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Goodhumorboy

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Posts posted by Goodhumorboy

  1. The Terran scout is a great support toon but cant take a punch.  Are there any plans to make them just a bit tougher?  

     

    I also have a skill idea for the TS.  They are a modified TE and should be used as a targeting enhancer like a scout does for the troops.  How about a skill called "Target Painting" that marks a mob with a higher sig, slight debuff to ALL damage types (25 debuff would be a good number) and removes the agro from the Scout?  This would be a good way to balance the class out a bit and allow the TS to be played in a raid setting without dying every 2 seconds.

     

    I also want to ask a question about the Skirmish Shield.  Is it still bugged to where you can't debuff the target again after the initial hit wears off?  This is a major weakness that can really make the raids a tough situation to deal with.

  2.  

    You asked:

    Are AAs truly spontaneous because there are some miners claiming that certain fields spawn AA’s upon restart in certain rocks each and every time.

     

    The Emu team said:

    We will look into this to see if there is any truth in it.

     

    I have not seen this phenomenon of the same rock yielding an AA on each restart.  What I have found is that the AA only spawn at restart and you have to go find them.  They are in random area too so you can't get an unfair advantage by being next to a certain rock.  The fields in Lagarto are a good staging place because of the vast number of rocks available to find an AA in.

     

    The AA drops do seem to be bugged to me.  Once they are mined in the first few hours, they don't seem to respawn.  I tried forcing them to spawn in Lagarto many times by mining the rocks repeatedly and only met failure.  

  3. I did the build ammo mission for both of my Max lvl Terran Scouts.  They had ALL of their skills maxed.  I decided to call their Beam Weapon skill forward to get the needed skill points for the build ammo.  I should have had 7 skill points left over after calling my lvl 8 beam skill forward.  Instead I did not get all of the skill points back.  I had to call my max hacking back to finish off the build ammo skill.

     

    I think this bug occurs when you call multiple toons forward at the same time like I was doing to my TS toons.

  4. I just don't want this minor issue to be a distraction to some of the other bigger items i.e. LVL 5 Grav Link and Explosive debuff not stacking correctly.  I can maybe see a weird set of circumstances to why you may want to call that extended wormholes but I would be willing to bet that very few people would end up doing so.  It is just too good of a skill to have and uses so few Skill Points.

  5. They are not too vulnerable.  The mobs hit hard and we are just hitting back.  The best way to address this would be to add some nasty mechanical mobs during the waves.  You would then need a TE with hacks and the PWs toons to smash them.  The Jennies and terrans would be taking care of the existing mobs.

     

    I really thing raids should be more like a choreographed dance between the different mobs and the raiders.  If you dance the right moves, it should be fairly easy to complete.  Any battle should be easy if you employee the correct strategy.  For the GOBB, you could have a nasty mechanical boss in each wave spawn.  Make it have weak psionic resistance so it would be easy to control if you danced the right moves.  Make this mob use hack/menace a lot and the only way to stop it is with hack.  The TE or TS would then be needed to control them.  For bonus fun, you could make a mob fold space itself all over the area so warp would be needed to catch it.  This is where the TS would really shine.   The PWs would then be needed to smash the boss.

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  6. I would rather not have EMP ammo with Bile Missile Launchers.  I could argue that the PW should get explosive or EMP ammo in a bile cannon using this thought process.

     

    The perfect raid is one where everyone can get through it without taking any hull damage IF the right tactics and team work are used.  There should be a single vulnerability to some of the mobs that can be used by a minority of people.  The GOBB raid is the closest to being this way than the other raids.  The other raids are more like slug fests that you just push through.

     

    I do not want the GOBB to be changed to where the mobs have more EMP resistance.  The raid is almost perfect now.  Instead of changing the main mobs, why not add more mechanical mobs that are difficult to kill during all of the waves?  EMP does nothing to a hull and would add an interesting flavor to by far the best raid in the game.  The PW heavy groups would then be on the hunt for "their" targets while the Terran & Jenquai take out the main mobs.

