Jump to content

rhobix

Donators
  • Posts

    273
  • Joined

  • Last visited

  • Donations

    260.00 USD 

Posts posted by rhobix

  1. [quote name='shadowxsx' timestamp='1327029093' post='51834']
    I have a suggestion also.

    A race & class search option.
    [/quote]
    This I would also like to see. I mostly use the database to search for equipment options when I upgrade a tech on one of my characters, and being able to limit the search results to the race and class of the character in question would reduce the time browsing for new equipment considerably.
  2. I just had an idea. How about a line of devices that increases both reload, energy consumption and damage by the same amount? It would be beneficial for all types of weapons. Projectile and missile launchers would save ammo and for beams it would enable jenquai to stay under cloak longer.

    Maybe activated versions could be used as a new line of jenquai seeker only devices...
    • Upvote 1
  3. [quote name='Zackman' timestamp='1326120464' post='51203']
    WOOTI :lol: :lol:

    Its in, yay !!



    And now..(lol) - how about the items in hold/vault clickable that leads to a stats-page?
    Or a dropdown like:

    "Find this item in the Database"
    "Show stats of this item"

    ?
    [/quote]
    Clicking the item will jump to the item in the database.
    I would also like to be able to go the other way and from an item in the database find which of my toons has it in inventory or vault...
  4. I think the problem with shield leech in live was that the damage didn't scale the way weapons do. In live I think the damage dealt shield leach was proportional to the level, so max level shield leech did 7 times the damage of level 1 shield leech. To counter this to some degree, we got different types of shield leech at different skill levels, but this didn't even things out. Weapons basically doubles in damage each level, making max weapons 256 times more powerful than level 1 weapons.
    I think this should apply to shield leech as well. If we bring this concept together with different cooldowns, all shield leech types could still be useful at all levels, if lower level shield leech types has shorter cooldowns too get them to around the same DPS as higher level types.
  5. In live you could actually kite voltoi with a je since they only had beams and you could get better range on your beams than they had, and you could boost your impulse speed to the point where you could go faster backward than they did forward. This made it possible to take out practically any level of voltoi in live, though it was dead slow since you only got halv damage from beams at maximum range.
  6. [quote name='Tienbau' timestamp='1325668566' post='50889']
    Anyway, on with the plot. Why not? Let's do a shield leech code thinggy, and we can get the mobs behaving correctly with energy loss at the same time.
    [/quote]
    Sounds good, and hook up recharge and energy drain from weapons and skill use... If it isn't too much work...
  7. [quote name='will' timestamp='1325606790' post='50840']
    [size="2"]

    [/size][size="2"]xx (+/- yy)[/size]
    [size="2"]Amount adjusted by HDC + Total Damage dealt to shield [b]( [/b]Amount adjusted by Resists [s]-[/s] Amount[size="2"] absorbed by PsiShield [s]-[/s] Total damage dealt to Hull [/size][b])[/b][/size][size="2"][b]
    [/b][/size][size="2"]Is this what you mean? I think that's accurate.[/size]
    [/quote]
    Yes, but there's probably a bit more to it in code with conversion, formating and what not....
  8. [quote name='Tienbau' timestamp='1325571005' post='50825']
    sure which skill did you want to see?
    [/quote]
    Personally, I'd be interested in the following, among other things:

    - Prospect code
    - Warp entry code
    - Combat cloak damage bonus code
    - Damage UI presentation code
    - Group shield recharge code

    But that's just me...
    I probably won't be able to help, but it would be fun to take a look "under the hood" anyway...
  9. [quote name='shadowxsx' timestamp='1325258575' post='50636']
    ...an entire stack for a progen lasts long enough generally to get to the next level weapons...
    [/quote]
    Yepp, at least... My PP has level 7 guns and still hasn't used up the first stack of plasma cartridges.

