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w3g

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  • Server
    Galileo
  • Race
    Terran
  • Profession
    Warrior

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  1. w3g

    Timid Ten-Gu

    Implementation of mob skills are quite different here. Mob doesn't seem to have a warp behavior, maybe it's never coded in. Mob's gravity link does almost nothing at low levels, but disables your engines at high levels when used by bosses which is super bizarre. Menace works the same as live, but here if you multi box then all sorts of crazy things happen when menaced. The tengu plagues have 5k scan range, the vicious variant has 10k, and the tengu inside unknown galaxy raid has 20k scan range. They move at about 400 speed.
  2. You are LV150, having gathered the best gear in the entire galaxy, every raid can be done with eyes shut. You want a big challenge. Welcome to Boss Rush Arena. In the old arena zone, 10 final bosses await you. Bring friends, plan your strategy, and fight for your life. Zenth'ren-Ti the Dark One Aren'zael The Master Zenrei Tempest Black Beard The Controller Ya Zi Long Scooter Gen'ril Danner McQuirken Enraged Ascentdant Voltoi Celestial Warder All 10 bosses have the exact stats of their true form, but without any minions. The zone is quite small, all bosses are aggressive, roams randomly, have large scan range, and respawns 15 minutes after been killed. The bosses don't have their regular drops, but only drop 1 token when killed, to be traded in for prize. The prize for this challenge are all temporary items that are mainly fun to use. - Jenquai only 1 time use shield boost lv9 device, adds a temporary buff of 50k shield for 60 minutes (similar to the 1 time use station keys). This will hopefully make jennies get 1 shot less often during raids. - Terran only 1 time use reactor boost lv8 device, adds a temporary buff of 5k reactor for 60 minutes. This is for the poor terran souls running out of juice every minute. - Progen can trade token for 1 stack of lv9 projectile ammo that stacks to 9999 to free up their hull at last. These are special variant of Brimstone Plasma Rounds, Archos Plasma Round, Dark Matter Sludge, etc. 1 stack that is non-buildable and stacks to 9999 This challenge uses the old arena zone with the same entry point in carpenter. The entry point also acts as the point for trading the coins into prizes. The programming needed to create this zone should be mainly copy and paste. Tell me what you guys think.
  3. None of these 2 skills increase your reactor cap. Afterburn lv5 costs 8% reactor energy to activate. Nullfactor field lv5 costs 10% reactor energy to activate . They lasts for quite a while or until you turn them off.
  4. Winlander, multi-hack and biosupression seems to have escaped your mind. Doctor, there are other ways to get max deflect besides rally, so balance isn't changed.
  5. Elaborating more on why rally is OP. A lv150 ship with say 80k hull and 120k shield can take 200k damage. With an ivory ward of 40 deflect, it can now take 200k/0.6 = 333k damage With ivory ward + rally at 72 deflect, it can now take 200k/0.28 = 714k damage Nothing else in game comes close to the buff effect given by rally. It works on the whole group. It doesn't have charge time and lasts a long time. TE becomes compulsory for group play.
  6. Hi all, I am thinking about a few small changes that will add some interesting aspects to EnB. 1. Allow us an endgame mission to unlock the use of lv9 weapons for all races. e.g. lv9 beams for Terrans and Progens, lv9 missiles for Jenquai. This mission will only be started after lv150 and having spent points to max out lv8 weapons in the respective category. The difficulty can be similar to Agrippa and be completely bonkers. Benefits of this is that it gives people something fun to do at end game, and since most good lv9 weapons are race-locked, it won't be too unbalanced. Who doesn't want to be the PW beam god with a 1000 hours mission? 2. Nerf Rally. This single ability makes the whole group twice as tanky, do more damage through accuracy and crit bonus, and is too easy to apply, making TE compulsory for group play. Making Rally 50% weaker will add a lot more variety to grouping, make those activated +20 resist devices actually useful, and generally make raids more fun. Don't worry about TE been obsolete, they are too OP in more ways than one. 3. Add a mission to increase the quality of an item by 1-3% randomly. This is meant to be a huge grind, but does allow the possibility to take quest items and drop-only items to higher quality. Balance-wise some items might be bugged when they go above 100% quality, so that might be problematic. Tell me what you guys think.
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