Jump to content

dukeofskye

Members
  • Posts

    28
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Posts posted by dukeofskye

  1. the TT hardpoint locations could still be changed, just copy the locations the TS uses, 2 hardpoints on each wing, nice and symetrical, instead of how it currently has it, which I always disliked as well.

    I doubt the PT one could be changed, since tehre was never a centered progen mount location.

  2. On the TS... as much as I like speaking to Executive Sourpuss (can't remember her name, but she the older woman NPC that threatens to have you executed for daring to speak to her) on Earth Station and going "Woot! Hull Upgrade Complete!"...

    ... I suspect that the TS hull upgrade missions and the horrifically long bonus mission are in the works.

    depends on how they go about it. If they just copy the current terran hull missions, then it is pretty ezmode compared to progens still. If they make up brand new ones, it could be interesting, but I have to give credit to the TS dev, the TS missions have been awsome so far imo. If they fix that dead zone of the first 5 levels of the TS, they would be pretty good to go, not quite up to par to the JE/JD missions, but still fun.

    Now... the sadistic masochistic progen dev(s) on the other hand... the first 2-4 PP missions were a lesson is sadism.... gravity wells are hell at 120 impulse. change it to "malfunctioning gravity well projector" and remove the gravity-well, and it would work just fine and still follow the mission.

    And again, add more EXP or any exp at all for progen missions. The noobie zones are meant to introduce new players to the game and get them to stay and enjoy it. Not to abuse them and run them off. Noobie missions are not the time to go with the "progens are hardened warriors, therefore their missions should be hard!"

  3. There seems to be a bit of a consensus developing, that the Terran Scouts are at least a sort of a paramilitary... still not liking the military enlisted ranks... so here are a few more ideas:

    The Scout Version -------------- My personal favourite, as it avoids any overly military connotation, and thereby can operate under the radar of any sector law enforcement or military organizations (read: Earthcorps)

    Lv. 0 -- Trainee (well, ya got to start somewhere...)

    Lv. 10 -- Forager (in the military, the term forage typically means to get the "low hanging fruit", such as resources from people's land, especailly in occupied territory)

    Lv. 30 -- Spotter (usually works as a subordinate to a sniper, marking the shot to be taken for him)

    Lv. 50 -- Guide (can be an independent worker who knows her territory well)

    Lv. 75 -- Pathfinder

    Lv.100 -- Ranger (this could also hint at the TS's similarity to ranged fighter/scout roles in classic MMOs)

    Lv.135 -- Outrider (can refer to a horse-mounted scout from the days of mounted fighting units)

    The Witberg Edition -------------- More than a few of the Terran governments had taken to the old German model of ranking, especially in the waning days of the Pre-Unification Period after the mass-exodus of those nations andpeoples who would later become the Progen and the Jenquai.

    Lv. 0 -- Gefreiter (roughly means "worker"/rank equiv. to private)

    Lv. 10 -- Feldwebel (roughly, "sergeant")

    Lv. 30 -- Faehnrich (roughly, "officer candidate")

    Lv. 50 -- Leutnant (lieutenant)

    Lv. 75 -- Hauptmann (captain)

    Lv.100 -- Oberst (colonel)

    Lv.135 -- Feldmarschall (field marshal)

    I personally love that scout line of titles. Mebbe swap ranger/outrider (I like the ranger title more >.>) But otherwise, I think those ranks are near spot on.

    I also do like the German rank list, since all those ppl we run into for TS skills are Von somebody or another, made me think German at least. To bad that once again, the German equivalent to the Admiral..... is..... Admiral. the Großadmiral or Generaladmiral is the German equivalent to US Fleet Admiral.

    But again, that scout line of titles is awsome, plz to impliment dev!!!

  4. One can also use Fold Space to keep a mob at bay, and pick him apart from a distance. Escapes aren't the only use for the skill. L3, in Live teleported the enemy away from you in the direction you were facing. Useful for separating mobs, and also useful for some tactics.

    yes, correct, you could use it like that. but..... it was unneeded imo

    I never needed it at least. Why would I want to push a mob away and out of my high dmg beam zone when the mob is blind (coma'd) and not doing anything anyways. Hit reverse and proceed to pewpew and collect lewt. And if one has more than one mob on them anyways, you just do what all the other classes do, hit reverse and kite until mobs die or warp away and learn2pull (or be a hax terran).

