176

(4 replies, posted in Buying Items)

Think about it, a level 3 observer stash could net you about 50m nic.

Kernals = 34m + 15m or so worth of gear drops.

177

(4 replies, posted in Buying Items)

Offer closed big_smile

178

(9 replies, posted in Q & A)

is it a certain time each day they reset? does anyone know the time of reset?

179

(9 replies, posted in Q & A)

How can I get new artifacts to spawn?

180

(56 replies, posted in Balancing)

Half falloff is in range in which damage still matters enough to be worth shooting.

181

(56 replies, posted in Balancing)

I want to make one thing clear - Blue mech needs to lose their extra speed. All 3 factions now have a long range setup, and a short range setup. Yet apparently only blue should be given the extra speed needed to be able to actually put the short range setup to use.

No sane missile or laser user will be using their short range weapons in PvP. A missile user *might*, if the circumstances call for it, but only because they can switch through ammo type, and that won't be often. Any laser mech using LCL lasers will be a walking dead man.

182

(56 replies, posted in Balancing)

Karism wrote:
Purgatory wrote:

This isn't a pro, all weapon types have access to agent ammo for increased range.

Wrong, Lasers have crypto, missiles have heat-ix], which both give +20% extra range.

Only Agent ammo magnetics get is udc (same range) and magnadart (-75% ranage)

If that's the case then this is yet another game flaw that's only going to cause balance issues when people like you try to use agent ammo as an excuse to balance the game.

183

(56 replies, posted in Balancing)

Karism wrote:

Just doing a few calculations of Kain vs Tyrannos, can do one for artermis if needed.

All are done with lvl 10 extension and t4 equpment in mind

Kain

Max Locking (without farlock) = 693.825m (220x1.5x1.45x1.45)

Self amped 523.9m (310x1.3x1.15) falloff = about 100m (though i personally try never to shoot within falloff if i can help it.

Remote boosted 612.912625m (310x1.3x1.15x1.15x1.15) falloff about 100m

Pros

- High Damage for medium/long range weapons.
- Kain is Fast, letting it somewhat dictate distance in long range fights against other races.

Cons

- Some Ap Drain, about 144ap per alpha.
- Los problems

Tyrannos

Max Locking (without farlock) = 725.3625m (230x1.5x1.45x1.45)

Self Amped 649.8765m [Heat-iX)(315x1.2x1.3x1.15x1.15)
              557.037m [Ballistic Chemo] (270x1.2x1.15x1.15)

Remote boosted (needs farlock) 859.46167125m (Heat-ix) (315x1.2x1.3x1.15x1.15)
                     736.6814325m (Ballistic Chemo) (270x1.2x1.3x1.15x1.15x1.15x1.15)

Pros

- Less Los issues (can use hills, some plants etc for cover while still hitting the enemy.)
- Insignificant AP usage.
- Has access to an agent ammo for increased range.

Cons

- Less DPS than Turret Races.
- Slower Speed, which makes catching enemies hard if they run or try to dictate range.
- Tyrranos has only 3 leg slots, meaning that if it wants to fit for speed and be able to rep itself, it can only resist one type of weak resist, usually this is kinetic, meaning that it is somewhat weak to other missile bots. (this is ignoring the usage of sheilds for now.)

Do say if one of my calculations are wrong, or where i could add a pro or con.

Pros  - Has access to an agent ammo for increased range.

This isn't a pro, all weapon types have access to agent ammo for increased range.

You've calculated the tyrannos using +20% range agent ammo so you could write big numbers vs the kain which you calculated with only normal ammo. Seems highly biased in favour of trying to make the tyrannos look better than the kain by leaving out major factors.

184

(56 replies, posted in Balancing)

Mammoth wrote:
Purgatory wrote:

Trolling is against the forum rules. Could a moderator please remove mammoths consecutive trolling posts?

Sorry, I'm just repeating what you and Dan said. 'It should be this way, I remember hearing that once'. You called it trolling, not me smile

With the implication of course being 'situations never change, knowledge never grows'.

