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Goodhumorboy

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Posts posted by Goodhumorboy

  1. GHB : Implementing that for one type only would be unfair.

    Coding that would have to take into account detection of what is in cargo, and if multiple types are present. Too much room for error.

    I can already see someone trading the wrong stack for something they don't want and requesting a GM.

    How does "fair" even factor into this?  I could argue that there is a lack in fairness that ribs can be turned into teeth but it would not change my opinion or support for this trade.  Teeth are used up a lot quicker and there is a need for this trade.  The concept of fair is not even relevant to this discussion.  Can you accept that being fair and being even or pragmatic are not the same thing?  Right now flaming bile is piling up and cobalt is in short supply.  I don't have enough data to make a definite statement of fact but it seems to me that cobalt bile is a bit more difficult to obtain than the other flavors at the raids.  Also keep in mind that I don't like plasma.  I am an impact user and my build history will back that up.  Plasma one of my least favorite flavors of ammo.  I do however see that fellow guild mates like it and don't have an adequate supply.

     

    I can accept that it is too hard to code but reading your fairness reason is just plain nonsense and appears to be nothing but a straw man argument on your part.

     

    As far as the coding goes, how is it possible to code a trade of ribs to teeth but it is not possible to code flaming bile to cobalt bile?

  2. This new mission from the Bio-Harvester is an addition that I appreciate almost as much as the grav link fix of the PS.  The ribs last forever and having the ability to turn them into teeth is awesome. 

     

    With that being said, would it be possible to add in the ability to turn Flaming Bile into Cobalt bile?  The Flaming Bile is only used for the explosive bile missile launcher.  For those that don't have a terran, the ammo stacks last forever.  The cobalt is used for both the ML and PL.  The PL however burns the ammo a lot faster than the ML.  I have many stacks of flaming that I can't use fast enough yet the cobalt bile is used quickly.

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  3. The TS is already well balanced. adjust your play style. This is a support type class, yes support class are like Pawns on a chess board and intended to be sacrificed to keep the main group alive.  Learn it, love it and know it.

    I disagree with this statement.  If there was a skill that gave good equipment damage control to keep the quality loss of the gear down, I would tend to agree with you.  I think the scout could use a skill that added some HDC because they don't have cloak, or equipment damage control to make the consequences of getting torn apart by mobs less, or damage avoidance (afterburn?).  Any of these three options would balance the TS out.

     

    The scout is a great support class for the warriors and my favorite explore class but there is still some work to be done on it to balance it out.

     

    The PP can also use some love.  I think that a skill that raises the critical targeting would help the PP a lot.  The Rogue Progen have rally.  Adding firing tactics to the PP skill set would give the desired result.  The other skill to possibly look at would be shield enhancements or maybe activated HDC.  The TT has the shield enhancement so I tend to lean towards an activated HDC skill.  I do not see the PP too often at the raids because they do pull massive aggro when healing.  They are almost as powerful as a warrior so beefing up their ability to take damage may be the best option.

     

    Here is some food for thought.  The number of level 150+ dings required to maximize the skills of the different classes are not all the same.  The PP, JS and TS all require the fewest over-dings to maximize their abilities.  The PP is the lowest at 100.  The JS is at 103 and the TS is at 113.  The next lowest is the TE at 121.  The difference in skill points between the TS and the TE would be about a level 5 skill.  The difference in skill points between a PP or JS and a TE would be about one level 7 skill or two level 5 skills.  Now compare the point numbers between the other explore classes and see where the TS lines up.  They are missing a lot compared to the PS or JE. 

     

    Here is the full list for the number of over-dings required to maximize all skills:

     

    TS 113

    TT 126

    TE121

    PW 143 (tied for highest)

    PP 100

    PS 142

    JD 143  (tied for highest)

    JS 103

    JE 139

  4.  

    Jenquai Explorer has Drone Energy Amplifier (DEA).

    Progen Sentinel has Drone Shield Amplifier (DSA).