    And if I recall correctly, once one got a DG, pm = +101% beam range (70%ish using a chimaera), so about 4k-5k DG beam range (3.4k for pits, and 4.2 for EoDs), thats more than enough to pewpew a mob from a pack, kite it back and kill or go into combat cloak kill combo. Worked in cooper, it worked farming voltoi without comas as well. (hell, PWs using basilisk and the basic starter archos only had a 5.5k-ish PL range but they didn't have .6 or whatever sig)

    Live enb was far easier than you make it out to have been. The only places (Non-bosses/raids) that required any more tactics than the standard "shoot mob, reverse kite until mob dies" was Ardus mobs/DT Bogerils (scuttles could be soloed). Hell, we had one JE get so insulted over "JEs can't kill shit" that he went out and solo-ed a Roc Bullywere. What did he do? yup, coma'd and pewpewbeams.

    But most of this is moot, the EMU has more issues with mobs and broken skills and mechanics before worrying about the balance of the JE. If they fix the coma, mob pathing, mob scanning, cloak, overly high level manes guardians, exp from mining, I think things will be back to how it was and JEs were just fine. Fun list eh, and only cloak is a Jenpie specific-ish problem. There isn't a JE class problem, there is a mob/general mechanics problem.

    So a question that has been nagging me for awhile... did you just have no gear during live Terrel?

  5. i thought for a moment we might actually get through a thread that mentions jenquai without having to hear about terrells PL weilding JE settup... i was wrong again...

    agreed.... honestly... I personally think its a load of crap. Sure it is doable (but he required coma anyways and foldspace???), in live, there was NOTHING a JE could do with PLs that a JE couldn't do with L9 beams and a coma, faster and just as safe and not have to use foldspace. All the PLs are doing is making the je take x times longer to kill anything and have to carry a buttload of ammo.

    Both my JEs had max foldspace... I do not remember ever needing to use it when I killed mobs, never used it to get away from mobs, hell... I only had it cause they had extra SPs sitting around.

    Now, being the emu, with coma/mob pathing/scanning/cloak all buggy atm, yes JE are in a bad place.

    But I'll never agree that PLs were EVER better than a L9 beam setup. In live, the only item a JE needed to kill anything was a coma 9.

    Combat with a JE was the same as a JD.

    Enter combat cloak, shoot mob, coma/chim mob, shoot mob some more, reenter combat cloak as needed, reapply coma as needed, collect loot.

    Now that I think about it, I don't even think there is a big issue with needing more beams in the game. Two Pitt 9 starter beams/ruby disruptor or stonecleaver, Upgrade to DG, add a deadly focus, upgrade to GoD/EoDx2/Deadly focus combo as soon as possible and JEs could murder death kill anything they needed. Any weapons below L8/9 wpns just really don't matter, and even then, only L7/8/9 doesn't have a vendor plasma beam you can get.

  6. 1. Mining, mining, and mining. In the case of aerospace and I, we had to split up the ores in the field (IE, her rocks, me crystals) and we still had space issues cause of the variation of ores. Abysmal mining exp rewards, lack of ore fields, nasty long respawn timers.

    2. EL via exploring, is a bit low for the classes that can't mine.

    3. Guns getting stuck/offline.

    4. Skill animations getting stuck (mainly happened on the pw, Grav link + sap stuck at the same time... ugh)

    5. Range on many activated offensive skills for Terrans/Progens. (hackinglawl/biorepressionlawl needs to start at 3-4k, SAP/gravlink/SAP/inversion/SAP need to start at 3-4k) and they can max out at 5-6k ish range.

  7. Just did it 5 minutes ago, finally got Shield Recharge. Also, Kenu said tonight that the next patch should fix the mission, so if you don't feel like messing with the workaround just wait a few days. Hopefully. Anyway, here's the steps I took...

    1. Get the drone and Insig/Canister missions from Louden.

    2. Run to earth and grab the O2 Canisters

    3. Talk to Louden again, select the 2nd dialog option ("What's there to do around here?" or something like that) and he'll warn you about Holly.

