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kjeron

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Everything posted by kjeron

  1. Likes Ignoring Grav Wells Likes Hull Patch Likes Solo Hull Tanking, Unique to the Scout Likes Instawarp (Navigate 7) Nullfactor Field is fine as is, if everything it currently does is intended. Afterburn is a waste right now, the only meaningful buff it provides is the increased acceleration. My Suggestion: T1 Superglide:[list] [*]Self Only, 5 second duration, 3 second cooldown. [*]50% Evasion. [*]Increase maneuverability, speed, and acceleration per skill level. [*]Disable skill use while active(as it does now). [*]0 Energy cost, instead drains energy while active equal to base Engine Warp Drain. Reactor will not recharge while active. [*]Auto-accelerates Scout, as it does currently, and breaks Scout out of Formation. [*](Counterpart to Cloak and Powerdown) [/list] T2 Ramjet[list] [*]Permanent duration on all group members in formation. Ends on anyone who leaves formation, ends on everyone if Scout leaves formation. (As nullfactor should) [*]Increased thrust, manueverability, and acceleration per skill level for Scout. [*]Group moves at Scouts thrust speed, maneuverability and acceleration rating. (Would require normal group movement to be set to how it was in live, where the whole group moved as slow as the slowest person.) [*]Does not Disable other skill use. [*]Energy Cost: Current. [*](Negate everyone else's need for combat speed equipment in a group, still usable Solo for Constant Combat Speed buff) [/list] T3 Ludicrous Speed[list] [*]Permanent duration on all group members in formation. Ends on anyone who leaves formation, ends on everyone if Scout leaves formation. (As Nullfactor should) [*]Increase Warp Speed, Warp Charge, and Reduce Warp Cost for Scout. [*]Group uses Scouts Warp Speed, Warp Charge, and Warp Cost values when warping, instead of their own. [*]Does not disable other skill use. [*]Energy Cost: Current. [*](Negate everyone else's need for Warp Boost Equipment in a group, still usable solo for increased warp buffs) [/list] Raid/Mob drops, PP and JS need as well: Possible Scout-Only equivalent to the L6 crystal devices (Stone Aegis, Crystal Force Emitter, Vibrant Power Crystal, Vibrant Barrier) Scout-Only equivalent drop from Miguel Chavez. Scout-Only equivalent to the L8 Enforcer's Retort and Smuggler's Recourse. Missile Launcher, Voltoi Boss loot. Scout-Only equivalent to the L9 Prismatic Dragon Wing -OR- L9 Drone Energy/Shield Amplifier. Engine or Device, or both. Controller Loot. Devices:[list] [*]Nullfactor and Afterburn in their current form would have no benefit from +skill devices. [/list] Other Possible device line buffs:[list] [*]Prospect Skill, Explorer-Only, no race restriction, vendor bought. [*]Improved Jumpstart(Both the Jenquai and Progen are taught by a Terran after all), Explorer-Only, no race restriction. [*]Improved Hacking (or its replacement), vendor bought. [*]Improved Hull Patch (no device currently has this), vendor bought. [*]Missile Energy Conservation, Scout-Only or Warrior-Restricted probably. [*]Each would also need a Scout oriented secondary(L5-9) and tertiary(L9) buff, and single debuff at L5,6&9. [/list] The Scout already has 6 device lines: the 6 animal skins with activated deflects. The Scout already has 3 debuffer's available to them, two they can use solo, the Salamander, Gorgon, and Satyr, I don't think they need a 4th. Though the Satyr could have its other buffs switched from beams to missiles, since its a terran only device.
  2. Item Search is sync'd with the game, Mob search is not. "no loot" will still pull from the default loot table for their level, so they will still drop stuff.
