1 (edited by Annihilator 2014-11-13 23:10:28)

Topic: Patchnotes Preview

*updated 13-11-2014*
After studying the changes on the PTS, i summed up these changes:

  1. all 5% robot bonuses reduced to 3% per extensionlevel

  2. weapon specific damage bonuses split into 1% specific, 2% unspecific

    1. light bots will have 1% factions light weapon damage

    2. heavy mechs will have 1% factions medium weapon damage

    3. assaults and mechs will have 1% faction weapon damage

  3. all resist bonuses changed from 5% to 3 points per level

  4. EWAR masking bonus changed from 1% to 2 points per level

  5. three new robot extension:

    1. Combat Robot specialist [8] (lvl 1 necessary for all combat robots -> starting extension combat)

    2. Industrial Robot specialist [8] (lvl 1 necessary for all industrial robots -> starting extension industrial)

    3. Hi-Tech Robot specialist [7] (lvl 1 necessary for all MK2 robots)

    4. spec-ops extension renamed to "Electronic Warfare specialist [8]"

Robot specific Changes:
  • Castel
            +2 detection (per combat specialist level)
            +15 CPU
            +10 Reactor
            +25% Mass
            +2 headslots

  • Castel MK2
            +2 detection (per combat specialist level)
            +1% accumulator (per hi-tech specialist level)
            +15 CPU
            +10 Reactor
            +25% Mass
            +2 headslots

  • Prometheus
            +2 detection (per combat specialist level)
            +15 CPU
            +10 Reactor
            +25% Mass
            +1 headslot
            +1 legslot

  • Prometheus MK2
            +2 detection (per combat specialist level)
            +1% accumulator (per hi-tech specialist level)
            +15 CPU
            +10 Reactor
            +25% Mass
            +1 headslot
            +1 legslot

  • Yagel
            +2 detection (per combat specialist level)
            +15 CPU
            +25 Reactor
            +25% Mass
            +1 headslot
            +1 legslot

  • Yagel MK2
            +2 detection (per combat specialist level)
            +1% accumulator (per hi-tech specialist level)
            +15 CPU
            +25 Reactor
            +25% Mass
            +1 headslot
            +1 legslot

  • Trojar
            +1% weapon cycle time (per robot control level)
            -15 masking

  • Trojar MK2
            +1% weapon cycle time (per robot control level)
            +1 masking (per hi-tech specialist level)
            -15 masking

  • Intakt
            +1% weapon cycle time (per robot control level)
            -15 masking

  • Intakt MK2
            +1% weapon cycle time (per robot control level)
            +1 masking (per hi-tech specialist level)
            -15 masking

  • Cameleon
            +1% weapon cycle time (per robot control level)
            -15 masking

  • Cameleon MK2
            +1% weapon cycle time (per robot control level)
            +1 masking (per hi-tech specialist level)
            -15 masking

  • Argano (+MK2)
            +2% Artefact scanning range (per industrial specialist level)
            +20 CPU
            +10 Reactor
            +25% Mass
            +1 headslot
            +1 legslot

  • Laird (+MK2)
            +2 masking (per industrial specialist level)
            +20 CPU
            +10 Reactor
            +25% Mass
            +1 headslot
            +1 legslot

  • Waspish (+mk2)
            +2% optimal range (per combat specialist level)
            +3% accumulator recharge replaced with shield bonus (per basic robotics level)
            +3% optimal range replaced with locktime bonus (per basic robotics level)
            +15 CPU
            +115 Reactor
            +25% Mass
            +1 legslot
            +1 med missile slot

  • Baphometh (+mk2)
            +2% optimal range (per combat specialist level)
            +15 CPU
            +125 Reactor
            +25% Mass
            +1 headslot
            +1 legslot
            -1 torso (missile) slot

  • Arbalest (+mk2)
            +2% optimal range (per combat specialist level)
            +3% armor repair replaced with demob resist (per basic robotics level)
            +15 CPU
            +130 Reactor
            +25% Mass
            +1 legslot

