them non-manu plus non-tradeable and only give them to players as a quest reward.

    That way I can be sure they are not getting around the system.

    Each spec is designed to have its own strength and weakness and that allows for careful balancing.

     

     

    Just making the items non-tradeable should be enough. Limiting the missions giving the prints to one spec per toon would assure that one toon could only get equipment from one spec.

  9. I do like that idea, though I ended up voting for the Hybrid solution, where 2 was used where 1 wouldn't work.   I'd love to see the Chili-Popper and Loony's Special Gizmoblatsit done that way, especially since the 2 classes that can use it, PE & JE, both have the build devices skill.  Since those devices were also No-Trade IIRC it's not an issue of one JE or PE doing the mission chain then selling the items to others, but being able to rebuild his own if it gets it's quality dinged.

    I agree. For existing non-manufacturable items I think 2 would be best.

  10. Definitely, thanks for mentioning raids and the need for different specs for maximum probability of success.  Raid spec rewards is even better, great idea.

     

    Only thing I wonder, is equipment replacement for dinged equipment, but then again, I did a thread a while back about solutions for that w/r/t irreplaceable items.  If that were implemented, this equipment could be covered by Solution 2 or 3.  Thread is titled Irreplaceable Items, and is in Suggestions.  (Suggestion 1 could also work if skill waivers are applied to these items, like the Gaze of Amah from the original game)

    Option 1 seems good to me. One of the things about EnB that appeals to me is that so much can be player made.
    I think all new content should be designed to be player made. The unique and non-trade flags are enough to limit availability of items as far as I'm concerned, and the manufacturing skill type waiver used in the MCP could be used so everyone could build their own non-trade items. The only thing I can think of that non-manufacturable items has going for them would be the variation in quality, but that could be achieved by limiting the availability of components and increasing the difficulty so 200% quality becomes rare.

  11. Fornax buff is covered in my list effectively with Blood of the Dragon...

    Phoenix Prime has limited use.. Shield Leech, Martyr's Heart and Antlia should be able to fuel a group pretty well with Reactor Juice... When you weigh the balance between Device Slots, Cargo space and usefulness the Pheonix was removed from my load out...

    In original live the Phoenix was one of the device I wouldn't have wanted to be without, but it feels like the return for energy invested is not as good in the EMU as it was in live. It may just be my poor memory playing tricks on me though.

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