  3. Hull Damage Control(Equip)[list] [*]Barrier of Ooze [/list] Improved Critical Targeting(Equip)[list] [*]Deadly Breeze [/list] Shield Drain (Activated)[list] [*]Petit Caplata [*]Tractor Repulsor [/list] Device Energy Conservation(Equip)[list] [*]Reinforced Solar Sail [/list] Device Energy Friction(Equip)[list] [*]Yellow Dragon Laser M4 [/list] Improved Cloaking(Equip)[list] [*]Pegasus UGC 4 [/list] Counter-Strike(Equip)[list] [*]Fiery Paragon [/list] Greater Counter-Strike(Equip)[list] [*]Heart of the Master [/list] Energy Feedback(Equip)[list] [*]Jenquai Reinforcer Model II Novem [*]Progen Reinforcer Model II Novem [/list] Greater Energy Feedback(Equip)[list] [*]Glare of Devastation [*]Fury of the Master [*]Smiter's Wrath [/list]
  4. They are all far easier than they were in Live, their difficulty itself is a work in progress. As for their status in the Emu: AFAIK they have only been getting tougher, both directly or indirectly. All mobs now have permanent damage resists. Social and factioned aggro have been getting better, though still not finished. Support classes have started seeing some aggro from healing and other skill use. Kuei Station was made immune to a variety of skills and has a 25k beam range. GoBB was put into formation with 5 Minions to prevent summoning or pulling him out alone. Warder was never a raid in live, only an instant damage contest. The contest here is getting their first after a restart or knowing when it will spawn. Fishbowl here has never required more than a single healer. Only changes to the mobs I know of is the Minions of Nesshix had their shield caps increased to several million, but actually killing the fish is still a simple matter, hunting them down is a PITA though. They run and hide, sometimes out of bounds, if they dont spawn out of bounds to begin with. A JD with telescopium is required sometimes just to find them. This only serves to make each wave easier though, since fish are only fought 2-3 at a time while you wait for others to reach you, then go and search for the rest. All "guardian" mobs do suffer from a problem in their AI though. They cannot shoot players while trying to follow their ward. The Precursor Alpha's and the L65 BB Minions that spawn with the Troller/GoBB specifically, if you keep the boss moving and don't touch the PA/Minions, they won't shoot back. One thing that raids don't need right now is requiring more healers, the client already crashes regularly around a combination of 20 players/mobs. 3 may be the bare minimum for most right now(slow, but doable), but a full group is the maximum for stability.
  5. Hull Damage Control Equipment buffs do not work for anyone, warrior or not. Only the Damage Control skill works. I believe it is the same for the Improved Critical Targeting Equipment buff. Skill based buffs work and stack(Crit Targeting, Rally), but equipment based buffs do not work for anyone. Though this is impossible to test unless they are to stack additively. Reroute Shield Energy(Instant): Should convert shield energy to reactor energy, based on % of max capacity of each. Currently still converts max capacity as a % of each instead, and only for an instant, before reverting. Shield Drain(Activated). Device Energy Conservation(Equip). Scan Boost(Equip), Reactor Recharge(Equip), and Increase Speed(Equip): The buff found on many L9 devices(and probably others) does not scale with quality as it should. The L9 Phoenix and L9 Coma are examples for all three. Improved Cloaking(Equip): Stealth Strike time does not increase as it should. All Damage Feedback Equipment buffs: Energy Feedback, Greater Energy Feedback, Counter-strike, Greater Counter-Strike. Question for those who may remember: Should the energy cost of the Phoenix be equal to the amount transferred, or an additional cost to the amount being transferred?
  6. How exactly should Severity be rated? Is there a set list of "tags"? Posted an issue for Gravity Link that's on the bug forum but still not fixed yet to test it out.
  7. Resists can no longer be reduced to below 0. This has made poprocks less of a threat, damage debuffers useless if the player/mob does not have any resist to begin with, reduces the usefulness of 5 device lines, and reduces the overall dps of everything. Was this intentional and if so, please, why?
