Jump to content

Yuritau

Members
  • Posts

    224
  • Joined

  • Last visited

  • Donations

    55.00 USD 

Posts posted by Yuritau

  1. Third thing I noticed, while pulling a mob away I inadvertently came in range of some RD. They agro'd and I just went in circles, mostly out of their range, until I killed my target. Then I warped away until there were no red icons on my screen. I come back to get another mob and the whole group of RD come from 8 - 10K away after me (my sig is 2.5). It wasn't until I docked that their long range agro stopped.

    This brings up another point. Mobs need a maximum limit to the scan range, after they've been aggro'd, and anything beyond that range is removed from their aggro list. And let that be the only thing that determines when they run away (unless you've got some sort of "run away in the face of overwhelming odds" thing in mind, that's cool too). Near as I can tell, once you aggro a mob, it keeps you on it's aggro list until you leave the sector, even if you warp 100k+ away from it.

  2. Not really a tech support issue, per se, but still kinda odd, imho.

    Whenever I come to the site via the main page and then click to the forums, if I click the forum link on the right hand side of the page, it takes me straight to the forum index, but if I click the forum link on the top left of the page, the first click does nothing, and the second click actually takes me to the forum index.

    Does it in both Firefox 3.6.3 & IE 8.0.

  3. There has to be some way of keeping the mobs around & inside their correct spawn zones. Some sort of tethering and/or return system has to be used, to ensure a player cannot train a mob off to the corner of a sector and "dump" it there, permanently denying others from finding/hunting it.

    Give the devs time on programming the AI behavior of mobs. It's probably pretty difficult. Good AI mobs in any game are hard to find. :)

    Why not something like:

    if hostile targets within <range>

    fight & follow

    elseif

    turn around and fly back to <co-ords>

    if target re-enters <range>

    stop running, fight & follow

    end if

    end if

    so you can kite it as far as you want, but if you leave it, it just flies back to it's home.

    • Upvote 2
  4. 3 varying size laser cannons, 1 concussion missile launcher, and 1 ground based cannon (that you saw in Ep IV: A New Hope). The "stealth" of the falcon was part of the pilot, he was simply the best there was in terms of smugglers in the SW universe. The ship itself had nothing to boost it's stealthiness. :)

    As far as what you see in the movies goes, it had the 2 main guns that they use against the tie fighters, and the ground weapon I forgot about.

  5. well remember this then... the mil falcon LED the battle group against the first death star... that ship kicks azz... do you really think that our TS has a chance against the falcon? There is also a stealth component to the falcon... as it sometimes comes outta nowhere and can dissapear just as fast...

    Watch the Millenium Falcon scenes again. That thing only had 2 guns. The ship didn't kick ass, it had a good crew. It led the battle group because of who was on board. The stealthy aspect of it comes partly from being fast, and partly because apparently Star Wars ships had almost no sensors. Nothing like the omniscient Star Trek stuff anyways.

  6. Ever since I started playing this game (towards the end of beta), people have found a way to be annoyed at ammo building.

    Builders get annoyed because it takes a lot more time/clicks than building anything else.

    Ammo users that can't build get annoyed cause they have to get someone else to do it for them.

    Jenquai get annoyed cause the dude who was making combat easy has to take a break to go build more ammo.

    So I have a suggestion: remove ammo building from the Build Weapons skill. Instead, tie it to both the relevant weapon skill, and also trade level. Then you could build your relevant ammo up to the level of your weapon skill, IF your trade level was high enough to have an equivalent level of build skill.

    For example, if you have the Missile Weapon skill at say L5, you can build any missile ammo up to L5 as long as your TL is at least 25.

    Second example, just because: If you have PLs at L8, you can build any Projectile Ammo up to L8, as long as your TL is 45+.

    That way, anyone that needs ammo, can just build it themselves. AND, if you don't need ammo, you can't! And since ammo building always has a 200% output, why make people spend valuable SP on it?

    Another (probably easier to implement) option would be to simply make ammo a generic build, not associated with a particular skill, instead based off your current highest build skill. I prefer my first suggestion though.

    • Upvote 2
  7. You all want to sway me to change the scout, then know this, the original design document says "Think Millenium Falcon..." and continue, I'm watching. You'll have to consider how it affects the other classes too though, not just how you play your scout.

    "Think Millenium Falcon" leads me to think along the lines of: fastest boat in the sky, decent cargo space, some combat ability (but not much really), and tricksy.

    My take on all this:

    1. Leave equipment skills as they are

    2. Make high level engines more attractive (for everyone, not just the TS, just make them attractive enough to be worth getting to L9 on a TS)

    3. Since TS is a miner, and will thus be facing FAR more bio mobs than mechanical, replace hacking with something more appropriate/useful (bio-repression if all else fails, but ideally something more interesting)

    4. Don't needlessly interfere with how kiting works (ie: mobs tethering)

  8. MOBs also have a running away defence too. They can fire their weapons out to x2 range when running away, although the reload time is doubled.

