26

(15 replies, posted in Feature discussion and requests)

On topic comments please. Zoom please remove off topic comments here.

Keep politics out of this thread. I will be reporting all violators and requesting deletion of their hard thoughts tongue

De-mobbing is no where near as powerful as it was before the big re-balance patch with most bots able to be partial immune with 1 plate and others getting full immunity with it.  L-demobs are (fixed) no LOS again and with the open areas of highways there is again a place for them to be used but with such a small effect its not worth it.

Highways are now spammed across every map and allow a HUGE speed bonus, This is the first time in Perp history where speed has played the biggest roll of some fights. Previously more guns or longer range or more e-war would decide a fight. The last few big fights were won almost on speed benefits alone.

My Discussion comes that with the new speed as king battlefield and de-mobbs not doing near as much effect to bigger targets, Would it be correct logic to think that when a de-mob lands the highway bonus gets removed form the targeted bot, decreasing there speed even more. Of course this would have no effect to units not using a highway.

Other possibilities that I thought of were add a targeting point to a speed rail, (like a switch) either with neut or dps the switch trips turnning off that section or multi sections of that speedrail.  (This idea might be difficult for devs to implement.) and keep this one beta only.
To turn back on after dps would need either a rep bot for immediate repair other wise 1 hour auto regen. And of course energie x-fer for neuts or also a timer regen.

Discuss keep political ties out of it.

Tl:dr Demobs should remove highway bonus thoughts? L-demobs might have a purpose again.

28

(11 replies, posted in Balancing)

http://forums.perpetuum-online.com/post/129067/#p129067

DEV Zoom wrote:

Khader: with the new teleport/highway network I don't think getting to a neighboring island would take more than 15 minutes. In the new setup interzones won't make a big difference regarding time but they are useful when you want to avoid the fixed routes.

Working as intended via Zoomies answer

29

(75 replies, posted in General discussion)

Ville wrote:

Bronze Package: $15.99, just the game.
Silver Package: $21.99 the game, 1 ICE and 1 Alien probability device
Gold Package: $29.99 the game, 2 ICE and 5 AIDS plus a factional specific mk2 assault bot.

Thoughts?

Diamond package: $49.99 game, 3 ICE, 5 AIDS one of each of your factional Bots, both indy mechs and a sequer, plus the mk2 assault.

30

(16 replies, posted in Balancing)

L-demobs no Los I'm on board! with 90% of all bots undemobbable any way it makes little to no difference. roll

My personal staging has always been an open beta station or heydelhorn. My problem with getting rid of sparks is that when you realized sparks were the problem you moved islands further away and made interzones literally worthless. I agree that the force projection sparks plus interzone was op we could move from anywhere in 10 mins. Now sparks are gone. I live in Heydelhorn and my friends are living in Alsbale they are getting attacked I would like to participate in this meaningful pvp. (the one thing this game still has going for it imo).
I could stage an account on each island. No problem.

I just think moving the islands back and making interzones 15-10min response time is not that bad. Most pvp engagements last about 5 mins with a 10min buffer before as scouting occurs. With the current set up I can possibly interzone from alpha 1 to beta 2. Most of the places you can interzone from at this point you could just as easily drop a standard and tp to the connector that you can reach with the interzone.
Example. New Virginia only interzone possible op is Lenworth. From Len I can hit Naynitch (external likely scouted) If I drive alittle further I can possibly hit the internals davis and tals. I could continue the wall of text but the other 2 red and blue follow suit. No variety in choices.

Before the Removal (reduction) of interzones You could hit from the Alpha 2 main terminals the Beta 1 and beta 2 internals of the same color. After the removal of Sparks this will no longer cause an issue as the factions are no longer in reach of each other. A 10 min response to any threat of the same island color faction is not unreasonable Imo. A 20 min response from cross factions, Is a bit high.
Even eve has cynos and bridges. They recently added Jump cooldowns active and passive timers. But I know you dont like following the crowd.

DEV Zoom wrote:

You can interzone from Alpha1 to Beta2.

Lol never mind I keep forgetting you don't play this game. Add speed and a new tp layout with only 2-3 entrys in to islands with the bot balance being plated close range seth mk2s camping gates is gonna be the new meta. Seths already are fotm year what ever.

try and use a interzone from tellesis and tell me where you can get to. I know that they re did all the tps but they are pointless to have in the game if you cant reach anything. With all betas and beta 2 easy entrances scouted. Only interzones will give us the option of undetected entry.

Anni stay off my posts your opinion is not wanted and your wanna be dev attitude is pathetic

I hope your readjusting the interzone tp range or putting the islands back closer so we can still make it somewhere before an hour goes by and the enemy is long gone.

35

(19 replies, posted in Guides and Resources)

Nice work Goffer

Please edit the follow big_smile

5.3 Harvesting

Gargoyl: 4 Medium Harvest Modules, LWF, 3 Accu Recharger, 4 Tunings
Symbiont: 5 Medium Harvest Modules, LWF, 4 Accu Recharger, 5 Tunings

Also as stated harvesting has more movement involved I used Accu expander and got good results when I was lower EP

36

(28 replies, posted in Balancing)

Ville wrote:

The balancing is close. Lot of people would disagree but I think your close.  I'd suggest giving us 1 more head slot on Mesmer and 1 more leg slot on gropho.  Bring back demobbing zenith.  Raise the ictus neuts from 3% to 5% each level and add more weight to Medium armor plates.  So a plated heavy plus LWF goes 50kph.

Just make LWF and Plates not work together I actually think some bots should have weight limits.... IE Arbs with 3 plates and a frame demob immune and still fast just dumb.