  8. [size="2"][quote name='Knix' timestamp='1325600818' post='50837'] - Damage UI presentation code [/quote] [/size][size="2"]xx (+/- yy)[/size] [size="2"]Amount adjusted by HDC + Total Damage dealt to shield [b]( [/b]Amount adjusted by Resists [s]-[/s] Amount[size="2"] absorbed by PsiShield [s]-[/s] Total damage dealt to Hull [/size][b])[/b][/size][size="2"][b] [/b][/size][size="2"]Is this what you mean? I think that's accurate.[/size]
  9. The "Target Destroyed" message is not an accurate indicator of who did the most damage. Use the /loot command to see who really did the most.
  10. [quote name='Tienbau' timestamp='1325158853' post='50553'] that was exactly what I was thinking too, if we really can't manage more than 1 reload/sec. Not sure why it was a problem way back when but I'm sure someone left a comment. Sounds like a stop-gap fix. Could have been me who done it too ... Anyway check out the threads in dev help about inversion and sap for where things are going. We've made a bit of progress too. [/quote] It's not actually a 1-second relaod cap, a 200% Flechette Omega L9 with full turbo will shoot twice per second, reloading at .5 seconds. Rather all weapons final reload is rounded up to the nearest half-second. Even over time, ammo usage verifies that it doesn't even out in the long run. Beams, Projectiles and Missiles all suffer from this. It also shows that while Turbo is stacking as per Live, with the addition of the Blackbeard items, it is still being capped just below 80%. A GoD(11s) will at best reload in 6.5 seconds, an equivalent of 69.2% turbo. A Defender's Pride (8s) will at best reload in 4.5s, for 77.7% turbo. Any 4 second reload beam will at best reload in 2.5s, for 60% turbo. All Sango Line and other beams at 1 second reload never get any lower with turbo, as it would require atleast 100% to reach .5s. Achieve 0% Turbo. Basically any beam above a 4s relaod can achieve atleast 60% turbo, any beam below 4s and above 1s ranges from 25%-50%, and 1s beams don't achieve any. A 200% Bile Cannon (1.3s) will at best relaod in 1 second, for only 30% turbo. A 200% Longbow Delta (1.7s) will at best reload in 1 second, but for 70% turbo, and actually does more DPS right now than any other PL except the Spitter. - Oh the Ammo problems a PW could have if they went all-out dps right now. A 200% Flechette Omega (.82s) will at best reload in .5 seconds, for 64% turbo, and is currently second best behind the Longbow for DPS. A 200% Dragon's Fang (.76s) will also reach a .5s reload, for 52% turbo, but its still worthless. A 100% Black Spitter (4.2s) will reach as low as 2.5s reload, for 66% turbo, and will maintain that minimal relaod time from 85%-125% quality. A 100% Prototype Z 9 (2.2s) will reach as low as 1.5s relaod, for 46% turbo, very high qualities (161%+) can reach down to a 1 second relaod though, and achieve up to 70% turbo. Most importantly: any 1.X second reload PL can at best achieve (reload - 1)% Turbo. Those that reload faster than 1 second need enough turbo to reach .5 seconds or they will relaod at 1 second. Missiles all have relatively high reloads and thus can all reach atleast 50% turbo, with the exact amount dependant on actual quality/reload. The right quality Caster and Wrath can actually reach the exact turbo cap.
  11. The Armored Solar Sail is no longer an engine, its a device. The 420 warp speed you have is likely from a device (200% RR+ maybe?), and the Solar Sail is not providing any. You must have had it equipped in your engine slot before it was changed to a device. So right now you dont actually have an engine equipped.
  12. [quote name='Noxmire' timestamp='1323950632' post='49856'] However, they allow the reverse to be true. You can look up any mob by name and know its CL exactly what it drops. It doesn't give you exact percentages, or the mob's location, but you can see how common certain drops are compared to ohters. There'd still be quite a bit of mystery even if the item DB linked the mobs that dropped the item, provided it didn't display any more info than the Mob Search function does. You'd still have to both find the mob's sector, and then hunt it down within the sector. [/quote] Except that the listings on the Mob search haven't been updated since last year. Only the recently added mobs are up to date. I didn't think they wanted us to be able to us it for that purpose anyway though.