     

    Thus, it will be logical to give Terran Scout a similar class device that drops from the Controller raid, maybe let's called it Drone Hull Amplifier (DHA).

     

    L9 Drone Hull Amplifier (DHA)

    Terran Only

    Explorer Only

    Not manufacturable

     

    Bonus/Buffs:

    Maximize Hull (Activated)

    Increase hull capacity by 8% for 2420 seconds when activated.

     

    Hull Damage Control (Self-activated)

    Increase your hulls effectiveness at sustaining damage by 175% for 2420 seconds when activted.

     

    Avoidance Control (Self-activated)

    Reduce mobs aggression by 175% and increase chance to avoid killing blows by 75% when hull is below 50% for 2420 seconds when activated.

     

    Equipment Damage Control - Engine (Equip)

    Increase your engine's effectiveness at sustaining damage by 75% when equipped.

     

    Energy: 1812

    Range: 2500

     

     

    Note: All statistics and bonus/buffs are just a guide and will be changed accordingly by developers to balance the gameplay.

     

    Just an idea to help Terran Scouts survive longer during raids and make them more raid-friendly.

    Whenever a Terran Scout hull patch during raids, they almost always gain aggo from mobs instantly.

    Hopefully this can helps Terran Scouts better since they lack of powerdown or cloak to survive during raids.

     

    Cheers.

     

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    Agreed.  I pushed for similar help to the TS a long time ago but there are not enough programming resources to address it yet.  The TS is a very good support toon but you had better have all PM gear or be able to stomach the quality loss on your loot only gear because they get torn apart in the raids.  They are the only class with lvl 8 shields and no cloak.

  5. Can you even build the threaded across ammo anymore, I didn't think the threaders were in yet.

    You can build the Plasma Threaded Archos.  The Impact is not out yet.  The ammo requires you to get the critical analyze on an ammo sample from a Gate Raid or a Fish Bowl.  You then must get the pattern of the part with a component builder.

  6. I just tested the PS with Grav link, Skirmish Shield, and the Chilli Popper.  Everything is working as intended.  I am able to get the full 72% Impact debuff.  This is a huge deal because it now makes the PS viable in the raids.  Instead of hurting the raid, the PS can now be a productive class.

     

    Thank you to the Devs for fixing this.

  7. I am using the official numbers from Net-7 in this post.  I am also very happy with the recent changes made to the Missile Launchers of the game.

     

    The level 9 Projectile launchers are a bit unbalanced in terms of DPS.  The Bile Cannon does 176.87 DPS with PM ammo.  The Brimestone Ballista does 152.52 DPS.  If you compare the DPS of the two weapon systems, the Bile Cannon does about 16% more DPS than the Brimstone Ballista.

     

    If you compared the Bile Missile Launcher with the Zet Missile Launcher and Dung Cannon, the Bile does about 4% more DPS than the Zet and Dung Cannon.  The ammo stack of the Zet is now 500 which is a welcome change.  The Bile ML has 60% more missiles than the Zets which is about what the Bile Cannons have on the Ballista in terms of stack size advantage.  The recent change of the Dung Cannon stack size is definitely a positive change.

     

    The Archos has the same problems in terms of DPS vs the Bile cannon.  The Archos only does 159.45 DPS with PM ammo.  The Archos ammo requires effort to make because you must mine the ores and then make the parts.  The Archos falls behind the Bile Cannon in terms of DPS by 10.9%!  That ammo stacks of the Archos are a lot less than that of the Ballista or Cannon.  The Threaded Archos does help but it only comes in the plasma flavor.

     

    Suggestions:

     

    1)  The Archos and Ballista DPS at a minimum should be raised to be about 3.8% below the DPS of the Bile Cannon (similar delta DPS of Bile ML vs Zet and Dung Cannon). 

     

    2)  I also would like to have the option available to us to use Threaded Archos Impact ammo.  This ammo flavor does not yet drop.  The difficulty in obtaining the parts to build Threaded Ammo should be rewarded with comparable DPS to the Bile Cannon.

