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afrodub

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Everything posted by afrodub

  1. I havent posted in a day or so because i wanted to test how these mobs act now, before i posted. Im still testing but this is what i noticed so far with tienbau's "toning down" 1) The main thing i notice now when kiting, is that mobs start to teether but dont actually teether. They turn around and shoot you (2x weapon range), than turn back around to face you and keep following you, than they turn around again and shoot you, than turn back around and follow. This action takes less than 1 second, and if your watching the mob in the targeting box, they just simple spin around in a circle, when their back is to you they hit you. 2) After mobs teether twice, they ignore players, and just let you kill them. i tested this on Master, The Controller, GOBB, all BBW drones, cl66manes, cl50 bio extractors, Desash the pleague, and Ten-gu Destroyers. Pretty much the game is being broken by this "new introduced code" I honestly still dont see the reasoning behind giving this ability to mobs. Kiting with my lower lvl toons is pointless now, as the mobs just shoot further than their max range and kill you. Tested this on: scuttle bugs in luna, hippocampuses in adurinne, greks in new endiburg. And learn new tatics? a better question is "why are you trying to fix something thats not broken?" Cia
  2. Thank you Kyp for responding to the thread. I totally understand what your talking about. I personally, in no way want to insult the team or any one person. I understand the "cant trust person A talking about content B" That makes perfect sence to me. No worries there. I personally think everything the team has done, is totally wonderful for the e&B community. Alot of us missed the game dearly. I cant even begin to tell you how much sleep i've lost since this game has came back. lol Thanks, Cia
  3. ok i understand where your coming from with that than. But as is, if your pulling a mob from a group of mobs, and it teethers, and it makes it back to the group, you than have to wait untill you see another mob near the edge of the group or whatever and start over. I honestly thought the way it was before the new "teether/retreat fire" was a great base, and it mimic'd live very good. IMO i thought it was almsot identical to live, once mobs have their skills/abilities back, their will be challange again when fighting mobs of all combat lvls. Gravlink/Summon/Increasesig/increaseweaponsdelay/debuff to their damage type/reactor drain, ect ect ect Cia
  4. Fullish, Not a bad idea, but the issue here is, that if your kiting something and your just outside its attack range, as soon as it turns around and starts to run back to its spawn, its hitting you. The "retreat and shoot at 2x range" mechanic is whats flawed. They shouldnt be able to shoot at 2x their range while running away. ------------------------ Example: Im hunting hippocampuses on Adruinne sector on my pw, by the destroyed moon core. Engage a 28 mutant, start reverse kiting him. the Hippo's range is 3.5k-ish i stay right around 3.6-3.8k So already this is very risky, as soon as he teethers, he instantly has 7k range and kills me as hes running away. ------------------------- As you can see, this game mechanic dosent make any sence at all. Whats the point of giving mobs this ability? There is not one, except to kill anyone who kites mobs higher than their lvl. Which is what alot of people in this game do, of all races. I am not aruging the specifics of this mechanic, im aurging that it is game-breaking, and needs to be removed 100% Dont get me wrong i dont mind the teether (as it was before they put this short teether&retreat defence in the game) I hope this clears it up a little bit for everyone. Thanks, Cia Also to answer your question: Minor question, are the mobs attackable during their "flee" phase? Yes they are attackable, however they retreat at 1000 thrust. (their speed) So unless your thrust is over 1000, you cant catch up to them, and the whole time your trying to catch them, they hit you at 2x their range. And if your not doing damage to them, their shields start to recharge, which makes things even more difficult. (example: your fighting cl56 Progen/Terran(boss) in Moto, he already has a 8k range with his beams, if you kite him, and he teethers, he can hit you from 16k away) so the whole time hes retreating untill hes 16km away from you, hes attacking you. Also i noticed, if you run away from him (if you flee) it sets off the teether, and he can shoot you untill your 16km away. this feature needs to be removed Cia
  5. Tienbau, Thank you for looking into this i will go give it a test once i get in-game. Thank you! Cia
  6. In live you could kite a mob across a whole sector, but if you disengaged the mob(you ran away or it killed you) it would fly back to its spawn on its own. They would not teether at all when your fighting them. I do agree with you on the Good AI is hard to find. But i feel that when the mobs get their skills back, they will be a challenge. This teether and return fire while retreating thing is the issue at hand. Just dosent make sence to me is all. Thanks, Cia
  7. heh i read your post as 2x weapon speed
  8. Avani, thank you for agreeing, but there was no flaming going on, and no need for flaming the jenquais. there was just someone of the jenquai race agreeing with this thread... Thanks, Cia
  9. reload time is doubled... so if they have a reload time of 10 seconds, it goes to 20 seconds.... doubled... not half'd... Cia
