Strongbad wrote:

My artemis was fitted with 4 medium autocannons, coupled with 1 signal booster, 2 firearms damage booster, 1 armour repair booster in high, and 1 med repair 2 acc boosters and plate in low.
I'm planning a 3rd acc, or a stab, but I lack the skills and each stab costs 1,2 million which is a fortune for combat pilot.

I tried the Baphomet, but upgraded to the Artemis when I could not tank anything. I know some of you guys say tank is not the right way, hit LWF and such, but thats a really risky setup that lands you dead the second you hit a EW spawn.

1. Check your med ACs hit dispersion. Check lights/assaults surface size. Drive conclusions.
2. Your tank idea is failing, as you might have noticed already. Maybe, just maybe, you should listen to what people tell you.


P.S. You will not have accumulator skills to run 4 medium lazers on one month account. But ACs are *** anyways, so rather go for 1 sensor amp (if t1, use 2), 2 lazer tunings, 4 medium long range lazers, t4 small repper one recharger and 2 stabs in legs. Stay at 200 meters+. Get accumulator expansion and energy management to at least 7-8 as you'll need that as Thelodica.
Or alternatively stick to ACs and continue disapointing yourself by doing stupid stuff.

Well, for once you did something right. Accumulator rechargers on Artemis.

1. Swap medium repper for t4 small one.
2. Use Artemis for farming mechs, not assaults/lights. If you are desperate to farm lights/assaults in a mech, get precision firing extension up as well as get yourself weapon stabilizer or two. I hope you are not using small lazers on Artemis?
3. Stay out of NPC locking range (mostly 150 meters or so on Alpha for lights/assaults, more for mechs).
4. Don't expect to tank stuff. Ain't gonna happen. Getting shot is doing it wrong.
5. Don't drive something you don't really have skills to do properly (1 month mech is questionable unless you really knew wtf you are doing with you EP).

Strongbad wrote:

Upgrading myself from my lowly bot towards my new Artemis now I find I still can't deal with anything the mobs throw at me, you get torn apart by mobs just outside the starter Alpha zones...

Let me guess, your Artemis has plates/hardeners in legs? There's your first fail.


Take 1 teleport trip to say Hakkabor or Matso Shodan and you run into a pack of 3-5 assaults or lights and you are dead, its worse if you hit EW.

How about not running into the spawn but using range? There's your second fail.

I don't mind this being the state of affair on difficult places, but after over a month of playing LVL 1 missions can't be the ONLY thing you offer for those who are geared towards combat.

1-2 weeks old properly built combat character shouldn't have problems with lvl 2s, if he's good lvl 3s. Being stuck on lvl 1s after a month of playing is your third fail.

It doesn't help that fitting your mech really makes little difference

There's your fourth fail.

4

(50 replies, posted in General discussion)

Syndic wrote:

You mean, there is now a big big reason to show up and defend your outpost besides epeen? Outpost ownership suddenly becomes very important? Producing & living on Alpha and going on roams is now not as viable because you can't dock in that L3 refinery?

Wouldn't say its bad for the game in any way. It will stimulate Beta competition.

Since you've played quite a few MMOs with consiquence I'm sure you know what happens when something of extreeme value which can be taken away is added to the game. It encorages blobing to defend that value. Nature of human beeings I guess. I've seen it many times as I'm sure you've seen it as well. Do you think the game should go in that direction?
And no, my concerns here has nothing to do with current political map of PO. It's irrelevant. What is of importance is where the game will be heading to. M2S moved to Hokk not because of lvl 3 refinery anyways if you want to keep the political talk. It's just a side effect.
There's a lot of ways to ensure that intrusions are where people show up to defend and/or attack. Possible upgrades on existing stations being destroyed is just one example. Limiting access rights is just one step too far which in quite a lot of aspects will backfire at the devs in the long run.

5

(50 replies, posted in General discussion)

Simply put my drunk throughts - docking permisions should be on player placed structures, not the existing ones. Otherwise the devs are risking to lose a significant ammount of players each time an intrusion is won. Ask yourselves Syndic, Alexadar and the rest, what happened when M2S camped F-NAVY for just 12 hours and do you think it had possitive effects on the game (No, I'm far from proud from the effects it had). And that was just 12 hours camp, not "omg I lost several months worth of work because someone won intrusion on our outpost.".

GLiMPSE wrote:

The way we used to do it, yes. But, because of recent additions, the smaller lighter force still has an advantage if the enemy is chasing you.

