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8426

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Everything posted by 8426

  1. It's probably a "me" problem but the way i play is with all sound off except the ingame notifications to know that a field has been cleared without looking at your xp bar. +*New Bug?* My Martyr's Heart takes about 2-3 seconds after it is off cooldown to be usable.
  2. +consider adding device to buff rally. inb4 shark fin: that is a secondary buff which gives a lower amount. Even Wormhole has a device which buffs it - although the usefulness of this item is pretty debatable. +improve tooltips of some skills to mention durations, cooldown, and damage. Shield leech, shield sap, reactor optimization, environmental shield are a few examples. Nullfactor field is another offender because it is difficult to tell from the tooltip how exactly the energy gain occurs. I know tooltips are the least favourite task of a dev but right now these skills work pretty cryptically. +Consider more mining devices/buffs. One that increases prospect range. One that lets you move while prospecting. One that lets you warp in closer to an object. But maybe consider making the items a bit of a devil's dilemma to use by attaching debuffs or even making the buffs appear on engine/shield/reactor/weapons. +*BUG*???? According to the tooltip the dark matter cannon ought to fire once every 0.9s. Based on observations it fires at seemingly exactly the same rate as an archos cannon which has a 1.4s cooldown. But, it consumes two rounds most of the time, and the increased damage is visible on the damage counter. However, some of the time it fires just one round. The first shot has a single round. The following 7 shots seemingly have two rounds and then it repeats. By my calculations the dark matter cannon does around 17-21% more damage than advertised. My calculations could be wrong though. Is this bugged and should this be fixed? +an option for megan to be muted, but also the intro and other sounds when starting up. Reason: megan is uncontrollably loud
  3. There is also crit to contend with and the explosive debuff which is also given by pop roids. Edit: Did further research and the explosive debuff from a pop roid caused the deflect to go from +30 to -54 for a whopping -84 deflect. More suggestions, one which Doctor may not like with all the work he has put into mapping fields but: +consider making a good number of the current roid fields spawn at more random locations throughout the sector. Mining feels like fishing in a barrel once you have mapped the vast majority of the fields. Even the roids themselves seem to spawn in practically the same places. Random fields would make the sectors more interesting as mining would be more about exploring. To reward the greater time and effort needed to find these fields, they could contain more ores and always contain a hulk or two with a random device or something (no digiapogee please). +consider adding some moving roids that slowly orbit planets/moons. They can be singular roids/hulks or fields. I don't know how hard it is to make an object orbit another object at a set distance and make it look believable. If it looks crap then don't bother.
  4. This just happened. Here is 60k shields with 30 explosive deflect after a pop roid and taking one hit from a L51 popper mob. This is what I mean with rather severely damaging your shield...
  5. Regarding the PS and it getting a niche in ore fields... What if pop roids explode and sometimes only a L9 shield can survive the blast? Currently, a pop roid can rather severely damage a L8 shield if it's a critical hit, so it's not a real issue right now. Another possibility to give the PS a niche is to give it an ability that cleanses negative effects. This would help in raids as well as mining. You could make pop roids give more debuffs, or certain debuffs more frequently. Warp interdict is a particularly nasty one as it means low mining ability for several minutes as you have to thrust from roid to roid. With either or both of these effects the PS could be more interesting as a miner. However, without navigate in the long run it will still get mogged by JE and TS I think...
  6. Here are some ideas off the top of my head. 1. Item balance. Fact: approximately 95% of items at most levels are useless filler without even a niche purpose. The large amount of items give an illusion of choice but in reality there is not much choice because a few items are just much better than others. This can be fixed with an item balance. What is wrong with the items? For example, infiniticorp reverse engineered the friggin gates but their L9 vendor shields don't go above 70k cap! Or, why do progen MLs have buffs for projectile launchers? And why are numerous L9 devices borked by the debuff gained at L9 which essentially makes the L8 version the hotter one? Or, why is badger's claw the obviously superior mining device? I can basically keep going ad infinitum with items that don't make real sense. The point is that the items which are currently weaker could be buffed by giving them something like more buffs or to pump up the power of existing buffs. So strong existing items won't be nerfed, it is weak ones that are buffed. Lastly, from a lore perspective it is conceivable to replace existing weaker item drops with Mark II variants, as it is sensible that manufacturers release improved versions of items over time. 3. Mob balance. Many mobs are unbalanced in that they either do too much or too little damage for their level or they have too low/high hull/shield points for their level. Obviously, some mobs should get leeway with this, like ten-gu. 4. Mob AI. Where are the mobs that warp at you and give you a slappin? Tengu at a raid stand still like sitting ducks. This is shameful. They originally went berserk. Ive explained this in another thread not too long ago. 5. Better info on item tooltips. Some items don't mention basic info like the energy cost of usage or the range of effect. The cooldown is also missing on basically every item which is activatable. Also, the way in which items stack with their own type should also be visible in the tooltip. For example: certain Increase Shield Capacity buffs are stackable while others apparently are not (Zenshai energy motivator doesnt seem to stack with soulfire, but basically any two L9 of this buff type does stack). 6. Roid field guardian balance. This is currently all over the place. I saw L8 belters guard a L8 field, but ive also seen like L53s guard a L4-5 field. The density and respawn times of some roid field guardians also make their corresponding fields way too difficult to mine while a nearby field of greater mining potential may have little or no guardians (Carpenter Lagrange in the north compared to the nav to the east of it). And, if possible: 6. Randomise debuffs on items. Random debuff on manufactured items could make the L5-6 and L9 items more interesting. Basically, the usual debuff is swapped for a random one when an item is manufactured/drops from a mob. But, to accomodate this the way debuffs work would need to be rebalanced. The same debuff would probably need to be stackable, otherwise players will just stack one buff like increase mass. Also, the actual buffs themselves would need to be balanced because something like cripple reactor is intolerable at 10%. New debuff types could also be added to make it yet more interesting. This would help to make many L9 items usable and it would spice up manufacturing. 7. Consider giving more/new skills to the Seeker and Sentinel. Every other profession has niches but these 2, to me, are a bit lacking in having a unique flavour. You could argue these two are the master of nothing. Seeker: Plays like a watered down version of a TT. The reactor opt gives just 25% extra regen which is pretty meagre. His build skills are kinda nice but mogged by TT except for build reactors. He only has Scan, and this is just L5. No navigate (hello TT, TS and JE who are all explorer/trade oriented). Consider fixing by making reactor opt be cast on all party members, like rally does. Consider giving this profession navigate and/or L7 scan as a band aid fix. It seems to me that this profession may have had the build drones ability which we can see in the build terminal. Id put this build skill on my santa wishlist for this profession. The drones are reusable and put in device slots and they spawn friendly mobs with shields/hull/energy bars and a set duration to help you in combat/mining/exploring (think of a drone that is a sentry or sweeps a sector and sends sensor data to the player). There would probably need to be a limit to how many drones can be spawned per player and players shouldnt be able to reinstall the item to circumvent the cooldown upon the drone being destroyed. Sentinel: I understand that the sentinel has been marketed as being the most flexible of all but not being great at anything. However, with the new professions released I think that the sentinel is completely mogged by the Scout because of navigate, nullfactor, acces to jenquai items, and bigger hold. In combat the sentinel has mediocre dps. Consider giving the sentinel HDC L5, a fifth weapon slot, or navigate L5.
  7. It's 12:42 CET and my blood levels of EB juice are becoming imbalanced. Minor convulsions are setting in. Megan's voice is fading from my head. Every 15 seconds I refresh the status button only to see it say: Offline. Hit me up again, please.
  8. Glad im not completely crazy. Interestingly, I vaguely remember an earlier iteration of the emulator did show this sector correctly. It was probably during the beta or when the emulator was offline/single player. I wonder why this was changed - was it because of the time when data was deleted by accident and then nobody knew what it was supposed to be like?
  9. During live this was not a rounded object - at least not in my universe. It was an asteroid with a red dragon mining station on its far side. It was also at a different location than this object. I wonder, is there a reason this was changed in the emulator or did you not know what it was like during live?
  10. 8426

