"fotm" Seem to happen no matter what you do, They're only held back by low EP. When the game had lot's of it,  "pvp" corps will demand you fly the latest overpowered thing with the "iwin" fit :s

I did note how the MK II Light Indy Robots only require level three! So you can get all the basic building/mining stuff done if you really wanted too. So.. Nice one Dev's. ( 3, arms, 2 heads, 2 legs )

I'm just floating the idea of a restart with some improved heavy industry stats and getting some basic indy skills and only light Robots.  Castel MK II's for pve, Laird mk II for parts I can't buy/loot without going mad... allways use a troian for pvp?

2

(15 replies, posted in Q & A)

o! I will try that then - I've got mining/harvesting I lol
cheers tongue

3

(15 replies, posted in Q & A)

^^
Biggest issue i'm having now is getting Briochit - It makes the costs skyrocket!
I've been buying ordering/finding the other parts on the cheap without too many problems.

Been sneaking round the PVP Islands & remote places looking for drops. But only so much you can get out of a normal Castel - alot of the creeps lock at 300km???? lol
Level three assignment ncp's seem to give me all the fragments and NIC for the base bits.

( None of my CPU skills are higher than 5 yet, including 3% to amount one, should fit, could allways take off the t3 repper )

( Just a thought I had while repping up during a nasty assignment  )

Upon creation you get some Combat/logistical, Combat/Industrial Software packages, But no real hybrid Robots? Sofar I’ve mostly met highly focused EP players in one area of play?

- Quicker & More combat worthy than normal industrial robots, but less effective.
- Larger cargo bays than combat robots
- Bonuses to deployable equipment
- Boosts towards combat support
- Boosts to projectile weaponry
- Balanced industrial defences ( 45 45 45 45 )
- More balanced legs/heads/arms layouts
- Larger Robots designed to use nexus modals
- Weak to EW?


E.G? Light Robot
Role - Artefact Finding /  Light Combat / Hostile Mining / Small Cargo Running

5% Cargo
5% projectile damage
5% Scanner
3 Misc/Turrets/Indy - 2 Head - 2 legs

Sequel/Assault thing
Role - Remote Repair / Field object deployment / Smaller Quicker Transport

5% Remote Repair time
5% Deployment time
5% Armour defences
2 Misc/indy  - 3 Head - 3 legs

+ Some story line about Outcast industrial robots adaptation to the war zone
as a Side Class/extension ( like EW Robots? )

5

(15 replies, posted in Q & A)

Couldn’t reverse engineer it, so I’ve got one early, errr fitting is abit of a problem ^^

http://www.freewebs.com/szdefault/castelmkii.jpg

No way in hell are the tunings gonna fit for awhile.
Anyways, cheers for your input.

6

(15 replies, posted in Q & A)

Ah thanks -

We Brought a "CT" as a team project.
First one costs 2mill to build as you said. Then we are going to improve it for lowercosts.
Then at some point I get cut price Mk II's! lol

As for the CPU issues, That's the biggest problem i've had with the normal Castel. But Now I've even got a Cheapo t3 repper. I'm just grinding the Weapons/Armour CPU Reduction skills till it reaches silly EP.
Market is abit mad. Just trying to balance fitting/skills vs item costs

7

(15 replies, posted in Q & A)

I started playing two and a half days ago, This is the newplayer bit? tongue

I figured the assaults would be too easy to hit?
Castel Mk II would be the robot for bounty hunting… still working on unlocking level two assignments.
Just focusing on the CPU reduction skills now, I had to buy named launchers just to fit a all round armour harder and missile mod to a mk I!

8

(15 replies, posted in Q & A)

It is possible to get Castel II right?

I've Been trying to find/buy one for two days and the market history says only one has been sold ever? tongue