126

(46 replies, posted in General discussion)

Fata_m0t0 wrote:

Well tnx for that guys, a Superior observer spawned and obliterated half our fleet on a 700m range. And we were farming lights->lvl1 Mesmers. This is not fun at all.... a beast appears and you can try to run but... no chance.


The spawn respawned as a superior observer? Bug?

127

(28 replies, posted in Feature discussion and requests)

0110011100001111001010001 wrote:
Purgatory wrote:

POS on the current islands don't make sense, but on much larger continents? I could see a point to that, perhaps this is where the devs are going with it.

The Devs will get a nasty surprise going that route...Just hope they can actually LOOK down the road more then 1 year to see what will happen.

So this nasty surpise... you know what it is, but the devs don't? I take it you won't reveal what this nasty surprise is, because it's secret?

128

(28 replies, posted in Feature discussion and requests)

POS on the current islands don't make sense, but on much larger continents? I could see a point to that, perhaps this is where the devs are going with it.

129

(28 replies, posted in Feature discussion and requests)

Industrial Sector wrote:

They already working on continents.


Yes, proof? Actual huge landmasses is what this game needs.

Mongolia Jones wrote:
Triglav wrote:

I'm sorry to say that yes, EMs were OPed smile a total statistical breakdown of every gun with all available ammo against all possible resistances showed that EM were more powerful by quite a high percentage.


I also ran numbers and before all these recent patches Blue raw dps was about 8% to 10% higher than yellow raw dps. 

For mechs (artemis vs kain), the artemis with its extra head slot was (and is still) able to out-dps AND out-range the kain by simply placing a t1 weapon tuning (+10.5% dps) in one head slot.

Also yellow mechs can out-dps blues vs all small opponents always.

I personally don't consider that anywhere near OPed.

Don't yellows guns use considerably more AP than blues? Even the extra AP that yellows have doesn't make up for it. Blues are also faster than yellows. Yellows robot bonuses would have factored into their extra dps, but you didn't factor in blues armor repair amount bonus and 50% more armor repaired is a lot. That's not part of DPS, but it's something that blues have over yellows.

Pm or mail me ingame if you can sell me either of these.

132

(51 replies, posted in General discussion)

Don't see the point in POS with the current landmass setup. Small islands multiple outposts on each, where are the POS going to go exactly and what is there point?

Give perpetuum a full game world please, one giant landmass!

133

(27 replies, posted in General discussion)

Lol, i'm just messing. He's probably worried now though.

134

(27 replies, posted in General discussion)

Robophiliac wrote:

Personally I plan on going back with my Lithus and Riveler next time so I can do it right.  :-)

That's what they're hoping for.

135

(304 replies, posted in Balancing)

Oh look, what i've been saying all along people are finally starting to agree with. The setup of small islands with very limited entry/exit points is killing the games population. If the game were one giant landmass, and it was easier to escape from pvp, you might see more people actually playing.

Players have two choices if they want to do well at this game - Join an alliance, or be a hardcore player and survive solo or in a small corp. Those being the only choices will forever keep perpetuum a low population game that consists of a few "l33t" players and nothing more.

There is no room for the average player to carve out a niche in this game.

The island setup doesn't exactly do the game any justice either. It makes the game world feel very small, paticuarly because many players will stick to using just one or two islands and island arn't that big.

Error wrote:
Purgatory wrote:
Mongolia Jones wrote:

But the problem is, without any kind of decent combat repping (like it was b4 ERP's were even introduced) kain will just get squashed with it's "new and improved" lackluster ammo choices.

Well kain should get +20% range bonus mission ammo just like missiles and lasers do. Kain/mesmer are supposed to have the shortest range, they are the fastest.


Hmm no. A Kain with 20% range ammo would deal the same (more?) damage as an Artemis with high damage ammo ... at the same standard range. This would lead to further adjustments ... and further andjustments and so on. All this crappy "unwanted" balancing... It was good as it was before. It wasn't perfect - but every weapon system had its strength and weakness. At least Pelistal pilots can be verrry satisfied ... buff here, buff there, nerf for other bots.

And a theldocia mech with +20% ammo will still beat its range by a lot.

Pelistal bots didn't get a buff. They had a nerf that shouldn't have been applied in the first place undone. Infact pelistal bots have been nerfed into oblivion over the last few months. EM guns were now longer range than medium missiles, and their bots faster.

Mongolia Jones wrote:
Purgatory wrote:

Fixed in patch, they got the range orders back to blue shortest, green medium, yellow longest.

But the problem is, without any kind of decent combat repping (like it was b4 ERP's were even introduced) kain will just get squashed with it's "new and improved" lackluster ammo choices.

Well kain should get +20% range bonus mission ammo just like missiles and lasers do. Kain/mesmer are supposed to have the shortest range, they are the fastest.

The devs took notice of a couple of my threads I think.

http://forums.perpetuum-online.com/topi … than-seth/ - Fixed in patch, they gave Seth higher base AP.

http://forums.perpetuum-online.com/topi … st-damage/ - Fixed in patch, they got the range orders back to blue shortest, green medium, yellow longest.

dontcha wish your girlfriend was hot like me... dontcha!

140

(14 replies, posted in Feature discussion and requests)

How about your bot/faction is completely changed in a patch and you wish you never chose that setup anymore? No option to respec, you're screwed.

141

(14 replies, posted in Feature discussion and requests)

Arilou wrote:

From the PO Manifesto:

When it comes to character progression, we employ a very strict level playing field policy. This means that each and every character in the game progresses with their skills at the same rate, no exceptions. This way older characters will enjoy a unique versatility of playstyles as they fully learn certain skills, but in no way means that newer characters won’t be able to catch up to them in areas of their choice. The level playing field concept guarantees that older character means more versatile character.

