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cpwings

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Everything posted by cpwings

  1. IIRC, the Sgt gives Missile skill as well as build weapons skill, so it's always been a little quirky. You may want to try deselecting and reselecting the Sgt. Also going back to the station and moving the newly built launchers to your vault then back to the #1 and #2 slots in your hold then going back to speak with the Sgt again. You may have to be clvl6 also. Worth a shot.
  2. Perhaps Seeker would chime in here and remind us of what his vision for this weapon was. I do love the graphics when charging and firing. Don't get me wrong, we do appreciate giving the TS a little love. Perhaps a TS only device or reactor
  3. As a quick follow-up. My TS is lvl150 and uses 4 lvl9 Type A's with vendor ammo. I made up a few stacks of ammo to try out the Sniper Rifle. I went to the Niff and attacked the Vindis Ghost Ship (53) from just beyond the Type A's range then closed till all weapons would fire. I repeated this process till it was dead. In the process, I used a few stacks of SR ammo. My next target was a lvl60 in Grissom. This time I tried taking advantage of the SR's huge range but this meant only the SR would be firing. It took so long between rounds that the target's shields fully recharged after each round. I did some simple math on DPS for the SR w/PM'd ammo versus Type A's w/vendor ammo. The SR came out to 135.12 DPS and Type A was 66.39 DPS, however you have to remember there are 3 Type A's firing so triple that figure. Next was damage per ammo stack. Not even close there. SR only has 5 rnds per stack (16,890) versus 200 rnds (81,000) for the Type A's and there are 3 of them. I will have to experiment some more and would like to see some more player's input before making a final judgement. Oh BTW, stack size is way too small or the ammo damage should be much higher or have a lingering effect IMO. My quick obsevations, this is no WMD. While the damage per shot is impressive, it takes so long to charge and fire added to the having to sit still during the process, that the weapon may be best suited to using in a group either as a 1st shot then run while the rest of the group finishes off the target or providing a kill shot when the target is almost dead. Get into position, take 1 shot them move is how real snipers operate, so perhaps it's best suited to using it that way. For now, it's back in my vault.
  4. My TS did get the Sniper Rifle and ammo sample from Santa. I put it in my vault until I can get some info about the ammo. Net-7 db does not list it Is it only player-made or does it also drop? Is it vendor sold somewhere? Does the ammo require exotic comps?
  5. I have only one explorer amongst my toons, a TS, and he would not be my choice in a combat group unless brought along for his combat support skills. In fact his primary funtion has morphed into a gatherer of ammo ores to supply my Privateer. Like all miners he deals less damage then his Trader and Warrior counterparts. In his case, because he is unable to build his ammo and has fewer weapons. IMO shield leech/sap is a combat skill, much like having an additional weapon, and should be linked to combat level not explore level. As far as the timer goes, perhaps the timer should increase as the skill level increases until you reach the 2 min's at max level as it was in "Live". I do not agree with diminishing damage for skills or weapons. Way too much math involved there. I haven't noticed any drop off of damage dealt by mobs as a battle progresses, so why impose that on players? There are still, and hopefully will continue to be, many solo players. Please don't make that aspect any more difficult than it already is or all that will be left is dual-boxers and a few guilds.
  6. IIRC, the databases we all used in "Live", like EBIIA, Merchant Marines, etc, were set up by independant players/groups not by EA or Westwood. so the Net-7 Devs aren't doing anything differently by witholding drop locations. Perhaps one of the larger guilds might think about creating and maintaining just such a DB. Then the rest of us can stop crying because the Devs stopped spoonfeeding us.
  7. This subject has been brought up several times since ST 1. I use the airplane type wing on all my terrans (TE, TT, TS). Only the Trader suffers from the weapon mount imbalance It's weapon slot one that is under the nose on the TT and weapon slot five that's under the nose on the TE. Rule of thumb, three weapons should have one under each wing with the last under the nose, four weapons should have two under each wing, five weapons should have two under each wing then last one under the nose, six weapons should have two under each wing and two at the nose (one on each side of the fusalage). While we realize it isn't a high priority, players take great pride in their ships to the point of spending tons of credits to alter appearance as their hulls progress and would really appreciate someone taking the time to fix this. I know it's just eye candy, but so much effort has been put into the rest of the E&B universe as far as overall great appearance, effects, and sounds, this seems like an easy fix in comparison.
  8. I agree the FB should not be soloable but that shouldn't apply to all of Cooper. Grav-link does last too long when cast by mobs leaving you a sitting duck staring at the corpse while hoping his buddies don't come looking for him. Perhaps the effect should end upon the death of the mob that cast it.
  9. This problem seems to come up whenever there is an influx of new players. I'd like to think our veteran players know better It isn't fair to monopolize any resource by use of an unattended macro. By this I mean roids, hulks, and mobs like Chavez for faction. Perhaps it's time for a reminder here on the website and on the launcher as well as in-game (message of the day) reguarding policy. Guilty players should face some penalty. Perhaps a warning then suspension then expulsion. Also names of guilty toons should be posted prominently on the website. The risk of public humiliation may prevent others from taking the chance and the rest of the player-base will be watching for offending toons.
  10. To clarify, are faction points shared amongst group members or does only the member that gets the kill get the faction? I was asked to group with someone in Ragnarok to share the Chavez there. During our time, he said he didn't think he was getting faction for kills I got while we were grouped. We were targeting different mobs to maximize our kills. With so many players grinding Chavez for faction, this is going to occur quite often. The alternative will be competing for targets and more hard feelings
  11. I have a TT, TE, and TS. All are level 150. All use the nose that looks like a B-29 bomber and wings that look like a plane. The TE has 2 launchers under each wing and #5 is under the nose. My TS has 2 launchers under each wing. My TT has 2 launchers under one wing with 1 launcher under the other wing. The #1 launcher starts out and remains under the nose. I think this issue was addressed during a previous ST but has resurfaced in the current ST. I should think the mounting points from the TS could be copied over to the TT model as they both get 4 launchers.
  12. Just a thought. SWG had buildings where you could leave items and the owner could give access to other toons by listing them. This could be your own alts as well as friends or guildmates. You did pay a maintenance fee for said building which varied by size of the building and how many items it could hold, any listed toon could contribute to it. Perhaps we could have lockers on stations and charge a fee for that service. Maybe add a terminal for access to them. And yes non-tradables would have to be excluded. This would satisfy the personal as well as guild vault requests.
  13. It is a shame Westwood didn't do this in the beginning. I have noted some vendors do say what level stuff they have in the opening dialog at least shortening the process slightly. The suggested tagging would be most helpful on the stations that have extra level vendors like Earth, Joves, and Mars.
  14. Wouldn't this allow players to create a macro and create an unfair advantage? I'm sure this idea has already occured to a few players.
  15. cpwings

