101

(2 replies, posted in Bugs)

UPD: can't dock either. Also I think it's somehow linked with Limbo and that means I can disappear between islands

102

(2 replies, posted in Bugs)

Ok this one is really unusual. I use SoundBlaster Rage Tactics 3D as headset - it has it's own integrated sound card, connecting by usb, blah-blah-blah.

Problem is that once it disconnected (like, damaged cable or sorta), all the sounds in game disappear and won't get back even if I reconnect it (OS sounds are fine). It's not an issue though. Issue is - that once I've lost sound like that, the game will 100% crash once I try to jump off the island. Also client hangs when you try to close it.

103

(5 replies, posted in Bugs)

or is it?

104

(5 replies, posted in Bugs)

Something wrong with them. Speed and direction they are spinnig does change while you're moving. And that's not an optical illusion smile

Annihilator wrote:

3 offtopic, one on topic comments... great.

erm line... i dont think that the MGs need more damage, they need there AP consumption adjusted.

BUT... all damage tunings need their damage component adjusted with this patch. not much, but at least 10% damage at T4 should be done. (keep cycle bonus and crit the same)

well they either need more damage (actually, ammo stats, not guns) or less accu usage.

Altera wrote:

He was trolling you.

but but it was lookin so real!!!

R U SURE??

I'd more like to see some extra AP on Echelon. Current amount is just....

Upd. But I agree with Anni. MG can have some more damage or sorta.

SunnyJester wrote:

Well I have taken a few days to play around with the new tuners.  My main issue is that laser and gauss is no longer viable for PVE and PvP.  PLEASE, reduce the initial AP cost of these weapons to reduce the AP costs of the tuner stacking.  If not, all we will see on the field is missiles and machine guns.

Just remove extra tunings and that's it. After all, that was the patch about - to make all-head-in-tuners fits obsolete.

109

(6 replies, posted in Bugs)

Now it happens each 2nd time. 50% solved big_smile

Aren't nexuses (recharge, indies) solve that? Can't test it right now. Especially indies installed on Scarabs

Altera wrote:

But if I am in a terminal, I should get to choose to take my assets or not.  You are forcing me to leave all my assets because you want to kick everyone from the terminal once it becomes locked.  I should get to choose when I leave the terminal and what assets I can haul out safely at the time of my choosing.

But you have that choice. Just contact new owners before they kicked you and ask them for let you go with your stuff. Diplomacy, you know.

Nice idea with tuners. All the fits got screwed and need revisiting, but hey.

How's that one could not have a chance to replace a bot on Alpha? That's the islands pvp-safe where you can grind and get some monies and buy whatever you want.

Then it's just a matter of sanity - to hold all the assets on lockable Betta or destructable Alpha. There always should be some extra on Alphas. Or just take the risks you can loose everything.

Altera wrote:

Wow, just wow.

If the DEVs follow up with the bad idea, then they better also move all equipment and bots from all players and corporations that don't have access to those terminals to a terminal that they do have access to.  I don't think you can do one without the other.  It wouldn't be fair to move players while some or all of his stuff is now inaccessible.

No need, actually. Noone forced you to leave that stuff there, so noone to blame it got locked.

All we need to do, is to slightly change Spark Teleport mechanics. Once OP owner press "kick" button, you should automatically spark to either closest open terminal, or closest Alpha, or even your starter terminal.

Once you are outside, you are free to prepare an army and retake ownership so you can then kick your enemies aswell.

Only thing - it should check offline players too. kicking those will be more or less similar to destroy a gamma base while someone is logged inside. Except in case of beta kick your assets remain safe.

+1, station spies are almost the same as Arkhe gate watchers and thus should be removed.

Either anonimous mode for terminal chat, or "Send to Alpha" button, or both.

116

(1 replies, posted in Bugs)

here

117

(20 replies, posted in News and information)

THIS OR GTFO

Gekko wrote:

Gropho on Scarab. Tamed from caravan smile kill em all, loot em all.

That's fukken BRILIANT! NPC Taming!

Deeeefinitely we need pets. Just imagine that little cutie Ictus or even small but helpful Argano that auto-loots for you. Then you need to feed them with energy or plasma, and then some combat pets, or even a Sequer as a mount!

120

(6 replies, posted in Buying Items)

1 000 = 1k
1 000 000 = 1kk
1 000 000 000 = 1kkk

121

(18 replies, posted in Balancing)

Let's then make them no self-effect or special bots only or

BeastmodeGuNs wrote:
Line wrote:

point is that if we gonna balance around hit dispersion, that should be two-way, not one

otherwise everyone will just hop to small bots

Well if everyone use small bots then we get some good ol classic light/assault brawls. Theres something ya dont see every year!

what's the point in big bots then? i mean, if big bots are good only against big bots but small bots are good against both small and bigs - why to bother and level big one?

my opinion is - to separate them slightly and make ppl bring both bigs and smalls in a combat

point is that if we gonna balance around hit dispersion, that should be two-way, not one

otherwise everyone will just hop to small bots

No exat numbers, just a thought.

One part of the balance - is to increase both med bots hitsize and med guns dispersion - that way meds keep the same effectiveness against each other but dractically reduce their chances to hit something small.

Then another way - there are few approaches. Either raise med bots resists against light weapons - to make small weaponry barely scratch, or even make med bots immune to all the incoming damage below a certain level - like, light guns can hit you only if crit hit, otherwise 0 damage.

That covers just a damage so far. Next will come later.

125

(6 replies, posted in Bugs)

Unequipping a module in terminal by dragging it to private storage doesn't trigger storage update until reopened or renewed in other way