NIC for EP changes would, in practise, amount to NIC-for-faster-training. Since extra NIC can be turned into greater versatility than would naturally be available to a character of your age. This would benefit rich and old players far more than the poor and young players who would benefit most from moving EP. Also, large corps would be able to fund "specialization tuning" prior to a big military push, to make sure their agents are at maximum efficiency during a campaign.

Not if you capped how often skills could be reset.

Why not allow players to untrain extensions for a NIC cost?

You could do a full attribute re-assign too. But, in order to be able to use the attribute reset, you must first unspend all of your extensions. This stops abusing attribute reset to train skills efficiently.

Yay, no more need to delete characters ever again.

Gropho 3250
Seth 4000
Mesmer 4125

I just found that a bit funny. Seths max AP bonus is slightly negated by this fact.

T4 HCL laser = 30 ap/shot, 6 sec cycle, 130% damage.

T4 EM gun    = 36 ap/shot, 10 sec cycle, 270% damage.

Let's put it this way, the gropho is the only Heavy combat mech that requires you to use a specific module to make use of all of its bonuses.

Mesmer does have an armor repair amount bonus, but that bonus suits that bot and would suit any other combat mech bot. I would happily trade the shield bonus on the gropho for the mesmers armor repair amount bonus, but i'm not so sure that mesmer pilots are going to agree with this change smile

Seth gets max accumulator, damage and crit chance, all useful for any combat mech build.

Mesmer gets armor repair amount, damage and falloff, all useful to any combat mech build.

Gropho gets locking time, damage and shield absorb rate? The shield absorb bonus is completely ***, i'm sorry to say it, but i'm shocked that it was ever designed like this in the first place. Gropho is now the only heavy combat mech that is forced to use a module that not many people want to use in order make use of one of its major bonuses. This is utterly ridiculous. Why they would force people to equip a non faction specific module and use a hardly used specific build in order to be fully effective is beyond me.

Since when the hell were heavy mechs "specialised"? Light EW bots, EW mechs, those are EW specialised. Heavy combat mechs are just that, heavy combat mechs. Specialised versions will probably eventually come much later into the game development.

Arga wrote:

It seems like your asking a lot out of the fit. Greater range is a form of defense lke tanking. Having longer range is supposed to help by reducing your incoming damage, while tanking allows you to absorb it. Turret weapons suffer from fall-off, reducing damage at range, being at 550 ish doesn't move you out of damage range by any means, but it will put you in a reduced range. Having to choose between the two seems like it's balanced; longer range less tank, or exchange range (remove extenders) and increase tank (either rep or sheild). Wanting to fit both is understandable, but the increase in accumulator change on the seth doesn't acutally give it any more viablity against the gropho because they have to make that same choice between extenders and rep tuners now.

Yes, short-mid range shield tanking is just one way that the gropho can be used, and imo is far from the most popular. One problem, it's the only way that makes use of the grophos shield bonus. The devs could quite easily find a way to make this work without forcing people to use a shield unless they want a wasted bonus.

Removal of shield bonus, replace with ap recharge bonus. Go ahead and nerf the max accumulator of gropho a little too, but the extra AP will be useful to all gropho builds and not just shield builds.

Ville wrote:

I am hitting 550ish.  I think were my build differs is that I use a small repper.  I can't fit a medium.  But I was on the understanding that its an either or situation.  You either ran a shield (small repper) or a medium no shield.

My gropho with 2x T4 range extenders and level 10 propellant mixing gets 557 range. But like I said, reactor runs too thin on such a fit.

Ville wrote:

You must have really low fitting skills.  I am able to a lot more then that.  But I worked on my fitting skills when I was in the tyrannos.  With a logi behind me with remote amps, I can fit a shield, hardener and a a couple range extenders.  Heavys aren't ment to be fast. They are an anchor for the group.  When I get onlyine later let's chat about fittings and extensions.  Maybe even field try some different T2 gear and see if it helps.

Pre-release account specialised in gropho usage, I have very high fitting skills. Even with most of my fit being a prototype fit (because protos use less cpu/reactor), I am left with about 15 reactor to spare with a prototype medium armor repairer equipped. Try to switch that for a medium shield generator? I'd only be about 170 reactor short.

Re-enable the ability to fire while your shield is active, and then gropho would have something to make up for with its crummy range.

What range does your shield gropho with its 2 range extenders (of which i assume are T2s) and chemoactive ballistic missiles have?

Ville wrote:

I ran into that problem too.  I had to spend some precious EP in the reduction of CPU and reactor.  You can fit a T4 and guardian hardener and get a few other things but you will end up having a few open slots.

Have you looked at getting a logi bot account setup with your gropho?

Even with a logistics bot, you're still going to end up with just one range extender. In a game where in pvp speed and range are everything, and hmechs certainly don't have the speed. They can at least get the range, but not with a shield gen equipped. 450m-ish range low dps gropho is not something i want to get into a fight in.

Mara Kaid wrote:

Was the game meant to be pv(heavy mech group)? Do you think trials, and people wanting to join, or younger players want to go at eachother in squads of heavy mechs? Why should someone have to grind so long to pvp.

Keep the heavy mechs balanced for defense only. And let roams be something more fun for all.

Well they've failed at keeping them balanced for defense since release and I don't think for a second that your opinion on this is how the devs have ever intended it. Mesmer and Seth put out very high damage.

I know that shields received a boost with their absorbtion ratio in the patch, but there's one problem - They use an insane amount of reactor and quite a bit of cpu. There's such a limited amount of gropho setups that can even equip a shield generator. Telling me to fit a shield generator is almost like saying to fit 3 medium armor repairers, when you barely get enough reactor to fit 1.

That's only refering to the ability to fit one - You can't in almost all setups. What about the desire to fit one? Not everyone wants to.