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Mattsacre

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Posts posted by Mattsacre

  1. lol Thank you Alurra for speaking better English than i do :) .

     

    Syber doing the mission 80 times for a stack of ribs/tooth feels like adding the new stack build but capping it at 3 at a time.

    Yes its nice to have but you couldn't have build 5 different component stacks in 5 mins.

     

     

    I'm always appreciative of the work devs put into this game and the only whine you ever hear from me is removing that silly NOS device from the game,

    Personally I don't play any progens to even care about it lol.

    Come on, join the crimson side!...don't be a racist...step out off you terran blue suede shoes and try a progen! Hey...we a re genetically "enhanced"! Once you go progen you never go back! :)

  2. So pvp threads have been bumped once again :)

     

    So some points:

    1.PVP must be a  Opt In, not a Opt out. You have to knowingly getting yourself either into a zone for it, or in a state of engagement, it needs a redundancy check "Do you know what your doing? If so press yes, if you don't press no"

    2."Balancing" of the classes for PvP needs be only in PvP. If something needs nerfed or buffed for the type of PvP engaged, do so either in the zone or time of PvP state. Don't "balance" the classes to fit PvP and have PvE effected.

    3.Items rewarded/earned for/from PvP are PvP. Don't reward someone a hellbore or uber shield etc. that they can then put to use in PvE. The rate of drop from raids/manufactured etc. needs it's integrity protected. We don't need a bunch PvP epeen unbalancing PvE.

    4.I would *suggest* the old arena (or close as can be achieved) be brought back before other tooling, balancing or zone PvP be intorduced. This could both serve as a "tutorial" for what is and can be done PvP, and would be a good journeyman step to take for those that have tripidations about full blown PvP.

    5.Taking others point on Toxicity from PvP bleeding into PvE, I agree that it needs to have chats etc. altered to stop all the bragadicio etc. bleeding into market and other chats. (I disagree however with Daath's assesment of "Testosterone fueled" rants. Being the oldest brother of 7 sisters, I can attest that the biggest rants and venomous statements I have been witness to have been "Estrogen fueled".)

     

    As to people "quitting" over pvp this or no pvp not I'm quitting. If they 2 tracks are totally seperated and can't effect each other, and you still feel you have to quit over that...well then you are a unstable reactionary and aren't really the type needed around.

    • Upvote 4
  3. I think you are broadly on the money Mattsacre, with regards the PS.

     

    But just to speak up a little in defense of my first (and still favourite) class:

     

    I nearly always use my PS as the Group Leader (I'm a Multi-Boxer, I'm afraid...), because of the combination of his scan range and big shields. Can't use a JE as GL, because one hit on her paper-thin shields and the group formation is in disarray... And my PW's and TE's can barely see past the end of their PLs and MLs..!

     

    In terms of spotting a target at distance, and allowing other group members to "target this group member's target", *AND* staying alive long enough for one of the big guns to pick up the aggro... Can't beat a PS!

     

    Also, noob question:

     

    What's this "HoT" you keep referring to?

     

    HoT is Heal over Time.

    The TT had a skill based heal, short charge up and "instaheal" for a set amount, based on tier lvl used and skill.

    The PS has/had devices that did, but don't now heal over time even during combat. Now they, if they function at all, are really nearly not needed, they were best in slot device wise then, now they would be only if I had nothing to slot spot in slotting. That's because now your shield don't recharge during combat. The only lure the device(s) have now is they decrease your recovery time between battles, you can start another battle with these devices in 10 sec rather than 20 sec. To have other better buffs I can wait 10 sec :)

     

    There were 4 device types that a PS would use, depending on style.

     

    1.They would first slot a SHIELDGen device, later on shields and reactor etc. had that buff so around device lvl 6 they didnt slot them as much. The SHIELDGen was equip device that increased shield base recharge rate by a % amount. So your shield would recharge 20-60ish% faster with just that device, it was a rate of recharge buff.

     

    2.Refresh/Refuge these devices had a indirect HoT, they had a active buff that stacked with the SHIELDGen buffs, the L9 versions had the SHIELDGen buff built in so it freed a slot. The Refresh only buffed +15 % (base) that the Refuge did +25% so nearly nobody slotted the Refresh if they could get Refuge. This buff was targetable, so a PS could buff everyone to be 25% more efficient in their shields recharge back.

     

    3. The biggy  *Restore*, this was the Best In Slot item, no PS that could get it would pass it up. It had a BOOST! effect, over a very short time 10 sec.(base) to I think in the 13-14 sec range PMed, it ticked every sec your shield recharge rate in the 250ish%(base) - 550%ish PMed. That stacked over other buffs, it was a seperate active buff. So it alone, it buffed your shield to charge at around 500% of what it normally did, it HoT (10-14 sec.). It was targetable but had a minute? minute 30 sec.? Less than 2 minutes anyway cooldown.