Your memory may be correct, and at that moment in time, they did want missiles to be the midrange choice, but right now, they've decided balance is better served by having missiles as the short range choice. Why else would they shorten the range?

Only they're not the short range choice, because they can shoot 750m without hitting a hump in the ground, but that's beside the point. I was simply highlighting the speciousness of the entire argument.

Why else? How about because one guy does balancing and people are prone to make mistakes?

They need to nerf blue mechs being faster than all the others, speed and range are the two important factors in this game. Blue mechs had the best speed to make up for less range. They no longer need to be faster.

185

(56 replies, posted in Balancing)

Norrdec wrote:

Isn't the t4 bonus 40%?

20% for T4 launcher.

15% T4 range extender.

186

(56 replies, posted in Balancing)

Norrdec wrote:

Guignolet, whats the range without the Heat-X?

Also is the compact missile nerf is 50%? If it isn't then MY math is wrong because compacts gave me 223m range.
Do you have missiles loaded into the launchers Purgatory?

Well give me an hour and I will come back home and post the screenshots.

Last edit- missiles were doing more that 800m.

Of course I do, chemical ballistic missiles range is 270m.

Multiply the 270 by 1.20 to get the base range when fitted in a T4 medium missile launcher

Then multiply *1.30, *1.15, *1.15, *1.15 to get 640.592 metres. The 1.30 is for level 10 propellant mixing, the 3 lots of *1.15 are for 3 T4 range extenders.

187

(56 replies, posted in Balancing)

Here's what a blue mech pilot gets with level 10 sharpshooting, level 9 robotics, level 8 improved falloff.

Using 5.5-Gripler medium EM gun = 613m range + 108m falloff.

And here's the math for that:

310m * 1.30 * 1.15 * 1.15 * 1.15 = 613m optimal range
60m falloff * 1.45 * 1.24 = 108m falloff

188

(56 replies, posted in Balancing)

Norrdec wrote:

I am pretty sure your math is wrong. Could we get someone with a client and those bots online? With my skills I should get my range to more than 700m with 3 RE (I am pretty sure my prop mixing is at 8). Might be off because I remember my short range fit at 226m and the compact missiles range nerf is 50% right?
math is 226*(1.18^3)*2

With my skills the Kain can get to 593 meters with 3Re but won't have a sensor amp tongue

I'm logged in and have all T4 weapons brought up, and if my math is wrong, then the game is wrong, since I pulled these stats directly from my own fitted robot.

Missiles used to get more than 700m range with this set up, but they recently nerfed medium missile range 10%. It was totally uncalled for and has created this imbalance.

189

(56 replies, posted in Balancing)

Gaulois wrote:

From what I remember, missiles had a much longer range than medium EM guns.
(I'm a blue pilot)

If I remember correctly, I could barely attain 500m with 3 range extenders, while missiles were flying at 800m.

Could you give us some precise numbers plz? I can't start the client from this crappy laptop.

Here are the base ranges for T4 medium weapons. For T4 medium launchers I will calculate the range of long range chemical missiles when fitted into a T4 medium launcher.

Medium T4 long range lasers = 350m + 100 falloff
Medium T4 long range EM guns = 310m + 60 falloff
Medium T4 launchers with long range missiles = 324m + 0 falloff

Lasers are quite clearly the range kings.

EM guns have overall more range than missiles, when you factor in skills that the missile bots do not get use from, such as the skill that boosts your falloff, and not to mention blue mechs falloff robot bonus, EM guns then begin to have significantly more range than missiles. A good skilled blue mech pilot will easily get their falloff to 100+m

So missiles have the shortest range now, and yet blue mechs retain being the fastest mechs which was only given to them in the first place to help them make up for their short range. Now that they have not only better range but also more speed than missile mechs, there's an imbalance.

190

(56 replies, posted in Balancing)

Gaulois wrote:

From what I remember, missiles had a much longer range than medium EM guns.
(I'm a blue pilot)

If I remember correctly, I could barely attain 500m with 3 range extenders, while missiles were flying at 800m.

