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Tyran

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Posts posted by Tyran

  1. [quote name='Terrell' timestamp='1315941975' post='46066']
    Could the devs drop a hint or two about what types of equipment that the JT will receive, particularily in support of others? Perhaps a JT geared to assist in a raid would carry low damage, for their level, plasma beams or projectiles, that give her defensive bonuses, while she uses her devices & skills to assist the warriors, explorers, and other traders in said raid.
    [/quote]
    I guess they are not at this point yet.

    Also, new buffs are needed otherwise the 3 extra professions will overlap a bit too much with already existing ones...
  2. [quote name='snotty' timestamp='1315644670' post='45962']
    Right, lets see.

    If you are in a group and the chance that there is an other beam user there is pretty large, so your in range anyway. Most times im raiding the default range is 0km to the mob just to get the JD's and others in range, not to mention 3.5km proto's[/quote]But if there is no beam user it means the group can keep a distance which usually mitigates a fair bit of damage.

    Or what would happen in a group where the JT is the only beam user, does he get to say ''fly closer so I'm in firing range''?

    Too many complications and risks arise from having a JT in the group because of the beams and tiny shield.

    So there had better be a good reason to have it in your group as the TT and PP are great already.

    [quote name='snotty' timestamp='1315644670' post='45962']Secondly, due to the longer reload of the beams, even better when using a trader, it is easier to weave heals in between the reloads. The fast reloads of the PL's are waisted in the time that you target the tank, press heal and target the mob again (doable within the 3 sec of the 100% turbo-ed beam, there are only 2 "low" reload lvl9 beams). You probably waist 2 reloads on a PL user and 0 for beams/missiles. Depending on the amount of healing that is needed this is a pretty significant damage reduction. eg one heal in a 10 sec interval ends up reducing the dps of a PL user easely by 20%. The more heals needed, the worse it gets.[/quote]This obviously needs to get fixed as it is only penalizing fast firing weapons (projectiles especially).

    [quote name='snotty' timestamp='1315644670' post='45962']I earlier stated that i'd like the idea to buff the resistences of the JT in a indirect way by using some sort of device optimalisation, a skill that buffs all (or a selection) of device buff's. Eg max level buffs device resistences by 10%, so if you equip a ivory ward the +39 resistence of a 200% ward goes up to +43 or the scan boost of a 200% roc lvl7 goes up from 3392 to 3741. Same can be applied to crit, shield recharge and so on. It gives more utility that way then a straight up resistence buffs (and even can boost dps of the group by boosing weapon skill, crit chance and weapon enhancement). If you restrict the boost to devices a player in a group with a JT then has to decide wich equipment to use, eg use a intollerance for the enhancement that gets a boost, or use a heart of the masterthat doesnt get the boost and use the device slot to use for somethng else.[/quote]While this is a lot better than the hull idea, I'm not sure if it is the 'alpha skill' which is required to narrow the gap between the jt and other traders.

    This is because a lot of the better devices (activated buffs) only have duration and not effect increases affected by quality and a lot of passive buffs are affected by a cap (like 40% turbo weapons). Shield augmenting devices would be affected though but that is tiny compared to the cap boost from shield charging.

    Maybe if it made not just devices but all equipment something like 20% higher quality for a duration and therefore create an artificial ceiling of 220% then perhaps it would be more meaningful in a group. But I doubt even this would make up for the JT's many shortcomings...
  3. [quote name='snotty' timestamp='1315582997' post='45938']
    My opinion is that a turbo bubble is way to overpowered, as you earlier stated with the crude math a group gets a extra 96% over all turbo so why use any other heal class at all. [/quote]16% is a generic number, it can be anything subject to balance.

    But why use another heal class if it were 96% total to the group?

    A PP deals a lot of straight up damage whereas the JT would passively add damage.

    Then if you regard the PP's constant damage output and neglect the JT's own beam damage output because beams are short range and risking getting into danger with your frail jenquai shield is a bad idea as a trader, you quickly get a somewhat similar damage output contributed to the team.

    While I don't have the maths to back this and there are many possible outcomes based on the class distribution of the group the idea behind the turbo suggestion is for the JT to make up for it's nearly complete lack of direct damage with a more passive input.

    Furthermore the PP and TT are healers with a L9 shield, which are more suited to raids. And the TT has shield charging and hull patch which is also nice to have.