    I would support a reduced buy stack count. Perhaps even make it scalable. Basing it on Crichton's suggestion scaled to stack size would probably work out fine, which would result in buying a quarter-stack each time you click the buy stack button.
  10. [quote name='Sfinx' timestamp='1308171304' post='42158']
    On Pegasus, we used that 'Medivac' method as well, although we called it MASH. I was the JD in the group and loved nailing down the timing on the pulls. The strategy also helped with lag since not everyone was in the same place at once (unlike the Tada-O gate, or the Controller). I loved doing FB's...it was a well oiled machine when everyone knew their part and was good at it.
    [/quote]
    Yepp, in live you could almost do FB's without casualties if the people knew what they were doing. I liked the other raids too, though the Controller raid tended to be for those with a death wish, at least if like me, you played a TT. One group shield recharge would light up half of BBW and all drones in range would instantly aggro on the unlucky TT...
  11. [quote name='Prrekoorb' timestamp='1322084091' post='48845']
    It works just fine , but as stated its very limited but i like it :)
    [/quote]
    I like it too.
    I would have made eff=damage/energy though. Rate of fire just warps the value in favour of short reload weapons...
  12. [quote name='Mattsacre' timestamp='1322142010' post='48870']
    ... There really isn't anything to take back, unless you are real low lvl and a L1 item would net you xp, in that case you can stop in on N7 station on way back with news reports frome earth...
    [/quote]
    Unless they have changed it again, I believe you can also take grain or something from earth to N7 station, which will get you XP for a few more TL's. News from N7 usually also makes a (very small) profit if you sell them at Pluto...
  13. [quote name='Tradermagoo' timestamp='1324939091' post='50363']
    You do realize 90% of the tt's in this list are vaults right? How about eliminating all the tt's below say level 10 and recrunching the numbers. I can lead by example, all of the vaults on my guild vault account except the beam looted vault and the pl looted vault that is 15 toons and 13 of them are tt's. Think about it.
    [/quote]
    I would like to see either a sum of the level or time played for each class for all toons logged in the last three months...
    Both of those should be a better indicator of popularity than just number of toons.
  14. [quote name='JonesPW' timestamp='1325142712' post='50547']
    Kyp.

    I've seen and payed witness to a JD and JE taking the 'Target Destryoed' Message in raids

    Example

    Main Progen Warrior Equipment

    CFB
    Ten-gu Bile cannon X2 200% reload 1.3 secs
    Flachette Omega 200% reload 0.8 secs
    Brimstone Ballista 200% reload 1.5 secs
    Black Spitter 107% reload 4.1 secs
    Fury of the master 135% reload 1.1 secs
    Overall Damage Per Second with out Debuff around 812.62
    [/quote]
    As far as I can tell, that setup should do about 1000 base DPS with PM ammo, though my PW is OL11 so I have no way to confirm it... And as Terrell said, the a PW who loads plasma ammo will also benefit from the plasma debuff...

    If it's hard to get reloads below 1 s to work, I'd try to get around it by firing 2 (or even 3 rounds for Flechette if you get over 64% turbo) with twice (or three) times the reload when reloads get below 1 s.

    Guess I could get an Executioner's Hand, a Startle gun and a Switchblade for my PW and do some time measurements to confirm or reject the existance of a 1 s lower reload limit.
  15. [quote name='Mimir' timestamp='1324310322' post='50079']
    I get it I really do, in fact group with me and take me with you mining. Show me how you are able to pull pop rocks and get the bonus and you will make a believer out of me. I have asked those that swear there is no problem getting the clear bonus with pop rocks in the fields many times with no takers.
    [/quote]
    As I stated earlier, I have not tested this enough to neither confirm or rule out the existance of a bug. My opinion that it should be left in is based on Tienbau's statement:
    [quote name='Tienbau' timestamp='1324243802' post='50029']
    There's no bug.

    You get the clear bonus only if you start mining a fully spawned field. You can tell if it's fully spawned because the roids 'glow'. Depending on the type of glow, you can get clear bonus multipliers. The multipliers come into effect the longer the field has been left untouched.

    If someone's dropped by and mined a couple of ores, the field won't give a bonus until those roids have respawned.

    Even if roids have been partially mined, they'll still cause the field to fully respawn after that field's respawn time, providing it's not touched before then, if it is then the respawn cycle begins again.
    [/quote]
    If someone can show that there is a bug after all, I'll support a decision to remove the pop-rocks from the bonus until such a bug has been fixed.
  16. [quote name='Mimir' timestamp='1324294479' post='50069']
    Why?