    Timid Ten-Gu

    First of all, many thanks to the emulator devboys who have raised enb from da grave and made the game, in more ways than one, far better than the original. I just wanted to say that the ten-gu don't behave as in live as they originally exhibited specific attack patterns quite unlike other mobs. When you were noticed, which was at long distances (10-13k-ish) because they had an unusually high scan range, they would move at speeds of approximately 500 with unusually high acceleration (the gate ten-gu would even warp at you; absolute madness). They also had a crazy turn rate, seemingly turning instantly. When the tengu reached you they moved in all directions around you like crazy and they seemed to have had an unusually wide attack arc - probably between 180 and 360 degrees. Many tengu types would immediately throw heaps of skills at you the moment you were in range, many of which made it difficult to escape like gravity link and device based debuffs. These skills were also jacked up as they would be quickly cast. The original tengu also had quite a few weapon slots; combining missiles with projectiles and beams. In sum, they were the ultimate brawler on crack. On the emulator they are quite the opposite. They are slow in every respect; they turn slow, accelerate slow, move slow, and stand still while shooting at you. Sometimes they even stay out of beam range to seemingly kite you. Their scan range is low and their skill use very conservative. I just wanted to share this so that I've shared it - if you don't change the ten-gu to their live condition I understand because it is already great how far the emulator has gotten.
  11. The first question is in the title. It's been so long I lost the sheet of paper with the login credentials and besides that, my old email is defunct so regaining pw is not possible. Second question: Some of my existing email addresses which i had at the time are not showing toons - does the attack on the emulator have anything to do with that? Ty for reading
  12. Best thing of this thread: ''projan''
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