Jump to content

Tiet_Drifter

Members
  • Posts

    20
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Posts posted by Tiet_Drifter

  1. Not only no but HECK NO!   :angry:   They unplugged Battletech 3025 for The Sims: Online (TSO), unplugged E&B for the same reason (iirc) then they unplugged TSO (ironically)...   What?  They ended two great games for that thing...then ended that thing too.  Not a very good track record...    I truly wouldn't go back to EA games willingly even if they paid me because they probably would stiff me anyways.   <_<

  2.  

    As he said, i'm open to discussion but (emphasis mine) kneejerk, feeling-laden posts aren't going to sway me. You're going to need to use logic and math.

    This is the correct design, and I do apologize immensely that we never caught it until this happened. Again, though, "I hate you devs, y u hurt/nerf/reduce my jenquai" is a useless post.

     

     

    I always anticipate anger when we have to do something like this, but the game's balance and design, as it was in live, is where we start with baselines and fix from there. This was an oversight on our part over the years and should have been fixed. The reason something like this ever made it into the game is that we reverse engineeered this game from what we had and put it back together. We discovered that in the combat cloak skill description and thought we should change it to be appropriate, at least for now.  ( all emphasis mine)

    I understand why us Jenquai pilots are upset, especially when we are considered "glass cannons" at best and and "plastic wrapped cannons" at worst.  The thing is, even though the Devs changed our skill according to what their info indicates as correct, if posed with a alternate solution or if they see its not working out appropriately it will be changed.  To what? I dont know.  Now he (Kyp) did say he was open to suggestions.  He also said what would not be effective as indicated in his first post.  In his second post he states where he (and the other Devs) get their info and that is their starting point, not the ending point.  They (and we) all want this game to change for the better.

    • Upvote 1
  3.  

    Hull Patch is a nearly required skill to have available in raids.. The problem with only having it available on Scouts is their lack of shield... TT already gets obliterated very quickly when they use any repair/shield charge skill, so  TS it is even worse.. Though they can jump themselves if they have been careful with their reactor...

     

    In ST4, pre EA live, they decided that Hull Patch would be a permanent addition to the Terran Trader, because they had no intention of opening up the TS class (and they never did).  The devs restored it to the TT class for EMU as it was in Live... The idea of making it TS only is probably not a very good one.  Not many people play TS... This would make it more complex to organize raid groups to have a full spectrum of skills needed.

     

     

    Thank you for setting the info straight.  I didn't know what was correct concerning what I heard.

     

    Afterburn skill is useless for raids, it is loud and problematic (if people drop out of group for some reason). It does not qualify as a "raid skill" in my book.  But the unique ability for TS to use an L9 Explosive Debuff and it's ability to back up a TT with hull patch gives TS a much greater value as a raid toon than say.. PS... Which really brings NOTHING to a raid group except Jumpstart. 

    Sorry. The discussion about Afterburn, Null-Factor Field and the buffs were more for regular grouping and soloing than raiding IMO.  I still agree about adding Hull Patch to TS, however. 

  4. I think I remember reading this somewhere on here or another forum, but prior to the release of E&B Origins the Scout was supposed to be the one to use Hull Patch.  It was just moved to the TT for the sake of including it in the game.  Please correct me if I am wrong with this.  If this is the case, I think that would make the Scout more desirable as raid support and relieve some stress off our fellow tradesmen having to do most of the repair work.  I got my helmet on and im ready for all the pumpkin chunkers and freezing snowball launchers pointed my way from all the TT pilots that don’t like that idea.  :-p

     

    Also, Terrell and I discussed other areas of the Scout’s capabilities here mostly concerning Afterburn, Null-factor Field and some new buffs.

  5. FishJD:

    Totally agree with you, E&B deserves more press than what it’s getting.  I’m also sure that the Devs would like the fact that we are showing our appreciation by getting more people play it.  More people could mean more exposure, potentially more help for the Devs and of course more financial support.  How about if someone could put together an updated gameplay “music video” with parts of the intro video added. (I could do that but I wouldn’t be the best at it.)  We could then submit it to the various review sites under the premise/heading “E&B is BACK!”  We can also post the same video on Youtube, Facebook, etc…   E&B Origins got 4 of 5 in this review http://www.youtube.com/watch?v=Xqcl3STgj9Q, why can it not happen again?

     

     

    I think one of the biggest things would be the nostalgia. You could try the Eve Online forums, I know there were many people that went to play Eve after E&B shut down, so that would be a good place to start.