37

(78 replies, posted in Balancing)

Hunter wrote:

Zoom, do you wanna attract the players on beta? - Make possible to refine epi on the beta terminals/outposts only. Thats it. Ah yes. Don't forget to order lot of popcorn.

possibly the best thing hunter ever suggested

38

(132 replies, posted in Testing server)

Just like Hokk, Dom has a *** alpha2 tp basically on a sap. I know none of the Devs play this game so it will fall on deaf ears. But either rework a sap location or a tp location. Seems to me your moving the tp on dom any way why not put it behind the Beta terminal instead of in-between the op and terminal.

Of all the Beta 1s the best tp vs sap locations is hoop but it also has the longest land distance between the ops. Somehow I always feel hoop has more land mass. I guess that the one thing greens have going for them.

39

(110 replies, posted in Bugs)

i live 6 hour drive from server.... if i cant get on something is really wrong

40

(110 replies, posted in Bugs)

BeastmodeGuNs wrote:

As of 5 minutes ago things have become frozen and unresponsive for people again, I'm stuck with deploying to terrain loading bar(while still in terminal thankfully), chat is functioning and updating fine so far, as well as activating robots, equiping and unequiping modules, and other in terminal things. Idk what troubles people are having outside term atm but im sure they will post here in a bit.

Got stuck outside a terminal. Thought I could quick log and fix it was unable to logg back in  for 15 mins and agent remained deployed and  targetable. GG

41

(103 replies, posted in Feature discussion and requests)

Zoom.

This sounds impossible to code but
Newly bought or produced robots have a 7 day timer that when blown up drop there hull on ground. Hull must be salvaged by owning pilot. (I can see problems as hull will be unpacked lots of U example seth hull drops is 125U) after Hull is in station/op Pilot must have either 50% of mats to refurbish or 50% nic cost of average buy price with in 24 hours or hull is scrapped for 25% of the mats.

Part 2 once bot are past their 7 day timer the bot is considered used and is not eligible for salvage.
Mk2 bots should drop a mk1 hull when destroyed regardless of mk2 status.
If the owner does not salvage his hull for what ever reason, he gets nothing.

Meaning a new player who drives his wasp to beta and gets killed, loses his wasp as vets will camp his salvage.
New player loses his wasp to npcs can go pick it up with an argano and repair it for very little mats.

Lights and assualt hulls should be small enough for new players to scoop in a argano or sequer. Mechs should require a lithus to pick up ect. Heavys should be scarab.

42

(11 replies, posted in Feature discussion and requests)

Burial wrote:

Good part without beacon terraforming is that sieges are a lot shorter. Used to be a competition around who's willing to stay up longer to terraform ramps up and turrets in, or stop the attacker from doing it, but nowadays it's more about actually shooting the base when the structures are vulnerable.

The freedom beacon terraforming gave for building a base was awesome, but as a siege tool it was a major pita.

was the first and last gamma siege i actually enjoyed thanks for being there Burial!

Now its a big LOS-Lag fest of just walking to the next target

43

(2 replies, posted in Bugs)

1. undock from terminal/station.
2. drive to chosen mining/harvesting location.
3. Wait until INSTABILITY is gone or suffer through a bug that says you can't drop it with instability.... which goes on as a further but as a new bug you cant drop another field can so soon.!!!!
4. cuss at devs for implementing a code that was sub par.
5. drop your can and start indying

Why change what we have when we can add more..... oh wait beta 3s with 2 terminals and 3 outposts all NPC owned. OMG.

Personal opinion let gamma go its failed 3 times over now. shift the gammas to betas and let us add modular defenses to beta 1 islands like 10 guns and some real gates and non-decaying walls. at 50% you can place 1 turret at 100% 10 turrets.

Add station radar arrays like aura +250 detection under station but only on that tile.

Add stuff that makes Beta interesting at 80-100% you can add a module to the base that enhances production time and efficiency.

Masker tower like the gamma one only smaller aura, for near beta op.

TL,dr
Let terraforming go add modular item support for beta bases, increase the reward for owning betas, transform all old gammas to new betas with 5 op/terminals NPC owned.

45

(16 replies, posted in Feature discussion and requests)

2.  Cut down a few spawns on Gamma.

Maybe have the spawns or caravans relative to the number of bases on the gamma?

Like building up a system in some other game when you first take it there are minimal npcs... after you build it up you get a reaction from the npcs in that area.

46

(18 replies, posted in Open discussion)

BeastmodeGuNs wrote:

Gunner is informed that Optikhan is a spy:
http://captiongenerator.com/36187/Gunne … n-is-a-spy

(yes messed up the title in the actual clip but whatever.)

omfg That was funny all the others were sub par but that one was on it.

47

(10 replies, posted in Open discussion)

Khetar, Burial, and Jita be haters!

and No Cass not Dorianna

48

(10 replies, posted in Open discussion)

So after helping take most if not all the space here in perp.... In eve I cant get it all even with friends but hey im in the top ten of my alliance https://eve-kill.net/?a=alliance_detail … amp;y=2015 you figure out who I am big_smile

49

(25 replies, posted in Feature discussion and requests)

Phantomburn wrote:

There's a reason why eve has a cool down but offer various other mechanics to finding wormholes across the map.  I hope one day that the developers will see that have a carefree zone to 100% lawless is well unforgiving to new factions.

But then again the reward versus risk is kinda iffy as is.

back to Fc'ing you

But this has been recommended so many times, deaf ears.

50

(1 replies, posted in Open discussion)

Fly a destroyer balf says.... No that one sucks Esta says