251

(48 replies, posted in Balancing)

Vosyen Makarovich wrote:
Purgatory wrote:

Tyrannos MK2 will never fit anything on a worthwhile setup besides 4 launchers, not enough cpu to fit turrets aswell, or anything into the misc slots

Erh? As I previously stated, my TyrMk2 is fully kitted out: 4x T4 med launcher + 2x T4 med autocannon, T4 sens amp, 3x T4 missile tuning, T4 med armor rep, 3x T1 armor hard + 1 free head slot now since yesterday, and I'm already 4 CPU below needed (Relevant extensions: Data Processing 9, Weapon Optimisation 7, Armor Optimisation 6) I fully expect to be able to drop a T2 armor tuning in the last headslot after maxing out extensions mentioned above

Purgatory wrote:

But apparently this game isn't balanced properly, because an MK2 castel has no fitting issues and yet a MK2 tyrannos has big fitting issues.

You again nicely forget to mention that I SAID my Castel Mk2 had fully T2 kit (lowest cpu used in mods) so of course it fits with room to spare. I never even tried to T4 kit it, prolly doesn't fit.

Arga wrote:

So even fitted the same as the MK I, the MK II will do more damage.

Hope you didn't waste money and materials building one, and your just looking at a fitting tool.

The bonus for TyrMk2 is 1% more accu per lvl, so dmg wise it's on par with it's Mk1 brother.

I did build mine. Waste of NIC? Possibly. Waste of materials? Possible again. Building something just because you CAN? Priceless. Also I'm pretty sure the people I bought the materials from aren't at all peeved of getting some extra NIC smile

FYI: It took 14mil NIC worth of materials + 2.7mil NIC for a Tyrannos itself (I was gonna use my own, but then it got it's *** handed to it by a Thelodica Observer Spawn III tongue) + something like 1mil NIC build cost.

I'd just like to point out that medium autocannons have extremely low cpu fitting reqs, so it's no wonder you can get your setup to work. You also have no range extenders, and these use up a lot more cpu than any module you're using in the head slots.

252

(48 replies, posted in Balancing)

Styx wrote:
Purgatory wrote:

The moment i lose a slot to fit a head slot cpu booster my fit fails, the gropho doesn't suffer this problem. T2 gropho would though. My fit achieves 730+ range when paired with another mech of the same fitting, the gropho can do it but the MK2 does not have enough cpu to use the misc slots.

What makes you think a Tyrannos should be able to do something just because it's big brother the Gopho can.

This is a tyrannos Mk2 we're talking about, not a tyrannos. I think the Mk2 should be able to do something better than the Mk1, otherwise what's the point in having an Mk2? There may be some low cost fits that can make use of the extra slots on the Mk2 but those are few.

253

(48 replies, posted in Balancing)

Mongolia Jones wrote:

Purgatory, looks like you just need to fit your TyrMK2 differently.  Like someone else posted he was able to easily fit his with low fitting skills.

For me in a KainMK2 there are a combination of fits that would never work and that's fine. I can still build a KainMK2 a number of ways that still works. 

You should do the same for your TyrMK2, don't try to force a fit that obviously is too cpu intensive, be flexible and you will find fits that will work.


Purgatory wrote:

And using a head slot cpu boosting module in a combat fit is pure fail.

I disagree with you, and unfortunately you are not alone in your thinking.

Even within m2s there are guys that get trolled for having "fail-fits" (even I was trolled several months ago but that has stopped now). I have found that there are pilots out there that get inventive and build some devastating mechs (specialty role) that are not typical in fits.

If such a fit requires a cpu booster in the head to make work then who are you (or anyone else for that matter) to say it's "fail".

Also, to make any pvp fit/mech work it's 50% the fitting itself and 50% is how you use the mech/fittings on the field.

The moment i lose a slot to fit a head slot cpu booster my fit fails, the gropho doesn't suffer this problem. T2 gropho would though. My fit achieves 730+ range when paired with another mech of the same fitting, the gropho can do it but the MK2 does not have enough cpu to use the misc slots.