     

    So figure that all out, you could have a device that buffed equipt @ 20-60% of your shields base recharge rate, then with a active buff you increased that rate by 25%= 45%-85% of your shields recharge rate, thats about making your shield 3/4 better, then you could every minute or so hit that BOOST! to make your shield go to turbo mode giving you 500%= 585%

    It almost always completely refilled your shield in 10-14 sec.

     

     

    *After posting this I went and checked the current stats on those devices. I got the times right and almost all % rates, but the DB is now showing that the top % BOOST! rate is 391%, below what I posted of 550%ish. I distinctly remember a PMed L7 one being in the 510% range during live, but if I'm misremembering it or if I'm right it's moot, 391% is a very respectable rate of return. If the shield dynamics were as live, these devices would be VERY desired once again and would go a ways toward making a PS wanted.

     

    The devices alone would take a great pressure off a healer, if everyone in the group was getting 25% of their charge rate back, they would need far less heals and the healer would get far less chance of grabbing agro through heals. A PS could take 1 player completely off the spot/heal rotation for a healer. Those buffs offset many of the progen shield for reactor buffs. With the exception of healing their hull back, a PS could get a disabled player back to 100%, they could JS, hit them with reactor/shield rate recharge buffs, totally fill the shields, and apply all active resists buffs. Who the heck wouldn't want a PS in a fishbowl with all that offered?

     

    Add what the Ps could offer offensively, chem debuffer, grav linker w/its impact/explosive debuff, menace and off tank/tranfer agro (they can take the dmg a PW can with L9 shields and resists etc.) and gain the agro, then when the tank is ready to take it back, go "invisible" to the mob via powerdown, letting the tank grab agro back.

  4. <shudder>  56k modem,    I used to go take a shower when i went to gate it so long to gate,

     

    Oh, you don't even know :). I was a alpha/ beta tester. I was (stupid/smart) enough to agree to help run things through their paces. I actually let them convince me (stupid) to gate different sectors and time the transition times and write that data down for them, I was at a remote testing area. So there was more times than I care to rememeber of me gating a zone, and staring at the screen with the volume on and actually "time" the gate for excess of 2 hr. I finally in my write ups got them to agree that any gate in excess of 1 hr. was not needed to document other than (excess 1 hr.) LOL.

     

    The Freya to Akeron gate gave them a lot of trouble for some reason, it wasn't the graphics. I'm not so code savvy to know why but there was more gate crashes there. They knew that getting from carpenter to grissom was a rubberbandfest before release, I can't count the number of times they had me gate from carp/warp/gate griss and time it, then turn right around and do it again and again :) I'm amazed I didn't develop epilepsy from those sessons :)

     

    I remember the last 3 days of beta, it was riotously fun. Back then there wasn't "wormhole damage" to trade goods. A point was having to be driven home about that "bug" had to be fixed before release (by then EA was rushing release and didnt want to fix things, they wanted it out and fix things retroactive.) So all the testers had some fun, we all grouped up and ran chain fenris/somerled runs. There were like10+ groups of 5 running trade runs for a couple of days, some of the bigger  guilds with well established TT had characters in the billions of credits doing that, the point was made I think :), the game was released with WH Dmg to goods.

     

    I started as a alpha with AOL dialup, but once I went beta I had DSL, a marked improvement but (shudder) compaired to broadband...how did we ever survive those days? :)

  5. So here in the USA and in other countries it's that time again, what we half mocking call the "silly season".

    It's coming on to a election year, every other yr we have the smaller season and every 4th yr the major silly season. That beloved time when political types make all kind of promises they don't intend to keep, all kinds of staff spin what was said into something else being said. When political types sway with whatever tide the polls indicate to try and convince us to hire them. The time when all kinds of truths, 1/2 truths and out right lies are spread concerning opponents. It's one big hunking mass of silly behavior, i.e. silly season.

     

    So what also happens during this time? Lots of hot air is generated while lips are flapping and tongues a'wagging.

    Lots of garbage is dredged up for and against candidates and their clique.

    Piles of manure are generated with all the BS desiminated.

     

    Lots and lots of hot air, garbage and fertilizer. Oh were to put it all? it's getting ripe in here.

     

    So the idea: during the "silly season" an increase in xp for  hauling fertilizer, trading gas cans and garbage runs from the terminals,.

    That a NPC in somerled station (were fertilizer is sold) have some talk tree complaining about the smell around the station and all stations in general.

    That the NPC encourages players to do something about it, and to encourage so that they will they are authorizing and underwriting "get out the stink".

    That until the piles of odoriferous materials are gone, a bounty to fertilizer (hauled away from somerled), gas canisters (needed at somerled) and garbage runs is in place, there are more credits and XP handed out.

     

    Don't know how much the increase should be..20%-50% for garbage. Maybe more for the cans/fertilzer since they are a low trade reward item.

     

    But I think it would be humorous to do and poke fun at the political process too :)

    • Upvote 1
  6. Perhaps maybe something I said can be taken as endorsing actions on the Skirmish shield etc.

