1

(149 replies, posted in Balancing)

Good to see the community coming together ITT. We can work it out!

Personally, I'll adapt & overcome any patch. There are ALWAYS important jobs to be done in an MMO despite FOTM roles.

Productivity and dominancy cannot always be glorious for every individual at all times.

Inda wrote:

R.I.P. !?

Yes, Inda. Speed tackle is RIP.

You are now free to come and go as you please.

8)

3

(71 replies, posted in General discussion)

DEV Zoom wrote:

But why would a light EW go head on head with an assault robot...? That's suicide, and it's meant to be that way.

With all due respect Dev Zoom, there are few actual dedicated tacklers in the game. I can pretty much list them with one finger. This game now has one less. I wrote a guide for tacklers in your game some months back which suggested that vs:

"Assaults.

Once again you can rely somewhat on locking distance, however the assault class will definitely lock further than a light bot. This reduces your effective window of operations dramatically and makes for an exhilarating experience. You know that they can two-shot you so it’s high risk vs satisfying reward. Their speed is lacking. Your speed, terrain, LOS and your level of aggression are your allies in this battle. Assaults work just fine with demobs and many enemy pvpers will be carrying one. Be very careful against assaults but not too much on the defensive."

My role as a tip of the spear demobber versus ALL robot types, which I have enjoyed immensely since 2010, is all but obsolete and when I have time I'll be updating the guide to reflect my recent in-game, live-server observations and experiences.

Undoubtedly, certain vocal individuals who frequent these forums (who I've rarely ever faced on the battlefield during a real PVP engagement) will have their opinions, but take it from me that having my own allies wonder why I'm fitting the modules that have made me effective over the years is completely infuriating.

In fact, I've just requested that the guide be deleted.

Please delete this guide, tackle is no longer a relevant or effective role in Perpetuum Online. hmm

For any who are interested in running with a light ewar, just fit supp / ECM and roll behind the arbys with as many mods fitted as you can and stay at 135kph. Work on velocity and / or ewar nexus for the lulz.

That is all.

5

(21 replies, posted in General discussion)

Jita wrote:
Ville wrote:

Our alliance also is the only alliance that has a gamma base.

This bit isn't true any more. I do too.

Cool! Where?

6

(10 replies, posted in General discussion)

Perhaps we could run various polls and decide which players might be deserving of an erection.

7

(0 replies, posted in Open discussion)

Just completed this game again after 15 years ago when I first enjoyed it on N64 console. I cannot recommend it enough to fans of the action / platformer genre.

http://store.steampowered.com/app/251770/

Non-linear Zelda (Ocarina) type game with great characters, difficulty, level design, enemies and items.

Soundtrack is completely killer.

Enjoy!

PS: Check forums to ensure you can run it, I did it on an older laptop. Fans of Moonlight Sonata must apply. yikes

8

(7 replies, posted in Feature discussion and requests)

Hey, I still would like to request this feature. Any chance of a dev response pl0x? smile

Fluffy kittens included

http://www.funnycatpix.com/_pics/Guess_Who_It_Is.htm

9

(7 replies, posted in Feature discussion and requests)

Burial wrote:

Yes, let's spend more time on features built on Spark TP.

I doubt this request would take much time to implement.

Naturally, use of such a feature would not be mandatory. Much like the pre-fit bot thingy thingy which I personally never make use of.

10

(7 replies, posted in Feature discussion and requests)

Dunno if this has been asked for before but I'd like to assign a bot in my private storage that I spark into at each outpost.

Sometimes, every second counts.

11

(26 replies, posted in General discussion)

Perhaps we'll hear your guest commentary at a future Perp newbie tournament? I hope so.

Safe travels in the digital world Sir...

Smokeyii wrote:

I'll flat out say it, the game would be 1000x better off if cir/phm wasn't playing. Hands down, if you guys disappeared tomorrow, my shrunken Perpetuums might actually grow again.

Guys. YOU NEED BALLS OF STEEL TO WIN PERP!

For 6 months you've been losing bots at a rate of 10 - 1, maybe worse?

4 years in Perp is a long time. No reason now why PoE won't be here in another 4 years.

In that time, somebody will rise to the challenge.

Your puny rag-tag ensemble of has-beens and forum PVPers suck at doing Perp, as displayed once again at South *** last Saturday. Losing to weekend warriors like me.

Perhaps if YOU and your ilk leave perp it would be 1000x better when the server and forum is free from whiny babies, pathetic attempts to win via obvious manipulation of opinions, BS propaganda, trolling and attempts to influence developmental directions. You simply do not need to use such methods.

Tl;dr
Just play the game, play to the best of your ability and enjoy your wins or 10-1 losses with zero access to end-game.