Please enlighten us, since due to l-demobs smaller force kitting a blob has been shot down pretty much effectively. You'll just get picked out one by one over time due to zeniths demobing at 1km+ which is quite a bit further that any possible dps engagement range. There are 2 ways which _might_ work in theory to limited effect but was never actually used in practice. One of theories can be easily shot down by limited head slots (smaller kitting force relies on speed+range which you can't get with reducing head slots). The other one involves shooting something with 200 hp at half a million cost per shot to have a rather time limited effect on the blob.

GLiMPSE wrote:

Really not trying to bring corp politics into this...and yes, suppressors and ecm's have longer range. It may not be the 'best fit' but it is a counter. Just because it's not the counter you want it to be doesn't make it a non-viable suggestion.

I am not talking about ECCM's.

Firstly, ECM due to semi low values highly depends on having couple ECM modules equiped, which means less range extenders. Your suggestion generally means 1 ecm with low ew strengh (no bonus on zenith) to counter a zenith with l-demob which generally needs to get 1-2 cycles in on a target for that target to die. Doesn't work. Even if it did, it would go down again to "whoever brings more zeniths wins".

GLiMPSE wrote:
Lupus Aurelius wrote:

L-demobs, as currently defined, on a max skilled character in a Zenith, have no effective counter.  Range should be reduced to force the L-Demob mech to get within weapon fire, and potentially countered, or the module removed from game.

Zenith
Locking range:             1111.696875 m
T4 L-Demob Optimal range:    1199.468486 m
(T4 S-Demob Optimal range:    599.7342 m )
T4 Sensor Suppressor Range:   1216.852088
T4 ECM Optimal Range:      1216.852088


Suppressors and ECM's have longer range, they are an effective counter.

There were also new mechanics introduced at the same time as l-demobs to counter the bigger guy walking onto the little guy.


ECMs fitted on Zeniths(fail) to counter Demob Zeniths or are you trying to claim Vagabonds can get ECMs to 1km+? ECCM introduced which was already removed?

*edit: Please keep personal insults out of this forum section. - DEV Calvin

Simplier solution to fix L-demob would be to remove demob range bonus from Zeniths/Intakts and keep only suppress range bonus. L-demobs generaly are fine until they are fit on Zenith (1.1km range) or mk2 zenith where you can get up to lol 1.3km range.
Fixing it that way would still mean that long range suppress Zeniths have a strong role in gangs but there's no "I win" button with 1km+ demobs.

DEV Calvin wrote:

Seth:

  • Shield absorption -» 5% armor resist / lvl

  • Armor amount decrease to compensate the resist bonus

  • ~15% medium laser accumulator usage decrease

  • Base speed increase to 39.6

Sounds good, though I believe Seth will still be slower than Gropho?

DEV Calvin wrote:

Gropho:

  • Shield absorption bonus -» 5% accumulator recharge, in line with other Pelistal

  • Accumulator capacity decrese to compensate for the recharge bonus

5% accu recharge is a bit useless outside shield tank considering Gropho has no issues with AP. Though I guess it's a nice thing to have different gameplay heavy.

DEV Calvin wrote:

Mesmer:

  • Falloff bonus -» -5% magnetic weapon accu usage/lvl

  • Base speed increase to 44.8

Yagel, Arbalest, Kain:

  • Falloff bonus -» -5% magnetic weapon accu usage/lvl

Should have small magnetics optimal increased by about 20% as well. Even with sharpshooting at 10, arbalests/yagels sit at 150 meters range with close to 0 falloff which makes those bots pretty much useless.
Please change magnedart ammo to something usefull as well, since atm it's the only faction ammo which is 100% useless outside suicde bot role due to explosion radius (100 meters optimal on mesmer/kain, 35 meters optimal on yagel/arbalest).

DEV Calvin wrote:

All turret robots:

  • Increase of firing height to get better line of sight

Great news!

Annihilator wrote:

well ACs are good.

they deal more damage for less invested EP
they deal it independant on which bot you mount it
they deal it on a lvl4 adv. robotics heavy mech, same ammount as they do on a lvl10 adv. robotics heavy mech.

they are cheaper to build, you get the research from drone kernels, and they need less CPU/Reactor then other weapons.
you can even fit two of them onto an assault

so what so whats not "good" about them?

Well, ACs are crap.

