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Algaron

Beta Test Lead [BTL]
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Posts posted by Algaron

  1. I was wondering if there is a way to line up my ship first before engaging thrusters to follow a mob. Currently if I engage follow, my ship tends go in a huge arc before lining up behind the mob. I would suggest turning the ship first to line up with the mob, then engage the thrusters. This would eliminate some of the weird pathing my ship takes when it auto follows.
  2. Well I was more interested in just having the Clear Field Bonuses be displayed in Computer Message window as opposed to using ALT-UP/DOWN. The bonus would be displayed instantly and be in the computer window where I could just glance at it, instead of pressing the alt-down button 25 times to get to the end. :P Mind you if I wait long enough, I could just press alt-up once.

    As I stated before I don't really need to see the XP for 3 seconds as it rolls by. It can be kind of annoying reading a message that happened 90 seconds ago. Of course there are ways around it - Alt-Down a bunch of times will certainly get you to the end to clear out all of the queued messages or to see Clear Field bonus, but that's not what I was suggesting. I only wanted to have the Clear Field Bonus displayed in the Computer (General) message filter. This is displayed as it happens.

    ALT-UP/DOWN is a great feature and I do use it when I am not lazy. ^_^
  3. Would it be possible to add more information to the computer. Currently when I am mining I am able see certain info like

    Computer: Prospected (11) Astralite :P

    I would like to add Clear Field Bonuses as well. Since I am able to mine much faster than the display can report, I end up waiting for a moment while the reporting catches up and often I get distracted...or bored and end up missing how much Clear Bonus I actually received.

    Also is there anyways to increase the message timer when prospecting for high level miners? Most times I am able to register how much XP I am getting for each roid with just a glance, but because high levels miners can outpace the reporting, we often have to wait to find out how much XP we got for a particularly juicy roid. A glance is sufficient time to register, or cut the current time in half.
  4. No, of course Crit Targeting being turned off affects not just the JD but PW, TW and every other class that benefits from the skill. Same goes for HDC, it affects the PW too, but all classes benefit from it. You see that's kind of my point. If there are skills/buffs not working for the PW making it less powerful than it should be, I would be the first to stand in line saying it needs to be addressed.

    We all realize there are issues with certain skills and buffs not working correctly, and why we can't all support each other is beyond me. I do not play a progen of any kind, so I would not get on top of a soapbox and yell to anyone that would listen how they should nerf the Progen Warrior, because 1) I do not fully understand the class, and 2) I realize that this was still Alpha and things take time to get worked on. You will never see me in a Progen Warrior discussion trying to have a skill nerfed because I think it makes JD's look weak or because it would make the PW too uber. That I leave to those who know the class well and can make well informed posts. In PrimaGuide for Live, a PW has 200k hull now it's what 82k? They have massive hulls for a reason, so I am not sure why now they have a hull only 10k more than a TW with only 72k hull. Perhaps it has something to do with the way they redid HDC in Live?

    BTW I never said the JD wasn't enjoyable to play on the contrary. In my opinion it is the most fun class, but also the hardest class to play well. It is considered a 'warrior explorer' but does not truly benefit from either skill sets. There is only one warrior explorer in the game and that is the Jenquai Defender.

    The Combat Cloak issue is a major problem for sure - not just to people who think it makes the JD too powerful, but to JD's themselves. It isn't just Cloak that makes the JD work, but all those other skills and buffs as well. Trust me when I say it will be fixed so the powerup time is minimum 3 seconds again, and without all those other skills that a JD uses to survive working correctly, the class will suffer a lot. I hope you will be there defending the JD then.
  5. [quote name='Sleven.' timestamp='1341257612' post='60028']
    All the skills I have used on the JD seem to work as intended other then Energy Leach... I really don't see it as being broken.
    [/quote]