    4. Talk to Holly but don't select any dialog options, just X out of her convo.

    5. Talk to Louden again, he should give you the 1st step of the Shield Charging mission now.

    6. Go back to Earth, get the insignias and the Orb Weaver ML

    7. Back to Louden, this time he'll take the 20k creds.

    8. Talk to him one more time, and he'll take the ML and give you the skill.

    The important part no one was mentioning here was the part about Xing out of Holly's convo, which is what worked for me.

    Just got it on my tt as well. (so i have all tt skills now)

    I think the key here really is the whole "x out of holly's convo" bit.

    I talked to holly, x'd out, got the shield charge mission, THEN he gave me the holly warning. I also had the canisters mission in my log too. (and yes, have 20k and L2 orb weaver in your hold ot make it faster)

  8. I think that last idea of "spy chief" line is definately better than being a lowly pathetic Warrant Officer. But again, it seems to focus a bit to much on sound like they are spies towards the end. Up to Pathfinder sounds good, those last 3 ranks could be changed though.

    To bad the Royal Navy uses the same ranks-ish as the US navy... otherwise using the 2 woulda been awsome imo.

  9. Just a thought - since the TE's (Terran Enforcers) already have a (naval) rank system --- why not have the TS (Terran Scouts) use a different system, since they would not necessarily be considered an arm of EarthCorps, or implicitly as mercenaries (ala Blackwater/Xe in our reality)... but rather as GETCo employees?

    In the sense that they are explorers/miners, might a better ranking system be along the lines of a progression from a lowly miner to a system surveyor/cartographer?

    Lv. 0 -- Trainee

    Lv. 10 -- Miner

    Lv. 30 -- Belter (as a possible tie-in with the mad/rogue belters)

    Lv. 50 -- Mineralogist

    Lv. 75 -- Surveyor

    Lv.100 -- Cartographer (or Systems Analyst)

    Lv.135 -- Sector Chief

    neat idea, but no thanks.

    TERRAN explorers are not JUST miners though. We're a greedy arm of the terran alliance out to steal your monies and sell you our ores for an inflated price while kiting your raid bosses from 6k away. It is the same reason you don't see the Progen explorers or Jenquai explorers following that path of titles.

    But I do think the Naval naming or whatever they are using atm needs to be replaced. Is it really "Warrant officer" for L135? lame >.<

  10. I'll agree that progen missions need exp gains and work. I'll do more in-detailed report on progens when I repeat the 3 progen noobie zones sometime this weekend.

    **De-rail**

    TW missions need some bugs worked out:

    For the hated ML quest for TWs, the following order of operation seems to work for me. Do the starter quests up until the dude has you kill 3 of the relentless drones? (they take about 1/3-1/2 your shields to kill with your 1 beam). He should then send you to Nav Luna to see the chick, bring 2 MLs (buy OR build), put in first 2 slots of your hold. Go to Luna. Talk to chick, move the ML in the first slot to another slot and back, this should trigger the next step, talk to chick again. Now either zone out, or dock. Talk to chick again, this SHOULD complete the quests for MLs. (at work atm, will check order of operations again on another tw when i get home)

    TS noobie zone needs the most work imo.(i haven't done PP/JT yet though). But TS has ONE mission, for ore in the one ore field in the zone, with mebbe 10 hydrocarbon ores in it, on a 30min respawn timer i swear. and then there is nothing for the TS until they hit L5 on their own, aka, hunting with a L0 beam, or exploring navs in other zones.

    TS build device mission, I would recommend the NPC just flat out GIVES you the pattern to make the chemical inhibitor for you to build instead of having to analyze it. (my TS failed the damned thing 3 times)

    TS build engines: the mission is asking me to build a L3 Gliding harrier, I have no plans to level her build engines skill, I do not want to waist 3 SP for a mission. Recommend changing it to a "Getco Harrier" the L1 version in the station vendor.

    JE/JD noobie zones are great:

    (but I do HATE HATE HATE driving on planets as a L15 with only 200ish impulse on a planet >.<) Also, the Evil shroom adds for the JD mission will still see through cloak and murder you when you try to get the quest credit. There is some sort of problem with the hunting training navs in the northern-east end of the JD noobie zone, space is just... wonky.... there, as if everything gets out of sync when you go up there.