     

    Nostalgia is the main reason that I actually started play again.  I am, however, a bit more aggressive than I was in E&B Origins…(looks at OL of main and alts) only a bit.  :-p    Nostalgia is probably a reason for most of us coming back.  We also have to remember the people who have never played E&B before and are looking for something new besides “bashing a monster over the head with a stick” or blowing up zombies.  Eve would be another good avenue to take to spread the word of E&B’s sunrise.  I would think, however, that it would be a form of advertising or “soliciting” as it were and probably would not be advisable.  Could someone else clarify this for me?

  6. lol at GetOffMe   :lol:

     

    I used to race my 2000 Mitsu Eclipse (ricer).  I like sliding around turns.  That got me in and out of a few hairy spots, but I digress.  There were a few particular slides I thought were “tight”.  I changed the spelling to match how it sounds and viola, Tiet_Drifter.  I had that name for quite a few years. I've since calmed down the racing but I still like sliding my newly acquired land yacht around back roads late at night.   

    :w00t:

  7. Suggestion from a crazy miner:

    How about a device that enables a multi-prospect and tractor beam? It could either:

    1)      Prospect all ores on the target prospect-ables

    2)      Prospect the ore in the first slot of all prospect-ables in a given range.

    It could be 20, 50, 100 charges.  Once charges are exhausted, the item breaks and either disappears or goes into inventory and turns into debris.  There could be a message that states “Your device has become unusable” when its charges are depleted; regardless of the where it goes.  Of course, that could also apply to any consumable device.

     

    My two Lincolns worth.

  8. Afterburn should definitely be 7 levels IMO, as should Null Factor.  I would add the two titles you proposed to the 3 existing titles, and make it a conventional level 7 skill.  I generally like your idea but would consider re-arranging the titles.  The 3 existing titles are Superglide, Ramjet, and Ludicrous Speed.  Perhaps they could be arranged Superglide, Ramjet, Scramjet, Ludicrous Speed, and Overload.  I'd also move the always warp in gravity wells over to L7 Afterburn, from L5 Null-Factor in addition to the features you'd add to it.  Essentially I agree with your overall premise though.  Since we have more classes than we have members allowed in a group, I'd make the L6 version AoE to group, and L7 AoE to all players within range.

     

    I’ve been rolling your expanded ideas of the Scout’s skills.  Here is something using our combined ideas:

     

    Lvl1 – SuperGlide – 3% increase to turning speed.  Self-buff

    Lvl2 – additional 0.5% increase to turning speed

    Lvl3 – Ramjet – 4% increase to turning and combat speed.  5% enemy avoidance.  Self-buff

    Lvl4 – additional 0.5% (4.5% total) to turning and combat speed

    Lvl5 – Scramjet – 5% to turning, combat and warp speeds. 10% enemy avoidance.  Target Buff

    Lvl6 – Ludicrous Speed – 5.5% increase to turning, combat and warp speeds.  40% chance to warp in gravity fields/shears.  10% enemy avoidance.  AoE to all group members within 5k range and Scout.

    Lvl7 – Overload – 6% to turning, combat, warp. 100% chance to warp in gravity field/shear.  10% enemy avoidance.  6% stackable decrease to base warp initialize.  3-6% increase to warp cooldown.  AoE to all players within 5k range and Scout.

     

    I know that taking Combat and warp speeds off Lvls 3 and 5 probably won’t be too popular, but it’s a thought at least.  I thought a warp cooldown increase for the Lvl7 skill would kinda balance it out and stick with the theme of the “OVERLOAD!!” skill.  All this ultimately would be up for the devs to decide.  I would be ecstatic to just see the Scout reworked.  I enjoy my TS very much, next to my JE.  :-p

     

    I don't think NF should get turbo weapons as a "hidden" or open effect, but I could see adding some other thing to the skill.  I could see adding a passive Psionic deflect at L3, adding a never seen before buff of some sort & applying it to group members at L5.  At L6 make it AoE to group members, and at L7 AoE to all players at L7.  If new environmental effects are to be added to the game at some point in the future, it could also protect against them at L6 and L7.

     

    I wouldn’t see much use for NF (at Lvl 7 anyways) if the 100% warp is moved to Afterburn as we discussed above.  Maybe it could make the TS, and others at the last Lvl (5 or 7), resistant to certain debuffs like Hack.  Possibly a 1.5% - 2% increment per Lvl if it would be implemented.  This is, of course, in addition to its current abilities.