     

     

  8. Credits have no value in the game, why would you need to have a sink?

     

    If you have that many that it bothers ya, give them to a GM

    If everyone else having more bothers ya, get over it   They don't care about them

     

    I have yet to see anyone in game ask for credits and not have several people send them more than they need

    I wager 50 quatloos that you are right.  Credits are meaningless to me.  I use them to buy vendor crap to rip and have never run out.  When I build for someone I simply say tip only.  The tip is really just an exercise in courtesy because I don't need them.

     

    If a credit sink were to be designed so that the economy would start to work again, here is how I would do it.  Have ultra rare and valuable items made once a week ( AA toys, turbo toys, etc..) and auction them off.  The highest bidder wins and when the credits are traded to the GM for the item, they disappear.  Suddenly those highly sought after items gathering dust in the vaults would be sold off to raise the credits to compete in the auction.

  9. Oooh... Should also add with regards to the Skirmish Shield:

     

    It is officially the most difficult item in the Agrippa line to build, because it requires a Raid-loot only comp to build.

     

    Admittedly not the rarest of Raid-loot, but Raid-loot nevertheless.

     

    Which makes the fact that it is the least useful of the top-line Agrippa items doubly disappointing.

     

    Now if the Skirmish Shield came with a (significant) Scan Boost... That might make it more likely to be used in place of the CFB.

     

    Just sayin'.

    Agreed.

     

    The scan boost would help a lot.  I would also like to have the Critical Targeting buff on it as well.  I might give up the CFB if the Skirmish also had critical targeting. 

     

    Currently I can use the Skirmish on the PS because I have the Good Fortune in anyway because of 5 device slots and the need for deflects.  The PW is a bit more difficult because of the Combat Trance and Critical targeting buffs.  Forget about using the Skirmish on the PP.  The shield charging buff, critical targeting and good cap of the CFB make it one shield to not pass up.

  10. Thanks for the data GHB.

    Was the total damage always the same regardless of the ammo used?  For example, if use impact ammo, and the 2 numbers add up to 1000, then I switch to explosive, do the 2 numbers also add up to 1000?  Then if I switch to chem (and add up all the ticks), does that also add up to 1000?

    Yes.  The damage numbers are always the sum of the base plus -1* the bracket.  This number was consistent with the ammo type.  i.e. 1100 (+100) is a base of 1000.  900 (-100) is a base of 1000.  Even the critical hits yielded the same % amount for the ammo flavor.

     

    I used the lvl 9 Flechette as a base to test the ammo types.  The percentage should be the same across the different guns and thus these tests will give a non-dimensional number for us to work with in deciding what ammo to use at the raids.

     

    I ran the RD base again just before noon with Impact and the lag was better than when I run with chemical.  The impact ammo is not as good as chem for DPS but I also did not have to shut my clients down and restart them as often.

  11. -1

    So you are asking to make the Omega shield PS centric and drop all the buffs for other classes? A PROGEN shield BUILT by PROGEN for PROGEN? Got to unsign that. That shield is a culmination recipe, you have to wade through all the madness inducing crap of the Agrippa content, to get the materials and recipe to even make one of those, and then have the build difficulty be set at high.....

     

    Why would you even advocate to nerf that for other progen? IT'S A REWARD RECIPE. It took all of the progen classes to research and develop and then build it for what? So it's only good for the PS to wear? I'm sure the progen republic would pour all that research effort into that...not.

     

    I agree that the PS are under repped, it was that way live as well, and with GL nerfed that's just one more reason PS don't get asked. I'm sure some other gear or class dynamic can be figured out without nerfing it for all the other progen out there.

    I doubt that many PW or PP even use the Skirmish Shield.  I only use the CFB because it has much better buffs IMHO.  I am looking for a solution for the under representation of the PS and what I put forward is just an idea.  The Skirmish shield had a much better impact debuffer before it was nerfed.  My idea could always be modified to where the PS or PP can get a simple mission to learn a print for a shield with the buffs similar to what I am advocating.  The shield could maybe be the same as an Skimish Shield but with a much better impact debuffer and also non-tradeable.