    [quote name='snotty' timestamp='1315582997' post='45938']Further i am telling that turbo is way to combat orientated as a skill for a trader/explorer class and conceptual speaking should earier be added to a warror class or warrior hybrid but its still a bad idea.[/quote]Again I'd like to point out the cyberdrenaline rush device adding turbo to group usable by JE's only...

    If you said that a JT should not have 5 or 6 weapon slots I would agree. But this turbo damage is added indirectly through support which is kind of the point of a trader/explorer which is as pure a support class as you can get.

    [quote name='snotty' timestamp='1315582997' post='45938']And concearning the cyber rush, you can always use the bastillon or the bulwark, they are grouped in the same turbo effect and should use the same turbo slot.[/quote]Except the cyber rush is not raid loot and the mere existence of that device shows the original developers' intent to allow support classes to buff the team with turbo to make up for their own lack of direct damage (especially in the case of beam users).

    [quote name='snotty' timestamp='1315582997' post='45938']with that the only damage difference betwean a JT and PP is only critical targeting and nova, the extra gun slot is "consumed" by the turbo cap.[/quote]While the cap is obviously a matter that needs to get fixed projectiles are much better on a trader than beams regarding damage output. Especially since beams come hand in hand with feeble jenquai shields the damage output of a JT is of doubtful use since it is likely often not worth risking getting into beam range for the limited damage it can deal.
    • Upvote 2
  4. If you are going to add orefields to areas away from navpoints that require freewarping, can you fix the auto level hotkey?

    It is under the controls menu and does not seem to work while it is pretty important for freewarping especially now that the sector height has be raised to something like 20k-25k.

    Also, as an alternative or addition to making freqently looted orefields less interesting for ores, can you make them more dangerous to collect from?

    More ore guardians goes a long way into making a field less attractive. Also it can help create a need for miner escorts, something which has rarely been exploited in EnB and is actually a very cool form of grouping.
  5. [quote name='Ramses' timestamp='1315385620' post='45830']
    As stated above hulltanking is maybe not a "Jenpie" thing, but what about a skill that gives damage resistances to the hull?
    [/quote]
    That is not very attractive because it would be a last-ditch skill because when you get to the hull your expensive equipment is taking a grinding already.

    Also it takes effect once your shield is down which is in rare instances usually.

    I think a skill that ups resistances is much more along the lines of a jenpie.

    Perhaps something like rally which instead ups resistances, reactor regen, and maybe something unique like weapon range, scan range, reduction to weapon energy cost and/or some other buffs...

    An easy fix to make a JS attactive for a group is a skill-based unique turbo weapons buff that would make up for it's lack of direct damage by buffing it's allies. Even if it's 16% that is a total of 96% it is giving the group.
  6. [quote name='Blacklung' timestamp='1315251849' post='45735']
    african? really? terran,progen,jenquai, choose one of those and darken them up if you feel better. other then that your out of luck
    [/quote]
    Darkening a terran is like darkening a caucasian, you end up with an indo-european (people from india and pakistan).

    Darken a Jenquai and you end up with a phillipino...

    Darken a Progen and you end up with a papua...

    Also it is not a playable character I'm asking for, more a sector kind of thing.

    I ask because japanese (jenquai), chinese (red dragon), Israelites (infiniticorp), americans (bogeril), germans (zweihander) and muslims (self-destruct) are already represented. Next logical step should be our african brethren.
    • Downvote 1
  7. Please, add pop mobs that one shot kill lowbies giving them a reason to have better than L5 shields.

    Remove the peter north style roids - dozens of L9 ores is a bit too much.

    Change the colour of pop roids to be indistinguishable from normal ones. Otherwise lowbies can actively avoid them...

    ????

    Suddenly a reason to level a miner past L80 is created.
    • Downvote 3
  8. I agree with you cpwings.

    Also the lack of active players IMO is likely due to the planned p-wipes. Probably quite a few emu players have stopped because of that. They may be waiting for the final wipe.

    But since that is years away by the current path prepare to get lonelier yet...

    Unless ofcourse a different perhaps level 50 restricted wipe-free server is launched :facewhenclimaxing:
  9. [quote name='rabidcajun' timestamp='1315153973' post='45663']
    everyone keeps mentioning the privateers higher damage output than the other traders, seems no one wants a healer to actually heal lol. when we raid healers heal if we need someone for DPS we bring a war cause the DPS is much higher
    [/quote]
    [img]http://t.qkme.me/2q3a.jpg[/img]
    Bring two PP's which outdamage and outheal a PW + TT. :)
  10. Since part of the dev team is a graphics team...