    My point is this: The Skirmish shield is a reward recipe that is the culmination from all the Agrippa content. It is the "end tier" reward. As is all the Agrippa content, it is a interclass effort to learn and build the damn thing. It requires parts and authorization forms gotten from NPC that need a  PP to get, it requires ores from PS and device builds that are later incorporated or stripped, it requires PW to "test" the stuff as it's being designed and built. The Agrippa content is a storyline effort by the Progen Republic to research, design and ultimatly build and distribute improved equipment to PROGENS as a whole.

     

    In the effort of that content both in design and spirit, it's a racial effort to push for better for the race. Why would a end item be only designed for 1 class' betterment frpm a racial push? I can't sign on that the buffs on a end item be removed for 2 progen classes in favor for the 3rd to get buffed because it is lacking somehow in the game as a whole. When people gear up they make a whole slew of choices, I can understand why a PP might or might  not choose this shield over a CFB same for the PW. But the shield IS designed to have a buff for all 3 classes, it's INTENDED to be so.

     

    As one who went through all that nightmare that is the Agrippa content, not just the once with all 3 classes but twice (shudder) because of the things that were broke or poorly planned, I got to say, if the plan is to "tweek" the buffs out of the shield so that more buffs can be "tweeked"  in to make it a PS shield, I'm never going to be for that. I play a PS, I know that something needs doing, but not that. If you are arguing to make the shield a bigger buff/debuff for the PS *shrug* ok. If you are arguing to add more buffs for all the progen *shrug* thats fine too.

     

    I might note for you that if you are going to change the buffs off for other progen, this is the shield that lets a PP even get any impact debuff, that they don't get grav link (even the broken grav link at present) that PS get for it's impact debuff. It's also the shield that lets both the PP/PS even get a menace buff (a thing lacking in every other device btw). Menace buffers weren't in during live, it was a "to be added" item, if you are going to shut that route for the PP, how do they get it elsewere? This is the shield that gives the rare projectile force, if thats taken away were would the PW/PP get that realisticly? The PW could get the enrage buff elswere it's true, but would they? it would require them grab it with a device, of which a PW don't have any to spare.

     

    This shield was carefully designed to have the buffs it has, it was designed for all 3 classes to get buffs that they either couldn't get anyware else or were not likely to be able to slot because of other slotting priorities. If we are actually contemplating dropping those buffs off for the PS to get buff(s) added and turned on for the intent to make them more acceptable for party selection, then you are short circuiting the intent of the shields addtion to the game.

     

    No single device is going to cure what ails the PS, that was as in live and now, to simply decide to pluck that shield from the storyline to "fix" the PS and then dust of hands *done*, that isn't a solution. If however the "solution" is to make a shield that can be customizable in another step for the PS, thats fine. If you are actually going to revisit all that is wrong with what is PS device dynamic broke, that would be superb (it would be a long time coming). More than half of whats wrong with the PS is that at least half of their devices don't work as intended. If their devices actually worked as intended, do you not think the PS woulld be back in the running as a invitee? Thise buffs are only gettable through a PS, so if the buff was wanted....they would HAVE to take a PS.

     

    What ails the PS? What's to recommend them in a group? Their skills are more solo friendly, the 2 skills they have for a group, one don't work right currenlty, and the other can be got from a PP. So what else can they add? Device and Jumpstart, 2 other class can get you JS, so device. What in device can a PS bring that those other 2 explorers can't, well really nothing :/

     

    Consider what the PS brings unique in device:

    All those devices that live were so desired in live, are now, because how shield recharge works now vs then, have made that whole line of devices defunct (refuge/refresh/restore). Why would you pick someone for a device that adds shield recharge rate that don't recharge during combat as it did live? Live the PS was the 1/2 healer, there was only a TT to heal, with devices the PS could half heal with a slew of recharge rate enhancers as well as short time massive boosts.

     

    Mob slowing devices... the PW has grav link.....So a device to slow a mob even a tad more (burden/lethargic)? Not on the priority list.

    Device that increases shield recharge rate at the expence of reactir recharge (mutator)? Is that wanted? LESS reactor?

    A buffer to GL..the broken GL.. can hit more often..impressive, once again not on the list IMO.

     

    So the single device type that might be desired would be (Decay/Atrophy), debuff the mobs beams/projectiles accuracy/dmg. Not applicable on missle mobs and highly unlikely to effect bosses (would have to be tested for its worth)

     

    Thats it. That is why PS takes back seat to every other class. 2 skills/1broke/1gotten elsewere. 1/2 devices not applicable, other half not needed. All other devices gotten from other explorers.

     

    Changing this one shield isn't fixing the PS.

  7. The Skirmish Omega was nerfed some time ago due to balance issues.  While I agree that balance is a good thing, it can create unintended consequences and knock other balances out of whack.  One consequence is that the PS is under represented at the raids.  I tried flying the PS at the DT raid with a Skirmish Shield and was unable to debuff the mobs to allow for positive damage.

