My point is why nerf an aspect of the game when u dont nerf everybody equal?

The only point is that then u acctually have to pve in groups? Or is PvE counting as a solo activity? when almost every one here that has a alt uses it to do PvE with?

This isnt a issue because its only against NPCs? What if the NPCs should start complaining because they only can use 1 bot each. And a player can use 2,3,4 bots against them for convenience?

Make it so only 1 perp client can be open at any given time. Equal playing field for every one yarr

When ppl dont use followbots in pvp anymore its the group whit the most mining/indy characthers that wins because if they multibox mine with 3x the amount of chars that means they mine 3x the amount of mins, that causes them to be able to die twice as often. and if they only kill 1 bot for every bot they still win in the end because of the multiboxing mining fleets.

So why only affect the actual fight when there is a bigger picture when the game is a sanbox?

28

(29 replies, posted in Balancing)

Shadowmine wrote:
Gunner wrote:

Took the words out of my mouth.

.. and to add to that, as elitist and arrogant players that we are, we guarentee that we will break anything you put on the table.  We only do it to show you what the limitations are, not to make your life harder.

If that were the case, you would submit tickets and report bugs once you found them, instead of abusing them and exploiting them until the otherside finds out and reports it themselves.

Its a intended mecanic until sombody abuses it, like walls and beacons.

+1 to topic

if ur going to nerf follow bot, u should nerf it equal. By that i mean that pve, pvp and indy should be affectet equal not  singel target a group of players.
So its a even playing field for everybody, basicly make it so only 1 client can be open at any given time

30

(249 replies, posted in Balancing)

Then use a goddamn mech if u dont want to get jamed all the time, heavy mechs arent meant to be able to *** around solo with and be a i win button. yarr

Ewar also dosnt do any damage just negates the enemy from doing damage back. So why shouldnt it hinder more than a single target, and its not a 100% sure thing to land? Ewar is a chance based game
Tuners makes the jammers/suppresors u have better but then it removes how many of them u can fit and with that removes how many of the enemy fleet u can negate the damage from. fuuu

Most fight happens at ~500m so that cuts how effective the suppressors are and in a team based game u cant balanse stuff on a 1v1 basis fuuu

31

(249 replies, posted in Balancing)

My eyes are working but it looks like ur brain got a malfunction fuuu

32

(249 replies, posted in Balancing)

I havent seen any valid points, other than ewar in its current state dosent fit ur play style so the devs need to change it to please u yarr

33

(249 replies, posted in Balancing)

Line come back when u actually have some valid points so i dont have to read all this stupidity all the time fuuu

34

(249 replies, posted in Balancing)

Line just because we know the counter to the stuff u guys bring, and u have brought the same stuff over and over for the past months. One would wonder when u would learn to adapt. We wont tell u how to adapt fuuu

Ewar has stayed the same since launch date with the exception of tunings, and they arent the problem. Ewar is a rock paper scissors game, and u guys are playing it wrong, how hard is it to get that into ur thick skulls?
And ewar needs dps to kill, they dont kill by them self, like erp heavies online Yay yarr

35

(249 replies, posted in Balancing)

Line wrote:
Grond wrote:
Line wrote:

Ictus is too easy to jam out, wrong counter.

GG Line, ur understanding of ewar is equal to 9*(10^8)*0=0
L2P fuuu
yarr

Ictus have too low headslots for such crappy Ew strength, so he either sacrifise range for ECCM and unable to get Ewars, or wil lbe supressed and jammed and unable to get ewars.

Ewars need nerf, period.

Get better skills, its weird we know the counters for all our tactics but u cant get ur head out of ur *** it seems fuuu

36

(249 replies, posted in Balancing)

Line wrote:

Ictus is too easy to jam out, wrong counter.

GG Line, ur understanding of ewar is equal to 9*(10^8)*0=0
L2P fuuu
yarr

37

(249 replies, posted in Balancing)

Line wrote:
Rage Blackout wrote:

That leaves no counter to 900-1200 range dps.

give it up


derp




Line wrote:

So there is what I propose:

For supressors - reduce their base optimal range, make it the same as ECM do.

For ECM's - make it in s way that max 2x ECM can be used on one target - same way as supressors do.

LoS is your counter. also watch this. That's 2xECCM Seth. While each ECM chance is about 30-50%, total amount of ECM is unlimited makes that completely useless.

