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Suggestion For New Line Of Devices: Weapon Reload Modifiers With Unmodified Dps

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Do we know what the WW or EA devs would have done, given the resources? The EA devs would say "lack of resources" as an answer when asked about the missing classes. Whether the devs made that decision not to work with them, or it was a decision made over their heads not to give the resources needed, I don't know.

Afterburn was a skill originally intended for the Scout. The EMU Devs implemented & improved it. Reactor Opt & Null Factor are new and designed by the EMU devs from scratch, including the actual idea. What skill the PT will get remains to be seen, but the PT is actually quite useful due to his heal/firepower combo. The lack of unique equipment, (which is in development) holds back the Scout & Seeker, as classes that would tend to be device dependent. (The Scout originally was supposed to have 3 Weapons and 6 devices, like the JE, but the Devs determined that was too weak)

Edit: Most of what I talk about on the JT and Scout is about group viability. Edited by Terrell

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Zack:

Westwood only put them off launch they were in the documents we got, that's how we know what we know about them. The intention was to release them a bit later, but EA took over and ran down their 2 year contractual requirement and closed it out.

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Some of the in game dialogue also mentioned the Scout & Seeker. Ariad, for example, would in early 2003 address people who came to visit her in Antares 1 as "Seeker". She also gave Sharim faction for missions she had available. Loric discussed his Hyperia corporation he was trying to establish in addition to giving Hyperia faction for his missions back when he was stationed in Lagarto. (one of his missions rewarded the V'rix deceptor and similar devices that gave resistance to the V'rix scans that would hack your systems. Recipes for the device were available to device building classes, not sure about others.)

Theodoric Cassel expressed his disgust with Vinda frequently, and often had missions that sought to undermine her, for Collegia faction. This is fitting with the Collegia Traders faction description being recruited from the fringes of the Sabine, and their being sick & tired of "Vinda's non leadership". The last mission was to get Vinda's Gene-Map, presumably so that when Vinda died (likely by an "accident" like what happened to Lucius Aeitus) her gene-map would be nowhere to be found denying her a Call Forward.

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Ya..ya, i start to remember - its so long since then ... i am getting old :panic:

I start to remember many more things now again - but i close here since it would spoil the evolving story of "Emu Gold" later. Edited by Zackman

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For the original poster the devs stated, some time ago, that they had buffed beam damage. If this buff is still in effect it may need to be reduced.

in regards to the device that increases damage there are already several items that do this. L5 Zenshai tactical computer and L6 Titan's Heart. The damage increase is added on to level 8/9 weapons so I don't really see a need to add another line of devices to buff dps in another way. Increasing firing rate is a bad idea as it is not balanced for all classes all weapon types. That is why Westwood changed turbo from a flat reload time to a small % of reload and a flat damage % increase. In that way turbo effected all warrior classes damage increase equally. reducing firing rate would be an equal pain in the ass for the devs.

Ideally negative effects shoul only be on level 5/6 devices and level 9 devices. Now if you wanted to make this a unique non-manufacturable JT only item I wouldnt see as much of a problem with it but how much of a damage increase would counter the slower beam firing rate?

I would recommend fixing the JT's damage output rather than introducing a whole line of devices that could have potentially unbalancing effects. Their dps should be higher than the JE (all gear being equal). Maybe the JE's shield sap is more powerful than the fourth beam slot for the JT. If this is the case maybe the JT just needs a debuff that increases their dps by enough to move them ahead of a JE. The PP should do more damage than the PS.....and it appears that it does. The TS should do less damage than the TT....and it appears that it does.

ATM the biggest device issue the 3 new classes have, that they should have, is devices that buff shield recharge and hull patch at level 8/9. Adding a level 8 and 9 guardian device would fix the shield recharge issue. Not sure what device buffs hull patch but if there isn't one then that would be an obvious device to add.

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When Shield Leech can be resisted, will it's use be greater than the difference that the JT gets for having an extra weapon? Also the JT can debuff energy with a PM line of devices (L3-L9 Manticore), while the JE's options in that area are quite limited. Both JE & JT are equal at debuffing Plasma, and blinding enemies. The JE may be better at keeping reactors full than the JT, but she can give your reactor significantly more cap & recharge with her Reactor Opt skill which probably would not conflict with what the JE brings.

Even with more DPS we still have the problem of the PT and TT being better choices to bring along than the JT if you have only one slot for a trader (which trader may be situational). Now how we can fix the JT so there's a reason she's needed in a group/raid, that you can't get from a PT, TT, or JE? Solo I don't have a problem killing apropriate level mobs with my JT, and if I can get a mob isolated, she can kill over her CL fairly easily, with patience the Cloak & Fold Space skills. (I found that the fold-kiting tactics I used on my JE in Live, work just as well or even better on my JT, and she can cover most mistakes with her Recharge Shields skill)

I'm not so sure that the Scout does less damage than the Tradesman. Both get the same number of weapon mounts, and if explosive ammo is being used the Scout gets a PM line of debuffers. All explorers get the Salamander line of devices which start at L3 and go to L9. The Tradesman is much more durable than the Scout, but it may have less firepower than the Scout.