     

    Would it be possible to modify the Skirmish Omega back to the original debuff while adding equip buffs that reduce Combat Trance skill, reduce shield sap skill, reduce shield charging skill and reduce shield inversion skill?  This would make the shield less attractive to the PW and PP.  You could then add some nice buffs for the PS like critical targeting, improved grav link, or improved power down etc.  This would allow the PS to debuff impact well enough to raid at DT but below that of which a TS can debuff.  The grav link 5 bug is also hurting the PS.  I am eager to see that bug fixed.

    -1

    So you are asking to make the Omega shield PS centric and drop all the buffs for other classes? A PROGEN shield BUILT by PROGEN for PROGEN? Got to unsign that. That shield is a culmination recipe, you have to wade through all the madness inducing crap of the Agrippa content, to get the materials and recipe to even make one of those, and then have the build difficulty be set at high.....

     

    Why would you even advocate to nerf that for other progen? IT'S A REWARD RECIPE. It took all of the progen classes to research and develop and then build it for what? So it's only good for the PS to wear? I'm sure the progen republic would pour all that research effort into that...not.

     

    I agree that the PS are under repped, it was that way live as well, and with GL nerfed that's just one more reason PS don't get asked. I'm sure some other gear or class dynamic can be figured out without nerfing it for all the other progen out there.

  8. I sighed because words failed me , all the unpaid hard work that has gone into this emulator and all you can do is point out a moon is not like live ! I for one think the changes from 'live' are welcome , in fact the only thing i miss is the sound of a 56k modem :)

    Or having AmericaOffLine as your ISP? :)

    I DON'T miss the modem TYVM :)

    • Upvote 1
  9. Several other heavenly bodies have changed from live Visicus. The grek moon in NE never rotated, they have added that as well as others having orbits and rotations. The hidden heavenly bodies during live never got a navigatable marker, they do now, to the better imo. Haster's point and Haster's end, once discovered have a spacial point you can navigate, they don't have a "?" like other navs, but they have a spot you can orient in 3D space and warp to (once you discover them). There are other things like this they have improved over live, give them a break if they have decided that "Nessie" is now a moon and not a irregular shaped body. :)

     

    They have added orbits and movements to other areas as well, while Uranus wasn't in live, it's in now and the comets (as well as endriago and Niff and other areas) now move and orbit. The bodies in mercury move around, the map they show static, but in 3D space you have to orient differently as you move through. The comet busters in endriago actually have to bust a comet now! Debris field in some areas actually appear to move or orbit.

     

    All of this is an improvement! I think they made the choice to turn Nessie into a moon and have a 3D nav/map nav that way. If that is what they have done, it was part of the graphic look/design they upgraded and they should be given the pat on the back for that. I know I can give on the (nessie moon from body) for all the rest that's been done.

    • Upvote 1
  10. Coding aside, there would be one potentail hurdle that would have to be figrued, the lvl of hostile from the player factions, you will have to gate through zones to get were you are going, the gate cannons if they don't like you by tons, will shoot you to smithereens! The old problem that happened in live was if a PW pushed his centriata facton to red he couldn't get into tarsis to take the missions to straighten that problem out (since tarsis is a cul de sac). This mission of it pushed the hate to red (even temporary) it would make the factioned gates be a instakill problem.

     

    If you didn't turn the hate to red, then the "danger" of the mission would be the player factions would be yellow, not a danger, just don't shoot anything yellow and they don't shoot back!

     

    There in is the coding problem, how agro is agro? And how persistant is that agro?

     

    Other than that I like the idea expressed in the OP's mission idea.

  11. I don't think it's the "chem" that is the problem, I think it's the dmg checks. Plasma ticks 3 times, that has to figure into a total dmg for that time, it works better vs shield than hull. Plasma does it's DoT and once it's into hull it lowers dps and never has to check again towards the mob if there isn;t shield there.

     

    Chem however is a DoT that has to keep checking for presence of shield/hull. Chem also ticks like plasma as a DoT but it ticks 2 times per shot, once into hull it's dps increases, but it has to keep checking for a shield to turn off that dps to a shield lvl of DoT.

     

    This is compounded by the RoF of what is being fired, PLs shoot tons of killing love, every shot has to tick 2 times rather than just once like explosive or impact or emp. Then there is that shield vs hull check for-every-single-round-fired. Since a progens fav dmg types are impact or chem, and their better debuffers are chem..what are they going to use? consider the fact that nothing cuts through a hull better than chem..what are they going to use? :)

     

    The raid  don't have the calculation problems of "chem beams" from jenny so that in itself is eliminating a whole lvl of lag potential. The terran ML have a far slower RoF than the PL so that layer even if they toss chem is a far slower calculation that has to be done, so that lag is minimized. It's the high RoF of progen/chem and number of dmg ticks and the constant check for shield/hull or not shield/hull that are having to be done for each round of ammo that is giving you the lag problem.

     

    How aboout attack that problem than propose a while new layer of changes to debuffers etc? Maybe the (hull of not?) check could be taken out of the calculations in a raid situation. Have a 1 time check and once its met all rounds after that need not do so. Maybe a total dmg per round can be not ticked for in a raid situation instead of a DoT. Yes, that sort of short curcuits how chem works as well as plasma, but maybe that dynamic can be suspended for raids only, that would cut the dmg checks and calculations could be factored down in a raid situation.