Or gtfo.

Have a nice day, Roboteers...

13

(0 replies, posted in Bugs)

Hi Devs,

Just gained a Steam achievement " Risk Taker - Enter a terminal on a Beta island" for docking in Gamma.

I've probably never left Beta since Steam launch, can this cheev description be updated or can you create a new one for a Gamma dock?

I read only truth & positivity in this OP. Perp needs new players who can game beyond this forum and who, once informed of Perp's direction, can work towards their goal.

At this time WOW forum shows more consistent understanding and maturity.

15

(3 replies, posted in Feature discussion and requests)

And please add concrete as a commodity. We can then mix Mesmer MkII size concrete socks and finally sink minor annoyances, forum pvpers and pathetic trolls to the bottom of the old briny for good. Thank you.

16

(16 replies, posted in Feature discussion and requests)

Thread and idea isn't about tailoring the game or being overpowered.

EP Bomb is an RP tool, imbeciles. Also Tamas, if you feel that taking away dev time is such a crime, and that making a suggestion is akin to a troll-post, then perhaps you should petition to have this entire sub-forum removed.

Or just stay out of this sub-forum all together.

17

(35 replies, posted in Balancing)

Most guys in shielded light EWAR also weight themselves down with ECM/Supp/Neuts/Drainers/Double-D's/Guns and are already self-nerfed IMHO as they travel too slow..

The guys you should be careful with do not fit a shield and do not care about getting popped as it is all part of their role and motivation.

The guys who are too lazy to use terrain, cover and LOS are also too slow and/or stupid to be a threat tbh, shielded or not.

Minus one.

18

(29 replies, posted in Bugs)

Syndic wrote:

Yeah must have something to do with the volcano in Iceland.

Screenshot or it didn't happen.

19

(16 replies, posted in Feature discussion and requests)

Tamas Vitez wrote:

So why suggest something that takes away DEV time to implement when you yourself think nobody will ever use it ?

is this a troll post ?

- 1

I never gave a timescale. Neither did I suggest that nobody will use it against your puny lol-fit fleet. Please do not revisit this thread purely because I have a CIR tag, JOKE trolls.

Have a nice day.

20

(16 replies, posted in Feature discussion and requests)

Never played EVE. hmm

21

(16 replies, posted in Feature discussion and requests)

The two fleets came together. A massive array of weaponry and logistics formed the pinnacle of high risk PVP and bore dire consequences for the losers....

However, amongst the crowd of baying robotic voices arose a true hero who understood the true gamble of 'high risk'.

As his fleet EWARed and DPS'd his enemies, he strode forward in a manner likened to a berserk Petard and ignited himself! In the nuclear fire and brimstone that followed, all who stood in his way were obliterated. Friend or foe.

The heroics of that day were to be remembered when all who passed by the memorial crater bowed their heads and acknowledged the sacrifice that was made...

EP Bomb

The EP Bomb is a self -only NEXUS which requires massive EP commitment but in line with velocity / EWAR etc...

Once level 10, a player can choose to equip (at cost to reactor and CPU) an EP bomb which he or she can activate in the presence of enemies and COMPLETELY obliterate the battlefield of all bots within a certain radius.

Bomb activation costs 50k EP.

Crackling and fizzing graphics surround the hero as they ignite, I would suggest no more than 20 second fuse. These graphics should also be purple / black smoky-lightning effect and visible to all within 250m.

Friend or foe are ignited in a nuclear fire within 500m at level 10 which is non-avoidable and completely deadly. New melting robot graphics added.

An indelible mark is left on the Nian landscape - Craters on non-terraformed terrain; Scorch marks on built terrain.

As the Nian ages pass, history shall be told of the sacrifice which took place at that location as the fleets come and go.

These events would not happen often due to the EP commitment required (and we all know we have stuff to do with our EP) but, my oh my, they would make for good stories whether the hero obliterated their own fleet or that of their enemy.

I also doubt that any player would sacrifice 50k EP to kill NPCs.

22

(12 replies, posted in General discussion)

5 Mil reward and a share of the spoils?!

That's a little... generous... wouldn't you say Mr KGB?

'Tis no wonder you've received such a positive response.

Step 10 – Looting.

Leave it to someone else!

Your cargo is full with a teleport beacon anyway. Let the remote repair guy (*cough* Gothmog *cough*) have some fun whilst you chase down your next victim.


Step 11 – Advanced Fits & Mods

There are many different fits and, believe it or not, some very distinct and different tackler roles, all determined by your fitting skills and modules. Your corp and FC will have their expectations from you and some may even recommend a blanket ‘Fleet Fit’ for your tackle. Go with that, it’s a fleet fit for a reason.