They are lowest dps weapon at reasonable EP levels when similar range weapons are taken into consideration.
They are heavy and make you slow except certain Kain builds which involves prototypes.
You'll have WASTED EP when you finally switch to proper weapons.

If one can't fit heavy properly because of cpu/reactor - one shouldn't drive heavy.

Norrdec wrote:
Saha wrote:

Obviously you can argue that this game is not 1v1 based... But then if someone brings 10 grohos to the party, even 15 mesmers wouldn't do too good.

I remember you guys running away with long range fit grophos after you failed an intrusion after the respec and we had mixed party big_smile

Blob has nothing to do with Grophos, Mesmers, Seths or any balance. When faced with more than 3:1 odds it's not very common to win, even for M2S.

Norrdec wrote:

]Guys if you want a balanced game go play chess. There is not a single MMO that is balanced in the way you want to. Grophos are not the one and only choice for PVP. Nothing is. Except for a super skilled wasp. It's the small god machine wink

"It's an MMO, *** the balance" argument is so old and so stupid. Why do you think every MMO has a considerable staff amount working on balance if according to you it's not important.

Could we please stop posting all the crap about AC being good? Specially on Heavies. Since that's just stupid except couple extreemly specialized fits which none of newbies will come up with neither as majority of posters in this thread. Specially the statements with lvl 10 advanced robotics involved.

Neoxx wrote:

Try repping in a gropho big_smile

Also, this thread relies completely on each race being completely equal, and not the rock paper scissors we should lean toward.  If a seth can ever beat a gropho 1v1 without some insane counter-fit designed for it, then that's imba.  I get the feeling that you want things balanced in a way that gives everyone a shot at killing anyone, and throw the tactics of fittings and faction resists out the window.

I think pelistal needs the range to best counter the closing speed of nuimqol.  We barely scratch them, but maybe if you find a way to keep range you can do some damage. But even if you do damage.... lolreps.

Btw, isn't pelistal the only race that has nearly no chanve 1cv1 to kill theit arch faction?  Id be amazed to see a gropho out dps kain/mesmer that has a repper at all.  At least seth has assurance that a gropho can't rep *** on its own without losing range advantage.  Shield maybe, but the recharge is still pretty miserable.

3-4 kph speed advangae of numiquol... Let's take mesmer being at it's standart 400 meters range and gropho being at it's standart 600 meters. 200 meters to cover until mesmer goes into range. Let's be generous and give Mesmer 5 kph advantage (which it doesn't have). 144 seconds for mesmer to actually even get into shooting range. "lol use terrain" argument doesn't work here since you are facing missiles in a mesmer. If you can't kill another heavy in 2 mins+ of free shooting time, something is wrong with that you are doing.

Obviously you can go to non standart fits of 900 meters grophos vs 600 meters mesmers (max you can get on those 2 heavies). Time to close in even larger...

Obviously you can argue that this game is not 1v1 based... But then if someone brings 10 grohos to the party, even 15 mesmers wouldn't do too good.

Is gropho OP? Imho, not. It's problem of quite a few mechs/bots being underpowered. Arbalests, Mesmers, Artemis, Seth to start with. Is waspish OP? Lol, no *** it is.

Arga wrote:

U/hr is really dependant on mineral 'fluffiness' : )

Actually u per hour is pretty stable;)

Arga wrote:

The base yield for Titanium is 750. Most advanced miners have a 8s cycle time and +100% yeild with tuners and extensions. Making it 1500 ore per cycle * 5 /8s = 937.5 ore/ sec - 3.375 M ore / hour.

I asume you just woke and are still sleepy or just hangover, since advanced miners get cycle times way below 8 seconds. Obviously, you'd have to calc in reload times etc, but general rule is that decent extensions/robot miner is generating about 250u per hour. Excellent one can reach up to 300u.

Elirian wrote:

Troiar/Intakt/Cameleon analysis? Ictus/Zenith/Vagabond? Tyrannos/Artemis/Kain?

The only well working balance is imho between ewar bots and ewar mechs (well, partially not true after brainy guy Alf introduced long range demobs). Well working balance as in - those bots and mechs are working quite differently from each other and all of them are needed. While with assaults, mechs and heavy mechs there is a great issue of disbalance. Waspish, Kain, Grohp. The rest are just "well if you can't bring one of those 3, I guess your robot/mech will do, but you're quite useless".

EDIT: Ohh and hi completely useless faction ammo magnedart for numiquol. 35 neters optimal on arbalest of 100 meters optimal on kain/mesmer? How do you like explosion damage?