    • Upvote 1
  12. Once again, why do we need a "sink"? Credits in this game have 2 functions:

    1. Epeen....pfft mine is bigger than yours! No mine is....and mine has a funny curve on the tip to boot! Once again pfft.

    2.Gate from getting something, it's to keep lower lvl players from being able to "afford" something. Why bother?This game is so highly social and friendly, people donate or build for cost...why have a "cost sink" for lower level players? If they are nice enough and other players like them, someone out there is going to build it  for them. 

     

    If you are going to make a sink for higher lvl players to pour it into, to drive out the credits, what are you trying to do?

    I feel you are going to drive out the comradeship with the sink, if you are going to make players have to make the coice of "my credits!" vs. "dare I let them have some of my minimal credits?....", you are going to encourage (even marginally) ungenerous behaviour.

  13. How about something as a consumable that was never actualy implimented, but there was a "slot" in the building terminal. Even if it isn't actually built by us but some consumable reward, the entent for the future was there.

     

    What was it?

    Drones.

    How about a temporary factioned npc that you deploy as a "drone" that if you are attacked it helps out, or acts as a decoy, that it is preset to build agro to any enemy in the area or hasa high sig to draw in mobs. Don't know if it could be untethered enough to follow you etc. But if you are in a camping situation, perhaps something can be done, other things spawn when you do an action, maybe something could be done with a self activate npc.

     

    Another thing that had mentions and buld terminal slot and comps but was never put in.

    Mines

    How about once again, something that is temporary and tethered and aligned to the player (so if it goes off it don't hurt them) that if a enemy enters  the proximity of it goes KerBoom! It don't have to be mega, maybe like in the range of setting off a pop rock is now near a enemy.

     

    If it could be activated as buildable in the terminals it would most rock of all! But barring PMed, as a reward for some task via npc.

     

    On a side note, why are you needing a sink? Credits are just epeen markers, you don't need to "sink" them.

  14. In original live there wan't a TS yet. But the PS couldn't build ammo, that's a new skill for this version of EMUlive. The PS and the TS are better with their respective weapon type. The PS can get to L9 projectiles and the TS can get to L9 missles, but they were real dependant on having ammo built for them. For them to be combat effective they needed stacks and stacks of ammo in their vault, built by other players, since they couldn't "build on demand" as weapon builders could. As miners having a vault full of ammo is counter productive, they need that room for all the ores they are mining.

     

    So, since a new skill has been added to each class that wasn't in the old live (at least were the explorer classes are concerned) the JE got a extra layer of WH's, what was the PS and TS to get for that extra skill set? They decided to add the skill ammo construction to the 2 explorers that needed ammo for that skill. They didn't want the skill to foreshadow what other classes had in the weapon building dept. so the explorers can only do ammo.

     

    They still have to add some skills to the other classes. If you count out the skills available and the number of SP they have to spend to max out what they have, you will see there are holes in a couple of the other classes, there has been threads concerning what thise skills should be. Got an idea? Sharpen your pencil and scetch out what you have and post it!

     

    The PP for sure has a glaring skill missing, they need a top tier skill to spend points on, the PW/TS/JD/TT/JS have at a minimum lower tier skill missing.

    • Upvote 3
  15. Let's consider skill sets, what does a class have to offer that makes other players want them in their group?

     

    What exclusive skills to the 3 "lame" classes have that isn't covered by some other class?

     

    TS: active group thrust buff,  group grav well/shear resistance.

    JS: active reactor buffs, exclusive device buffs.

    PS: powerdown (exclusive HoT device buffs that don't WAI)

     

    The TS skills are group friendly and depending on situation (grav wells etc.) indispensable, under the right conditions you MUST have a TS. They also bring to the table 3 skills that others have but can take on themselves to ease the pressure, they can heal hulls, taking the pressure off TT, they can hack mech mobs taking the pressure off TE, and they can buff resists and jump start taking or making moot the presence of a JE/PS.

     

    The JS skill are also group friendly if not as critical as a TS's situational need, they can buff everyones reactors and through devicage make sure nobody ever runs out of power (either through buff rates or direct power transfer), they also have JE only and trader only buffs/debuffs. They can also take off the pressure of other healer classes heals, the pressure off JE/JD jenny exclusive device buffs. They are situational better for heals than the other healers, in that they can group heal, then cloak to keep agro off themselves where the other group healers might take agro from that heal.

     

    The PS's skill is a non-group friendly skill, it is only self applied. The only exclusive thing they have to offer a group is select devices, those devices don't work as intended due to the current games shield charge, during combat dynamics. All other skills they offer to a group can be achieved from some other class.

    The jumpstarts and non HoT device buffs can be gotten from a TS/JE.

    The menace can be gotten from a PP.

    The grav link can be gotten from a PW.