    The hellbore torpedo launcher has an ML type zet skin.

    Like live I know, but what is up with that? It does not even look like a torpedo launcher.

    Would be nice if it had kinda the same skin as the real hellbore torpedo launcher mounted on RD carrier ships, only smaller.

    Or is this not what the graphics team does?
  11. [quote name='Kyp' timestamp='1314914808' post='45530']we could certainly wipe money without wiping p-data. If we wanted a strict economy wipe we could simply erase credits and recipe lists.[/quote]
    How would that work?

    Before an impending money-only p-wipe players could turn their money into items and still maintain a large portion of their wealth afterwards. Even if the sell-value of the items is reduced they will not be set back too much and the test will be influenced.

    So you probably would need to wipe items as well...
  12. [quote name='barachius' timestamp='1314921366' post='45550']
    OK heres an idea,
    Make psi shield half as good as shield recharge, make the JS shield recharge, Half as good as the TT shield recharge, and give the JS both.
    [/quote]
    [img]http://25.media.tumblr.com/QEXaIw6Keppz1xy7vw6Jcyq8o1_250.jpg[/img]
  13. [quote name='Dragoncove' timestamp='1314896997' post='45505']
    Comparing mining to combat is a bit misleading. For one thing, while a PP and a TW have the same weapon slots and Critical Targeting, there really is no skill that is "Warrior only". Anybody can fight. You don't HAVE to have Critical Targeting in order to be able to fight. [/quote]There is a difference between being able to fight and being able to fight well im afraid.
  14. [quote name='Yargnit' timestamp='1314881335' post='45486']
    I've actually been thinking for a bit now that the JS should get prospect as well. However instead of limiting them to only lvl5, I'd let them have lvl7 but not allow them any devices that can increase their prospect skill. (Maybe a 1.0 skill lvl boost on their class exclusive shield only?)[/quote]Also good as it won't beat a real miner since the sculptor/miner devices do add a lot.

    [quote name='Yargnit' timestamp='1314881335' post='45486']The thing is, this still does nothing to solve their group viability though. (TS is kinda the same with not having a distinct role in group, but at least has some small niches)[/quote]The group viability of the JS is so crap because the others are so good. The TT adds 25% (?) shield cap, has hull patch and what little damage it can constantly output is not subject to short range. Not forgetting the shield disadvantage as always. The PP is a lot of the same story as the TT except less utility and more damage.

    Shield charging and psi shield on the jt would go a long way in making it more useful.
  15. [quote name='HellHas' timestamp='1314879880' post='45481']
    A lot of your criticisms aren't constructive or helpful at all.
    [/quote]
    [img]http://thebreastmilkbaby.com/wp-content/uploads/2011/04/bill-oreilly.jpg[/img]
    Let's get the talking points memo going to explain constructive criticism, which I follow to the letter:

    I criticize. (the JT is crap)
    Then explain why. (because it completely inferior to the other professions, it skills are poorly synchronized)
    Then offer a solution. (see skills manifesto)
  16. [quote name='HellHas' timestamp='1314878762' post='45477']
    Why should I be elaborate... You want to give this class 3 l9 techs. Why them? When no other class does. That's like giving a Jenquai l9 projectiles, it just doesn't fit with the way the game was made. Why don't you elaborate as to why they should be the only class to get that. Talk about balance issues. Once you start doing things like that you open a can of worms for other classes asking why they can't have 3 l9 techs. I'd like to see you dispute that.
    [/quote]
    The JT is special in that it is conceptually flawed.

    What is meant with this can be seen looking how the other professions are:

    The pure professions (TT, JE and PW) are the undisputed best at what they do

    Then there are the remaining professions that work because their race/class combination of skills synchronize well.

    Take the JD as a nice example, it can use cloak and scan for combat making it unique and good in it's own right even though it is not a purebred warrior.

    Now look at the JT, unlike the JE and JD it has no effective use for fold space, cloak and scan when trading, it's primary function. As for using those skills for something else like combat, that is a secondary use and the effects are limited. Also an important point is that it is a trader which, at least during live and probably when the mobs are fixed, attracts large amounts of fire - but it has just a L8 shield.