  13. [quote name='Tienbau' timestamp='1323737583' post='49642'] so are the pop rocks staying open after mob spawn? [/quote] As you posted, the detonation, mob, and buff/debuff are being decided independently, so if it spawns a mob and/or causes a buff/debuff without detonating, the rock/hulk will remain to be re-triggered. Only a detonation will currently de-spawn the rock/hulk, was it intended for all effects to de-spawn it? Personally I prefer the current way it works, gives additional attempts to mine if it doesn't detonate, and that's not something to complain about IMO. Once it has detonated though, you cannot mine the ores or re-trigger the pop during it's de-spawning animation, even though the loot window remains open. This has been fixed from previous when you could mine it after it popped.
  14. [quote name='Mattsacre' timestamp='1320385756' post='47991'] If you aren't versed with refuge/refresh devices, they boost recharge rate huge amount (like 500% or so) for 10 sec. If in live your shield stopped recharging during battle, how then would such devices regain 1/4 -1/3 shield back while fighting? It buffed the recharge...no recharge..nothing to boost. [/quote] I could offer a possibility, though its only that. During combat, your shield recharge was reduced by 100%, effectively reducing it to 0, but this was applied the same and stacked as any other buff. So you would still benefit from any shield recharge buffs or debuffs, both from skills, and equipped and activated items. Your effective recharge in combat would be (Total - Base). You would still be able to recieve the full benefit of the Refuge/Restore devices, as well as suffer from Shield Drain affects. This would fit the "your shields are being stressed" bit, as it would be everything but your shields that was recharging them. This unfortunately has a serious flaw, with the "Shunt Shields (Instant)" buff. Since your effective recharge if you don't have any shield recharge buffs would be 0, shunt shields would cause you to lose 0 shield energy, and if you were affected with debuffs that took your recharge negative and caused a drain, you would gain shield energy when using it. As said, just offering a possible explanation, I have nothing to back it up.
  15. [quote name='RojoMuerte' timestamp='1320248787' post='47939'] Actually in live the activation timer was what was displayed over the skill in the hotbar. The 2min residual timer wasn't displayed. Reason being is you have an activation timer and a residual (immunity)timer. Seeing that you can activate the skill an mobs that have been hit/can be hit still it makes more sense to have had the activation timers over the skills (this was something that was in live that we are lacking here). Menace didn't have a 2min residual but I believe (and this isnt gospel) they did have some sort of rule that you couldn't chain menace (could be thinking of WoW days) but I think there was an immunity grace period after a mob/player (pvp arena) were menaced they had alike 5-10secs to attempt recover/heal/esacpe etc. Same went as if mob menaced players they couldnt chain menace either but usually if you got hit with a hard menace and werent up to snuff, you'd die taking it up the rear anyways. As for the rest all good observations and suggestions imo. [/quote] I was refering to the current on screen message that says "Cannot use that skill for another XX seconds". That is where I remember seeing the 2-minutes displayed in Live, but I could be wrong. If not, I would still prefer to have it display there based on current target and be prevented from using on such a mob, with the cooldown timer displayed over the skill in the hotbar, and the green ring form around the skill as it activtates. I know menace wasnt a full 2-minutes, in live it was only 45 seconds and only players got the immunity, the mobs were screwed. I just hated getting menaced, never understand it when games want to tell me I'm afraid.