    Don't play the class much? Part time JD's LOL :huh:[list]
    [*]I did a test with max beam range. Should be a random amount of damage reduction of up to 50% at max range - however this random damage is applied at any range - including the sweet spot less than 2k away. At that range we should have full beam damage.
    [/list][list]
    [*]I did a test with Stealth Strike and the Improved cloak buff. Does your JD's Stealth Strike last longer than 5 seconds with the buff? Mine sure don't.
    [/list][list]
    [*]Critical Targeting on devices and weapons has been turned off for months. You get the full benefit of Crit Targeting on your JD? Mine doesn't.
    [/list][list]
    [*]HDC buff on equipment has been turned off for months. Does your JD get the benefit of HDC? Mine doesn't either and that's kind of important to have in some situations don't you think? Oh I am one of the JD with less Hull than they should have.
    [/list][list]
    [*]When you cast Summon Friend while they are at warp, does the Friend stop in front of you like they should or keep warping? People I summon keep on truckin.
    [/list][list]
    [*]When you auto follow a mob at close range like a JD should - your beams are always in line with the mob or are you forever trying to get behind the mob. Try Oni and tell me it works just fine.
    [/list][list]
    [*]Directional Teleport and Area teleport do exactly the same thing if you are group leader. How is that working as intended?
    [/list][list]
    [*]And yes Energy Leech is busted as well. I hope this isn't the only thing you have tested on your JD before coming in here and telling me what's what.
    [/list]

    Granted some of the broken skills on the JD are related to some other issue, like Mob AI or buffs not being turned on, but none of the skills I have mentioned are working as intended. But I am done trying to explain this to progens who could care less about the class.
  6. Seriously? It's like talking to a wall with some of you...

    Take away the instant cloak bug and see what's left. I just mentioned a handful of thing that are wrong with broken skills and you say there is nothing wrong with the class? Your JD is 145 how could you possibly have maxxed out all of your skills?


    [quote name='Ryle' timestamp='1341242184' post='60011']
    Yeah I as asking Algeron actually. I dont see how JD is broken at all. I mean sure theres some bugs and so on, but JD is so effective by itself I cant believe someone is claiming its killing the fun factor. o.o
    [/quote]

    Which is it? The JD isn't broken at all or it is broken? It's effective only in the sense that it uses one broken skill to achieve what it does. I would LOVE to have the instant cloak bug fixed, I really would, then part-time JD's would see that everything else associated with the class needs to be worked on as well.

    Are you racist? Do you not want to see all the skills work for everyone and not just your class? I don't even play a Progen but if there was a huge problem with the race I would be one of the first in line to help try and fix it. :wacko:
  7. Well with critical targeting broken, cloak and group cloak broken, stealth strike broken, beam range damage broken, hull damage control broken, energy leech broken, scan range broken and follow broken... I have to agree.

    It does tend to make playing a JD less than enjoyable and less powerful and versatile than it SHOULD be, but be that as it may, I like playing the class.

    I feel like the Knight in Monty Python and the Holy Grail hopping around on one leg. <_<
  8. [quote name='will' timestamp='1340375381' post='59423']
    Your max ranges are a little low:
    Jenquai max beam range is 8.68k.
    Terran max missile range is ~8.5k.
    Progen max proj. range is ~6.5k?

    [/quote]

    Theoretically it is possible to get the range you attribute to the Jenquai with a Proto Beam (3.5k) and a Devastating Gaze (boost beam range 134%).
    Also included 15% Vindis Beam Focus Shield at 15% boost beam activated. If there is a better boost beam range on any weapon or device I don't see it. So..

    3500 (proto range) + 4690(3500+134%) = 8.190k + 525(3500+15% Vindis Beam Focus Shield) = 8.715. The very most a Jen can get.

    However no one runs this setup and especially not in a raid situation. Protos have no buffs and not great DPS so it would be unrealistic to say that any Jenquai would use these beams in a raid or even soloing.