    Then look at how else it performs as a trader - it's build skills. Nothing particularly exciting happenening there, it can build reactors which the TT cannot. However it cannot build progen gear.

    Now look at the other traders...

    The PP is a warrior in disguise, it does not even need to be good at building nor does it need any missing skills to be very powerful already.

    The TT is superior in all fields that matter as a trader compared to the JT.

    This is why the JT is special and needs an unconventional approach to stand out as currently it is overshadowed.

    That being said I must quote you : ''it just doesn't fit with the way the game was made''

    That is a subjective opinion based on a belief there is a logical pattern to skills and setups that balances out in the end. It is sadly not the case though, the JT is proof.
  17. When is the economy going to get balanced?

    Inevitably it will be associated with a p-wipe to see if it actually works.

    I ask because builders do not even charge you for services.

    And when I used L6 equipment I could already buy my L9 gear in advance.

    So a major feature of this game is still missing....
    • Upvote 1
    • Downvote 5
  18. [quote name='Dragoncove' timestamp='1314825689' post='45423']
    No class has 9 in three of the four tech skills. Typo? [/quote]Didn't I adress that line of thought in the very post you are quoting?

    What is more important though is what L9 engines actually means...

    L8>9 shields = more than double cap/recharge
    L8>9 reactor = +50% cap/+40% recharge(approx)
    L8>9 engine = +250 warp/+10% thrust :lol:
    L8>L9 devices = minor buff in effect, +1 buff (usually a common or useless one), +1 debuff (increase ship mass, cripple reactor etc) :lol:

    L9 devices and engines are a bit of a joke.

    Not saying that because the difference in L8 and 9 engines is so little that all classes should get it.

    The JS however, is conceptually so flawed that every little helps. Call it a teaser, an out-of-the-box reason to consider making one.

    Mind you it does not have to have L9 engines anyway because 250 warp and 10% thrust is not going to make a huge difference.



    [quote name='Dragoncove' timestamp='1314825689' post='45423']Why in the world would it NOT be useless on Seekers? Jenquai have even less use for Hacking, as they typically go up against organics. (Red Dragons/Chavez are typically in Progen/Terran space)[/quote]So no jenquai go to progen, terran and neutral space? Must be a hard life being stuck in a monastery all day :P

    [quote name='Dragoncove' timestamp='1314825689' post='45423']I'll also add that while the Progen are "in league with warriors" and thus all the Progen can fight, ALL classes can fight. All classes can trade and build things, too. [/quote]Not sure if you understood the statement.

    A PP and TW do almost the same damage, that is why it is in league with warrior professions. A PP is for all intents and purposes a warrior profession that happens to have recharge shields.

    Prospect is added for a few reasons:

    What is the JT supposed to do with it's time? A TT is superior in all aspects with what it can currently do and what is expected of a trader (building, combat, support).
    L5 prospect is not overpowered any more than 5 weapon slots + L5 critical targeting is.
    L5 prospect will never let it beat a real miner, also it has a scan disadvantage over all miners.
    Can add a bazillion 'this class has that so the JT needs this' reasons but that is cheap.
  19. [quote name='Dragoncove' timestamp='1314807363' post='45405']
    If you add an 18th skill, it needs to follow the same rules as the current 18th skill, which is that AFAIK you get it at 135.[/quote]
    Patterns some people seem to see need to be disregarded for balance purposes...

    Otherwise all crazy things can be thought up like the TS with build engines or the PP with 5 weapon slots + L5 crit.

    The JT needs to be deleted and started from scratch with a radically different approach...

    Device tech 9
    Engine tech 9
    Reactor tech 9
    Shield tech 8
    L9 beam weapon
    L8 missile weapon
    L7 Hacking (remove from TW and TS as it's useless on them)
    L7 shield charging (remove from TT, it is overpowered on it)
    L7 recharge shields
    L7 psi shield (as originally intended)
    L5 negotiate
    L5 scan
    Cloak but a different version that is castable on self or group member and lasts for a certain duration
    L7 build weapons
    L7 build devices
    L7 build drones (as in the janus docs and build terminal)
    L7 build components
    L5 prospect (weak version of prospect that will handicap it vs real miners. Also the PP is in league with warriors, why not let the JT be in league with miners? It is not like it can do a whole lot as a trader in combat nor can it do a great deal in stations as a builder)
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