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Ryle

N7 Reporter [N7R]
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Everything posted by Ryle

  1. I want to know where the level 9 MudKyp engine drops pl0x cwatididthur
  2. [quote name='Tienbau' timestamp='1328598991' post='53219'] Did MOBs ever have turbo weapons }:-> ? [/quote] That is a really good question, and theres no way of knowing really unless you were a dev in the game. I never noticed an activated turbo on a mob
  3. [quote name='Lot' timestamp='1328522074' post='53165'] Everybody makes mistakes without exception. Live started off with only small amounts of turbo available then gradually more became available. Under the old forumula it got to the point when I was playing my PW it was point & squirt over and over and by the time I started shooting the 5th mob the 1st mob died. My mortars (Archos weren't yet available) chewed through a cargo hold full of ammo in a few minutes, lol. So yeah, Westwood/EA realized their "oops" and fixed it. DPS increase = Turbo % increase up to 100%. Beyond that in theory it dimished by half value for the next 100%. 100% turbo = 100% DPS increase. 200% turbo = 150% DPS increase. 300% turbo = 175% DPS increase, etc. The most turbo that was available during live was between 100-150 but in theory they could have added more methods to obtain even more turbo so it was necessary to plan out how to accomodate it although they probably would have limited it. There was a bug in live with some ammo changed into a stack of beams. If anyone tried to install the stack of beams on their ship it crashed the sector. Imagine going and buying a stack of L9 components for ores, crashing the sector, finding out you had the stack of components still and all your original credits still! It affected other things too. Another "oops". [/quote] 109% for everything but a jenquai buff, which I believe could get you to 119% (i cant remember the exact percent on that Jennie only activated stackable device, but it stacked with the other 10 percent activated. Turbo was a lot more stackable in live) Equipped Weapon - 40 PB Activate - 20 Dreadmail Activate - 15 Celestial - 10 Jenquai Device (JE/JD only) - 10 (i think this one WAS activatable on others tho and it did stack) CVE - 7 And a couple of AA's I think, one was 7 and one was 5.... there was also another 5 loot device and i forget its name. But it added up to 109 on my PW, and I know jennies claimed 115-120.
  4. you cant have everything. maybe we could give progen warriors wormhole?
  5. phooey on you and your technicalities sir *goes back to HU30PP with a huff*
  6. I tried a few /who combos testing if there was already a command with this... found nothing. I coulda swore this existed in live. So, if we have one, id like to know it. If not, can we add this feature? Id much rather not have to add every single guildie to my friends list >.> also: KHAAAAAAAAAAAAANNNN
  7. tl;dr version of this thread: math is hard, progens rule, jenpies suck in other news KHAAAAAANNNNNN
  8. Ryle