    Most commonly beams used by Jenquai Warrior are below and using this set up (including a DG's boost beam buff of 134%) we have,

    Glare of Devastation (2100) + (2814) = 4.914K
    Devastating Gaze (2000) + (2680) = 4.680K

    Black Streak (2000) + (2680) = 4.680K
    Ghost's Edge (1900) + (2546) = 4.446K
    Defender's Pride (1900) + (2546) = 4.446K

    In order to fire all of the beams and not just the GoD beam a JD would need to be within 4.45K of the mob. This is realistically a Jenquai's max beam range.

    As well in Live, beams did 50% damage at their maximum range. Currently it does not matter how close or how far away a Jenquai is from the mob as all damage is subject to random damage.


    From the Dev Update in Live.


    [size=4][color=#000000][font=Arial][color=#FFFFFF]Answer: Okay, for this one I spoke with Paycheck Bingo to get some answers because he can look directly into the code and tell me what happens. Here's what he had to say:[/color][/font][/color]
    [color=#000000][font=Arial][color=#FFFFFF]"The Improved Missile/Projectile/Beam Handling (equip) effects do two things: increase your effective weapon skill level and increase the (average) damage done by the beam or ammo.[/color][/font][/color]
    [color=#000000][font=Arial][color=#FFFFFF]Missiles work a little differently than beams and projectiles. Beams and projectiles test your weapon skill values against a number based on how close to the target you are. Increasing these values with buffs will help you hit more often. High level players and MOBs don't miss very often, so the value of this portion of the buff is admittedly questionable at high levels. Missiles test the maneuverability of the missile (the ammo) against that of the target. It doesn't use the player's weapon skill, so this portion of the buff does not affect the chances of hitting with a missile. This is one of the downsides to missiles to offset the advantages of long-range and not having to face the enemy. The damage increasing component of these buffs works similiarly for all types of weapons and is responsible for the majority of the increase in DPS when using these buffs."[/color][/font][/color]
    [color=#000000][font=Arial][color=#FFFFFF]So, the important part of the buff for higher level players is the increase in average damage. The skill value increases are important for the lower level players.[/color][/font][/color][/size]
  9. [quote name='wootage' timestamp='1340919875' post='59761']
    Had a thought as to a damage-after-cloaking model that might work. After the insta-cloak bug is fixed of course, and all the times and buffs are set. It's based on player movement affecting the accuracy of the shots already fired.

    In practice:

    During the cloaking process: 100% damage.

    If you activate cloak and stay still, trusting to cloak to protect you, you will take full damage for everything fired at you before you cloak. I would favor the mob continuing to fire at that spot too, but I'm not sure the engine can do that.[/quote]


    One thing I would like to see adjusted on the mobs, is their reaction time to reacquire the target (me). Currently mobs can instantly obtain a lock on the player and fire their weapons, as soon as the cloaked ship uncloaks. If you look at it from the mobs point of view, it is happily firing away at it's target - then bam - the target is gone. However it still maintains a target lock on the cloaked ship somehow, and as soon as the target becomes visible once again, it continues firing as tho nothing had happened. In an ideal situation, it would take a couple of seconds to reacquire a lock on the target and begin firing again.

    This would be most helpful to a Jenquai's tactic of cloaking, thrusting into the mob's blind spot on their six (unless they have missiles), and using a Directional Teleport (3 sec powerup) away from the mob, to be able to recast PSI, use yet another fold space for more distance, or let their shield or reactor recharge. Currently trying this tactic to avoid losing even more hull, still allows for mobs to instantly fire and even tho the JD successfully folded 6.5k away, (still within range of most weapons so yes fold space should be far enough that it takes the JD out of weapons range at least for a couple seconds while the mob closes the gap), and perhaps even successfully cloaked again, the ordinance is still on its way and will still do damage. Since the mob has fired before the fold space or cloak has completed its cycle, there would be no damage mitigation.

    Watch a Jenquai cloak in front of you, then try to guess where he will reappear. How long do you think it would take for a player (especially with projectiles or beams) to cycle to the target and spin around to line up again to fire?