I’ll simply list here some of the mods I have employed in my time and their uses. You can always test stuff out on the test server yourself.  http://forums.perpetuum-online.com/topi … st-server/

Plus One! S-Demob – Take on 2 targets at once.

Velocity nexus – Further improve your speed and that of other players within range of a small radius which emanates from your bot. Massive EP commitment – not for the faint of heart or the impatient.

Evasive module – Make your robot’s hit size smaller.

EWAR nexus – Vastly improves the range of EWAR modules such as the S-Demob. Once again, huge EP commitment.

Accumulator recharger – Sits nicely alongside a shield in your leg slots. Improves accumulator recharge rate and allows you to run more modules simultaneously without running out of accumulator charge or "capping out".

Masker – Helps you to pop into enemy view later and out of enemy view sooner.

Range extender – Improves the range of your demob by a certain percentage but chews up reactor power.

There are other EWAR modules which can be considered but some things are best left to be discovered by you or to be discussed with your corp. All of the above cannot be fitted on a light EWAR at the same time. Consider your fleet composition, enemy fleet composition if you have enough intel, the location of the battle and then fit up your tackle accordingly. Just don’t take too long about it or you’ll miss the fireworks, let alone instigate them.

There are also MkII versions of the light EWAR bots which will provide hours of mod-fitting, head-scratching fun!


Step 12 – Advanced Tactics.

The first and probably the most important, numero uno, supremely enlightening piece of advice I can give as a tackler when it comes to advanced tactics is…. Hey wait a sec…. I see boobs approaching! Be back later.

Perhaps those of you who have an interest and experience in this role may wish to continue this conversation below. Also, if you have anything you would like for me to add to the guide, please make it known and I'll be happy to include relevant info for the new players.

Wake up out of your slumber and answer your call! Many are called but few are chosen.

http://i.imgur.com/lQGgzKU.png

Stradivar of CIR corp. July 2014.

Step 8 – Landmarks Window

Once again, how much of this info do you really need? Landmarks is an important window which will span the height of your UI, however, you as a tackler only require target name, distance and robot type in my opinion.

You need to make this window as thin as possible, freeing up your view of the all important terrain. Corp name is meaningless, just their colour signifies their intent towards me and mine towards them. You can slide this column (click in the edge of the column at the top and slide your cursor to widen or shorten it) to mostly closed. Names are mostly meaningless to me also and some FCs will repeat only the initials (first 2 or 3) of their intended targets for clarity, slide this column across to show perhaps 4-5 letters. Close the effects column as much as you can. We're all about making as much of your terrain and battlefield as visible as possible.

Filters required on landmarks window should become familiar to you as you gain experience. Essentially, you would filter out the icons you do not deem important.

Click on distance to ensure your closest enemy is at the top. As you become more experienced, you will be able to give accurate info on your time to target by paying attention to distance. This will help your fleet as they approach behind you. Your FC may require you to set target by name, distance or type depending on your role. Pay attention to this also.

Recap, steps 5,6 & 8.
Ok, in the following image*, you can see that my landmarks window is thin but high. My radar not too obtrusive, my targeting computer can handle all the robots that I can target in an Intakt. Not a single pixel more is dedicated to the aforementioned windows, as a tackler I need to observe terrain - Step 7.

http://i.imgur.com/V45iO56.jpg

*Modules, chat and status windows hidden for security purposes.


Step 9 – Versus 'X'

Always back off and lose locks if you are primaried by a whole fleet. You’ll swiftly receive an alpha strike and the battle (and all the prep time that came before it) may be over if the enemy fleet moves faster than yours (who now has no tackle). You are fast enough to get right back into the fray in no time at all. Inform your FC if you are about to engage this defensive maneuver

RED NPCs.

Do not, under any circumstances, underestimate the power of Nia’s hostile inhabitants. These guys will chew you up and spit you out in a heartbeat. Stay well away from Observers in particular. I’ve found them to be the most deadly opponents in a pvp zone for many years now…

Light bots.

Unless you face these guys en masse, you’re usually golden. They don’t have the speed to escape your grasp, however, they can travel over the same types of terrain. As you have a SA fitted, you’ll be able to lock them much further away than they can lock you due to you being an EWAR bot. Use this to your advantage and pull away to break their lock after your initial demob. Now use your speed to rush back in and get another tackle on them. Repeat this without losing your own lock whilst breaking theirs and always stay within that distance. A simple tactic but a guaranteed kill for your fleet. If you are worried that they have a demob then just keep tackling and then pulling back but more swiftly, do not allow them time to lock you fully and employ one.

Light EWARs.

Let’s just hope their guy isn’t as sharp as you and hasn’t read this guide.