Edit: The Database now allows you to search by race, class, both, or restricted. Do a class-only search for each of the original 6 classes, then do one for the Scout, Seeker, and Privateer, you'll find that the new classes have much shorter lists of things only they can use than the original 6 classes. Those lists need to lengthen though what gets put in for each class should vary by the nature of the class in question.

Edit 2: The problem with the JT isn't solo combat with her. It's her lack of something needed, that only she can bring, to a group or raid setting. Since she's a support class rather than a DPS class she needs something to bring. Building she does okay too, she only needs more content for when she's not playing support toon in a raid (after she gets some new devices or another skill, to improve her ability to support others). Edited by Terrell

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I think the jt should get a mobile manufacture terminal that fits in a device slot and there is 9 different levels of it. it would be only able to build ammo and comps with negotiation having no effect in costs and costs will be naturally a bit higher than using a station. I think this fits the pt because they are the more technologically advanced race and it can't be abused by them in solo play because they are the only trader that doesn't need ammo.

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hey wow that's pretty cool ghost, really like that idea.

I'm trying to think of a way to drive it without needing to use '/' commands.

The best thing I can think of is if the player knows the recipes by heart, they can drop the requisite stacks into the device, and once a full recipe has been dropped in the device engages, and drops the built ammo/comps, and leftover ores etc in the hold. I know we can get the client to recognise when items are dropped onto device slots because I remember when we first got the device slots working people - well Kenu anyway - were filling them with mined ores.

It would need a bit of player knowledge to remember recipies but that's probably a good thing anyway.

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[quote name='Zackman' timestamp='1328636751' post='53276']
Well...[b]THAT[/b] is something different, but i have my very own oppinion here.

If you want hear it:
This is the [b]VERY[/b] reason these classes were disabled in live -they have no benefits - they are obsolete!

So instead of "building something useful" around them, the devs at Westwood simply disabled the redunant classes.



Who opened Pandorra's box here..... :lol:
[/quote]


I have to agree with this. The new classes are interesting but they mess with the roles of the normal classes. I think that sticking with the regular classes and disableing the extra ones would be alot betta than trying to create a role for them to fill.

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I think Kenu told me they still needed a skill, how about a skill that triggers manufacturing in space. Think it'd work TB? We might have to scale up the difficulty just a little bit since you're not in a fully stocked station/ good facilities.

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Instead of letting the JT build in space, how about letting her do something in combat support, so groups have more reason to bring her along. The Scout will need the same thing. I'd think that the JT and Scout would both benefit significantly if new things could be done with those 2 classes, that groups need to win battles, both major and minor. Like the JE and TT, they need to bring something special that makes up for their lack of firepower and each needs to be the primary doer of something.

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I know the Scout needs some good skill re-org its on my sheet of to-dos.

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Cool good to know, the JT and Scout should probably rival the JE in useful things they can bring to a group, but each should have at least 2 or 3 unique & useful things that no one else can bring.

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If you've got some good IDs e-mail them to me, we can discuss. I can lose things in the forums due to high activity in my PMs and so on. :)

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we had a thread about the JT being the buff/debuff specialist. I liked the sound of that.

WRT manufacturing in space, which I think is a great idea, I would prefer to do it via a device - even if the device is tied to a passive skill, as then the build system can be made a lot cooler.

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[quote name='Kyp' timestamp='1330748435' post='54749']
If you've got some good IDs e-mail them to me, we can discuss. I can lose things in the forums due to high activity in my PMs and so on. :)
[/quote]

Discussed in this thread:

[url="https://forum.enb-emulator.com/index.php?/topic/6533-dispel/"]https://forum.enb-emu...ic/6533-dispel/[/url]

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Added to my list, i'll have Kenu look and give me his opinions on it.

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[quote name='Tienbau' timestamp='1330740041' post='54718']
The best thing I can think of is if the player knows the recipes by heart, they can drop the requisite stacks into the device, and once a full recipe has been dropped in the device engages, and drops the built ammo/comps, and leftover ores etc in the hold. I know we can get the client to recognise when items are dropped onto device slots because I remember when we first got the device slots working people - well Kenu anyway - were filling them with mined ores.

It would need a bit of player knowledge to remember recipies but that's probably a good thing anyway.
[/quote]
I also like this idea. I would make it an activated effect though, so activating the device is equivalent to pushing the build button in the manufacturing terminal interface.
If it is possible to change the item description dynamically, I would include the name of the item the device is currently set to build. That way you could check before you build, and maybe you wouldn't have to drop all components. Just enough to single out what you want to build based on the components you have in your hold. It would also enable you to drop the same component several times to cycle through different recipes that use the same components, like the Musca, Phoenix, Sculptor and Scutums 7's.

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