    They will still be there the ONLY difference will be they do not have a connection with the field clear bonus.

    So why would anyone prefer to keep something in game that prevents another feature from happening? I would really like to hear the argument for keeping it as it is???
    [/quote]
    Because it's a field clear bonus. If you don't take the pop-rocks too, you haven't really cleared the field.

    Though by that reasoning, you should always get a field clear bonus when you've finished prospecting the last asteroid in a field and you don't, so maybe my logic is flawed...
    • Downvote 1
  17. [quote name='Tienbau' timestamp='1324243802' post='50029']
    There's no bug.

    You get the clear bonus only if you start mining a fully spawned field. You can tell if it's fully spawned because the roids 'glow'. Depending on the type of glow, you can get clear bonus multipliers. The multipliers come into effect the longer the field has been left untouched.

    If someone's dropped by and mined a couple of ores, the field won't give a bonus until those roids have respawned.

    Even if roids have been partially mined, they'll still cause the field to fully respawn after that field's respawn time, providing it's not touched before then, if it is then the respawn cycle begins again.
    [/quote]
    Ok, thanks for the clarification.
    Based on this, I'd say just leave it alone. I won't be heartbroken if the pop-roids are taken out of the equation, but personally, I'd rather keep them in.
  18. I think pop-rocks should be included in the field clear bonus, but the bug stopping the bonus from triggering has to be fixed. I haven't done much research, but the general feeling is that fields with pop-roids will not yeald a clear bonus as often as it yealds a clear bonus. A temporary fix could be to exclude pop-rocks, but if it can be made to work, I want them in.
  19. [quote name='Zackman' timestamp='1323361070' post='49356']
    I think the voiceovers are coded into/within the client?
    [/quote]
    I think they know how to replace the sound files, so swapping out some of the old news reports with new ones shouldn't be a problem. Adding more news reports may be a bit more difficult...
  20. [quote name='Tienbau' timestamp='1323333578' post='49339']
    This is how they work currently:

    10-15% chance of successful ore pull (decreases with ore level).

    If this check fails:

    50% chance of detonation, with a level appropriate explosion with a +/-20% variation.
    50% chance of buff/debuff.
    50% chance of mob spawn (now pulled from a dev configured table rather than patched).

    All these factors are independant, so for example there's just over a 10% chance that you'll get all three events happening (assuming I can still calc statistics ok).

    You might get just a detonation, just a buff/debuff or just a spawn, or indeed any combination of the 3. Keeps things interesting hey?
    [/quote]
    Sounds good to me. I just have one point of feedback, and that's on the chance of successful ore pull. It should go up with the explorers prospect level and down with the level of the ore. Not just down with the ore level. If that's the way it currently works, just ignore my comment...
  21. [quote name='Vitaes' timestamp='1321927298' post='48790']
    Different weapons have different buffs. All the variety available allows for different styles of gameplay, and most weapon systems allow for more than one type of ammo to be fired. My only issue is that the classes that need to carry loads of ammo should have more hull space. To not give those classes (I'm thinking PW/PS in particular) an advantage in trade, simply make the extra hull space ammo only.
    [/quote]
    It does make the task of managing inventory a bit more cumbersome, but if you load up correctly, you can make the ammo run out as you fill up with loot...
  22. [quote name='Crichton' timestamp='1321662862' post='48662']
    I would love to see a level 7 skill that was a buff, similar to the TT's Shield Charging buff, that when a player with that buff has their shield recharged a % of the amount recharged is redirected at the mob(s) attacking the player(s). If the devs wanted to really get nifty with it they could make the damage done by this skill be based off a JS only device that they equip. Such a skill would cover both the solo and group damage output problem and tie it in with shield skill like the TT. ;)
    [/quote]
    Though I don't play my JS much, this sounds like a good idea. Another way would be to have a device or skill that distributes any overrecharging of shields to damage to enemies around the player having his shields recharged. This would have to be capped based on some % of shield capacity or something similar, not to make it overpowered.
×
×
  • Create New...