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    i just want to see find/leave used again. never is
  9. As far as I understood it: Actual Damage (Amount Mitigated) add em together for how much the shot actually did as a base. The hull bug is just a bug, basically its Null(Amount total)
  10. The best way to test if youre getting the right damage... is to calculate what your total DPS output should be (yes its A TON of math and best done with no buffs to make the math even more complex) and then test it on a mob with a fairly even number of HP (like 500000 or something) and then time it. Take into consideration their resistances. Whenever I tested DPS on live (man i was nuts about it, you dont even know how i was lol...) id do this, and it nominally came out within about 5% +/- what i expected it to be, which is a good tolerance range given estimations on MoB resistances, etc. I also did arena testing vs my own guildies that I knew the exact resistance numbers. Those were about the same overall. Assuming the damage system is calculated the same as live, like input output, everything the same... its gonna be right.
  11. I want a PW tattoo that says: [i]BaconStrips&BaconStrips&BaconStrips&BaconStrips&BaconStrips&BaconStrips&BaconStrips&BaconStrips&Bacon Strips[/i] just sayin
  12. Also, the delay may very well happen with PLs and MLs, but you wouldnt know it because they take time to hit their targets (charge a Tengu at impulse 500 from 10km out with autofire on and watch 15-20 stacks of projectiles hit it all at once 10 seconds after you start your attack run, to see exactly what im talking about. By the time youre like 1km from the MoB, youve actually OUTRUN your ammo... then you watch half of the Tengu Blights shieldbar disappear in an INSTANT as you fly past it). Beams would be more obvious because they are instantaneous strikes.
  13. Bro, youre taking it the wrong way. All of us here are seasoned vets, and most are extremely familiar with the math, displays, and how it all works, especially uber turbo nuts like me. Believe me when I tell you, its working as intended. Id have brought it up long ago if I thought it was actually wrong. Any percieved delay you are seeing is worked into the system. When you are trying to "time it" with your naked eye or even a stopwatch, youre going to have 3 major factors coming into play: Human Error (delay in processing what you see, or the flick of you finger on the watch), Server latency (distance to server adding miniscule amounts over time to what is happening in game and what is being displayed on your monitor), Video card performance FPS (similar to latency only cause by delays in video frame processing instead of packet transfer time). The server is processing your information correctly and on time, based on the mechanics that have been explained already in this thread, have no doubt of that. What you "see" isnt always whats really happening. The eye can decieve severely, especially on older games like this (take wallhacking and LOS exploits on Star Wars Galaxies for example, where someone looks like they are right in front of you but are really behind a wall running around the corner back and forth and your system cant keep up with them. i bring up SWG because the PvP community exploited the hell out of this and there was no way to fix it with the game engine as it was, over 8 years old, just like ENB), and most especially because it is an unfinished emulator bound to do some wonky stuff at times. The hangup youre seeing is most likely video card delay of the beam graphic going into the render. The damage is applied on time as its supposed to be.
  14. We need some more Mystix man, wanna get some fishbowls going or something. Also, im around a lot lately, i dont mind grouping up and doing stuff I just never see anyone asking.
  15. thats the point not everything in this game is "go to this exact spot, then warp to that exact spot"
  16. Yeah that sounds about right to me as well, the arena discription. I never played the ballgame, I only PvPed on my PW. Rarely did I fight anything but other PWs, a few TEs, and a rare JD. Also IIRC the loadin wait was ridiculously long, like registration could take 5-10 minutes of just sitting there waiting. Even when you KNEW no one else was in there. One full PvP fight was easily a 30 minute time sink. Easily. I mean the PvP community was tiny too, even on Andro. You had Sheldon, that Odinorion guy, myself, and a few others that made up the bulk of it. I have no idea who else even did it, but it was almost exclusively 1v1s. PvP just never took off in live on the biggest server. Also im pretty sure the level restrictions were sector specific. Like one arena was the 135+, one was the little guys like 25-50 or whatever. I think it was the one in Carp or Slayton where the big hulls played.
  17. [quote name='Mattsacre' timestamp='1328162557' post='52895'] LOL he didn't even get into the equipt vs. active turbo, equipt buffs are calculated first then active are stacked on that, the difference is infintesimal in most cases but on other things it can make a difference, such as equipt resistance buffs then active etc. Thats why acive turbo on fast reload PL was such a problem for progen, the equip/active drove it below 1 sec. reload in the algorythm they was using and it didn't calculate below 1 sec., I have been informed that this bug has been adressed on the DPS side but not the tool tip side, so while the DPS does calc. out it still shows 1 sec. This would lead to the misunderstanding also for the beams, intuatively you thing 10 sec. minus 60% is 4 sec. but its not so [/quote] Tell me about it, the old calculations on live before they fixed it had you burning a level 9 reactor in about 10 seconds. Like archos refiring at .3 second intervals (3x a second) It used to be Refire times 1/turbo percent or something like that. So that it would be like with 50% turbo = 1.4*.5 = .7second reloads X_X. There was a cap at around ,2 IIRC, but it was whacko (this was back in like.... god maybe the first few months of live before the big turbo fix, some might remember)
  18. Its uhhh... a level 4 Centurion map or whatever I finally got it after waiting for like 2 hours and killing 3 of the buggers.
  19. The game needs more "themepark" mission lines like this. Seriously. I know, lots of work... but if we could get like 20-30 of the things into game, holy content, yo.
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