Syndic wrote:

EDIT: The solution is to re-tweak Seth speed to be more in line with the Gropho, before getting all knee-jerk and adjusting robot bonuses, weapon ranges, etc. Such premature balancing measures work down the line as well, so boosting Laser range = Artemis buff = Kains/Mesmers suffer.

Not quite a knee jerk to actually retweak all heavies bonuses. It's a long standing issue. Seths with shields, Mesmers with falloff bonus which magnetic weapons have pathetic one (woohoo I get 50 meters extra fall off from advanced robotics extension at 10) as well as misserable rep bonus which is completely useless since when heavys go to the party they bring remote reppers.

19

(51 replies, posted in General discussion)

Shaedys wrote:
Blackomen wrote:

I'd vote Gremrod as well. I'd also vote myself, but seeing as I was co-CEO of M2S. I don't think anyone would believe me. tongue

I believe you! tongue

What about the sand though?:)

20

(51 replies, posted in General discussion)

SmokeyIndustries wrote:

Sorry, but I wouldnt trust, and could not reccommend trusting anyone from m2s due to their willingness to condone theives, spys, liars and exploiters (srsly, busted twice?). Just sayin.

I've seen quite a few dubious people in Freelancer corp, therefore your posts are not to be trusted.

21

(106 replies, posted in Balancing)

Syndic wrote:

Again you are not reading with simple comprehension. I stated that our corp activated a previously not used factory account, in order to quickly and efficiently mass-produce 30 lines of assaults. It's obvious that there are other accounts whose lines are busy mass-producing the normal mech/heavy mech/medium fits normally used, aside from the brief flash of FOTM from the assaults.

Yes. Reading comprehension. t4 fits for assaults as I wrote. How many lines to produce t4 for 300 assaults in 2 days? 1500 t2, t3, t4 weapons to be produced (that's asuming you farmed t1) which is roughly 200 lines only for weapons. Or did you plan to spin those 300 assaults in stations as soon as you saw somebody with more than 2 people on Novastrof?

I even bolded & underlined it for you so you wouldn't have so much trouble reading simple english.

Bolding and underlining doesn't make your theorycrafting statements to not be contradicting each other. Nice try though.

If I don't see you because we're a blob, thats a shame.

Its not about rewarding blobs or not rewarding blobs, being able to mine in one spot on Alpha for 10-15 hours a day is not balanced. The new Alpha islands are not, by any means, balanced. The amount of ore on them has no risk, for all the reward. And if that wasn't enough, now they got a nice amount of plants added so you can harvest and mine it all in the same place. Balanced. Not. lol

Not sure what 10-15 hours on one spot you are talking. Maybe if you mine in an argano. 3-5 of M2S miners manage to strip any Tellesis field in couple hours. Plants balance? 100 Noralgis plants on beta ring any bell? But then again, you have your gf harvesting helio/triandlus in a riveler, so I guess it's a bit moot point to discuss balance.



@Alex: Radars would kill any small scale PvP which the game actually needs to promote atm. Poor suggestion this time.

Moving mining fields to be at least 1.5-2 km away from the outpost and implementing player built, high NIC upkeep outpost improvement which would speed up minerals respawn rate by 30-50% with 4-5km radius around outpost. Miners happy, roamers happy, NIC sink, reason to have beta outpost. Though such change should come when server pop goes up a bit. Not much point for higher regen rates atm since 300 or so players spread across 6 beta islands just don't mine enough for outpost change to be needed. Moving mining fields a bit further away would be helpfull and long overdue.

22

(106 replies, posted in Balancing)

Syndic wrote:

Don't get me wrong, I completely understand what you're saying. Yes, I view Beta-access as granted because my corp has been fighting & holding land on Beta since we came in-game and joined Vindictive alliance.

But you need to on the other hand, understand the point where I'm coming from; CIR has spent the better part of the last 6 months tweaking and fine-tuning every point of our internal corp industry in order to match up to M2S. Now, we know what happened with that so no need to go there; but what I'm saying is that because of this, our industrial production quite easily outputs in 48 hours what most other corps output in 2-3 weeks.

I've tried it all, believe me. I've personally gone to every Alpha-corp I could get my hands on, offered them a carte-blanche guarantee that we'd buy everything they could mine up. We did, and all of those Alpha corps couldn't mine up enough to cover a quarter of our production at the time.