    And speaking of Cloak issues - Group Cloak (cloak skill 7) should never supercede any other cloak abilities. A cloaked JD in a group with a JE using group cloak, will have his cloak deactivated when the JE uncloaks. As well the length of time for Stealth Strike is 2 seconds longer for a JE than it is for a JD. This is because the JE has Cloak 7 and the JD only has Cloak 5. The extra 2 skill points should not add more time to combat cloak's stealth strike time, but only enable the Group Stealth and Group Cloak abilities.
    Also the Improved Cloaking buff, like that of the Ghost's Edge beam, should double the Stealth Strike time, but this buff is currently broken or turned off.
  10. [color=#D3D3D3][font=Helvetica, arial, sans-serif]
    It appears as tho those players who were already in game are fine and still have a connection to the server. However any new connections fail at the login screen and receive the error "Connection to the Global Server Failed." It appears as tho just the login server has crashed.[/font][/color]
  11. I was talking abut when the cloak was fixed and not broken like it is now. It will take 3 seconds minimum to cloak like it should in the first place. So there won't be a 'quick-cloaking' JD it will be a normal cloaking JD. I know you understand what I was on about with the 2 second thing, and 2 seconds is hardly an eternity. What is that - maybe one more shot from my JD or half the time it would take me to recast cloak, or 1/3 the time it would take to put up a PSI? I didnt think it was unreasonable amount of time, and certainly not a game changer. You must agree that instant re targeting of a ship just coming out of cloak is a bit much. No?

    It would allow JD to use the class more efficiently. And as for the PSI shield - well again doubling the amount of damage absorption is certainly not a game changer, but would again allow the JD to be able to use it more than once during a raid. Psi shield should at least be strong enough to withstand 2 or 3 seconds of damage from just 1 raid mob. Currently PSI in a raid is more just for show than actually being a skill to be used. It fails in less time than it takes to cast it. Consider Shield Sap, a PW is usually able to hang in a fight long enough for the cool down timer to end, and to recast it. Granted Shield Sap isn't the same as PSI shield, but Energy Leech is and that skill is currently busted as well for a JD.
  12. JD's can also use all three weapon types.

    One other thing I would like to point out with cloak and damage mitigation. While I also think that it is a bit of a stretch to be able to not take any damage or half damage due to cloaking, the mechanics are still not working correctly even on cloak damage reduction. There have been many times when I have cloaked (have had the cloak icon in my buff window, not just in the process of cloaking) and I will watch incoming projectiles and missiles as they hit my ship the first volley will register as zero damage, but the volley just behind that one will register damage.

    The one thing I would really like to see looked at, is when I am am coming out of cloak, the mobs in the area can INSTANTY see I have decloaked - even if I have moved from the position they last saw me. I feel there needs to be a minimum acquisition of target time by the mob of at least 2 secs. They should have to search and lock on once again before they can any weapons. Cloaking does NOT clear the mobs target and it should in my view. Again this goes more to Mob AI than fixing or tweaking cloak as the solution. Only mobs with the See Cloaked ability should be able to instantly lock on and fire.

    As well a minimum relock time is needed to recast a PSI shield for a JD. Currently recasting PSI is a waste of time when fighting mobs that use Missiles or Projectiles. it takes 6 seconds for a Psionic Invulnerability to be cast - and in the meantime all that ordinance is on route, more than enough damage to instantly wipe out the PSI shield just cast. JD are forced to cast PSI once at the start of the fight. A technique once used by JD's to recast PSI shield to coincide with failing of current shield is taken away.
    I rarely use PSI shield on lower level mobs, and use it mostly for raid mobs. I have suggested this before but perhaps the damage absorption could be doubled. Currenty the max amount of damage absorption is about 40k without deflects. Even doubling the amount of absorption to 80k will only give the JD 2 or 3 more seconds to recast PSI or to fold space out of danger. It is by no means a God mode shield and will only protect the JD for 2 or 3 seconds against a lvl 60 raid mob, so there would be no spamming of psi shield to protect JD with PSi spamming indefinitely. PSi should at least be strong enough to protect the JD long enough to use other skills.

