Topic: First steps (discussion)
Do You have important remarks for my guides? Write here.
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...
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Do You have important remarks for my guides? Write here.
Thank you Hunter to do this,
1. 1 minute = 1 EP maybe after you can show on or offline dosent matter as well
2. This is combat guide If you can somewhere tell that pls do, or will be miner guides as well?
3. I would like to see some numbers after you showed the recommended skill level like sharpshooting, after 5 you can shoot 150 m and that is good for beginning against NPC because they lock in 150 (for example i am not sure about numbers now just an example)
4. Where is the navigation skill or? I prefer for beginners 7-8 that can be enough.
4. Where is the navigation skill or? I prefer for beginners 7-8 that can be enough.
Newbies should plan their EP so at the end of the trial they should have Nav 10
I would to see such posts with attached screenshots. If possible.
Common things
Before you start playing you should know the following:
1) 1 minute = 1 EP
2) You can reduce the skill level of the first 14 days and if the level is not higher than 5.
3) Each robot has its own individual bonuses.
4) Combat robots has an advantage over one race and weak against another.
to 2: I thought its 30 days. Or I am a to old player. and you can reset until you hit 7. 6 is fine.
Common things
Before you start playing you should know the following:
1) 1 minute = 1 EP
2) You can reduce the skill level of the first 14 days and if the level is not higher than 5.
3) Each robot has its own individual bonuses.
4) Combat robots has an advantage over one race and weak against another.to 2: I thought its 30 days. Or I am a to old player. and you can reset until you hit 7. 6 is fine.
Fixed. Thanks.
Hunter once your finished i can re-paste the english version in peroper form. Then later add anything i think you missed for your review.
Let me know if you want me to
Great job Hunter, all thumbs up for this project.
The only thing I would add is the range extender for EM-Pilots. In a lot cases at the beginning, you benefit more from range than from dps. Drawback is ofc high reactor usage of range extender. I have no clue if it is viable in first 4 weeks, but would rather drop one gun when this allows me to stay out of enemy range.
Nice job Hunter!
You can also prepare new players get a grip on the cost of leveling up.
Recently I did some checking and came to this (please verify):
For a rank 1, going form level 0 to level 1 costs 1 hours (60 EP)
For a rank 1, going form level 1 to level 2 costs 2 hours
For a rank 1, going form level 2 to level 3 costs 3 hours
For a rank 1, going form level 3 to level 4 costs 4 hours
For a rank 1, going form level 4 to level 5 costs 5 hours
For a rank 1, going form level 5 to level 6 costs 12 hours
For a rank 1, going form level 6 to level 7 costs 21 hours
For a rank 1, going form level 7 to level 8 costs 32 hours
For a rank 1, going form level 8 to level 9 costs 45 hours
For a rank 1, going form level 9 to level 10 costs 100 hours
And for a Rank N extension, multiply this by the rank!
Note how nonlinear the cost of leveling up increases after level 5!
... or just use perp-planner
2Lemon - sure
2goffer - i doubd that range extendors is good for lights/assaults. guide for beginners.
2inspiration - you sure that it's really need for noobs?
2Lemon - sure
2goffer - i doubd that range extendors is good for lights/assaults. guide for beginners.
2inspiration - you sure that it's really need for noobs?
In condensed form it is a good lesson why not to level up past 5 if you want to gain abilities fast. A picture visualizing this might work quite well. OR a statement that level 9 to 10 always takes 100 times longer then 0 to 1, with a notification of the sweet spot being 5.
You get the idea
Great job with the guide Hunter!
To make it more complete, maybe a quick walkthruu of wich ammo to use when and against what factions could be good.
Keep up the good work!
Great job with the guide Hunter!
To make it more complete, maybe a quick walkthruu of wich ammo to use when and against what factions could be good.
Keep up the good work!
The following list of ammo types to use against NPC spawns is based on their natural resists and most common armor hardening.