254

(48 replies, posted in Balancing)

Annihilator wrote:

head and legslot on lithus is by far not useless - im using those as nexus buffer chars, while the Sequer mk1 can't run more then one nexus at a time, the mk2 should be able to fit  CPU- and Accumulator-equip to run two or three of them.

btw, i wonder what purgatory wants to fit in his tyrannos MK2 that he runs out of CPU so easily.

sounds like range extender in headslot, and drainer as arms (which is a fail as Neuts would use less CPU and he didn't list the CPU reduction extension for drain/neut)

No drainers, neuts, or anything like that in my fitting, what I want to fit in misc is low cpu cost, and it still is impossible to fit (due to lack of cpu)

You're right about the range extenders though, I have quite a few of them.

255

(48 replies, posted in Balancing)

Arga wrote:

The MK II doesn't just get extra slots, it also has an additional bonus.

So even fitted the same as the MK I, the MK II will do more damage.

Is the extra % worth the additional 20M NIC, nope, which is why people aren't building or buying them.

This doesn't mean that they won't be useful, only that with the current fits, and current game content, they are more for epeen.

Hope you didn't waste money and materials building one, and your just looking at a fitting tool.

You just said it right there. MK2 mech/heavies are worthless as they are now, they may aswell have never bothered introducing them. They could fix this by simply giving them extra cpu/reactor for the extra slots.

Mk2 bots should have been given extra cpu/reactor to make up for the extra 2 slots they get, more so CPU then reactor. If they get an extra head and leg slot, then they should receive an extra 40-50 base CPU (20-25 base for each slot). It really does not make sense to bring out these MK2 bots and call them better, but then gimp them by not giving them enough CPU/reactor to actually get a proper fitting.

If this is not changed, then I guess the mech and heavy mech MK2 bots will just be worthless fluff, because apparently the light Mk2 bots don't have this problem.

IMO the better fix is give Mk2 bots extra cpu/reactor to make up for their extra fittings.

10 more base cpu isn't really going to help it much either. it would need 20-25 more at least.

Annihilator wrote:

i think your argumentation wont reach DEV Alf the way you have set it up.

I agree that the tyrannos could need ~10 more base CPU to be in line with its other parameters.

Facts:

  • Missile launcher do need relative high CPU, low reactor

  • Robots CPU/Reactor values are set around the factions primary weapons.
    eg. Laser bots got more reactor then anything because lasers need that

  • Missile bots are also pretty headslot-heavy (except EWAR)

  • Headslot modules primary attribute is CPU

  • Tyrannos has not more CPU then Kain, which is unlogical if you consider the previous facts

  • sidenote: Gropho MK2 will face Reactor-shortage if try to fit all slots

Purge - i wonder - do you want to fit drainer or neuts into the two misc slots?
Just asking because you didnt list the extension for lowering CPU for those...

No, what I want to fit is not engineering related atall.

Good points, especially on the kain having as much CPU as tyrannos.

I always thought the game was designed so that if you want to fit higher tier modules and use all of your slots, you would need higher EP investments into the fitting skills (CPU/reactor skills) but I ain't gonna be able to get any more than a few more CPU even if I invest another 50k ep into the last of the CPU reduction skills, and yet I can't even put anything in my last 2 slots because i have like 6 cpu spare on my mixed T2-T3-T4 setup.

Being able to use all of your slots with high EP investment may have just about worked for the tyrannos before, but that's the key word "just about" - the extra slots the MK2 version has are useless if you're going to have to waste 2 slots anyway.

The CPU issues of the tyrannos never became apparent to me until I tried to fit a tyrannos MK2. With the tyrannos everything has always managed to fit, then again I have mostly maxed cpu skills.

What I found is that the gropho doesn't suffer the same problem, I then realised why that is when looking at the cpu/reactor for the tyrannos and gropho.

Tyrannos CPU 300
Tyrannos reactor 900

Gropho CPU 380
Gropho reactor 1025

The gropho has about 27% more CPU than the tyrannos
The gropho has about 14% more reactor than the tyrannos

And there it is, the tyrannos obviously doesn't have enough CPU, you can see that by looking at how much more CPU the gropho gets than the tyrannos compared to reactor, either that, or the gropho has way too much CPU, but then again nerf that and you'll just be ruining the gropho too.