     

     

    I think for the Scout there will need to be new activated device effects (never seen before) on Scout exclusive devices, but I'd not restrict the support devices to use only on people in the same group (same would apply to JE, JT, and TT support devices).

     

    I could see the Scout getting a L3-L9 line of PM devices that use the slow weapons debuff as an exclusive line of PM debuffers.  There is an existing debuffer that the JE can use that does this (L8 Withering Age in db), but it's not manufacturable.  The JE might occasionally have this one, but for a Scout it should be nearly as commonplace as a Chimaera of the same level.  This would make the Scout much more useful in group fights. 

     

    An existing line of TT Only Psionic debuffers could be moved to the Scout instead.

     

    The scout could have a set of “Shunt to…” devices as well.  In keeping with the Scout’s theme, it could have the following:

     

    1. … to Warp (from Impulse)
    2. … to Impulse (from Warp)
    3. … to weaps (from either Impulse or Warp)
    4. … to Impulse (from weaps)
    5. … to Warp (from weaps)

    Etc…

    It could be Shunt to Warp or Impulse from something else or the other way around.  It would be similar to the JE with their Shunt to/from reactor items. I know that turbo warp/impulse and increase warp/impulse have been done many times but I don’t know if those types of shunts ever had been done.

     

     

     

    One thing I'd give the JT Is a line of devices that remove debuffs.  They would be class exclusive devices, and the disable skills effect of the mob's hacking players would not prevent it's use.  There could be a failure possibility in using this device, and there should be a cooldown timer on it, but not too long, maybe 10-20 seconds.  Energy usage for the device should be similar to devices of the same level.

     

    That would be good!  They could have that and/or a line of debuff transfer devices.  i.e.  If the Seeker has a chem debuff on them they could either negate the debuff or transfer the debuff back to the mob.

    Perhaps the JT could get debuff removers at Lvls 3-9 and the debuff transfer devices at Lvls 7-9.

     

    Good discussion here.  Some stuff for everybody to chew on.

  9. Totally agree there, I do think that the Scout's skills should be usable outside of formation.  If they'd raise them by 2 levels, and make them AoE for all players within a certain radius of the Scout at the time the skill is cast, or if that's too powerful, group members within said radius, it would be an improvement on both those skills. 

     

    Problem with NF, though, is it doesn't, unless it has "hidden" buffs really do anything other than deal with environmental effects, which greatly limits it's usefulness, for now at least..  JE's e-shield actually has some, albeit small, buffs to players it's cast upon.  L1 and L2 increases all deflects except Psionic by 5, L3 by 10.  L5+ gives feedback to any damage taken except energy damage (not sure on absolute damage), and L6+ returns small amounts of energy to reactors, upon being hit by any damage type other than energy damage (not sure on absolute damage).

     

    I had the same ideas with the TS.  Here are some of the things floating around in my head.
     
    1) Afterburn could be 7 levels with the following breakdown:
     
    [a]  Levels 1-4 could be the current self buff increasing the Scout's abilities by 2% - 3.5% (i think thats what it already is set)
     
    [b]  Levels 5 & 6 could enable a new ability called "Scramjet" (or whatever name) that gives a friendly target the Afterburn effect.  The levels could continue to increase the effects of Afterburn and "Scramjet" by .5% (iirc)
     
    [c]  Level 7 could enable the final ability "Overload" that activates Afterburn with a 6% total gain on all group members (including the Scout) within a 2k-4k radius.
     
     
    2) Null Factor Field could have two separate effects:
     
    [a]  A formation effect that boosts all weapons (Beam, PL & ML) reload rate as well as the current effects.
     
    [b]  A 2k-3k range effect that only grants the current buffs.
     
    The NF could also be stackable with the Environ Shield with the shield only bestowing the resistances, damage absorption, and damage feedback to a ship under the NF buff.
     
    The TS has potential to be a great profession.  The ship (as do the JS and PP) just needs to be pulled into dock and retrofitted with the latest tech, thats all. 
     
    Thoughts?
  10.  