  16. [quote name='Kyp' timestamp='1320182854' post='47917'] You don't like it, then as Tienbau said make rational suggestions and work with devs. [/quote] My suggestions for the skill: [list][*]Remove the damage cap that is based on a mobs maximum Shield capacity. The skill should be able to kill a sufficiently lower level mob outright or drain a lower level hulled-ships shields completely. At least for the single target skills, the Sapping Sphere's maybe shouldn't be able to wipe out groups of mobs in one use though, depends on how close those mobs level would be to the PW's CL. This change would have no affect on mobs with larger shields than the PW.[/list] [list][*]Increase the damage cap based on the user's Shield Capacity back up to 1/2 (50%). Currently: 4/9 (44.4%). Was originally 50%, same as Shield Leech.[/list] [list][*]Reduce the cooldown on the 1st Tier skill "Shield Sap". It does not provide any heal, and is entirely inferior to "Shield Transfer". It would give this Tier a use at all levels, with a lower cooldown it could be spammed across more mobs, in exchange for not getting any heal out of them. Suggested: (16 seconds - activation time). Currently: (24 seconds - activation time), same as T2 "Shield Transfer".[/list] [list][*]Remove the healing cap. With the 2-minute timer, it shouldn't be necessary. The 4th and 5th Tier skills should be able to fully heal the user/group if enough mobs are drained. Would currently require 2.25 mobs per group member for a full heal. Would require 2 mobs per group member if the cap was increased back up to 50%. You can already get the same and better effect by using Shield Transfer/Group Sap first on one or more mob, then the Sapping Sphere on the rest.[/list] [list][*]Keep the 2-minute immunity timer. Give the following skills their own 2-minute immunity timer as well: Menace, Shield Leech, and Energy Leech.[/list] [list][*]Display the remaining 2-minute immunity timer, preferably in place of the current cooldown notice, as it was in Live. Move the cooldown timer to the skill icon, similar to an activated equipment's reload timer, hopefully somehow possible to show up properly, including when multiples of the skill are on the skill bar. You should not be able to waste energy and use it on a currently immune mob.[/list]
  17. [quote name='Kyp' timestamp='1317488345' post='46928'] Well, from what Will said, it was causing the heal for the toons that should be going to the group to go directly to the PW rather than be shared, if i read him correctly. [/quote] Did a few tests to confirm that Kyp. Only Group Sap and Group Sapping Sphere are giving the PW the extra heal, the only 2 skills which should be splitting it among the group. Shield Sapping Sphere, which hits multiple mobs but isnt supposed to split the heal, does not grant the PW the extra heal. Sap is currently(and for some time now), capped at 4/9's the PW shield capacity. One additional group member results in 8/9 capacity healed, which is practically a full heal already, though another group member does increase to a true full heal. But the group members must be in range, the range at which it would otherwise transfer shield to that group member. Probably something close to the Range on Shield Recharges area affect, testing it - just 5k was too far away. Out-of-range group members do not trigger the extra heal. [quote name='Kyp' timestamp='1317488345' post='46928'][font="Arial"]I watched people again and again make use of sap in groups of 2 or 3 and take down Blackbeard. That's all I need to see to know there's a problem with SAP, especially given that one of the people in teh group was a scout, one was a jd, and the other was the pw, and the others appeared to more or less be sitting idle. Upon further reflection, they might be outside of group range, leading to what Will was trying to say about their group effect being visited upon the PW resulting in 3x the heal. If that is the case, then its something we haven't accounted for (a group member traveling out of range) and the code is essentially splashing the effect onto the next value there, which is going round the full circle back to the PW. [/font] [font="Arial"] [/font][/quote] I highly doubt a single TS+PW could provide the healing for Blackbeard, unless they had gotten him out alone, without any of the minions. More likely you were witnessing an easily reproducible display bug - anyone who is in formation, before you enter the sector, will never appear to move to you, from your perspective they will remain wherever they were when you gated/logged in. As soon as they break formation, their location will update for you. Only the leader of the formation will ever appear to move. They could have been back at the gate from your view, outside your scan range, but really right beside the PW healing them. As for whether Sap's heal is relevant to GoBB, I swapped the PW out for a TE and gave it a try, even with only L5 HDC, it was still doable with only a TS+TT for healing, because the tanking TE was the only one to get shot at. I know this is being worked on, I've seen positive results of it at the Controller and in the Fishbowl, GoBB however still refuses to spread the hate unless you're actively shooting him and the minions.