  10. Sorry Vinz if my last post sounded nasty, not trying to be mean or anything. Cia
  11. No im pretty sure, its not a side effect, and it is 100% intentional.
  12. Im all for bringing back the warping abilty for mobs, as long as they have a "engage warp cooldown/engage" and warping graphic so you know they are warping. Cia
  13. Hello, Thanks for reading my post. [whine] I feel that kiters are being punished by the Dev's lack of inmagination/effort. As a terran player from live, the main purpose of being a terran is to kite mobs many levels over their own using their range as their main weapon. There was never an issue with kiting mobs in live, it was a extreamly valued tatic used by many people. This new AI mob change is totally out of line, and goes agsint the reason people make terran toons. *Im talking about the very short teether and the mobs abilty to shoot twice their normal range while teethering. I cant understand why the dev's thought this was an ok change. I feel this change is game breaking, stupid and will cause alot of people to quit. Dont mess with the mobs, because once you put the skills back in-game the mobs will be a challenge again. Work on fixing the skills for mobs, dont put in a crappy temp-fix. [/whine] Thanks, Cia
  14. Hello, I was trying to help a few new people who were trying to create net-7.org accounts so they can play the game. However no matter what you put into the 2 password fields in the pop up form on net-7.org it says they do not match, and will not let you procede further. Included is a screenshot of the error, and no matter what conbination of numbers/letters i tried it would not let me get past that field without the error. Thanks, Anyone else who is encoutering this error should post here, so CDel can assit you in creating a play account. Thanks! Cia
  15. That is not implemented yet. So enjoy the 7.74km+ beam range @ max damage while you can... (dg+vindis beam focus+lvl9 prototypes) Cia
  16. afrodub

    Factions

    Hello, I feel rd faction needs to take longer to gain, than how it is now. E&B is a game, that is soposed to be playable and enjoyable for longer than a 6 month period. If in 2 months you can have a rd faction'd lvl 150 toon with all the ubers from all the endgame bosses than, the game is going to get boring fast. IMO it should take months for someone to gain rd faction, and no one should be able to solo the endgame stuff. (which anyone including je's can solo now) Its soposed to be a grind, but its not. It dosent take long farming faction. Honestly every class besides PW, and PP(does pp have multi attack si?) are at a disadvantage when gaining faction. SI = faction farming win! Atm the fast way to gain faction for tt(funnelweaver+lvl 1 hullpatch), js(shield recharge), pp(shield recharge), ts(hullpatch), is to spam low lvl heals on a PW who is shield inversioning a spawn of npcs for their faction. Everyone else has to shoot. I suggest, you make RD faction ONLY gainable from one time missions(example: kill miguel), repetable missions(clear out chavez camps) and jobs. However killing rd's would still cause a negative impact agsint your rd faction. The reasoning behind this is (imo): The rd's dont like you, so what if your killing your own faction, or their enemies, sure your doing them a favor, but "THEY DONT OWE YOU ANYTHING". Doing missions, and quests, for the RD's gains their trust and shows your loyalty thus opening up bbw and rd content in their sectors... Anyways thats how i feel about it Thanks for reading! Cia
  17. Hello, Here is a rough gathering of some of the mobs i remember from live. i'll add more later when i think more deeper on the subject. Audrinne (sp): cl 30 Sha`ha`dem explorers used to be a random mob running around Audrinne Planet: Earth corps captians (cl32) and warrent officers (cl 24)(these were the guys who asked for your mining permit)(i believe there was also a few turrets here) Inverness: @ gate to audrinne: More earth corps lt.commanders(25??) and captians (cl32) Earth: There used to be about 30 earth corps npc that floated around the navs by the station, most were group linked, cl 18-36. they were spaced out in groups of 3 and 4. Tarsis: At the nav consutrction site north of the station, there was a group of 16 centuria drones, cl 24-26. (i rememebr this because pw's could go here and SI for rd faction, 16 npc's at a time, and when i was a nub pw, i got powerleveled in trade and combat xp here (pre-live pl nerf) Xipe Topec: cl 25 Shinwa Patrols - spawned in groups of 3, prolly two different groups of them by the station i'll add more as i remember them. Cia