     

    Of the 3 classes the PS currently has nothing to recommend it to a group over some other class, they are only desired if the group lacks something crucial. The JS is the second worse off, the group buffs they offer are just not in high demand, reactor buff isn't high up in priorities when a JE is in the group, and the side buffs the other healers have make the JS 3rd choice.

     

    The PS was in live and I can attest to what made them a desired class both for solo and group.

     

    First solo: They were durable and could mine, they were probably with the exception of ammo needs the most self sufficient class of all. They had device buffs that let them self heal with HoT and pile on resists, they could stand up to high amounts of dmg and dish out lots as well, they had menace that either drove off mobs long enough for them to pluck some ore and beat it out of there, or to ease the kill of the mob. Their mining style was to kill the field guardian first, then mine unmolested for 20-30 min. They could stay on spot and "own" a field through a combination of powerdown and buffs/debuffs, combat debuffs.

     

    Currently solo this is what don't work: HoT buffs don't work due to the current combat shield recharge dynamics they have to downtime to heal, the guardian mobs are either loads of small mobs constantly interrupting mining process, or fast respawn big mobs. They can't as of old clear out the guards then mine unmolested for 20-30min. Their combat is decent and the debuffs work, but they are only 2/3 of what they were in the soaking dmg department due to HoT not working.

     

    Second group: during live they were the only menace owner and could use both it and gravlink and devices to keep themselves in the second agro tier, if the tank went down, they would take agro from them and be able to survive long enough for the tank to be JSed and patched up/buffed to take back his role. They were able to spam GL and menace, taking the GL reactor drain off the PWs plate and keeping any other class (esp. the healer) from grabbing agro on accident by using menace. They had all the resistance buffs that JE's had. They also took the pressure of the TT in heals, they filled the gap with HoT devices so the TT could concentrate on the tank and spot hull heals. Some of the debuffers they could use also made them exclusive, no terran would go without them, the GL debuffed for explosive/impact making the terrans missles to more dps, their basilisk devices made chemical ammo more effective both progen and terrans liked that. They also had the shield recharge rate devices and beam skill buffs the jenquia liked the shield gen would off set the weak shields or the shield for reactor buffs they used.

     

    Currently group: the PW can take up the gravlink role once again, reactor problems aren't nearly as bad as live due to mob AIs lack of reactor debuffs, and with new and improved reactors  and buffs. The menace role can be taken up by the PP, they also tend to take the off agro role due to menace/heals and device use, as a self healer they tend to do it as good if not better than the PS did. The PP also has the inversion skill that they can 'gather up" lesser mobs and get them off the tanks plate. The PS used to do that with area GL. The former much needed HoT aren't now needed with the addition of the 2 other healers. The resistance buffs aren't as needed as the JE/TS can now take up the role. The debuffers can now be covered by the PP and gaps with other classes. The shield buffs/beam buffs the jens wanted can now be gotten elsewere (from traders or ts/pw)

     

    Currently there is not a single thing a PS can offer a group that can't be gotten elsewere. The only thing hat is exclusive to them is a solo skill and defunct devices.

    • Upvote 1
  16. And you're kinda missing my point. No. Yes there should be more detrimental effects as you enter the suns corona etc. What should those effects be? Should your shields flow in reverse? Should they display little dancing cherubs? Should time flow backwards and you meet your grandfather, kill him and thereby create a time paradox? No.

     

    The AP sun/star should cause more and more as you get closer drain to your shield...I.E. dmg. But if your shields recharge rate exceeds what that constant drain is, then you should see no shield pool drain. My point was, during live, if you had a sufficient shield recharge, right about the L6 shield range (per my post), you saw no shield pool drain, UNLESS you got dmged by mobs, THEN their dps and the already dmg from the sun was added and you actually saw dmg to the pool. What was happening in effect was the suns constant drain to your shield, effectively was a shield recharge rate reducer, like the debuff of that name.

     

    The JE environmental protection bubble negated the shield recharge detriment, so any dmg to the pool was real time dmg from the sundivers. There was no additive detriment to your recharge rate.

     

    The not as then live but as now live problem is: They don't calculate shield recharge during dmg taken such as combat.

    I have posted on this problem before in other subject forums. Namely the problem of 0 shield recharge during combat and the negative effects to the whole device lines that PS had. Namely the ShieldGen/Refuge/Restore lines of devices. During THEN live your shield never stopped charging even during combat. If the dmg you were taking was below the recharge rate of your shield you never saw any dmg to your pool. Currently live, if you take combat dmg. your shield stops recharging for 5 sec. So if you park your ship next to a mob that you could flick your finger and it dies, like a CL 8 mob and you with L9 shields. eventually given enough time, that L8 mob could kill you. This is because if it kept nicking you within that 5 sec. your shields never start up again, he would 5 hp you to death over time even if your shield had a 100k pool. If you want to test this phenomenom, park a ship next to Traders Fort for 30 min- 60 with a high level shield. when you return to your ship you will see that your shield is dmged........by a L5 mob! :)

     

    The detriment to PS devices is they have boosts to shield recharge rates 10+%, 20+% 25+% etc., and in the case of restore devices 500x%+ for 10-12 sec. These devices were usable during LIVE to significantly make the PS more durable and to help others also. The only true healer during live was a TT, the PS was the 1/2 healer, they didn't actually heal you they HoTed you. Can't remember the exact  cooldown on the restore from live, but you could EVEN DURING COMBAT heal your shield for 1/3-2/3 every minute or so with a good lvl and quality device.