  18. [quote name='Tienbau' timestamp='1317077029' post='46688'] Oh ok, thanks for those pointers - I'll see if I can find that effect. The only +ve buff at the moment is reactor charge, you'll see this as a positive effect when it happens. If nothing happens it's just a BOOM rock. I'll do a restart with the new mob code and add some more +ve buffs (resists), especially now I know we can have buffs AND spawn a mob. It'll be easy anyway because I can just have the same debuffs also in buffs. [/quote] I've seen this reactor charge, it has the same icon as Reactor Optimization, saying that it increase cap and recharge, but it only increases reactor recharge, not capacity. And does so to rediculous amounts, reactor was instantly refilling, no chance to drain it, not sure if that amount was intended, but the duration was short enough that maybe it was. I've also seen a increase scan range buff, which overides/is overridden by the device buff, poprock amount was slightly less, so partially a debuff since they overide each other. Various deflect debuffs, up to -86, with duration inverse to amount as appropriate. An Increased signature debuff icon, which actaully decreases your signature by a lot, my JE went from .5k to -4.6k, and from .1k to -5.0k. Either the icon or the effect is incorrect. A Warp Interdict debuff, fully functional. "Warp drive OFFLINE" The glowing/flowing animation on your ship when one of the buffs occurs never ends, not sure which ones though. The Stone Leech(L50+) family of mobs is dropping Bullywere body parts, level appropriate at least. Also drops a L7 equipment, but it was loot-only , with no other drop location. The Rock Spore(L50+) family of mobs is dropping L2 body parts, and L1 equipment, definently not level appropriate. L8 poprocks consistently doing about 6-8k damage, when its just damage, no debuffs/mobs.
  19. Aside from the various end-game raid gear, and a few other unique-tagged weapons, there is no "Best-in-Slot" item that you keep refering to. There is more to an item than just its dps, capacity, or recharge. If that's all you base your decisions on then your missing out. Missile Speed - cannot see any reason for this to change, a long travel time is only a disadvantage if you treat it as such. - Logically,(which is of absolutely no importance), missiles should be very noticeably slower than projectiles or beams. Shield regeneration - doesnt matter what the timer is, if your in combat against mobs with finished AI, everyone contributing should be constantly taking some damage, they wont recharge until all mobs are dead. Plasma and Chemical weapons fired by mobs still deal the entire damage in a single packet, rather than overtime as they should, which will prevent shield recharging even more when its fixed. Cloak currently does allow the shield to recharge naturally, would be nice if it stays like this, but not game-breaking if its fixed either, right now at least.
  20. [quote name='Kyp' timestamp='1316813167' post='46534'] Also, there WAS a problem with Shield Sap, whether anyone wants to own up to it or not, but I sat and watched someone on more than one occasion take down GoBB after we made it harder three successive times in different ways. They were somehow using it to nearly replenish their entire shield, repeatedly. [/quote] It's been around for forever, and reported multiple times, the heal that should be divided among the group members gets dumped on the PW only, so when grouped with at least one other member in range, the PW gets 50%+50% heal, while solo they still only get the single 50% heal. The group members still never see any heal from the skill as they should. It's actually weaker than it should be right now, healing for at most 100% of the PW's shield cap, rather than 50% per group member, up to 300% of the PW's shield cap healed(split 6 ways). However, in group play right now - Sap is for AoE DPS and nothing more, the heal is irrelevant endgame, and cannot even compare to Recharge Shield or Hull Patch's effectiveness. It will be more useful once it gets spread among the group though. The real problem has always been the limited AI, that the healers can sit in perfect safety while the PW tanks everything. Getting the mobs to spread their damage out is not an easy thing to balance, especially right now when various defensive skill/equipment/buffs do not yet work. There has been some progress though. Eventually, I think a certain skill will need to not attract aggro through the damage it does, or even better, maybe have it "repulse" the aggro when it deals damage to a mob. Right now it just reinforces the aggro, keeping it (mostly) on the tank, which even the new aggro mechanics haven't been able to overcome that well.