     

    GOBB is my favorite raid because the mobs have a single weakness to a damage type that the PW can't use in a PL.  This weakness forces the groups to work together because the Cultists are impossible to kill using EMP.  I love making an all terran group for the sole purpose of dishing out massive amounts of DPS to the bosses while the PW heavy groups take care of the mobs that I am unable to hurt.  I like how the main warriors of the game are not the "best" DPS toons at GOBB.

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  7. I think that this is a bad idea.  There are too many opportunities for making very BIG mistakes if you allowed items to be sold to a vendor from the vault.  Forcing us to move items to the cargo hold to sell them adds an extra layer of protection from making a big mistake.

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  8. Here is the problem that everyone keeps forgetting.  The Bogeril Raid was not inside DT.  It was in Witberg so no faction was necessary.  It was a triggered raid.  There are several aspects from the game that are still not in that are necessary for this Raid (If it is to be restored to what it was in Live).  If that is not the case then well then that is not the Bogeril Raid in my opinion but thats just my 2 cents.  One key element that is missing is the JEs Compulsary Contemplation Skill.  If the Bogeril Raid is to be the true testament of what it was in live it is and was completely different then bring your biggest baddest guns, pew pew and win.  It required coordination and skill to take it down, something that not many people accomplished in Live across several servers.

     

    I vaguely recall being one of the first groups to attempt it Live on Galileo and we too took a massive grouping only to get wiped pretty hard initially (because server stability, size and all that).  It did take 2-3 groups and lots of communication to accomplish it though.  Not to mention the tons of man hours to gather the trigger for it.

     

    Alas its all speculation at this point because all we have to go on is that DT will be opening soon.  My guess is we'll just get DT and the regular mobs along with the named mobs and their drops (will basically be an Antares with timed spawns of named mobs).  But hey DEVs could surprise us we'll see.  But if we are to follow the makeup and storyline of Live (its all outta wack right now) and we need to have Zeke and Zachs missions along with others in place too for it all to work as it was.  Again we just have to wait and see what's in store, I'll be happy with just DT and all its over campedness to come lol.

    The Zeke raid was triggered.  We are talking about the raid inside DT that drops the Dung Flinger.

  9. I am a public raider and I like the system that we have now.  It is so much better than what we had just a year ago.  I have the opportunity to raid if I happen to be on when the public raid is forming.  I would rather leave the current agreement alone because it works and is a lot more functional than having all of us fight over the raids.

     

    The new raid in DT, if there is going to be one, will attract lots of attention.  I have no say in how the agreement works, but I would like to suggest that we take it on as a server.  Have everyone bring their best toon out and make 3-4 groups from the different guilds.  I have no idea what is coming up but we will all have to learn which damage type is best and formulate raid strategies.  Having the big three and the public work together on it would be a good thing for us all for learning the new raid.  Once the first week of this raid is down, we could then spin it off to the "off" week people. 

  10. The TS could use some serious loving from the Devs.  The TS is a class that is limited to lvl 8 shields but does not have the option to cloak.  The afterburn skill does have some attack avoidance in there but it is limited to 5%.  I think that the TS should either have a massive HDC skill that is as good as the PW or a stronger buff for damage avoidance.  If you think about it a second, these TS are supposed to be fast and maneuverable which would give them the ability to avoid the damage in the first place.  They are by far the fastest class in the game.

     

    Currently the TS is my favorite explorer class but fighting with them in a raid is not easy.  As soon as they get agro, they are dead.  The Jennies have the cloak option to get rid of agro and the other classes have lvl 9 shields to take more of a beating.

     

    Could we give up the build engine skill and make a new passive skill called "Damage Avoidance" that would allow you to avoid 50% of the incoming damage?  I think this would be a good compromise between the lvl 8 only shields and lack of cloak.

  11. The Terran Scout is by far my favorite explorer class.  They are fast with 4 weapons and 5 devices.  I like to think of them like pseudo Terran Enforcers.  The one skill I wish a Scout would get is rally.  The TS was born out of the ranks of the TE and share many of the same skills.  I would give up build devices for rally in a heart beat.