  • Sequer (+mk2)
            +2 Masking (per industrial robot specialist)
            no other changes

  • Kain, Artemis, Tyrannos (+mk2)
            +2% demob resist (per combat specialist level)

  • Mesmer, Seth, Gropho (+mk2)
            +2 all resists (per combat specialist level)

  • Termis (+mk2)
            +2 sensor strenth (per industrial robot specialist)
            +3% geoscann accuracy replaced with repair bonus (per adv. robotics level)

  • Gargoyle (+mk2)
            +2 sensor strenth (per industrial robot specialist)
            +3% Terraformer cycletime replaced with energy transfer bonus (per adv. robotics level)

  • Riveler and Symbiont (+mk2)
            +2% accumulator capacity (per industrial robot specialist)

  • Lithus (+mk2)
            +2% reactor stability (per industrial robot specialist)

  • Scarab (+mk2)
            +3 points all resist (per industrial robot specialist)

  • Ictus / Zenith / Vagabond (+MK2)
            +1% faction weapon cycletime (per faction robot control)

  • Ictus (+MK2)
            +3% shield efficiency changed to accumulator recharge (per adv. robot control)

other changes:
  • Energy Cells (laser ammo)
            Manufacturing unit +250 (=1250)

  • Firearm Bullets
            roughly 20% damage nerf (depending on ammo type)

  • Detection/Masking extension
            each extension grants now 1 point per level

  • Detection/Masking Modules
            modules bonus changed from relative (%) to absolute (pts)
            detection +20/25/30 pts (-20pts masking on all detectors)
            masking +35/45/55 pts

    *Disclaimer*:
thats what i could grasp by quick comparing robot bonuses and fit screens. ther may be more changes that i could not see at once.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Patchnotes Preview

Where is the Damage % increase to weapons on an ewar bot?

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3 (edited by Supremacy 2014-11-06 04:45:28)

Re: Patchnotes Preview

lolz


http://tinyurl.com/pae4psg


http://i.gyazo.com/ec460f53391527405248d2733c311577.png

Re: Patchnotes Preview

I like the added slots, not the rebalance on skills.

5 (edited by Inda 2014-11-06 09:19:04)

Re: Patchnotes Preview

All light +1 leg slot as far as I know, just Castel or what get +2.

Thank you btw to sum up!

Energy to Earth!

18.01.2014. [12:57:58] <BeastmodeGuNs> after that i remembered all those warning about 1v1 you lol, and i found out why xD

Re: Patchnotes Preview

Ville wrote:

Where is the Damage % increase to weapons on an ewar bot?

ewar bots just get the same 1% cycletime per faction robot control all other combat faction bots already have.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Patchnotes Preview

They need damage bonuses.  Your looking at running 2 maybe 3 guns on them.  We need them damage modifiers.

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Re: Patchnotes Preview

I've been playing this game for years and I still don't understand how the points based resistances work. Why can't we have percentages like a real game?

Anyone know if the resist change is a nerf to the Artemis?

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: Patchnotes Preview

Jita wrote:

I've been playing this game for years and I still don't understand how the points based resistances work. Why can't we have percentages like a real game?

Anyone know if the resist change is a nerf to the Artemis?

Its a slight nerf to your current artemis fit, but opens up new possibilities.

google the point system or check the wikia wink

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Patchnotes Preview

I'll do a summary soon as well, but nice work smile

Re: Patchnotes Preview

thanks for summary, Anni, even though i hate your face, ill give credit where credit is due

Re: Patchnotes Preview

It ain't called EQUALS for nothing.

GJ Anni.