Could you give us some precise numbers plz? I can't start the client from this crappy laptop.

T4 medium launchers, chemical ballistic missiles, with 3 T4 range extenders, and level 10 propellant mixing = 641m max missile range.

And don't talk to me about the seismic ranged medium missiles, you can't even buy those missiles for 5k nic each. Anyone using them in pvp will have a limited supply and is blowing a lot of money. I've not been doing any of these comparisons using mission ammo anyway, if you want to factor in mission ammo, then don't forget, all factions get ranged mission ammo and you too could get range above 700 if you used it.

191

(56 replies, posted in Balancing)

Mammoth wrote:

Pretty sure missiles are supposed to be low dps low alpha short range and affected by LOS. I heard that somewhere.

Trolling is against the forum rules. Could a moderator please remove mammoths consecutive trolling posts?

192

(56 replies, posted in Balancing)

Dan wrote:
Alexadar wrote:

Ap bonus and 6 weapon slots makes tyranos good machine for defence and support operations.
But gropho with his useless shield bonus is apparently broken.

I think Im playing different game than you Alexadar, yesterday I check Tyrannos had 4 missile slots.
If you dont know how to use a shield on a gropho it doesnt mean that gropho is broken smile

anyway from what I remember missiles supposed to be high alpha but low rof => medium dps

It's not about not knowing how to use a shield on a gropho, it's about not WANTING to use a shield on a gropho. Forcing racial robots to use their own weapons? Fair enough, makes sense, but forcing certain ones to use a shield is wrong and i'm shocked that it made it out of beta and this far into release.

193

(56 replies, posted in Balancing)

Alexadar wrote:

Ap bonus and 6 weapon slots makes tyranos good machine for defence and support operations.
But gropho with his useless shield bonus is apparently broken.

Tyrannos may have a AP recharge bonus, but let's not forget, the tyrannos only has a 2000 ap max accumulator size. The artemis for example, has 3000 ap, that's 50% higher and equates to a 50% faster recharge rate. A highly trained tyrannos does get a faster AP recharge in the end, but only because of the tyrannos ap recharge bonus. I'm not saying that's a bad thing though, because AP is important.

The shield bonus on gropho is ridiculous, I agree. They should do away with shield bonus on all combat bots because they're forcing you to either use a shield, or have a wasted bonus. GG.

194

(56 replies, posted in Balancing)

Something I forgot to mention, blue mechs are the fastest in the game, and their weapons the highest damage. This was intended to compensate for them having the lowest range.

Now missiles are the lowest range, the lowest damage, and are among the slowest. At least they don't have to use much AP to fire weapons. Oh wait, that's compensated for by giving missile mechs the lowest accumulator size and poor dps.

Perhaps it's time to take away blues speed advantage since they obviously don't have range issues anymore. No range issue = no need for the extra speed to close the gap.

Last time I checked, which was in beta btw, laser = longest range, missiles = 2nd longest, EM guns = 3rd longest.

Since the recent 10% range nerf for missiles, this is no longer the case.  T4 Lasers achieve a much longer range than T4 missiles, especially when you factor in falloff. T4 EM guns are just a tad shorter in optimal range, but widely outrange missiles through falloff.

I'm only saying this because I remember the devs stating this is how they wanted it to be, well apparently you screwed something up and made missiles the short range choice.

Will the world end in 2012?

And more importantly, will John Cusack save us?

197

(43 replies, posted in General discussion)

NIC will probably be worth a lot when they add base building and all the structures cost NIC to buy from the market.

198

(104 replies, posted in Feature discussion and requests)

Yes, having obtained most of the research I want, I now join the "leave it as it is" bandwagon.

199

(8 replies, posted in Balancing)

Brought it up before, apparently it's somehow balanced that medium armor repairers are very inefficient compared to small armor repairers.

200

(104 replies, posted in Feature discussion and requests)

If they thought research was being completed too fast, why did they add observers?