    Mob AI

    On the subject of Mobs running away, they shouldn't be able to run at a speed that greatly exceeds thier normal speed IMO. I actually enjoy the mobs that run a bit then turn to engage again. I think this behavior mimics the desparation humans feel when we realize we must turn to fight or die in a futile attempt to escape. They should also be held to the same sector boundries that we are. Last night while hunting belters near Belter Colony, a belter was running away and died beyond the sector boundry and beyond my tractor range. This shouldn't happen. Either the boundries need to be redrawn or mob positioning redone.
  16. BAD IDEA!!! SWG had bounties and they were never for fun. They were all about revenge/payback which could escalate up to and including whole guilds. They also had dueling where both parties had to agree. No doubt credits are no object to some players so abuse would happen. Leave the arena for settling disputes.
  17. First there is no clue you will need to purchase "Escape Pods" before attemting this mission. However when I asked in chat whether the "Secured Containers" available at Onorom served as Escape Pods, I was told they did. This info now appears to be false. I was also told in chat the mission was broken. I did purchase three of the containers then I tried this mission. The "Destoyed Facility" in Odin Rex didn't converse with me. There was a tip to cull organics around it. I killed several in the hopes it would trigger it. I went to the other gate hoping to at least be able to complete that part without success. After much frustration I decided to just buy my way out. This process was equally unclear. You need to speak with Adronicus Tyr again then Reclaimer Ort back to Tyr a third time then back to Ort again before finally heading to Tiberious shipyards for your HU'd. I don't give up easily, but as many have said, the lack of mission info does not make these missions fun. BTW, "Escape Pods" are purchased at Norstrand Vor not Onorom. I hope this info will prevent others from giving up on playing a Progen or the game in general.
  18. It does come across as punishing solo players IMO. I run solo 99% of the time so am a bit sensitive to this change. Forced grouping is not a great idea considering the low server population at this time. If this is the way your gonna go than yes Merlin will have to shrink/separate roid fields.
  19. So which is it? Your responce differs from Avani's. I believe he is correct. Or has there been a change as part of the last content patch?
  20. Exactly. Oh BTW all my toons look alike and my ships are all painted with the same paint and decal scheme. Bit of a symmetry fanatic
  21. Oddly enough I was able to log to my stuck toon and move him today. Go figure.
  22. I also have this problem with one of my toons as of today. He is my TE (Cpwingste) and is at OMP. Any time I try and log him in either from fresh start or from log to character change, same result, CTD. Help please and thank you in advance.
  23. OK along these lines, the trainer for privateer "build components skill" (Deschide Poarta) eluded to an apparent bonus mission obtained by hanging around outside Arx Emporos station and speaking with a rep from Agrippa Technologies. She suggested it was some form of special build skill that would cost 400k credits and perhaps must be completed in a short period of time or require a restart. My privateer is OL 23 and has completed "build shields", "build weapons", and "build components". I still consider this toon to be low level, so was surprised to have a mission offered that would require 400k credits. And I thought only Terans were money-hungry. Anyone have any clues about this mission? Should I wait till he gets bigger? If I fail will I lose 400k each attempt? Can it indeed be retried? What is the reward? Any help will be greatly appreciated.
  24. I wasn't sure where else to post this but it is roid related. I do like the bonus for clearing fields but have noticed some fields have so many different types, I don't have enough hull spaces to acomplish this. I also noted the bonus doesn't seem to apply to Arduinne. I have cleared the entire planet multiple times and have only gotten the cloud-clearing bonus not the field bonus.
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