     

    Yeh, I got kind off of subject there, but the point is, that during live the environmental shield buff wasn't a necessity if you were sufficient shield lvl, it was rather a convenience. If you were going to engage in combat within the corona of the suns effect, you were inefficient if you didn't have the buff, without it you had to keep warping out to either the station or one of the moons to let your shield refill after the suns drain and the mobs dps thumped you. What happened then live is what happens in mercury (not GO) now. If your shield isn't big enough on the recharge, the pool slowly drains down to 0 as you are in the areas effect. This then left you shieldless, but not hullless, your hull was never eaten by AP (and now mercury) unless you got hit by a mob.

    • Upvote 1
  17. A few questions to clarify everyones guesses Magoo. Is this a mass mob killing of several until you run out? Or have you secured some mega mob boss to toss continuos flow of ogun ammo at? Are you solo shooting and not grouped with other players?

     

    The reason I ask is:

    1.the time it takes you to retarget and perhaps thrust toward if it's multiple targets will have to be factored into a guess.

    2.If it's a megamob for continuos fire, iss it one that shoots back? Your Sap etc. time will have to be factored, your possible down time from being incapacitated as well.

    3.If you are soloing it, possible power shortages and mobs debuffs, summoning etc. would have to be factored in. If grouped that also would effect power on hand, possible resists needed etc.

     

    If you wish to keep this all as a "surprise" and delibrate lack of info on your part that's all good by me, but by asking the question(s) this highlights for others that it may not be a simple case of ROF x6 slots x 30 stacks of ammo math problem that they think it is.  I could look up on DB and see how many rounds are fired per sec. for a L6 ogun, multiply that by 6 slots to get a base figure on how long a stack burns. then divide all that into 30. Round it to the closest second and then make that by guess :) But then that's not really a "guess" but math isn't it? By the questions I asked it might be a more "guess" than math. :)

  18. One problem Amethyst making your TS/PS your little ammo builders for your navy,  you still have to convert the ores to comps, so your trader can't be out of the loop :) the trader may as well a make ammo as well as long as they are making the comps :)
     

     

    The biggest boon will be for the PS, they used to go through whole cargo holds of ammo during raids etc. begging that many stacks of ammo 6 at a time from others is annoying, building your own hold at a time rocks.

  19. Well what appears to me on more study is:

    Things that are loot only are at whatever dps calculated @ 100% quality.

    Things that are manufacturable have a (200%) stat calculated and showing.

    For things like beams (which there are WAY more of, and more manufacturable) this isn't such a glaring problem, the dps is the dps looted, or 200% if crafted.

    But for weapons that use ammo, ML/PL the dmg is calculated off the ammo, NOT the weapon itself. (yes the side buffs etc differ from quality etc.). And the ROF changes down with increased quality, that can be quantified on a (200%) so there is a category for that.

    Since with very few exceptions (like hellfire torpedo as example) PMed ammo is used, the loot only weapons don't get their stats for PMed ammo displayed in the (200%) format.

    This makes it deceptive to the casual observer, making them biased against it thinking the weapons are paltry dps, when its actually the rounds that do the dps not the gun.

     

    So what I was asking for was, that the non-manufactured items reflect this fact.

    On reflection, I think a whole other category would have to be on the weapons header to reflect the 2 tiers of DPS for non-manufactured weapons.

    If you actually click each weapon in depth, all the manufactured weapons have a per round dmg listed and a PMed per round. But many of the non-manufactured when you get into depth, , most of the loot only guns list the non-pmed only stat and you have to pull out your calculator to add the +30% on top of that to figure what you are going to get out of it.

     

     

    For other things like devices and core items, the base 100% stat is used and the (200%) is showed, for loot only items you get what you get according to the quality, so there is no other DB stat to show other than the base 100%.  It appears that perhaps things with rounds or charges need a other category slot to replect how the charges effect performance, I don't know if there are other things that use some charge besides weapons, but this lack may effect them also, especially if there are future things with charges planned for the game.

  20. Totally loved the MCP/HtM content and rewards.

     

    Other note:

    The DB is way off on stats in several areas, would like the math figured right and actual stats to show.

     

    DB:

    Fletchette L9 stats for 100% base and (200%) dps are accurate. The ammo base is 100 dmg per round, PMed is 130 dmg per round (lol you can't get non PMed but heh) with a ROF .8 sec @ (200%)

     (this doesn't account for side buffs like +30% turbo, and shouldn't, you are having comparative stats) all good.