I believe pvp could be very exciting and the game has what it takes. But this is game is ruined and we all know  by who, it´s by corps like CiR, -77- and PHM. - by Fu ManChu

13 (edited by Annihilator 2014-11-06 20:50:28)

Re: Patchnotes Preview

all changes are a sound packages that needs to be tested. my suggestions due to the already known changes:

  • light bots need their locking range doubled.
    the speed and hitsize/dispersion delta between a light and a heavy is not big enough to justify having that much of a delta between their locking ranges.

  • even a resist bonus wont save a scarab in range of a combat bot/mech. please put something else in there. Suggestions:

    • Nexus Range bonus

    • CPU/Reactor multiplier

    • Construction Module Efficiency (reduce AP consumption per cycle)

    • NEXUS accumulator Efficiency (reduced AP consumption per cycle)

    • further the demob resist of "glider" should not depend on any extension but beeing a given factor. those things have no moving parts that could be jammed (demob description)

  • small drainer feel a bit gimped with not even the Trojar beeing able to field them effectively. they could use some love.

  • Arganos artifact scan range bonus sounds not very tempting. IMHO would be nicer to have a bonus on artifact discover distance, to give a little more jumpstart distance between a lvl3 observer stash and the argano big_smile

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Patchnotes Preview

Look at your Ictus on live server and look at it on test server.

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Dev Zoom: I think its time to confess, Ville is my alt
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Re: Patchnotes Preview

I still cant fit my Yagel mk2 properly!, But Prometheus mk2 can be fitted!

Energy to Earth!

18.01.2014. [12:57:58] <BeastmodeGuNs> after that i remembered all those warning about 1v1 you lol, and i found out why xD

Re: Patchnotes Preview

Oh god... I forgot about the Prometheus...

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Dev Zoom: I think its time to confess, Ville is my alt
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Re: Patchnotes Preview

Beast...

Energy to Earth!

18.01.2014. [12:57:58] <BeastmodeGuNs> after that i remembered all those warning about 1v1 you lol, and i found out why xD

Re: Patchnotes Preview

I woud have expected the masking skill bonus onthe industrials to be base on EW specialization rather than industrial specialization

Re: Patchnotes Preview

does basic bots and adv bots play a role with each other? right now its so nitched as is. my adv skills are way better then my basic since i am always in bigger bots for mining/harvesting. the moment i get into a light bot, I get gimmped. I feel like that my day/weeks of putting points into basic is kinda pointless since I have a lot better results into bigger mechs.

Re: Patchnotes Preview

Luke Broker wrote:

does basic bots and adv bots play a role with each other? right now its so nitched as is. my adv skills are way better then my basic since i am always in bigger bots for mining/harvesting. the moment i get into a light bot, I get gimmped. I feel like that my day/weeks of putting points into basic is kinda pointless since I have a lot better results into bigger mechs.

its offtopic, but this will partially change with the huge boost assaults will get there, compared to the nerf of mechs.
Industrial wise, there is not much reason to use anything smaller then a riveler/symbiont mk2 as soon as you have unlocked them, for their respective roles (mining/harvesting/terraforming)

except, ofc, the new ninja-noralgis-plucker laird mk2, and artifact scanning argano until you have maxed out the geoscanner extension to do it in a sequer or light ewar.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

21 (edited by Heliaso 2014-11-07 14:42:21)

Re: Patchnotes Preview

Scarab (+mk2)
+3 points all resist (per industrial robot specialist)

fuuu

Re: Patchnotes Preview

Heliaso wrote:

Scarab (+mk2)
+3 points all resist (per industrial robot specialist)

fuuu

Yep, no point in that bonus. Scarab should have nexus mining related boosts.

RIP PERPETUUM

Re: Patchnotes Preview

Scarab still w\o "reduced accumulator usage for building modules" racial bonus.





LOL U LOL U LOL U LOL

Re: Patchnotes Preview

It's actually pretty useful.

25 (edited by Celebro 2014-11-12 16:29:47)

Re: Patchnotes Preview

Nice post Anni, there need to be more changes for this, after much thought this changes are not good by itself.

RIP PERPETUUM