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VincentTH

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Posts posted by VincentTH

  1. Thanks Byakhee and Hobbs.  I thought it was still strictly limited to hull classifications.   That changes things a bit.

     

    It would be nice for there to be things specifically in game to generate collegia rep........   I'll ponder it some and see what evil i can devise!

     

    I thought that there are repeatable missions from Arx Emporos (Altair 3) that you can do to gain Collegia rep?

  2. I am afraid suggetions to make valuable items rarer would make the ones who already have them richer.   Players in most MMO games, after discovering an exploit or a secret to make rich in the game, cry out about that, in order to deny others the chance of doing the same.

     

    If I were the devs, I would only do that if the change to make the valuable items rare is accompanied by a wipe or partial wipe of the items (say you can only have 1 of those per all 9 game accounts).  If you want to make it rare, let's start by making it rare to possess the item in the first place.

  3. Other seasoned PP may give you better advise than I do, since my PP is a builder for Agrippa, but here in essense:

     

    - Since you are practically a 5xGun slot 4xdev, you pretty much need your reactor and either or both the Blood device and/or Waterloo Shield (Shunt to reactor).  (Basically you have more guns than your reactor can supply power for).

     

    - Most fighting skills are based on CL, and the followings are the ones you have:

    - Critical Targeting (only Trader with that skill), Max as you intend to use it as a fighter.

    - Shield Inversion: (Don't put points into this until you get CL45, because you will need Shield Nova in order to gain RD faction for Raids.  Recommend to use Call Forward to redistribute some of your skills to S.I. get your RD faction, then switch back.)

    - Shield Recharge.  Your passport to being invited to Raid, because you will be the strongest healer (better reactor than a TT, better shielded than both TT and JT).

     

    I won't comment on Menace because personally I don't think it is worth the SP put into it (as it only works at max level and only against lower CL mobs; if I can't use Menace on high CL mobs then what the use of it, because I can fight the lower CL mob w/o Menace;  personally I prefer a higher chance of Menace success together with a longer cooldown to compensate), and I won't comment on whether you should invest in your missile skill (and fight as a Terran).  It really depends on whether you fight alone or in a group, and what kind of weapon class the group is using.

     

    Don't neglect Negociate, as it will give you trading power (buy low, sell high), and your build skills, as the later will be a source of income, especially if you intend to advance your CL/TL by running combat/trade jobs (EMU jobs do not pay!!!!)

  4. The problem with using Befriend is that of the 3 healer classes (TT, JT, PP), only the TT has it.

    I remember Magoo said that of the 3 classes the TT heal is less desirable since the TT does not have the necessary energy to do it continously compared to the other 2 healer classes, due to their superior Reactor management skills. (That was before the heal-aggro change, mind you).

     

    May be that is balanced, (TT has befriend and HullPatch, but lack reactor-friendly skills), but IMHO, the issue of Aggro-table-reset-on-heal should be revisited.  Yes I observe that behavior too, especially I see my JT died too often when I use him as a healer (weak shield et al, since they are all trader types, and emphasis was placed on build skills).

     

    I remember the devs said the healers ought to use single-target heal instead of area-heal, and that makes sense, except that my JT/TT/PP don't have area heal yet, and yet, the aggro switch to them immediately after a heal, regardless of how small the heal he made.  I believe that support SiSL's claim that the aggro table resets on heal, since a small heal (lv5 recharge shield) should no way be larger than the aggro made by the TE/PW over time (lv7 ML/lv6 PL).

     

    I no longer take the JT to group hunt, because he dies too easily, doing the very role he is asked to perform in the group hunt.

  5. Yes, the ammo for the Claimjumper 7 and the launcher are dropped from the same boss mob.  However, it is hard to catch the boss himself due to multiple teams waiting for him to spawn.  It would help if the ammo is a rare drop from the other mobs of the same type in the area.

     

    Thanks for looking into the matter.

  6. A user asked me to build for him a Claimjumper lv4 Missile Launcher and also provided him some ammos.  I gave him my last ammo sample then checked the database, and lo and behold, the ammo does not drop.

     

    I think the same problem happens with the Claimjumper lv7, (and undoubtedly other mission-only or boss-dropped MLs, PLs) as well.  While I understand that the launcher itself comes from missions (or from bosses), I would think that the ammos ought to be able to drop from lesser mobs of the same type, otherwise it is pointless to make the launcher manufacturable (cuz no-one need to make a launcher if he/she cannot get hold of the ammos).

  7. I second Pakkrat's observation.  Impulse approach to a mission nav point will NOT trigger the mission.  You can easily check this for Combat jobs.  You have to warp into the Nav point to trigger it (and get killed if you are a Terran relying on kiting :-) ).  May be it is something the DEV team need to look into.

     

    [EDIT] For combat jobs, this is no longer an issue, thanks to Zackman's recent patch, where the mob would not attack until the toon with the mission fires on it.  With that said, the warp-in trigger requirement need to be looked into.

  8. Thanks Iacobus, will check it out once I got home today.

     

    [EDIT] I believe the Moon dwellers no longer drop lv6 components, as the latest patches have balanced the drop somewhat.  I spent a good 2 hours killing may be 30 moondwellers lv25-27 and have no lv6 drops, let alone Athanor Adamantine AMF2.

     

    I also checked out the Bio-Hunters in JT, lv40, but they just do not drop components. 

    I have also checked the lv50 Bio in Fenris, and they dropped lv7-9 components, not the one/level I am looking for.

    I remember there are some lv3x Bio in Akerons but could not find them, as I forgot what navs I have seen them before.

  9. Humm, my memory is failing me again!!!

     

    Thanks for the info.

     

    [EDIT] I was referring to this post, and of course it is not an authoritative statement.  The point is that Ammo types that do Damage Over Time, are not good for disrupting skills:

     

    https://forum.enb-emulator.com/index.php?/topic/2236-know-your-damage-types/#entry16880
     

    Explosive,Impact and energy were 1 big hit,semi-good for interrupting skills for mobs
    Emp
    1 big hit to shields and a bit of reactor when the shield was still up
    when the shield was down all dmg went to reactor,very good for
    interrupting skills
    Plasma 5 hits as example when u did a 100 hit
    with plasma it was followed by 3 more 100 hits and a 50 hit at the
    end,not good for interrupting skills
    Chemical 6 hits this type of dmg
    was very weird since it went for instance 100 the next hit 41 the one
    after that 220 and so on it went up and down,not good for interrupting
    skills

  10. I think Kyp has said many times that he wants to keep the status of net-7.org as a non-profit organization, in order to get the IRS off his back.

     

    Can't blame Kyp for that especially at this time of the year where us Yankees have about 2 weeks left to file our tax return!! :)

  11. I use sandboxie.  I also use the name of the toon to label the sandbox.  The good thing about it are that (1) the client window and the taskbar thumbnail are labeled with the toon name, so I know which one is which, and (2) Each toon's skill bar are remembered for each toon because sandboxie replicate the original directory into the sandbox.

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