    The hulks/ore fields in the JE noobie zone are AWESOME!!!

    the TT noobie zone is good, my only issue is, yes, I know a tt is all about making the monies, but requiring 25k for 3+ish skills is a bit nuts for a low level tt unless you grind the scuttles for hours or start off doing early trade runs. I get more of a sense of "I'm a greedy Terran trader ass" via reading the mission dialogs (like the later TS missions in Margesi which are great) than having to go out and grind scuttles for awhile so I can afford my next skill. 25k for befriend, ugh... if I wasnt a completionist and if some skills didn't have a order of operation to get your next skill, I'd never get befriend.

    some slight bugs for TT missions:

    shield charging atm, and a fix for the proper level to get hull patch, walsh not always wanting to give up build components. Might be an order of operation of missions causing this bug as well.

    Again, I have yet to completely go through the PP and JT noobie zones, and atm have no plans to do the JT zone (I have a tt and will have JE/PP, who needs a silly JT?)

    IMO, a goal could be for noobie classes to hit OL15ish via missions (5/5/5 mebbe)(not grinding at all) before they leave the noobie zone. THEN one can choose whether to grind mobs/explore/mine/trade runs etc.

    *update*

    PP noobie area....

    Ok well, it has a nice amount of quests right off... then you finish it, and they give no exp, and I'm level 1... from explore exp. So I get to go grind with my beam and L1 PL till whatever level... That first chain needs to give exp in all 3 areas in order to boost a noob toon to 6 or so, to smooth out progression. (currently grinding my noobie pp now... will get back to ya)

  11. You can use JS on yourself, if you target yourself. However towards the end of ST3 I noticed it would not allow you to if you didn't have enough reactor.

    recommend boost hacking range to 3k starting out, then up to 5-6k max level for both TW and TE, 1k for a ranged missiles class doesnt work.

    Same with biorepression.

  12. Or two vaults - one for keepsies and one for general use. I'm terrified of throwing away something I need.

    As an avid miner I'd like to keep a lot of the 210+ ores AND some of the refines as these are needed for refining chains.

    Also - the ability to transfer goods to another player remotely - some kind of escrow. Not just to other players but also to your other 4 chars.

    Great post - heartily agree about the noise demanding improvements for race types. If you want trade skills get a Terran, etc. If you want a warrior dont get a thin hulled miner. But I do think the new classes need a few more hugs and licks of paint to bring them into full play.

    while everyone would welcome a bigger vault, it is also one of the harder things to impliment due to hardware limitations, the more vault space you have, the more hardware space you need to store that information. While I don't know how much space enb vaults take up, i doubt its a small amount, especially as more accounts and toons are created, more people return to the game, and so on.

  13. I don't have much to contribute, but on the topic of PE vs TE hull.... on the planner on the Net-7 site it has the TE hull as being 48k. So it would seem that the Scout will have a smaller hull than the Sentinel.

    Gotta link to this planner?

  14. The Progen Sentinel getting Navigate 7, or even Navigate 5, is unlikely, the PE is also from the race whose weakness is speed. Navigate does, starting at L5 make you faster at Impulse speed, and at L6 & L7 faster in Warp speed. Not to mention Navigate is a "running away" skill, while Progen are more the "stand your ground and fight" type of race. Giving the Sentinel Navigate, because the other explorers have it, would be like giving the Defender Damage Control, because the other warriors have it, and ignoring that poor shields and weak armor as the JW's weaknesses. Instead of Navigate the PE gets L9 Shields, which are better than the Veiled Oyoroi L8 shield, and the Hyperian Frontier's Friend level 8 shield that the other 2 explorers top out at. Sentinels should also have stronger hulls than either the Scout or the Explorer, and they have Critical Targeting L5, (Scout & Explorer don't have critical targeting) so they do more damage than the other explorers. Sentinels also can use all 3 weapon types, unlike the other 2 explorers, who can use either Beams and Projectiles (JE), or Missiles and Beams (TE).

    I know what navigate does, thus why I suggest putting it on a PE, you're also missing the "warp through gravity wells" which to me, helps define, "I'm an explorer".

    lets take this apart then.