     

    In the end, I am trying to advocate items for more class participation and making the benefits of working together at a raid rewarding.  I can tell you that the TS with a chilli popper and a lvl 9 Gorgon is a huge force multiplier for the impact slinging progens.  If the PS could debuff Impact almost as well as the TS, they would be used more often.  This tactic requires people to work together and multiboxing it is very difficult.

  12. In original live there wan't a TS yet. But the PS couldn't build ammo, that's a new skill for this version of EMUlive. The PS and the TS are better with their respective weapon type. The PS can get to L9 projectiles and the TS can get to L9 missles, but they were real dependant on having ammo built for them. For them to be combat effective they needed stacks and stacks of ammo in their vault, built by other players, since they couldn't "build on demand" as weapon builders could. As miners having a vault full of ammo is counter productive, they need that room for all the ores they are mining.

     

    So, since a new skill has been added to each class that wasn't in the old live (at least were the explorer classes are concerned) the JE got a extra layer of WH's, what was the PS and TS to get for that extra skill set? They decided to add the skill ammo construction to the 2 explorers that needed ammo for that skill. They didn't want the skill to foreshadow what other classes had in the weapon building dept. so the explorers can only do ammo.

     

    They still have to add some skills to the other classes. If you count out the skills available and the number of SP they have to spend to max out what they have, you will see there are holes in a couple of the other classes, there has been threads concerning what thise skills should be. Got an idea? Sharpen your pencil and scetch out what you have and post it!

     

    The PP for sure has a glaring skill missing, they need a top tier skill to spend points on, the PW/TS/JD/TT/JS have at a minimum lower tier skill missing.

     

     

    I think the PP does have something lacking.  I was thinking that a skill that buffed up the groups HDC would be nice.  Have it be an skill that raises HDC by 100% at lvl 7 and take 10% from that for each level lower. 

     

    The TS could use an additional support role buff as well.  I have pushed the idea in other posts for a TS skill where the TS could "paint" a target for the other group members and maybe lower the HDC of a mob & raise its sig.  Another different idea would be a skill that would raise the damage output of the group with an enhanced damage buff skill.  Call the skill "Forward Controller" or "Scouting".  Perhaps at lvl 5 it would add 40% damage and take off 5% from that with each lower level.

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  13. The Skirmish Omega was nerfed some time ago due to balance issues.  While I agree that balance is a good thing, it can create unintended consequences and knock other balances out of whack.  One consequence is that the PS is under represented at the raids.  I tried flying the PS at the DT raid with a Skirmish Shield and was unable to debuff the mobs to allow for positive damage.

     

    Would it be possible to modify the Skirmish Omega back to the original debuff while adding equip buffs that reduce Combat Trance skill, reduce shield sap skill, reduce shield charging skill and reduce shield inversion skill?  This would make the shield less attractive to the PW and PP.  You could then add some nice buffs for the PS like critical targeting, improved grav link, or improved power down etc.  This would allow the PS to debuff impact well enough to raid at DT but below that of which a TS can debuff.  The grav link 5 bug is also hurting the PS.  I am eager to see that bug fixed.

  14. I have run some tests over the last few weeks at the raids to study the effectiveness of selected ammo flavors.  I used a standard setup of 6 200% lvl 9 Flechette Projectile Launchers while debuffing for the maximum amount possible depending on what I had loaded in the guns.  I tested Explosive, Chemical and Impact.  These results were interesting.  I used the lvl 9 Flechette as a control to keep as many variables out of the data collection.

     

    In the data below I am just presenting the % of the damage that actually hits the mob.  The total damage that the gun imparts on the mob is a simple addition of the first number plus -1 times the number in the parentheses.  I.E. if you see 542( -443) this means that you gun is doing 985 damage to the mob but 443 of it is being deflected.  In this case you would be landing 55% of the damage from your gun on the mob.  If you see 1195 (+210) you are doing 985 damage but the mob is weak to the ammo so you get an additional 210 damage on top of the 985.  In this case you would be doing 121% damage to the mob.