    Qoute from Tienbau on thread:

    https://enb-emulator.com/index.php?/topic/2237-missile-range-issue/

    Yeah I never saw that post either, and I have to say, that's horse ****. So if a mob is running away from you, it gets x2 weapon range and x2 reload? Do players get any benefits when they try to run away? If not, mobs shouldn't either.

  9. Okay, I definitely like Sylla's idea, if it's possible. I dunno, if the manufacturing terminal is set to simply create a full stack (regardless of the actual numbers), or if they can set those two numbers independently.

    If it is possible, I would think it would still need to have an upper limit of some kind. Maybe the maximum combined stack could be set as 2x the biggest L9 stack for example*, so that there's diminishing benefits as you increase tech level. (*applied seperately to MLs and PLs, naturally)

  10. I've never played with any of the L7+ ammo using weapons (JD/JE is all I ever took past 100-ish), but as far as the low level stuff goes.. I'd be happy as a clam if ammo stack sizes were doubled across the board. Any time I've played a PW or a TE, I've had to pick a less optimal DPS weapon just to avoid having to stock up 10+ ammo stacks for a good hunting trip.

  11. I think rather than swapping L9 engines for L9 shields on a TS, they should keep things as they were intended, and instead make high level engines more worthwhile. BUT not in terms of warp speed. It's common knowledge that you can max warp on pretty low level engines with the right setups.

    I think it would be better to have engines set up to provide alternating improvements per tech level. Have warp speed and sig increased every second level, and other factors (like thrust, warp cost/charge reduction, etc) increased on the in between levels. Then have 200% engines give better benefits (reduced sig, reduced warp charge/cost, increased thrust, still no increase to warp speed though).

  12. I`m having a real hard time finding specific lowbie ores for my component builder. Anyone know any decent places (with large quantities) for the following?

    L2 Molybdenum Ore

    L2 Crude Oil (found a few mediocre fields for this one)

    L2 Mercury

    L2 Aluminum

    L2 Cadmium

    L3 Barium

    for some reason I can never get more than like 5-10 units of raw ore of ANY of these out of a full field clear (several trips, naturally).

  13. Once I can move into my new apartment (SHOULD be less than 2 weeks, depending on the sketchy characters living there now), I can finally set up my own PC instead of using someone else`s, and I`ll be able to seed a torrent of my discs. If no one else starts one before then, I`ll post a link in this thread to the .torrent

  14. I started a JE recently too, thinking I could dual-box him with my JD for some group mining, but seeing the mining XP from even L4 and L5 ores (rank 3 prospecting, so far), I'm not even going to try. Probably just use him as a WH mule and tour guide for my alts.

    I`ll still do some mining occasionally, cause that`s why I started the toon, and cause my TT & JS need certain ores for non-vendor comps, but the JE certainly isn`t going to be an active solo miner.

  15. Another one that I think should be difficult AND time consuming to get is the old N7 reporter status. I think that should be another faction grind that takes a long long time to complete. BUT, make it so there is no way to advance that grind through combat, restrict it to jobs from the N7 terminals (various levels), and missions given by various N7 employees around the 'verse.

  16. Not every roid field had a guardian. I'd say most probably didn't have one, from my experience in live as PE, but may contain a few poproids.

    No Jenq plasma. I think I've said that many times before, but it bears repeating:

    JE are not lone fighters, nor fighters at all. They must team up with each other, or with a warrior friend.

    JT probably should use missiles and kite.

    JW should "downgrade" and just use the terran plasma, or some of the rarer "organic" loot only plasma beams. Iirc they kinda looked like a dragonglare, but may have also only gone up to L8. Still... between those & terran L8 plasma, these were pretty good beams for any non-boss just random or lone field guardian mob.

    Jenqs in general are geared to fight other humans when they fight. Progen in general fight bugs. Terrans can kinda do either. I say that just very, very generally based on overall assessment of weapon types, methods, buffs/debuffs. Jenqs just don't like killing animals, especially by burning them to death slowly with plasma. They're treehuggers and bunny petters. :)

    JE are awesome. They will remain very strong characters, despite TE inclusion now.

    Picture yourself as a weapons designer working for Sundari, or any other Jenquai manufacturer. You go through all the trouble of designing EMP beams and energy beams. You then get reports back from EVERY SINGLE ONE of your beam-using customers that your entire line of EMP beams is utterly useless, AND that almost all of the stronger biological creatures out there are COMPLETELY immune to your energy beams. BUT, good news, these plasma beams the terrans have experimented with seem to work perfectly normally in almost every situation.

    There is no justifiable reason for jenquai weapons manufacturers to not be creating plasma beams. In fact, given the current state of the universe, there's almost no reason for them to keep making ANY EMP beams at all, and probably only enough justification to keep one line of energy beams.

    • Upvote 3
  17. I agree that there should be some incentive to farm higher level mobs for your faction needs, but I also think that saying you play to enjoy, not earn, is a little ridiculous. Just because it's meant to be fun doesn't mean everything should be readily available.

×
×
  • Create New...