When shooting Yellow NPC, your best ammo choices are:
* Chemoactive missiles
* Thermal energy cells
* Chemoactive slugs
* Chemoactive bullets (-50% optimal)
* Composite bullets (20% less DPS then chemoactive bullets)
When shooting Green NPC, your best ammo choices are:
* Sonic missiles
* Chemoactive energy cells
* Chemoactive slugs
* Chemoactive bullets (-50% optimal)
* Armor-piercing bullets (27% less DPS then chemoactive bullets)
When shooting Blue NPC, your best ammo choices are:
* Chemoactive missiles
* Chemoactive energy cells
* Composite slugs
* Chemoactive bullets (-50% optimal)
* Composite bullets (25% less DPS then chemoactive bullets)
When shooting Industrial NPC, your best ammo choices are:
* Sonic missiles
* Thermal energy cells
* Composite slugs
* Chemoactive bullets (-50% optimal)
* Composite bullets (22.5% less DPS then chemoactive bullets)
These advices are aimed for shooting mixtures of light up to heavy mechs (random spawns)!
Since the increased requirements of chemo-ammos got removed some patches ago:
use chemoactive all time...
or use the repective ammo - i dunno how insipiration comes to that list, but it seems wrong to me:
- kinetic ammo vs. green bots,
- seismic ammo vs. yellow bots,
- thermal ammo vs. blue bots,
- chemo ammo vs. industrial bots
only in cases where the target has an universal hardener fitted that rule doesnt work. (note: npcs do not activate their hardeners)
(note: npcs do not activate their hardeners)
Actually they do.
they do nowadays? when was that fixed?
Since the increased requirements of chemo-ammos got removed some patches ago:
use chemoactive all time...
or use the repective ammo - i dunno how insipiration comes to that list, but it seems wrong to me:
- kinetic ammo vs. green bots,
- seismic ammo vs. yellow bots,
- thermal ammo vs. blue bots,
- chemo ammo vs. industrial botsonly in cases where the target has an universal hardener fitted that rule doesnt work. (note: npcs do not activate their hardeners)
I scanned all green and blue NPC for starters, found the common theme and then calculated their effective resists. Then i calculated the effective damage of all ammo and missiles in game on those resists.
Please realize that faction damage type specialization causes their respective ammo for that type to have higher base damage. This extra raw damage makes it better then chemical in certain situations. In the case of bullets however, the insane amount of raw damage of chemicals always wins (at the hefty price of a 50% drop in optimal range).
With hardening taken into account, each weapon class really has only two sane non-mission ammo types to use. The rest is sort of decoration with the exception of very rare specialized cases.
Inspiration is right. Most often the npcs have an higher resist again their natural weakness than chemical. I almost always do more dmgs with chemical ammos than kinetic missiles (armor piercing) on green npcs. Thats where "most common armor hardening" comes into play.
Contradicting others statements seems to be a appreciated occupation to you Annihilator, but try to do it with true facts sometimes...
well i was under the assumption that npcs still do not use their active hardeners - since they didn't do that for several years and they havent done it right after the "npcs accumulator patch".
if they do activate them now, their resist hole is fixed up to same resist as their highest one. Then its only logical to use your single-damage ammo against same type npcs (eg. thermal laser ammo vs. yellow bots) , or chemoactive against any other race.
the other two ammo types then have no real use with random robot spawns...
Would anyone like to help me with the industrial guide?
Would anyone like to help me with the industrial guide?
People actually do that stuff?
BTW a synopsis of each class's play-style end game for there Damage Role/e-war Role so players reading have a idea what they will grow in to.
Example: Blue Combat role pilots can expect to focus around hit and run shooting as well as High damage output fragile speedy bots and in the flip have the ability to tank very well when fitting for it.
Green e-war pilots, unlike the other races and roles this focuses on a very important nitch of energy warfare. Most end game pilots focusing on shield tanked bots specialized in removing the enemies power source at the cost of their own making them very effective.
If players understand the roles/strengths ahead of time we may see a lot less QQ about nerf's/Buff's.
Thx, for the guide.
There seems to be a copy&paste error in the Baphomet Guide, from step 5) on, you are using EM-Guns there...
(5xT2 light EM guns;).
Thx, for the guide.
There seems to be a copy&paste error in the Baphomet Guide, from step 5) on, you are using EM-Guns there...
(5xT2 light EM guns;).
thanks
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