     

    I used explores for the debuffing.  The PS performed the Chem debuffing with a lvl 9 Basilisk.  The TS was used for Explosive and Impact debuffing using a lvl 8 Salamander and a lvl 9 Gorgon.  I also used the Chilli Popper and max gravity link for impact/explosive debuffing stack.  The lvl 8 Salamander was used because there is a 72 cap on debuffing and the lvl 9 would give no additional damage if there was also a grav link.  I also am not posting the additional damage that chem does on the hull vs shield.  There is a jump in damage when you get to the hull of a mechanical while using chem.

     

    I am also not testing GOBB.   I think we all know what the best ammo is for GOBB.  The Progens are really only there to deal with the adds at the end while the Terrans own the Oni-like spawns from hell.

     

    One word of caution.  Do not use any grav link except for lvl 7 with impact.  The other levels will wipe out other impact debuffs like the Gorgon.  This can be very frustrating and IMHO hurts the viability of a PS at the raids.  I really want this bug fixed soon.

     

    Controller Raid

     

    Fabricator 9

    Explosive: 43%

    Chemical: 57%

    Impact:  71%

     

     

    Precursor Alpha

    Explosive: 43%

    Chemical: 66%

    Impact:  71%

     

    Obsolete Model V

    Explosive: 56%

    Chemical: 57%

    Impact:  71%

     

    Controller

    Explosive: 66%

    Chemical: 66%

    Impact:  72%

     

     

    DT Raid

     

    Results were too sporadic to obtain any good test results.  The deflects of the mobs are variable and I was unable to pin down any good data.

     

    I will say that the Public likes using Impact, Energy and Explosive.  The TS is able to debuff very well at this raid and we are able to take these raids down pretty quickly

     

     

    RD Base

     

    Words can't describe how much this raid can suck when the lag spikes.  Chemical is the best for % damage but causes serious lag issues.  If you like doing lots of damage, relogging in multiple times during the raid, and just a sadomasochistic for enormous amounts of lag, use chemical.  I had minor lag issues when using explosive or impact ammo.  Chemical is just not worth the trouble with the lag issues.

     

    The raid tonight was very nice.  We used impact ammo.  I used a PW to use lvl 7 Grav link on the mobs while paying attention to how far the non-raid mobs were from my location.  The lag was only bad on one wave and it seems to spike during heavy healing and chem use.  Impact ammo is also enough to keep the Command Center from using its skills as long as the grav link is maintained with two groups firing on it.  I will be encouraging Progens to only bring impact ammo to the RD Base from now on.  The raid tonight was actually enjoyable compared to the aggravation of a lagged out chemical raid that we have all come to expect.  If the lvl 5 grav link skill is fixed, the PS could be a good toon to have at the raid even if they don't debuff chemical with a lvl 9 Basilisk.

     

    SDX

    Explosive: 40%

    Chemical: 155%

    Impact:  81%

     

     

    LVL 53

    Explosive: 90%

    Chemical: 107%

    Impact:  91%

     

     

    LVL 66

    Explosive: 50%

    Chemical: 44%

    Impact:  81%

     

     

    Hangar Bay

    Explosive: 115%

    Chemical: 111%

    Impact:  131%

     

    LVL 64

    Explosive: 95%

    Chemical: no data I was probably lagged out and screaming obscenities at my monitor

    Impact:  41%

     

    Ing Zhi Wong

    Explosive: 51%

    Chemical: 111%

    Impact:  71%

     

    Shield Unit

    Explosive: 50%

    Chemical: 61%

    Impact:  76%

     

    Carrier Chi Lung

    Explosive: 31%

    Chemical: 136%

    Impact:  106%

     

    Command Center

    Explosive: 61%

    Chemical: 111%

    Impact:  81%

     

    Ya Zi Long

    Explosive: 40%

    Chemical: 136%

    Impact:  73%

     

     