Assaults.

Once again you can rely somewhat on locking distance, however the assault class will definitely lock further than a light bot. This reduces your effective window of operations dramatically and makes for an exhilarating experience. You know that they can two-shot you so it’s high risk vs satisfying reward. Their speed is lacking. Your speed, terrain, LOS and your level of aggression are your allies in this battle. Assaults work just fine with demobs and many enemy pvpers will be carrying one. Be very careful against assaults but not too much on the defensive.

Mechs & Heavies.

By the time you’re chasing these guys down, your fleet will be pretty much right behind you. Wait for your FC to call targets, tackle them and stay out of their locks. If it looks as though you’re getting primaried or gathering lots of yellow secondary boxes from their bots in your landmarks window, just move behind your fleet, break locks and quickly return to the front line, always informing your FC of this. Your hit size can also be a factor, you are small – their guns are big and often miss puny little robots. You gotta love watching those tanked Seths hitting the floor with a volley of 6 short range lazorz! A lot of the time, mech pilots will completely underestimate your ability to make or break a battle and won't even target you. Exploit their foolishness and watch them burn...

Step 5 – User Interface (UI).

How much do you really need to see of the battlefield? How much of your UI could be considered clutter? It’s mostly up to you, however, I personally minimise my chat window and focus on fully on teamspeak whilst in PVP. All other UI windows will be closed apart from radar, landmarks, landmark info, targeting computer, modules and robot status.

My landmarks bar stretches the height of my screen. Battles really can become this large. My targeting computer is as high as the number of targets I can select with my current skill level. Radar is as large as it can be without causing too much distraction. You will rely on it to plot your routes as you navigate some very tough and confusing terrain at high speed. My modules are usually lower central where they can be clicked easily, however, I do re-bind keys close to WASD for simple activation of my demob. My landmark info window and targeting computer window will show demob(s) applied and are essential for capture and release relay maneuvers with other tacklers in my fleet which I will hopefully come to later on.

I need to see as much of the field as possible, I am travelling at speed and terrain can become very tricky, very swiftly.


Step 6 – Radar

As previously mentioned, you will rely hugely on your radar. Set it correctly and you’ll reap delicious tears. Firstly, an Observer will lock you at 450m or thereabouts, so set your marker range at 500m and do not ever stray closer than this to them, a red static spawn or a roaming caravan. You simply cannot survive these encounters in a light bot.

At higher speeds such as those allowed by velocity nexus and tier 4 LWF you can gamble on hostile NPC lock times vs your current speed and blow past them at 350 - 400m (do not consider terrain or line of sight (LOS) as the NPCs will demob through terrain and then you're soon to be scrap one you're in firing range), but this is always a gamble and one that can mean the end of, or delay of, a successful invasion or defence. Remember, the expectations of those who follow you in your fleet are high and rightly so.

I prefer having my radar spin with my camera orientation rather than be static. Get used to zooming in and out within your radar window, this is done by placing your cursor in the radar window itself and using your mouse wheel. You can also right click and hold your cursor whilst in the radar window, then drag, then survey terrain outside of your current radar image. A double tap on the radar window will PING your entire squad’s radar which is useful for highlighting enemy positions. You can left click, hold and draw on the radar which is useful for marking routes across terrain or highlighting enemy routes.


Step 7 – Terrain

The Chase...

Now you have mastered your radar and planned your route towards a fleeing enemy, your next barrier is terrain. You can remove non-essential flora from your visuals. Press L to show passable terrain on screen. The only way you’ll succeed in not getting stuck in plants, trees, gullies, dead ends and foliage is to actually DRIVE YOUR TACKLE YOURSELF. All the time.

Never rely on autopilot. Never trust a program to conduct a tackler’s work. Your reaction times are far superior.

Other than that, all I can suggest is just focus as hard as you can on gaining ground whilst staying out of terrain which will trap you. Another deadly situation for a tackler is a complete lack of terrain in which you can work your magic. Grassy, sandy or rocky plains are the graveyard of tackles. "Nowhere to run to baby, nowhere to hide".

The Catch...

Now, you’ve tackled your prey following some nifty footwork and focus. Use terrain to ensure you have a solid barrier between their guns and you, Plants will swiftly perish under fire so you have to think constantly about your next point of cover. Use LOS and cover when facing Thelodica and Nuimqol robots and use available cover when facing Pellistal missiles. Stay in demob range and keep them pinned down.

Stay alert and stay frosty. Track all enemy movement wherever possible with a glance at your radar. Plot your course to the next target and scan/drag your radar for their route if they have left landmarks window whilst keeping your demob on your current target and staying alive, using terrain and LOS. Once your fleet takes over your target, release and give chase once again!