  12. Alurra, Please take this to the next request to the next meeting.  The lvl 6 Foedius Vox Redivus was changed on the last patch.  It used to have a 89 u/s recharge at 200% and now is at 62 u/s.  This leaves the TE with a power crunch issue when running high turbo weapons rates on their missile launchers.  I would like it changed back to the way it used to be.  This reactor was not an exploit because there was a massive cost to the TE in the form of being force to use up a device slot for a reactor cap buff, lack of energy for activating lvl 8 aa devices or the bastion shield, and foregoing any reactor buffs from another installed reactor.  These trade-offs were a high price to pay for getting the high recharge rate potential of the FVR reactor.

     

    If we can't go back to the way it was, could we at least look at upping the recharge rates of some of the hard to get lvl 8 reactors?  The Black Power 9 has a high recharge rate that rivaled the old lvl 6 agrippa design.  Maybe the Blackpower 8 recharge could be raised up to 63 u/s recharge rate to help the TE power issues?  I got this number by figuring out the ratio difference between the Supernova 8 & 9 at 200% and adjusting the lvl 9 BP recharge rate for a lvl 8.  A PW with the BP 9 and a projectile conservation buff will never run their reactor down while also using all of their skills at will.  Why don't the terrans have that ability considering they lack a 6th weapon?

  13. The Update that was released on September 1, 2014 nerfed the Foedius Vox Redivous reactor. It no longer has the 89.9 recharge rate that is used to have.  It was change to 62.9 U/S.  While this recharge rate is still higher than any lvl 8 reactor that a terran could use, it no longer has the ability to keep up with high rates of weapons turbo.  I would now suggest a Shooting Star as the best reactor for a terran.  The Supernova 8 is very good and easy to obtain.  Instead of using the AWSC and the lvl 6 Agrippa reactor, I am using the Martyr's Heart and lvl 8 Shooting Star.  

     

    I am greatly disappointed by the changes to this interesting reactor.  It only had 100 cap and thus was nerfed enough to start with to justify the original high recharge rate.  Using the Agrippa reactor setup burned up a device slot (AWSC) and took away many nice reactor equip buffs (i.e. increased missile range of the SN8).  Is there any way that this can be revisited and changed back to the way it was? 

  14. I would like to see some more "new" class specific gear for the Teran Scout.  

     

    Here are some ideas:

     

    The PS and JE have items like the DEA and DSA from the Controller raid.  Make another nice device that has a super cool improved hack buff (equip) and 10% turbo weapons activated buff for the Terran Scout.

     

    I would also love to have a TS only ML with an Explosive Debuff on it.  I would model it after the Hellbore and call it the Paveway Missile Launcher with a nice -43% Explosive Debuff.

  15. I have a special place in my heart for terrans.  I run two TEs and the setup that I use it 1 wrath, 1 Dragon rage (for range boost), 1 castor and the rest are Biles.  I will sometimes take the castor out and run a bile in it's place.

     

    Devices:  I run a Sai'li's Circle for HDC. Good Fortune for Critical Targeting, AWSC for my reactor cap, and a Seal Of the Dragon

     

    Engine:  I will use the TA9 if I leave my Dragon Rage at home or the Intent Engine for when I have my DR.

     

    Shield.  Black Power 9 on most occasions or a lvl 9 Bastion for when HDC and an extra device slot is needed.

     

    Reactor:  This is the most important thing to talk about.  I run both my TE at 99% turbo.  This high turbo will eat up all but one reactor.  The only reactor that can keep up with out the use of a Martyr's Heart would be the Agrippa Level 6 Foedius Vox Redivous reactor.  This reactor has a base recharge of 90 u/s which acts more like a lvl 9 reactor.  It also have a very small cap which requires to use of a reactor cap boosting item (AWSC).  Make sure you have a spare normal reactor handy for buffing up and then use the lvl 6 reactor for combat.  This reactor/device combo gives me about 1100 reactor cap with a recharge of 120 u/s using the 30% boost buff.  You can shoot at max turbo and use your skills without fear of running out of power.  You can even spam max bio or hacking skills as long as you throttle back your shooting rate.

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