So u expect to be able to fight 8 ppl by ur self in a heavy.
Sounds legit fuuu

Burial wrote:

Easily exploitable. -1

tell me more about this exploit, im curius cool

If ur scanning a pvp flaged bot u should flag ur self becase a flaged mech is at risk so it should not be risk free to scan it fuuu coolyarr fuuu

40

(13 replies, posted in Q & A)

New brand of human tech bots?
Like cts from earth to make these new kind of bots.

41

(0 replies, posted in Buying Items)

pm me or send a mail ingame

42

(26 replies, posted in Testing server)

I think it should be for buildings to, or buildings should have a fixed range it would be detected at. So u dont just use a detector bot to scan the whole island in 5 mins

43

(106 replies, posted in Testing server)

DEV Zoom wrote:

As Saramara says, the issue isn't really about teleports, but the fact that noone else but the owner corp would be able to terraform in a 1000m radius of their terminal. And this isn't a small downside, it would be a big problem. They could simply erect a wall around their base and relatively quickly open&close a small "door" whenever they want to get in or out. There would be no way to counter this other than waiting for them to come out at the wall 24/7.

we have bots that can shoot further than 1000m, so the enemy just have to make a big enough ramp outside that 1000m area to rain fire upon their buildings, then the fortress arent so safe.

or as i already have suggested:

Grond wrote:

im thinking a that if u want to terraform within 1000m of a pbs thats not ur own ud need to deploy some kind of beacon, that makes u able to terraform in like a 200m radius and it takes 10min to deploy. and the turrets and players should be able to shoot them.

this way its just not easy for a enemy to terraform around ur base but its still possible.

44

(106 replies, posted in Testing server)

Industrial Sector wrote:

1. get on 600m close to turret
2. terraform a wall at 100m towards turret
3. get right under that wall - it covers you from a turret fire
4. continute steps 2-3 until you're 100m close to turret
5. terraform a wall around it.
6. ????
7. PROFIT!!!!

remove turrets from the game, they're obsolete now.

+1


DEV Zoom wrote:

The way I see it: barricading yourself away from the world will take exactly as much effort as tearing down those walls. And if you do it, you'll make it quite hard for yourself to get in new resources.

My hunch is that yes, there may be some cases where people close down teleports with terraforming, and in turn others will dig a hole in the wall, but this back and forth digging will eventually become a simple nuisance requiring too much effort on both sides, and they will just stop doing it.


did u guys even think on another solution befor deciding this?

45

(106 replies, posted in Testing server)

im thinking a that if u want to terraform within 1000m of a pbs thats not ur own ud need to deploy some kind of beacon, that makes u able to terraform in like a 200m radius and it takes 10min to deploy. and the turrets and players should be able to shoot them.

this way its just not easy for a enemy to terraform around ur base but its still possible.

46

(106 replies, posted in Testing server)

just imagine digging a deep trench into the enemy base, whats the point of turrets when they cant hit u?

im just telling u that no corp currently in game can build anything on gamma if this happends, should we balace a game around that we one day may have more than 100 ppl actually playing the game?
at this rate there wont be any more game to bring ppl into

who got the advantage the defender or the attacker if everybody can terraform everything?
and let me know why u mean that

47

(106 replies, posted in Testing server)

lol make ur base and i with my guys will destroy it, cause with everybody able to terraform into ur base, its no point in trying to defend it

48

(106 replies, posted in Testing server)

cool then the attakers can just terraform their way into ur settlement, making turrets obsolete and if they have a big enough blob, they will just destroy all ur stuff and u can so nothing about it.

i just hope they never closes the test server cause its more fun playing there than the acctual server with rules like this

49

(106 replies, posted in Testing server)

Gremrod wrote:
Grond wrote:

Hurray for making terraforming useless \o/

So whats the point of using hours of play time on terraforming when ppl will just run around destroying what u did?

i personaly will hunt any gamma island and destroy any terraforming done if this rule comes into play.

Well, does this really make it useless? If you are busy tearing it down, could that be part of the point or defenders plan too?

Sounds like a great plan, lets waste some time to terraform, so our enemy have somthing to keep him occupied

50

(106 replies, posted in Testing server)

Hurray for making terraforming useless \o/

So whats the point of using hours of play time on terraforming when ppl will just run around destroying what u did?

i personaly will hunt any gamma island and destroy any terraforming done if this rule comes into play.