There is definetly a problem with CPU for the tyrannos if I, with close to maxed out CPU skills, can't even use all of my slots on a tyrannos MK2, and it's not like i'm fitting all T4, i'm using a mixture of T2, T3 and T4.

For reference I have Data processing 10, optimized weapon usage 8, optimized armor usage 6 - I saw no point in training armor usage higher as even if I train it to level 10 i'll save maybe 2-3 cpu max.

260

(48 replies, posted in Balancing)

Annihilator wrote:

gropho has
- no turret slots,
- no accumulator recharge bonus
- higher hitsize
- lower sensor-strength

so, i disagree. tyrannos mk2 just has different fitting posibilities then the gropho.

Tyrannos MK2 will never fit anything on a worthwhile setup besides 4 launchers, not enough cpu to fit turrets aswell, or anything into the misc slots.

None of the other things matter that much when you can't even fill your last 2 slots. I'm not just some low sp or average sp guy, i'll never be able to fill those last 2 slots with anything no matter how much ep I invest into cpu/reactor stuff.

Gropho gets an extra 50% firepower and enough reactor/cpu to fill every slot. Those last two misc slots can make the difference between being able to fire with a missile optimal range of close to 800 or just 650, when duoing with another gropho of similar setup. Two MK2 tyrannos could not achieve this because they can't get cpu to use those 2 misc slots.

I also don't see how i'm not the only one to see how it's incredibly dumb to make MK2 bots fairly exclusive, also "better" by giving them extra slots and then not giving them extra cpu/reactor to make use of those slots. If the game has been balanced around making sure people have just enough cpu/reactor with the right skills to fit their bots then how can they ever be expected to properly fit an MK2 bot.

But apparently this game isn't balanced properly, because an MK2 castel has no fitting issues and yet a MK2 tyrannos has big fitting issues.

261

(48 replies, posted in Balancing)

And using a head slot cpu boosting module in a combat fit is pure fail. None of this matters anymore anyway, the tyrannos MK2 sucks because of cpu/reactor (mainly cpu) issues and will be replaced by a gropho every time by any competent player. A gropho is simply a tyrannos MK2 with 50% more firepower and enough CPU/reactor to make everything fit.

262

(48 replies, posted in Balancing)

"Also, I got a Mk2 Castel, completely kitted out with T2 mods, and it has CPU / Power to spare..."

In that case maybe they should just give the tyrannos more CPU since it obviously doesn't have enough.

I have data processing 10 and weapon cpu reduction skill at level 8 and the others at around level 6. Even if I was to train ALL of the remaining skills to level 10 I would still only free up about another 10-15 cpu at the most.

263

(48 replies, posted in Balancing)

I thought that because MK2 bots have an extra hi and lo slot that they'd get higher cpu/reactor

MK2 tyrannos is basically impossible to get a fit where it actually uses all its slots. CPU is the main problem, even though I have most of the cpu enhancing/reduction skills at level 10 or close to it I still can't get a full fitting. Even for another 50k ep invested i'd be lucky to squeeze an extra few cpu out of it and considering i've got none spare as it is it looks like it'll be impossible to ever fit anything in the misc slots.

That's when I suddenly thought to myself "why the hell bother with this junk when a gropho can do everything it can do and more and it does it better, and for a smaller price". - If I could actually fit stuff in my misc slots this balance things out a bit more, perhaps make the MK2 tyrannos almost worth using.

I have about 3 cpu spare with a crazy amount of ep invested to boost it, can't boost it anymore.

264

(17 replies, posted in General discussion)

I just wonder how M2S gained the research so fast, they've had it for at least the last month, possibly a lot longer. It's not like there's any mechs on Hokkogaros that give T4 to that research.

265

(2 replies, posted in Buying Items)

Check market in tma.

Free trials are coming? Get ready for the farmer invasion.

Marketting now is a bad idea, game needs to become MASSIVE, because right now it's barely an RPG, not an MMORPG. Need 5-10x bigger game world.

