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Algaron

Beta Test Lead [BTL]
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Everything posted by Algaron

  1. Is there any possible way to make my jenquai ship to auto orientate itself while following a fast moving mob? Here is the problem currently. I am following a fast moving mob - say Oni for example. The oni will zip around and perhaps head straight up forcing my ship to follow. Now I am looking directly up from below at the Oni. The mob will then head over top behind me causing my ship to be inverted upside down. Is there any way that once my ship passes zenith it will flip itself right side up? As well Z-axis is still a bit messed up. If I disengage follow my ship is stuck in the same orientation, all sideways or upside down. Pretty hard to fight when you have motion sickness. The reason I ask about Jens only in the thread title is that Terrans and Progens do not have to follow mobs to use their ML/PL. I am not quite sure what the issue with follow is at the moment but its no where near as good as Live. I have trouble following any fast moving mobs. They tend to go in a circle and while following the mob in this circle, my beams can not get in alignment enough to actually fire since I need to be within a certain angle for my beams to fire. I don't expect my beams to fire off at 90 degree angles, and I am not sure what the devs have in mind for actual Field of View to be able to fire. Is it 45 degrees either side of Zero? The irritating part is that mobs like Oni or Blackbeard Minions will do this circling thing 3 or 4 times, with my beams just out of the FOV to fire. It's a cool AI for those mobs I am sure, has no bearing on Missiles or Projectiles users - but for those that use beams its awful. I do not remember it being this way in Live. Back then I could get in behind a mob and stay on its butt through out the entire battle. Are JD ships slower now? Do they not turn as fast as they should now?
  2. Algaron