    I will add this editorial note about Impact.  It may not be as effective as chem at the raids but it is by far the preferable ammo flavor for me.  If you have a few good Terran Scouts with a Chilli Popper and a lvl 9 Gorgon, they can enhance the progens a lot on impact.  It is also fun to play the TS in the raids for debuffing, hull patch, Jump Starts and hacking.  They are the jack of all trades and master of only impact debuffing.  My TS did 23% of the damage to the Command Center tonight without firing a single missile just with hacking the shields.  It is also important to have the traders bring manticores for the Jenqui.  The TT should also bring profilers to allow the debuffs and skills to stick to the raid mobs easier and more frequently.  The TS can hack but not as well as the TE.  The TE is the most important class at the DT raids for crowd control.  If they keep the ships hacked and the bios repressed, the healers can get a bit of a break.

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  15.  

    Game is easy enough as it is and changing the game as to accommodate the old live practice of constant shield recharge is a huge rebalancing task that i'm afraid the limited Dev resources make impossible. I still believe you're trying to change how the game/classes work so it can align more with your way of playing.

     

    You must have never raided with me.  I play ALL toons depending on what is needed.  I have developed niches in the public raids for being a support toon that enables the main group to leverage their DPS higher.  I also dont think shield spamming is a good idea.  I think that a raid should go down with minimal healing if the people play their toons correctly.

     

    i.e. I play the TS a lot in DT to support the Progen and Terrans in using impact/explosive.  I also thought up the SOP for the public GOBB raids of having 1 strong Terran group and a Progen group for the adds at the end.

     

    I also use many different ammo types and support it with a good debuffs.  I know of only a few people that have experimented and been willing to try new methods of doing things.  I am actually making a spread sheet of what each damage type can do with the proper debuffs.

     

    I am not against chem ammo.  I am just tired of the lag that it causes at the raids.  I also think that there is an imbalance in the game play in regards to raids because there is no real advantage in bringing an explore class to a raid except for jumpstarting.  Allowing the explore classes to push the debuffs past the 72 cap would benefit the warriors ( smarter fighting), it benefits the people that like flying explore toons, and it benefits all because it would allow us to get away from the chem that currently dominates the raids and reduce the lag.

  16. Why do you say there's a 72 debuff limit?  For a player, the Deflects range is 144 (-72 to +72), so I would think a MOB is the same way.

    I have run numerous tests on many different mobs and the highest debuff that you can get is -72 from the mobs deflect.  If you stack a lvl 9 Chim and a popper, you only get a -72 debuff.  If you put a lvl 8 CLP debuff and a grav link, you can only get to -72 debuff.  A lvl 9 Salamander and grav link can only get you a -72 debuff.

     

     etc....

     

    If the mob starts with a +20 deflect, you can only get the mob to an equivalent of a -52 debuff because of this -72 debuff cap.

     

    Just for you info, the mobs are not limited to a 72 deflect because some are still resistant to the damage even with a full -72 debuff combo.

  17. I understand the need for less lag in raids...which isnt as bad as it used to be thanks to the devs and the options they gave us to reduce it.

     

    But, i fail to see how this impact debuffer is any different than asking for an Explosive debuffing ML in another thread.

     

    As for the 1 & 3 sure go ahead Energy and Plasma and Explosive debuffs can't stack more than what the L9 debuffer plus the chilli popper can atm unless i'm missing something.

    This has nothing to do with an Explosive debuffing ml.  This is all about making it possible for the explore classes to get debuffs in that are better than the current setup for the lag reduction that explosive, imapact and energy can offer.  Does it make sense that a single lvl 9 debuff can allow that damage type (chem) to out DPS another damage type that is doubled or tripple debuffed (impact, explosive, energy) by numerous classes?

     

    No matter what you do, there is a 72 debuff limit on all debuffs.  The raid mobs on average are more resistant to impact, explosive and plasma than chemical.  Chemical just happens to lag things worst than the other damage types.  One good way to do this would be to move the chilli popper debuff out of the 72 cap calculation and allowing it to stack on the other debuffs past the 72 limit.

     

    I never said that the PS or JE are not effective raid toons.  I think the PS is an equally good impact or explosive debuffer compared to the TS.  They have better shields and have some other nice toys.