268

(22 replies, posted in Balancing)

Annihilator wrote:

multiply that with resists and that is a HUGE boost.

I don't call a barely 5-10% hp boost a huge boost.

269

(268 replies, posted in General discussion)

I think this screenshot reveals the extent to which insurance fraud was happening

http://img25.imageshack.us/f/sequeroverload.jpg/

270

(268 replies, posted in General discussion)

Well, maybe they could have fixed it sooner, but really it's like this. If there's a major exploit and people exploit it then yes the devs *** up, but anyone who exploited it usually gets punished. Many companies simply ban exploiters if the exploit is considered major.

271

(2 replies, posted in Buying Items)

T3, offer per module?

GLiMPSE wrote:
Kristan Delorian wrote:
Container wrote:

See?  You just made the argument.
Train months of EP, spend hours/days farming NIC.
For a bot that cannot go around alone.
The bot that gets not taken on roams.
Great.  Just great.
Train more so you can get in a more useless bot.

Excuse me, but do roaming gangs contains 1 player and other light bots are AI controled? I guess not. There is people in such gangs, not a single player. And this is MMORPG goddamit, it means to be cooperated with other players. This is not all about you walking around alone and pwning everythin whats moving. Its all about cooperation with other players. 1 light bot can suck a thumb if it walks alone and been catched by a mech which can shoot for 300(!!!) meters, far beyond locking range of this light bot. The only thing this bot can do is run for its life.

And so what if mech is slow? Light bots cant approach to it without a threat being shot or heavily damaged. Even I can shoot light bots being armed with !AUTOCANNONS! Beat that, crybaby.

300? My gropho does 600 sad

300 is gimp fitting, my tyrannos does 550+ with standard ammo and that's about as far as I can lock without remote sensor amps anyway.

Jita wrote:
Purgatory wrote:

I've got my head around the new detection/masking changes and the modules, benefits of using them or not and it only worsens the situation of beta islands being inaccessible to the average player.

Now let's just imagine a player manages to get safely on a beta island and begins killing npcs. This player needs to have a masking module fitted, this not only gimps his setup but drains a whole lot of AP and that's definetly not what you need while npcing.

The masking module is now essential, because if you do not fit one, then get ready to get owned because all it takes is a enemy scout with a detection module fitted and he will see and you will not be able to see him. Enemy scout calls backup, however many is needed for a sure victory, and that average player or players are about to get zerged off that island.

Before at least the players could see each other at the same time, so if it was a single scout you could make preparations to escape the island, with the new detection modules you won't get that chance unless you've got a stealth module. Backup will be called, you won't know it's coming, and you'll be destroyed for sure.

The advantage is to the alliances who are scouting their island for enemies. The don't care about ap drain or combat fitting if they're only scouting, but the player who is doing the npcing is going to care, because 75/ap drain per 10 sec aswell as a wasted module slot is going to make npcing that much more difficult.

So you mean the people who fought for their island and actively fit dedicated scouts to protect it might be able to stop people from going there without permission. Thats ridiculous crazy cakes! This needs a nerf right away.

You make it sound like getting just 2 people from your 1000 man alliance to leave an alt parked at each of the 2 entrances to your island is a lot of work.

EDIT - Actually judging from your post, that IS too much work, and that's why you welcome the change. On the off chance that someone somehow gets lucky and slips onto your island unnoticed, they've now got to worry about scouts who can see them but they can not see back. Hence the need to fit a masking or detection module onto your PVE fit which is possible but annoying.

274

(31 replies, posted in Balancing)

GLiMPSE wrote:
Purgatory wrote:

Think the plant changes suck. There was already competition over plants on alpha (other players). 12 is ridiculously low, way overboard, even double that is still bad.

There is less competition on beta. Talk to the hoop they'll set you blue.

Actually I already asked them. They refused to allow us access to norhoop, still refused even when I offered payment to use the island. It's their loss because I now have what I wanted anyway and they lost out.

275

(31 replies, posted in Balancing)

Think the plant changes suck. There was already competition over plants on alpha (other players). 12 is ridiculously low, way overboard, even double that is still bad.