    Sorry I think I almost hijacked this thread - but it had to be said. I will post more on PSI inadequacies in another thread.
  13. The MPP was never in the same spot as it spawned in 3 sectors - Kitara's Veil, Vishoa's Cove, and in Dahin - and it flew around in those sectors so it wasn't static in one location. It was also on a long timer like Celestial Warder is now - 24hrs +/- 6hrs, making it one of the harder mobs to track down. Yah The Philosopher was no easy prey that's for sure. :P
  14. Oh the chance of getting mangled is very real. I mistime one cloak - or better yet - clicking on the skill or pressing a key doesn't activate because of latency, and I am dead. Full stop. There is no second chance on trying to cloak, as I just don't have the shielding or hull to survive a second shot.

    At any rate I agree with you, as it is now JDs have an advantage when it comes to being able to solo high level content. However, once the Mob AI is fixed, that advantage will dissappear instantly. This is still pre-alpha so I wouldn't panic just yet, I would suggest we push the devs to work on Mob AI right now and not worry about who can solo what in this incarnation.
  15. No I agree - I dont want anything taken away from the ability of a PW to survive in a raid. As a JD in a raid, I would want the PW to hold aggro and take the damage, so as a JD I can do my thing. You are the galaxy's meat shield, and every group should have a meat shield :D

    It's like when I played a fire mage in WoW - I would stand behind the Warrior, let him gather aggro so I could unload my massive DPS on the boss. Unfortunately, WoW made the mistake of giving almost every class skills and spells that would rival a mage's pure power and DPS. Mages still could out DPS a warrior, but thats how it should be. Druids and Rogues and Warlocks were doing just as much dps as any mage could. So I left. :unsure:

    JD's are the glass cannons of EnB. Massive damage and paper thin shielding. I sure hope EMU doesn't go the way of WoW.
  16. Jenquai feel your pain when it comes to building progen stuff - I am not sure, so don't quote me, but I thought I remember being able to make progen stuff on my JD - just not being able to equip it.

    As to nerfing classes or balancing - it's pretty much a given that Mob Ai needs to be addressed before any skills or class balancing can happen. We can't put the cart before the horse. There is lots wrong or not working with every class right now, including my beloved JD, but I am under no illusion that tweaking skills or nerfing classes will really fix anything until they fix Mob AI. I think the best course of action is to push the Devs into fixing the Mob AI first before we can talk about balance.

    ---------------
    A Progen Warrior is the MOST powerful class in the game bar none.

    Here is the thing. A PW can out DPS any class over time, if only because you do not stop firing and your damage builds up over time. Whereas a JD has to stop firing to cloak wait 3 secs in order to get Stealth strike (another broken skill) for double damage. On smaller mobs a JD will own always just because of the massive damage we can do intermittently. On raid mobs the PW will ALWAYS out DPS everyone. IF a JD and a PW each took an identical mob, say a lvl 60 drone - the PW would totally own.
  17. Well Nathan spawned in Sol System as can be seen at this link.

    [url="https://forum.enb-emulator.com/index.php?/topic/5379-original-end-of-beta/"]https://forum.enb-emu...al-end-of-beta/[/url]

    And a picture of the fight can be found here:

    [url="http://www.earthandbeyond.ca/community/glimpse/glimpse02.09_23.htm"]http://www.earthandb...pse02.09_23.htm[/url]

    Just to add - I see in the pic he had just over 100k shield :blink:
  18. No. You can not pull a mob from 250k away, not in live and not in EMU.

    The maximum summon range for mobs is 6.5k without a buff. The thing they were talking about is double summoning, where another JD summons YOU from 200k away while you are summoning a mob. Its take a certain amount of skill to do this as well.

    I have said it before and will say it again. JD's are for professional players. Everyone else plays a progen. :P
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