    ----------------------------------------
    Jenquai Defender
     
    Sniper Set: (Bonus to speed, and fold space)
     
    Long range, low damage weapons.  (Used in tandem with folding the enemy away)
    Weapons - Bonus to range & critical
    Engines - bonus to psionic shield
    Shields - bonus to shield regen
    Reactor - Bonus to fold space
     
    This sounds nice!  Seems like it wouldn't be too difficult to implement.  Maybe there could also be a slight "penalty" or trade-off for using the specialized equipment.  for example:
     
    Sniper Set: (Bonus to speed, and fold space)
     
    Long range, low damage weapons.  (Used in tandem with folding the enemy away)
    Weapons - Bonus to range & critical; increased energy usage (for beams), Increased reload time (for PL)
    Engines - bonus to psionic shield; Decreased Turn speed
    Shields - bonus to shield regen; Decreased Shield Cap
    Reactor - Bonus to fold space; Bonus to Scan Range
     
    Also, to possibly tie in to the class sub-sect variations that Pakkrat discussed here: https://forum.enb-emulator.com/index.php?/topic/9229-class-sub-sects-variatoins/
    The equipment (or the prints) may be obtained only from certain factions when faction standing is good...or even maxxed if the equipment is good enough.
    Just my two Lincolns worth.  :-)
  11. Great to see that there are some people that enjoy a good RP time.  :-)

    Here is the Bio for one of my characters.  Hope to see you guys out there!

     

    ***Registering New Pilot.  Connection Established.***

     

    Anticipate the Future!
     
    Name:  Dr. Drak'Nir Hiraku-Daisuke
    Class:  Explorer
    Gender:  Male
    Homeland:  Aboard vessel  Bodaina Chishiki, Kailassa
    Education:  Ph.D. Physics (focus on dimensional anomalies); B.S. Chemistry; received training as a botanical assistant (no formal degree)
    Assigned duty:  Moved to Xipe Totec due to anomaly interest
     
    Details:
     
    Medical - Physical Evaluation:
    Drak'nir Hiraku-Daisuke is of thin stature. No diseases or allergies.  Subject is slightly underweight, recommend dietary regemine with increased caloric intake.
     
    Medical - Psychological Evaluation:
    Subject shows extreme mental acuity towards abstract philosophies and natural anomalies.  Subject shows moderate passive-aggressive tendancies, especially when asked to take part in "mindless" combat.  Subject seems to see combat as a necessary evil and would take place in it if exploration and knowledge are the primary driving forces behind it.
     
    Personality:
    Friendly, always willing to lend a helping hand to all races.  Believes that all races can live in harmony since all came from the same life force.  Tends to stray off mission guidelines due to his inquisitive nature.  Fighting would not be his first choice in any situation but he would stand up for his friends and himself if provoked.
     
    Social:  
    He prefers not to be called 'Doctor' despite his credentials. Inquisitive and friendly, engaging in discussion ranging from dimensional distortion to what food was served on Jove's Fury.
     
    Skillset:
    Having great interest in dimensional and spatial anomolies, Mr. Hiraku-Daisuke specializes in short and long distance instantaneous space/time travel and environmental protection.  Said interest also influences his growing capability in combat evasion and, if provoked, stealth combat tactics.  Though Sha'ha'dem vessels contain greater offensive capability, subject desires to remove shield leeching emitters to further increase evasive abilities.
     
    Career:
    Generally follows the path of the Sha'ha'dem, peace and knowledge through exploration.  Desiring to further the Sha'ha'dem and the Jenquai, he conducts research on dimensional anomalies and quantum particle manipulation.  
     
    Corporation/Affiliation:
    His growing capability as an explorer is being observed with anticipation.  Though Merjan Kathrada and the Jenquarum have expressed uneasiness for his openess to other philosophies, they see his transdimensional research as valuable toward understanding the ancient gates and the beings that would travel through them.
     
    Loyalty:
    Although loyal to the Sha'ha'dem, he keeps and an open mind to the views of others within the Jenquai race.  He is reserved when around terrans and progens but is typically willing to hear them out, believing that all have something to contribute toward the growing knowledge of the universe.
     
    Secret Details:
    [Encrypted information...KJBiubiyuGBVIovbiuyvbil...iljBLhb9988ublhb99g...xxxxxxxxxxxxx...Access Granted] 
    We cannot lose this one to those political hippies.  Though he does not agree with our methods, he is a valuable asset to us...  He is loyal to us now, however his over inquisitive nature coupled with his open mind toward the other races does not bode well for us.  If he would walk from the Sha'ha'dem we will have to get the oth **HHhvbhiIbhhihbYIVvi87gu798G876fvg**
    [Invalid data decryption sequence, remaining data destroyed]
     
    ***Registration Received. Connection Terminated.***
    • Upvote 1
×
×
  • Create New...