    Combat Cloak

    I have found that Mordana seem to have the ability to See cloak - at least that how it appears on my Cloaked JD as they are pummelling me. As for breaking cloak it should take some considerable damage in order to break or interrupt cloak. Not just some random critical hit they happen to fire off, but real damage. For a skill that takes a minimum of 3 seconds to activate fully enough to mitigate damage, it should be sturdy enough to take any hits from just one mob including boss mobs. However if more than one mob is firing at you, than that would be enough to break cloak. Eg Blackbeard Minions or Mordana. When 4 or 5 of these mobs fire on a cloaked ship, cloak is broken. It happens currently and is working fine. Lets not go nuts and make cloak so useless that JD's can't even use it. Remember cloak is or should be a jenquai's defensive skill as well as offensive skill. Other classes use HDC or whatever to mitigate their damage... and they don't have to cast it nor does it get interrupted. Also while we are talking about Combat Cloak - could we also have a look at Stealth Strike. Any Improved Cloaking buff should increase Stealth Strike time double the normal 5 secs. Currently it is only 5 seconds regardless of the buff on my Ghost Edge for example. Some JD actually try to use the full length of Stealth Strike. It would be great if we could make that work as intended.
  3. As Vandam had already explained he was killing Bogeril Militia Capt'n - there are no Bogeril Militia Captains - just Capt'ns and he has already found them. The problem may be that the quest is looking for Captains where none exist - only Capt'n. Perhaps the spelling is causing the problem. I had to forfeit this quest a couple times before it update. This a bug with the quest and could probably be moved to that section.
  4. Yes thanks Will, I read your analysis before. I was hoping for a Dev to give a definitive response about how the critical targeting is calculated, whether it is stacking additively or not, and what is the protocol for stacking. Critical targeting is a passive skill - like navigate or prospect. Why are some buffs to passive skills calculated as a percentage and some are additive. I mean I don't need another class to buff my passive prospect skill - why would I need a TE's rally to augment my passive critical targeting skill. Also you mentioned you think the Critical targeting is turned off. Can this be confirmed by a dev, and what if any, is the projected amount of time before it is turned back on again? thanks
  5. 5 Views in a month and no response? I am the only Jenquai Warrior that has a problem with critical targeting on the Devastating Gaze not working when I solo? I have posted about this issue in the Bug Tracker, and in this Forum.
  6. Thank you Will for the picture - this is exactly whats happening and you are correct, as it now it's not working like a JD should. Perhaps a dev with a JD could test this out to see what we are talking about? Like I said in my original post, try Killinger in Moto or Oni in XT to see how this affects JD's. Thanks
  7. I was wondering if someone could confirm how critical targeting works on a JD. The max critical targeting skill adds a 70% chance to inflict a critical hit on a mob. Is the Improved Critical Targeting buff on say a Devastating Gaze at 200% (29%) added to the passive critical targeting skill to give 99% chance to inflict a critical hit, or is there a max cap on the amount of critical hit chance? I was doing some beam damage testing on the Shield Combat test Drone at Vasen'or Prospect in Jupiter Sector. I had no devices installed and only 2 beams. I used a Ghost Edge energy beam to test the damage and only had the DG installed for the crit targeting buff and didnt use it to fire in the test. Out of 10 shots I would see 2,3 and even 4 regular damage shots (Yellow for energy) and not the red critical hits I should be seeing. Now I was thinking that because my Critical targeting is at 99% (if this is how it works) I should only ever see a regular damage hit once maybe twice in 100 shots. This wasn't the case. Is anyone able to confirm 1) my test results and 2) that critical targeting has no cap, in which case the bonus from additional critical targeting buffs are broken?
  8. Well I was not talking about the tethering/grouping aspect of the mob AI but whatever changes were made to the scuttlebugs and nags had unintentional consequences of tethering the mob to the player. I am not sure if you have tried it with your JE or had another JD test it, but since the changes 4 days ago when you follow certain mobs, lvl 56 Killinger in Moto for example, the mob will maintain distance until you cloak and then it turbos away, when you fire and uncloak, it immediately reverses and nitros backwards towards the player, it doesn't turn at all. As for the scan range there was no cap in live - I could get over 35k scan range with Scan and a telescope 9. It was the same in EMU until about one month ago when my scan range was 34k. I am not sure if that has something to do with the JE scan bug or not but just saying there was no cap before. I have heard no rumours about any changes - this is from observations and playing the game from how it used to be not long ago and how it is now.
  9. I am not sure what the reason for changing the new mob AI to include zipping around like they do, but it changes the playing style of my JD once again. I understand most mobs do not stay in one spot when attacked especially ones with hulls and make it even more important to get in behind the mob and attack from the rear to avoid their beam damage. As it is now, once a JD cloaks the mob zips forward 1-2k, uncloak and fire and the mobs immediately reverses direction and zip backwards the same distance, it doesn't turn around - it moves straight backwards causing the player ship to waltz right over top of it when following. No ship in a space battle acts this way - why would the mobs? This only happens to cloaking classes as terran and progens can sit in one spot and fires their weapons. Zippy mobs are of no concern to them as they can fire from anywhere. Jenquai play a different way but now I am forced to sit in one spot and turn to face the mob and fire, just like a terran.. Jenquai Defenders used to be a ninja in live. See a mob from a distance, engage follow, cloak and get in close behind the mob. Fire all your beams and cloak again to sneak in behind the mob once more. We rely on being very close to the mob and our CC for maximum damage. - Now we have had our max scan range capped at 30k. Whats the reason for this and why bother with a telescope 9 now. - Follow is a huge problem. Most mobs can see an uncloaked JD at the distance we need to be within to engage follow. Couldnt we extend the follow range to 7,8 or even 10k away where we would be able to cloak , engage follow and close the distance that way instead of having to cloak, thrust within range to engage follow. I see a mob 25k away. I warp to the mob and try to stop short of it scan range in order to cloak, then engage thrust to get within follow range. It was better when I could see a mob 25k away warp to 10k away out of their scan range, cloak and engage follow to suck me close into the mob. Personally I feel if I can see it on my scan I should be able to engage follow from that distance. Makes it way more fun to play. - Another problem with follow is when actually fighting the mob. Try following a mob in say XT, one of the oni's. These mobs are very agile of course and can move vertically as fast as they can horizontally. It never used to be a problem as my ship could turn on a dime (as it should) to stay on it's tail. Now it seems my ship is as slow as a progen when turning and instead of closing the degree of separation of say 90 degrees by turning into the mob , my ship will turn in the complete opposite direction and try to close the gap of 270 degrees, and there have been occasions where my ship will turn into the mob 2 or 3 complete times like 720 degrees before lining up behind the mob. It's brutal. Please let Jenquai Defenders be agile and stealthy again. Please let them play like JDs and not some cloaked up terran.
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