Topic: Patch 23.12.2011
Scarab and promised stuff?!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086
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Scarab and promised stuff?!
Scarab, the faction token shop, and new robot animations. The rest a bit later.
the rest has acronym with three letters?
the rest has acronym with three letters?
No, that too
The rest means the new beginner assignments.
Are we looking at another game expansion about the same time frame as Terra, around April maybe?
Edit: But yes, thanks for new gliders now
And new modules? They were mentioned in DEV blog.
And new modules? They were mentioned in DEV blog.
No not yet.
the almost two years ago announced AoE plant removal weapon, and the grenade launcher?
... Well, its looks like we have a medium industrial aoe weapon.(for clearing the plants etc) And... Small Artillery weapon. ...
2010-01-11
*sorry for editing the quote with the links*
2 Years is like 2 months for the DEVS
Maybe Work On The Shield Is A Better Idea.
As I don't have access to the game for a couple of days(Christmas holiday), can someone post the material requirements needed to make the Scarab, the complexity of the extension and the level of the new extension required?
Thanks!
As I don't have access to the game for a couple of days(Christmas holiday), can someone post the material requirements needed to make the Scarab, the complexity of the extension and the level of the new extension required?
Thanks!
Sure, Lucius...still can't log in though, only admins.
25k titan, 500 espitium. Otherwise same mats as lithus
Industrial 8, Glider 5.
Glider is complexity 8.
Scarab extension requirements:
Industrial robot ctrl: 8
Glider robot ctrl: 5 (complx 8)
base materials:
plast: 18000
iso: 10000
aligor: 6250
poly: 600
espitium: 500
titanium: 25000
has a surface hitsize bonus and industrial nexus bonus and more.
Anyone started PT'ing the Scarab yet
You kidding right?, it only been a few hours, need to collect the kernals.
Bah! Less text more killing
Speaking of, are these HG's (heavy Gliders) as paper-thin easy to kill as we were worried about from the 'lower armor' comment in the dev blog?
I think they will be easy to kill:
AP 1250 and no way to extend or add recharges
HP 750 but at least got armor repair bonus and surface hit size, don't really know why.
Some crying and whining if a few NPCs can take this down in alpha me thinks.
Thanks for info, given how relatively cheap they are for the cargo-space, they better be paper-easy to kill.
Personally I think they're waaaay too cheap, nothing to work towards, but that's probably just me...
Happy Christmas to you all!
Hopefully this year we can release some info about the coming things namely the territory control.
I really think they wanted this tactical hauler to require support. Reducing the hit changes the dispersion, which is probably to do exactly what you've nailed as the issue, which is getting killed with an alpha strike before your support can remote rep you back up.
For mining transport; the power of the squeeker over the lithus in many instances is the ability to drive around NPC's with its' better slope capacity. There are always routes available to sequars, not always the most direct, that completely avoid NPCs. The good slope capacity of the gilder will hopefully provide that same 'avoidance' for those hauling ore.
For PVP though, it's going to need support to survive, which is I believe by design.
Does it also get resist bonuses like most indy bots?
It has some resists but no bonus for that. I think the way they have design it is, to force you use all the slots as a default fit.
@ Dev Crm: Merry Christmas to you too, awaiting territory control details impatiently
Its actually exciting to bet getting a new indy bot
Sort of something for 'us' since i 2.0 didn't really impact independant alpha corps.
Edit; @CRM Happy holidays!
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