  21. [quote name='Knix' timestamp='1316672729' post='46481'] That's not the way it worked in live at sunset. It did in the beginning, but they changed it when people were closing in on 100% from adding the values to multiplying them (the reload times, 1-turbo), so instead of 0.20+0.12+0.05+0.07+0.15=0.59 turbo, it should actually be 0.8*0.88*0.95*0.93*0.85=0,529 reload time (or 1-0,529 = 47,1% turbo) [/quote] The stacking rules were not changed, they still stacked additively, it was how it affected reload that changed. It went from: Reload * (1 - Turbo) to Reload / (1 + Turbo)
  22. [quote name='Overtkill' timestamp='1316577588' post='46424'] The shield nova on those wayward progen does not deactivate when you cloak. And the dampening field over this place sort of makes it a real bugger to get away before being fried. [/quote] Also doesn't end if you become incapacitated, it will continue to remain active as long as they have enough shield energy.
  23. [quote name='Talar' timestamp='1316431826' post='46301' ] This is not the case. Damage types are usually 1 type on each weapon (IE this laser is EMP, that one is plasma). And though the concept of the races have 2 or 3 damage types, in practically they really only have 1, or two (for some races). It really depends, but it'd be nice to see Launchers be customized to use multiple types of ammo, rather then 1 launcher uses explosive ammo, 1 uses Impact, 1 uses emp, etc. This way say if i had a launcher that shoots three missiles, but i can only use explosion damage with it, if i had wanted to, i could change that to EMP. this is important as it allows players to change damage types to suit their situation "on the fly"[/quote] Most Missile Launchers and Projectile weapons come with 2-4 different damage types. A few don't that are content/storyline related. Others with fewer(or less desire-able) damage types often have higher dps or better buffs than the others, offsetting the limited options. Beams are all 1 damage type, and would appear to be a true sufferer of this, as EMP is worthless as a damage type, and Energy is always inferior to plasma for dps. However, the energy/emp beams are great for support classes(anyone without Crit Targeting), becuase of the various buffs they offer. They're more of a device than weapon, enabling them to trade a useless weapon slot for another device slot. While their may be 40 different lines of beams to choose from, only about 4-5 are meant to be run for serious dps, and have an inverted dps to reload time relation, to give you a choice for your class/playstyle, shooting less often is safer but has lower output, shooting more often is riskier with higher output. [quote name='Talar' timestamp='1316431826' post='46301' ] Shields regen in combat. However, Even if this was not the case. It should be. As we have seen people argue that projen's need high shield regen, but why does that matter if the shields dont regen in combat as you say? [/quote] Shields do not regenerate for 10 seconds after taking any form of damage, for both players and mobs, changing this would require a complete overhaul of just about every mobs shield recharge value. In Live, they also did not regenerate while cloaked. Having a high shield recharge value is only important when soloing, without any form of healer available, as it reduces the amount of time spent out of combat waiting to recharge. It was important at one time to avoid taking radiation damage, as each field gave a set amount of reduced recharge, which if it went negative would instantly drain your shield.
  24. [quote name='Lot' timestamp='1315540050' post='45924'] Dakynos we weren't asking to raise loot prices -- we were asking for them to be restored to what they were. Either last content update or one before that it became apparent that someone on the staff was tampering around with what vendors paid for loot. Will (Kjero) posted about loot being worth more if dismantled into components and the components sold to the vendor. That was an illustration of the work that has already begun by staff attempting to starve the economy of credits. [/quote] Some clarificatioin is necessary here. Only, and all, weapons work like this. The vendor will buy weapons at 1/4 the value compared to if it were a device/reactor/engine/shield, which makes ripping weapons and selling the components more profitable, if enough successfully rip. However, they have been selling at this rate for all of ST4, and IIRC, ST3 as well. It is not something new.
  25. [quote name='Dragoncove' timestamp='1314720196' post='45374'] It does seem inconsistent that ammo itself cannot be dismantled, but the components to make it can. [/quote] Ammo cannot be dismantled simply because it is manufactured in 'stacks', 1 of each comp will create up to 2000 units of ammo. If the terminal could recognize a full stack of ammo for dismantling, maybe it could be implemented, but it's probably a client limitation.
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