    Running away skill:

    Power down is a "running away skill" yet PS still have it.

    stronger shields: yes ok, their shield caps are better, no ifs or buts.

    stronger hulls: they can take 3 hits, instead of 2 that a JE could take, 42k hull vs 54k hull. No hdc, no extra "PW" trance based resistances, If the progen are the "stand and fight race", then the PE could stand to get Damage control 5 or trance 5. But they don't, so they still have paper hulls, they just have 1/4 more paper than the JE. woo?

    Crit 5:

    The ONLY pure +dmg skill they have in their arsenal. (until repulsor field is fixed to do decent dmg solo, and doesn't interfere with PD working, I will ignore it). They do better raw dmg than a JE... but... JEs get chimaeras/coma/cloak+dmg, TS get hellbores. So this skill... imo, evens them out with the other explorers.

    PS can use all 3 weapon types:

    ......

    Have you ever seen a Magister Magna *seriously* run around with L8 beams or MLs? Ever see a 150 TW run around killing CL50s with L8 beams? Or a PW run around and try to level with L8beams? No, I consider this reason irrelevant, no SANE player will purposely use L8 beams/MLs instead of L9 PLs and underpower themselves, they are either a new player that didnt know better, or some player with far to many extra SPs and dumped it into beams/MLs. During live, my PW/TWs had max beams as well... I used them to farm L10 vrix, am I gonna run to cooper and farm fish with my L8 beams? hell no. Really, take away one of the useless weapon skills (remove ML imo, beams are good for farming lowbies or when you want to mine and not carry ammo) and then give the PE an actual useful skill (nav 5 or HDC 5)

    Looking over the skills of the classes, I don't believe there was any hard and fast rules, imo, the original devs ran out of time, had to cut 3 classes, then mashed stuff into the remaining 6, there is no reason to follow the old dev ideas or "restrictions".

    (hell, PWs had L7 HDC, but L5 enrage, TWs had L5 hdc, but L7 enrage? what? the better tank had the worst threat ability?)

    This is still in the testing phase, of a recreated EnB, so, test adding navigate to the PS and see how people like it (or HDC 5!!!). But since i play my PS to mine, i'd rather have navigate.

    • Upvote 1
  15. <3 powerdown, omg <3 powerdown...

    my most memorable save via powerdown, anyone remember the boss scuttlebug that was in Der todesangel? Well, one day i'm on my PS, roadkill hunting for parts, I come out of warp, low and behold, scuttlebug boss, right on top of me, he smacks my shields away in 1-2 hits, I hit powerdown so fast, then proceeded to sit there and cry as the boss patrolled back and forth over me, sorry, but coming out of powerdown and getting one shot was not my plan. So I simply sat on market informing ppl the boss is up, come save my ass.

    and of course the entire, if you need to take a random afk in the middle of mining, or hunting, or whathaveyou, powerdown and afk, in the middle of solo fishing? pd and afk, gotta take a bio break? pd and afk... one of the reasons i loved my JEs cloak, though it didnt last as long when you needed that unexpected afk >.>

    Imo, menace was a waste of time for me... i swear it only had a 25% chance to actually work on the mob, i either got really lucky and it went off the first try, or I wasted reactor spamming it to no avail, and heaven forbid I was actually in trouble and needed to menace to save my ass, I don't ever remember that working for me, i was better off just warping away and hitting PD.

    Gravlink of course was great in live, even better on the PW <3 live maxed Gravlink.

    Repulsor field, never bothered with it in live, it did such little damage it was laughable.

    Honestly, the only change i'd love to see done to a PS, give them navigate 7, I don't care about some "warrior component", put navigate on the explorer class dangit!

  16. 8. Lastly, rebalance weapon damage and deflects, and make it by the type of enemy (mechanical vs organic). Example, Plasma damage just rocks out, so there's really no point in using any other kind at low-mid levels. I suggest lowering Plasma damage and bumping the other kinds across the board (and I have a TE so this is a nerf to me, but it's for the best). Also, making Plasma damage do much less against a mechanical (metallic hulls resist burning pretty well) and explosive/impact do less against organics would be pretty authentic as well. With this change, you'd need to be prepared for the type of enemy you'd be fighting, instead of just going with Plasma 'cause it pwns all. We'd also see a lot more diverse crafting going on.