  18. I have worked with the public for the last few months in refining our raid methods.  Chemical was the standard ammo type at the raids because it worked and even a lvl 8 Basilisk of a PW could get the job done.  The chem ammo however causes a lot of lag and frustration.  This motivated me to look for alternate methods.  I have performed experiments at the troller raid and will post the results later when I gather more data from the other raids.

     

    The first experiment was to use ALL EMP ammo at the GOBB with an all Terran group and a PW heavy group for the adds at the end.  It was a huge success.  The lag was greatly reduced because EMP hits all at once and does not make as much lag as chem.

     

    One of the biggest changes that we implemented recently was the use of impact ammo at the DT raids while using the Terran Scout as the target selector/debuffer.  I had less than satisfying results with the Progen Sentinel in regards to impact debuffing due to the lvl 5 gravity link bug, and the limited debuff that a Skirmish shield or Cassel's Wither can give.

     

    Using Impact, energy and explosive seems to create a lot less lag than chem or plasma.

     

    Here is a list of ideas that I think would make the explore classes more relevant.

     

    1) Remove the 72 debuff cap of Impact, energy and Explosive debuffing.  This would allow the full debuff of the lvl 9 toys, popper, and gravity link to stack.

     

    2) Make an Impact Debuffer device that is PS only and higher than 39.9.  One idea is to have a "Modified Cassel's Wither" that is refined from the mission reward and something else.  It would be a lvl 9 device with an Impact debuffer of -61.2, PL range buff, and a -15 explosive debuff similar to what the popper gives for the other ammo types.  This would make the PS valuable at the raids for everyone.
     

    3) Make the JE Contemplation skill available in the game.

     

    I think many of the lag problems could be fixed with using the other ammo types besides chem.  It would also require the explore classes to be used at the raids for the better debuffs.

  19. Good morning players. I hope you are all having a great time out there! Here are the answers to your most burning questions from last week. ;)

     

    You asked:

    The AA’s are nearly impossible to find beyond server resets. I don’t think they really spawn after the initial reset.

     

    The Emu Team said:

    These items are spawned at server startup but they do respawn. The rate in which they appear in game is up to you. Are you a hoarder?

     

    You asked:

    I still don’t quite understand why a support class would be invalidated because of a minor change regarding a debuff on a launcher.

     

    The Emu Team said:

    If the debuff is suited to ONLY the support class that creates need. If that debuff is given to a warrior class you now have a choice of bringing heavily armed warriors or not so heavily armed support classes. This would certainly invalidate the need of the support classes, which we are not willing to do.

     

    You asked:

    The wiki page is not very user friendly and I thought there were moderators to assist with getting valid information onto those pages for the players.

     

    The Emu Team said:

    This isn’t really our field and is more in line with the website staff. We have turned this over to Karu to look into for you but remember that the Wiki is player run. 

     

     

     

    Fly Safe

     

    -Alurra

    I respectfully disagree that people will stop bringing the support classes to raids if the TE can suddenly use an exlosive debuffing ML.  The TE can get the explosive debuff using a Chang Lung's Pride so how are we restricting the TE from debuffing explosive?  I can tell you that my personal experience with the TS or PS at the raids has been positive and there is no way to replace them.  I would not suddenly be bringing my TE out to the raids just because they had an Explosive Debuffing ML.  The idea for the ML was not something that I would have ever intended to put on a TE.  I want it for the TS more than anything because I don't have enough device slots to fit all the debuffing toys that I want to use along with the other needed items.

     

    Reasons why I think the support Classes could never be over shadowed by the TE.

     

    1) PS, JE and TS can throw a Chilli-popper on

    2) PS, JE and TS can jumpstart

    3) The TS can hull patch (very useful skill which makes the TS my favorite support class of all)

    4) The TS is the only toon that can give the lvl 9 Gorgon love to the Progens.  Stack this with lvl 7 Grav link and the chilli-popper and you have a very powerful debuff for the Progens. (watch the public raid rotations)

    5) The TS can warp through anything no matter what the space conditions are to heal, debuff, or Jump Start.