     

    Fury of Ten Gu L9, it's loot only so there wouldn't be a (200%) but better than 100% would exist. fine. The ammo is base 170 dmg per round Pmed 221 per round. With a base ROF of 2.0 sec @100% yes the quoted 85 dps would stand (170/2=85) But it don't factor the PMed ammo!  221/2=110.5

     

    So the DB shows FoTG as a measly 85 dps, when it would actually be in excess of 110.5 dps. And the fletchette in the 156 dps range (@200%). This leads people at a glance to think the FoTG is a piece of fecal matter. But since it's turbo rate is 10% higher than the fletchettes, yes you give up 46 dps in 1 slot, but over 5 slots you actually do more dps for 5 weap +10% turbo.

     

    This is all long winded example to say, the DB stats/math need to be fixed so folks at-a-glance don't get misinformed. I picked this example for it's obviousness and easy math, but I have found lots of other examples that need a tweek.

  21. I think a "device" would be to exploitable and defeat the purpose of an "explorer", you are supposed to explore for other resource fields, there are lots off the beaten path, and they DO respawn, so you can go do something else or explore for those other spots while you wait for respawn.

     

    There is one thing I would really like to see put in like live though, Nix the " hulk fields", imbed the hulks in the ore fields like they used to be. This would encourage more searching for hulks and stumbling over them as a pleasant surprise,instead of the current time loggers that log on at X or N time, because they know the hulk field respawn timer and  strip it clean in moments without having to search through a ore field or minimal guardian risk.

     

    The other thing like live I would like to see implemented, would go towards the OP's wish a little, the hulks had, besides gear in them, raw and refined ore in significant amounts, from 14+ to sometimes in the (rarely) 120ish range. That was like a true treasure trove when you could get some ammo ore like that....but rarely.

     

    I would also like the hulks in the ores fields to indeed have increased chance of great gear being in it as well as the ore.....BUT like live, also have that "please, please, please don't pop!" factor added as well..it was like Christmas morning when you found a hulk with real great stuff and it didn't go poof. About 1/3-1/2 of the hulks would go bloowie and buff/debuff you with a 50% chance of neg/pos effects.

     

    If you consider what the hulks are supposed to be <other unfortunate ships that met some tragedy> , it would make actual sense for the hulks in the ore fields AND to make the contents of the hulks lean towards ore, and prospector type gear, then trader type stuff, then warrior type stuff in that decending order. That's the order of what type of ships would be there..miners, traders, warriors. The ores would also be in that order, more unrefined (the miner got killed), refined (the trader got killed before he made comps), then warrior gear (he got killed during escort duty.

     

    The only "hulk fields" that should actually exist should be around some heavy danger or anomaly, think of it as the Le Brea tar pits. The largest concentration of bones around the tar pits were predator bones, then plant eater, the non-meat eater would get trapped, then cry out, scaring other plant eaters away, but attracting lots of other predators to come and try to take advantage and themselves get caught. THATS how a "hulk field" should be, the remains of some trap or combat of large  and dangerous magnitude. (think along the lines of drone fabrication plant or RD base or Ten-Gu gate or beyond line of Xipe for a hulk field)

    • Upvote 2
  22. Why are you trying to take all the "fun" out of hitting build button 240 times to make athanor ammo comp stack, then hitting the button another 240 times to make chem substrate another 240 time, then another 20-40 times to make the ammo. I mean that is AWESOMELY fun to do every time I'm taking the PP out for a hunting trip. Oh wait, I'm taking the PW/PS along as well, better hit it 240 more times to make some more athanor comps and another 40+ times to make impact/chem ammo. Dang, you guys are such spoilers! I mean isn't that what progen are for..sitting in a station making ammo parts and ammo? They should never venture out into the unknown and actually USE that ammo! :)

     

    Needless to say, despite the sarcasm----

     

    +1!

  23.  

     

    I was month to month $14.99 after the first 30 days free for disk purchase. They had package deals that brought it  down, it was like 13.49ish for 3 month or 6 month sub it was $11.99 month I think. And I know it was $9.99 month for a yr sub (which I had.) They had GTC via vendors that were a bit more than the sub rates (dollar or so). And also for some folks they gave out GTCs (like for folks from Beta we got 2 months free instead of 30 days if we bought in before 30 expired from like date).  And EA had a "friends and family" thing that got a month for bringing other players/victims.

     

    The Devs from WW also had given out GTC to local test sites/vendors to give out as well ( I got a couple months of free that way as well, since I was in alpha, and one of the test sites was my local hangout/dive :))  ( Ah..MaryK's..what fond memories ^_^)Beta players also got as part of their package a F.ounding F.ather  graphic for one of their ships, we were also were promised  EA logoed gear: a mouse pad (didn't get one), a t-shirt (didn't get one) a wall galactic map (didn't get one) and a key board overlay (WOW GOT THAT!) a flimsy paper, rapidly faded, and not really useful item. So like so many other EA promises not kept, is it any wonder I don't trust or like them? :)

     

    Hmm quote extractor not functioning....

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