Jump to content

Yuritau

Members
  • Posts

    224
  • Joined

  • Last visited

  • Donations

    55.00 USD 

Everything posted by Yuritau

  1. which tool? Both enbdatabase.net-7.org and enbarsenal.com list it as no vendors. I've also flown around to all the getco vendors I can think of.. no luck yet.
  2. @Kyp Neither database knows which vendor has the dolphin tail L6.. care to enlighten me? ;p
  3. @Kyp adding in some stuff that just plain isn't available at ALL, just cause. vega MCG 4 Ceres/Thule Dolphin Tail L6 Not Available Hidden Eye & Invisible Eye Not Available (these two I suspect are tied to something.. could be wrong) Aquila Minor IBWS 5 & Aquila Minor IBWS 6 Not Available Zalty's Pride Not Available Ying-Lung's Pride Nebulous Wyvern's Pride Not Available Strong Shield Model Y Only Available if you rip it from the L5 version Just a few things I've noticed so far that I've tried to find.
  4. I just wish some of the content that currently can only be found in closed sectors (item drops with no story reason that I know of for being unavailable) was available elsewhere. Or that jobs stopped asking me to visit Ceres/Thule once in a while.
  5. As more afk miners undercut the manual miners, the manual miners need to "gouge" more to make ore selling worth there time.
  6. The only thing that doesn't sound to me like an over-simplification of explore levels is what MJALowe said.. have discovered navs show as question marks for toons on THAT account. I'd even limit it further by saying that only happens if at least one character has that sector 100% discovered.
  7. Anyone actually get into this game yet? I got my key, downloaded/installed everything, and logged about 15 minutes before crashing.. haven't been able to play since, heh.
  8. I love mining hulks.. but I have to say.. I'm getting sick of the prototypes. Can we maybe have some other equipment in there too? Like maybe some of the things that don't currently drop in game? like Dolphin Tail L6, Vega MCG-4, as two examples.. They're not unavailable because of any storyline (that I know of), they simply don't drop.
  9. a LOT of the lower level hunting grounds seem to be affected by this. I was camping Freespacer Patrons in Jotunheim (for the L4 Falkirk) this morning and there were WAYYY less of them than I remember from live, and the respawn took about 10-15 minutes.
  10. The long trips for combat jobs are why I don't bother with them. It starts being less and less time efficient the further you need to go.
  11. I'll throw my vote in with the "Ventrillo or GTFO" camp.
  12. Boo @ realism. It just plain makes sense.
  13. I'm with Klyde on this one. Making me deal with ammo at ANY OTHER quality than 100% or 200% serves only to add frustrations and hassles that I have no interest in.
  14. This is what I was getting at. Mercurius/Halley/Triffid engines would get the least benefit (apart from SS) from 200% sig reduction. Bretons/Mustangs/etc would benefit significantly more.
  15. Shouldn't even try to make ALL items manufacturable.. but it would be nice if the non-manu items were at the very least as good as the manu items. Case in point, the zenshai beams the OP is talking about, their stats were terrible, and consequently no one ever used them.
  16. I contend that it would be pretty easy to make engines more desirable. Just make signature modified by quality. A better quality engine runs more efficiently, right? Certain jenquai engines wouldn't get a noticeable benefit from that, but terrans and progen would see some nice improvements.
  17. the primary monitor only situation is annoying. specially since I just upgraded to dual 1080p widescreens. Sad to have a whole monitor over there that can't take a game window. Ah well, gives me a place to put the forums.
  18. Yuritau

    Shield Leech

    There's nothing wrong with the JE and JD skill lists. Switching these two skills would make the JE useless in combat and the JD too effective. to put it simply: It ain't broke, stop trying to fix it.
  19. This is the only way I'd support a repair quality option.
  20. as much as I would love this, I'm pretty sure the original UI (IE, the client) is the one thing they cannot change.
  21. As optional weapon buffing items, that makes a whole heck of a lot more sense. And versions of it could be applied with roughly equal effect to each of the three weapon categories. Beams could get gasses that improve their ability to focus the beam (range increase). Or gasses that amplify their intensity (dmg increase). Projectiles could get condensed gasses that act as coolants, meaning less cooldown time between shots (reload decrease). Or condensed gas lubricants that reduce the energy required (less energy per shot). Missiles could get compressed gasses that increase missile maneuverability (shot gets there faster, and has a small impact dmg bonus). Or liquified gasses that add explosive/chemical dmg to each missile, depending on the gas type. Using a buff item model like that also opens up the option to buff other equipment. Combustible gasses added to engines for temporary speed increases. Reactive gasses fed into reactors for increased regen, or even small instant energy gains. Same for shields. I don't think there should ever be gas buffs to reactor or shield capacity though, just regen and instant regen. You'd have to balance the system somehow though, or you'd end up with people using 5 gas buffs at once and tearing the universe apart solo. I would suggest a max of 1 gas buff at a time. Using a second gas buff item cancels the first one. Even the instant regen ones, if you use an instant regen item, it cancels whatever gas buff you were using. Also, the instant regen items would have to be pretty costly, and not all that powerful, or they'd get out of hand easily. Finally, make it so you can only use gas buff items that are EQUAL tech level to your relevant equipment.
  22. The only thing so far that has given me any urge to be upset is your patronizing and condescending tone. I gave no indication of being 'pissed' in my post.
  23. If you want to keep talking about the possibility of beams requiring 'ammo', you need to also start discussing how this nerf (don't even try to pretend it's anything but a nerf) will be offset. Look at why beam weapons are the way they are. They have a very short range compared to the other weapons and do not benefit from increased firing rate like the other weapons. Also, they are energy weapons, they already have an 'ammo' in their design: your reactor energy. So if you want to make beams require ammo, how will you balance that? Will beam range be brought in line with projectiles/missiles? Will damage be significantly increased? Will the energy usage of beams be heavily reduced? Would the refire rate start being modified by quality? If not, then altering beams to require ammo will be nothing less than a crippling blow to the entire Jenquai race. The two main reasons that jenquai actually use beams are: 1. that's the weapon type the devs gave them level 9 proficiency with, and 2. they don't require ammo. If they all of a sudden require ammo, then I'm willing to bet that quite a few jenquai would switch to either missiles or projectiles. If we get stuck with needing ammo anyways, we might as well enjoy the benefits of proper ammo weapons. Now if you instead want to use gas ores to make buff items that beam users can OPTIONALLY use to increase the effectiveness of their beams, then we can talk. The ammo thing, no.
  24. That's easy enough, just make everything after the second refine non tradeable. Also, I like this idea better than anything that came out of the other thread.
×
×
  • Create New...