     

    All this is just MHO and I will leave it alone after I hit the submit button.  This is not intended to be brought up again at a dev meeting nor answered.  It is just a public and polite disagreement that I hope gets read and thought about.

     

    I was able to force a spawn of an AA Device recently in a random field.  I am still trying to figure out the mystery of these rare toys.  The answer from the dev does hint at something that I have been told in the past.  Since I can't confirm the validity of other people's claims, I have always tended to take everything with a grain of salt until I can prove it myself.  I have been told in the past that there can only be 1 Unidentified AA device in the game of a single level at one time.  If this were true and people were holding them in their vault unidentified, they would be effectively preventing others from getting AAs of the same level.

     

    -Mongo

  20. The public have adopted a stratedgy where we have 2-3 Terran Scouts armed with gorgons, salamanders and chilli-poppers at the DT and troller raid.  When the PW hits his max lvl 7 grav link, all the buffs stack for about 107% total debuff.  If you use lvl 5 grav link however, the gorgon debuff gets wiped out (no stacking).  Can this bug be fixed and allow the lvl 5 grav link to properly stack on a gorgon hit rather than wiping it out?

     

    This situation is frustrating at the RD base because you are forced to use lvl 7 grav link (risky) or only use chem ammo.  The lvl 7 grav link is a dangerous move though because it will aggro the other groups around the RD base and make your raiding experience full of jump starts. 

     

    The TS would be a more relevant toon at the RD base with the debuffs stacking properly on lvl 5 grav link.  The PS, probably the least played class, would also get a boost because they would not be wiping out the impact debuffs.

  21. In the last Week's Highlight you answered some of my questions but in the process made many more questions.

     

    I don't understand why or how a level 9 missile launcher would greatly reduce the need for a support class. If you made it TS only, you would raise the need of a TS rather than diminish it. Despite the drawbacks of the TS like no cloak and lvl 8 shields, I have found the TS to be support class toon of immense value at the raids. There is so much potential for this class. I have some ideas on what this ML would be called and how the ammo would be made. If interested, ask me and I will share it.

     

    I like how they can single target hack with the TS. Would it be possible to add single target bio-repression as well? This would balance out the weakness of the TS and make the lvl 8 shields more palatable.

     

    The chili popper is one of the coolest devices to be introduced in a while. With the name being Chili-popper, my intuition tells me that it should debuff chemical. It debuffs plasma, impact and energy. All but two of these debuffers are a bit race specific. The Progen race debuff is absent in this device. Would it be possible to add a -15 chem debuff on this device to balance things out? This would make the explore classes more relevant at some of the raids.

     

    Now to my AA questions. This is a difficult subject because I don't have enough data to form any real conclusions. What I do know is that I have not found a single AA during normal server ops (a few days after a reset). I have however found about a dozen of them in the last year and all of them were found in the first few hours after server reset. Even with a rarity of these items spawning, I find it hard to believe that I have not found a single one during normal server ops with the amount of ores that I have mined. I don't think the algorithm is working correctly. I recall during live that you could refine a stack of ore and sometimes find interesting items in it. Would it be possible to add a very small non-zero probability of finding an Unidentified Ancient Artifact in a stack of ore by refining it at the terminal?

     

    The last item is the economy. There are way too many credits on the server. I have a few ideas on how to fix it. My first idea would be to make a series of missions that would drain a tons of credits from the server. The first mission reward would be a print followed by a repeatable mission where you can obtain a part needed for building the previously obtained print. The part would be given in the repeatable mission after turning in a very large amount of credits and tons of raw ores that can be ripped from lvl 9 vendor ammo parts. *Only my opinion* I would love to see a device that gave 150% HDC, critical targeting and a weapon damage enhancement of 10%.

     

    My last idea for draining the server of credits would be to create a huge financial crisis/meltdown at Infiniti-corp where trillions of their derivatives turn sour and 99% of the credits in the game disappear.

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