Therefore, it is infinitely easier for us to mine it up ourselves with 5-10 guys doing it in shifts with 20-30 accounts mining, have the simpler commodities refined on Alpha & hauled into production and/or moved into local production of non-essentials. The market, and all Alpha corps, quite simply do not possess the mining capacity to supply our production with Alpha-ores.

For example, after the assault-patch we separated an inactive factory account that is maxxed out, mined up the resources and set 30 lines burning. Today we have DEVs posting how assaults will be made less uber - that still means we're going to end up having to rip out the CT's or burn them out. 300 assaults from 30 lines, in a few days. Where are the Alpha corps that can supply me with the resources for that, nevermind the materials to produce fittings for those bots?

It probably is a waste of time to mine on Alpha, but again you need to understand - we have been sitting every day, 8-12 hours, on Novastrov mining with anywhere between 15-30 rivelers in full T4 fits & T4 Nexus support for a long time. There just AREN'T that many ore fields left that are rich enough to warrant exploiting them on an industrial level. Nobody is roaming us since M2S got wiped, and nobody roamed us except M2S before they got wiped.

300 assaults... That's about 100 mil nic worth of resources. Another 150-200 m to t4 them. You're saying 250-300 m worth of resources each 2-3 days is very huge amount for corp which, according to you, can mine with 20+ rivelers uninterupted 8-12 hours a day? Is it the case like of Smokey bragging about his mk2 riveler who appears to have same cycle time and just about 20% better yield as my miner if I'd put him in t1 termis without the nexuses? It's not even funny to read nonsences like that anymore.

On topic of "waaagh gimme moar": Congrats. You created a blob and now you are crying that nobody can supply minerals your zerg needs or is able to mine on one beta island themselves. Maybe, just as I mentioned before, you should start changing things from yourself. Brave Sir "nobody roams us". Why would anyone who is not in equvalent zerg roam you? When we go to Nov 2 things happen - A) you get outnumbered 3:1, B) nobody is there or people stand under outpost in plated mechs if they can't achieve number "balance" in A. Somehow other corps are doing fine, be it alpha or beta mine. They don't need more. Maybe, just maybe, because they are not overblobing?


I still dont see a reason to use Beta for mining non-Epriton materials, the risk vs reward - theorycrafting-wise - is so off-balanced that its more sensible to mine them on Alpha.

Wait a moment... You've just talked about 20+ CIR rivelers mining 12 hours a day on beta without interuptions because nobody ever roams you. Now you talk about lack of reward on beta because of taking some kinda risk. Contradicting yourself much, brosef?


I'd actually pay more attention to what you posted if you "elite PVPers" didn't completely stop roaming of any kind since the "incident". It's refreshing to see what a little bit of honest mining will do to develop respect for the T4 you scoffed at and threw away like candy before.

Keep repeating that just like you already do over and over and over again. Maybe somebody will start believing it. Maybe if you sticked your nose out of your blob and alpha mining a bit more often you'd meet some of us, just like F-Navy, Foom, TOG and numerous other corps do everyday.


TLDR: No, your blob shouldn't be rewarded more. Resources on betas are already plentiful be it minerals, npcs, artifact scans or assignment running. If you don't use it properly or simply over-use, it doesn't mean something in the game needs fixing.

23

(106 replies, posted in Balancing)

Syndic wrote:

And again, please keep corp politics, butthurt and keyboard mashing with cumcrusted fingers out of here. This is a constructive dialogue topic, trolling --> that way.

Exactly, so kindly stop showing your butthurt all over the place. It's not that hard to do search on your posts and see same 2-3 lines of high horse text in each of them with poor attempts of trolling.
I am just stating the fact that you are requesting buffs to beta and discussing alpha OPness while actually your lead alliance does not promote beta itself, or rather does exactly the opposite. Standing under outposts in plated mechs after seeing one waspish, sending overtanked mk2 artemis to Kentagura to camp Foom who are made up of majority of fresh accounts who had balls to move to beta and make it the most active beta island etc. Hypocrite much? Always start from changing yourself, only then point at other problems.

24

(106 replies, posted in Balancing)

Welcome to 5-6 months ago problems. Somewhat funny you opened your mouth about it only now. Tell your brosefs to keep standing plated under outpost each time they see M2S waspish. That certainly increases the value of living or even roaming beta island.

25

(10 replies, posted in Resolved bugs and features)

Exactly the same graphs as Neoxx for me too. Just my yellow graph is stable low.