    8a. Side note, why are Organics all shields? You'd think they'd be all hull (body) instead, with a lotta HPs. That'd make more sense, at least to me :rolleyes:

    8. Is this not working in the current stress or something?

    In live, this was already in effect. From the progen perspective, IE, tengu were impact IMMUNE, chem resistant, so PWs used plasma. Voltoi were all plasma. The early farming zones for CL50s

    And then came Ardus/Der todesangel.

    In ardus, chem reigned supreme against cloud riders for PWs + chem debuffer, I don't remember what the rocks/other dudes were, I want to say impact+grav link for the skinny things and chem for the floating rocks. When farming Bogerils in DT, they had tiny shields and MONSTROUS hulls, so it was back to to either pure chem, or if you wanted to be fancy, plasma, then spend time swapping your ammo to chem midfight.

    BBW was a plasma/impact+gravlink fight for PWs farming drones as well, +swapping to chem on the controller's hull. I also distinctly remember as a pw having to swap my ammo twice during a Controller raid cause the minibosses were immune/highly resistant to stuff.

    Because of the emu, and some of those sectors not in the game yet i believe? everyone is using plasma to level up as it was in live. I don't think there really needs to be massive ammo swapping for leveling grind.

    The current state of things, mobs have big shields, and plasma works best on shields (usually), and swapping ammo mid fight to chem to kill hulls is REALLLLLLLLLLLYYYYYYYYYYYYYYY annoying, and buggy in the emu atm, least it was for me.

    8a. I always thought of organic shields as their flesh or hardened space hide, eat through that, and they poof cause well... you just killed through their skin. >.> and mechanicals get both cause they have an actual shield, and then the spaceship hull.

    Furthermore, if all organics had hulls and no shields, then we'd all be using chem (except jenpies, suckers), and your arguement right now would be to nerf chem cause everyone only uses chem and to buff plasma and other types. And Progens would be saying screw you, cause we get a chem debuffer that would actually be usefull. Atm, its kinda unfair that Terrans get their hellbore plasma debuff, jenpies get the chimaera, is the bullywere eye in the game yet? (even though the range sucked and the chance to hit sucked for it)

  17. I very much enjoy mining myself but I do agree that some of the mining quests are a bit severe in what they ask. For the mining quests the time spent should be equal to the time spent to finish a combat mission with an equal reward. So if I have a mission that will gain me 600 combat experience and I also have a mission worth 600 explorer experience to go mine some ore then both missions should about the same amount of time to accomplish, ideally anyway. Look at the discrepancy in the time it takes to do the L75 PW hull upgrade quest compared to the PS one, PW go kill some mobs, PS go collect 300 Phosphorous. I spent 4 hours mining Phosphorous and only come up with 160 finally I gave up and had a trader rip comps for the rest, my PW quest took about 2 hour's. So had I toughed it out and mined the last 140 Phosphorous it would have taken me about 7-8 hours to finish that part of the quest and lets figure another hour for the rest of the quest where as it took my PW 2 hours to finish the entire quest. So 8-9 hours vs 2 hours for what is essentially the same quest, that's a problem and there is no denying it.

    What hull mission did YOUR pw do? Cause my pw and ps had the exact same L50 hull missions, so my PW needed the 60 refined phosphorous, and a pw needing ore at all for a mission is silly in my opinion. (I did my PW/PS combo together)

  18. Your level 135 hull upgrade hasn't updated because you need to do something.

    -----

    CFB:

    Correct.

    The rewards on the missions is for people who do the missions in their entirity.

    With the CFB now having support for Privateers too, you will have missed out obtaining it this way. However, as it can be made by players who were successful in analyzing theirs, you should be able to obtain one on the market.

    Also, these missions (level 50 + ) are subject to change as they were not in live and have been entirely implemented by myself. Because in live you simply paid (above level 50) for your hull, I have to support you also paying for your hull. Missions have been added by myself to the Progen HU and bonus to fill a void for people who like doing missions.

    CFB currently requires you to do a mission and sub-missions to its' entirety; not 'chicken out' half way along when the NPC asks "have you had enough". Payment is the Terran way out, it isn't the Progen way!

    since my progens havent gotten that high yet, my question is, is the mission CFB 100 or 200%?

×
×
  • Create New...