  18. Hullpatch always cost energy. I was a TT in mordana/scooter/general/fishbowl raids. Hullpatch also caused just as much aggro as shield recharge did. If i ever recover my old HD, i'll post screenshots of me fighting mordana, and trying to hullpatch but couldnt because i didnt have any reactor. i think there was one that had the message "not enuf energy" Cia
  19. This was used ONLY for looting purposes. There was nothing linked to faction gain with these commands. Cia
  20. I have been grouping lately with some TE's with max lvl hack, and i have to say it is very effective. I woiuld say atleast 40% of the the hacks were successfull and 50% of the time when the hack hits, it diables a weapon off the mobs. Rare but i have seen max lvl hack, disable multiple mobs of their weapon systems. Tested this on: cl 56/58/60 bbw drones cl 50/52/56 spawns in moto (both caldari and progen) cl 60/66 progens in tarsis I am sure it works well agsint other mobs as well. and 100% sure it works great agsint lower level mobs (sub cl 50) IMO it looks like its working just fine as it is.... maybe increase the range a little but other than that its a decent skill as is. Cia
  21. @Kenu 1. there are far too less hunting spots for low levels, flying around for hours to find a good spot with a decent respawn rate is a pain in the ass and NOT fun This states, that there are not enuf mobs to hunt for low lvl toons. Which is a inaccurate assumption. There are tons of mobs to hunt within the game, for ALL level toons, solo and group. No where in his post did he ask for the location of any mobs, help with tatics on how to fight them, he just said there were not enuf of them in-game and that it was too hard. Which is not true. (enbdatabase.com proves that there is lots of mobs for all cl's to hunt, and it adds positive light to this "troll" of a thread) @Genesisss Please post your race/class and your level breakdown, and i will suggest some places for you to go hunt at, as well as give you some help with tatics. Cia
  22. Hi there! 1. there are far too less hunting spots for low levels, flying around for hours to find a good spot with a decent respawn rate is a pain in the ass and NOT fun Please refer to enbdatabase.com as its a very helpfull site. Goto that link, look for the Mob Search part of the search engine. Click on the dropdown box that says "ALL" and change it to 20-24, and hit the search button. Dont put anything into the text box, so it'll bring up every mob in the game within those cl's. 2. you can find far higher lvl mobs between low level mobs (which would be the ones to fight for your cl lvl) much too often, which makes this hunting spot useless using that search, just in the 20-24 range 67 came up. some are nogood, but theres alot of choices, in a bunch of different sectors. I am sure you can find spots to hunt that suits your needs. 3. mobs hit far too hard. its easy to get away their life, but they take you out with like 1-2 shots. and killing low lvl mobs is boring, they die in like 5 seconds but still hit you very hard.... Tatics are your best friends. Once you get used to your toons combat style you'll get better at killing things above your level. The combat lvl of the mob sets it overall level. If you have the same cl of the mob, but the rest of your lvls are down, than the mob will have better gear than you. At your balanced level, the mobs should be a little stronger than your gear at that lvl. Spore thingy Cl20(overall lvl 60 with 20/20/20) the lvl 25 carni are overall lvl 75, 25/25/25 and have gear that reflects it. hope this helps Cia
  23. Everyone who does it, spams like that. not any ones fault
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