51

(149 replies, posted in Balancing)

Before patch very few people piloted Arbalests to the extent I did. Inda was probably the other person. I knew my Bot inside and out had about 3 fits I ran none of them were as OP as the new patch made the Arb. Arb is now Flavor of the Month for sure. 2 of my fits centered on masker Mk2 Arb with
Head SlotsT4 masker, Demob, Amp, and a T1 Co-processer
Mid slots  T4 guns x 5
Low slots T4 rep, evasive, frame, a resist of choice or a 2 rep
This was my go to fit it was not op, it was fragilwhen facing other assaults that fit all tunnings (things that could over dps the reps per sec., it was demobable, once i got maxed skills it was cap stable running one repper or all guns but both together was suicide. It was the HIT and RUN king. The only bot that really caused me problems were strong shield tanked castels and wasps or all tunings and resists baphos.

This new version of the Arb is nice (OP out the ying yang) but i would gladly trade it back to old balance.

Edit was meant to post with LOBO yarr

52

(62 replies, posted in Balancing)

Burial wrote:

This is why the game needs demob immune bots. Imagine, it was the same pre-patch with 800+ demob. big_smile

Lol one demob at 500+ your gonna run in to trees and *** and lose him not to mention at 500+ if i see you locking me I know whats up and will avoid you.
Considering you were one of the few people that ran exclusive ewars I thought you would be harder on the devs burial.

No offence but the real bug is dropping anything from cargo while in combat teleports included

54

(3 replies, posted in Q & A)

are none bro.

55

(56 replies, posted in General discussion)

Celebro wrote:

Is there a monument we can shoot at. ?

yes lol thats the spirit can we neut it with ictuss

56

(56 replies, posted in General discussion)

Turn your back on the DEVS and this game this weekend!!!! Show them that we can play another game this weekend and hell we might not come back. Show them that when they alienate the last few supporters, They might need to reconsider why they did it.

Starting Saturday the 29th I will not play this game for 48 hours.

WHO'S WITH ME.

57

(2 replies, posted in Balancing)

this I agree

58

(71 replies, posted in General discussion)

Thing I loved about it is Zoom lied about the whole thing in the dev blog.... made it seem like it would be 80% buffs and 20% nerfs... Dev Alf just nerfed de-mobs to the ground. I'm not even gonna touch the head slot issue Jita went there. Instead of looking at items that aren't used and adding a bonus or an entire new bot line for them you butchered the game congratz. As I said before the patch this is the Devs lowering the Ax on a dying game. I'm about done with this game think I need an exodus game to play for a few months.

Nebs and STC should come back they wanted ERP heavys online all the time.

Burial wrote:
Celebro wrote:

Beta? Gamma? what's the difference they are both pvp areas with the same risks now. How about we had 20 betas tomorrow, how would that devalue epriton? and if it does wouldn't it make the player base grow?

Elephant in the room is terminal placed next to an Epriton field. If it's possible to mine with a peace of mind knowing safety is one click away, it's radically different from Betas.

Lol just LOL EPI has spawned under main terminal in hokk 2 times and once 1000m from tmb with dock ranges it was possible to mine and never get caught. Your argument is mute. If i include the times on dom epi was with in 1500m of an outpost owned by friendlies I would guess 10-15 mining epi with the effort of moving a base is pointless when you can move the spawn to a safe spot in your alliances power tz so the off tz can mine safely.

60

(31 replies, posted in Bugs)

so you used an exploit to save your base....

No re-roll just balance the things you broke so bad. Like Ictus. And fix the mining nerf.

Rolafen Azec wrote:

I am assuming htat the devs don't have proper development resources to upkeep the game at the pace it would be needed for it's natural growth pace. I don't think this effort was in vain. It's just the crybabys being loud and the crybabies not hearing those that don't cry.

No one is crying. You haven't been here through the numerous face-palm patches we have.
Lets see,
ERP and tuning nerf. Nerf Nerf
Buff then double nerf assaults. (super masked ninja saults)
Indy decapitation Recycle skills
Rework of relations for Missions 1/3 of a 1/3 of my relations remain. NERF
CCT online patch (walls and probes) OP/NERF NERF no refund
Release of multiple new mods and bots with the response of WTF op or garbage. (ECCM, L-dmobs, Ewar tunings, ect)
Gamma islands unintended mechanics of buildings NERF Gammas lost due to mechanics change No refund.
Gamma base doughnuted and ***...Unintended mechanics NERF
Gammas look silly due to terraform height NERF

Only patch I can personally say was a great success was the rework of Auto pilot, and to those who say its still broke or buggy I say you never tried to use the old one.

When have the devs used a buff to another class to counter an op to another?

DEV Zoom wrote:

Those who are content with a change rarely comment on it, so we're left with the negativity, I thought that was common knowledge.


Zoom you did something no one else could you brought the warring factions together to agree that your or alfs ideas of balance were so drastic that the Devs have ruined what was thought to be a saving patch.

I for one am very disappointed in what appears to be a lack of how this game is played by the devs. The fact that the same  topics are brought up every few weeks should be a clue.
Dev to Player interaction: Hire GMs again, do it in secrete if need be or appoint Player Dev Managements like the CSM of eve.
Advertisement? No brainer here.
Nerf Batt. Again this would be solved if you had players that gave feed back and you listened.
EP gap. I know pay to win arguements but if you had a 30$ one time for normal account, Make a 90$ account that comes with 6 months of ep to start with and a 3 month booster.
Territorial warfare. One alliance holds the whole beta and gamma. Does it seem like its working right.

64

(49 replies, posted in General discussion)

Burial wrote:

Not hard to protect an outpost from 1 assault.

Says the guy with no outposts... Says the guy who thinks 'waiting' is an effective strategy when the enemy shows up with a 'blob'.  One guy in an assault in the off timezone is all it takes to bring a station down up to 20 pts.

I know people don't like that the game unintentionally copies EVE mechanics but we really need to look at their ownership mechanics (which aren't perfect by a long shot). There should be 3 locations around a base (Saps) all should be destro with 3-5 x the current hp and more resists than current. When all 3 are destroyed the Real Sap goes live with in 12- 24 hours if taken the Outpost is put in to Contested (0%) its open to all.

Now we would need another mechanic for deciding who wins the OP like a very large Passive hack that counts per corp not per agent, Corp A has 3 agents in masked lights skirting Corp B 5 agents in Heavies. Of course 5 is more than 3 but the Sap will stay contested until only Corp A or B is the only corp in the Passive area for 2-3 hours. Timer pauses when other corp enters control area.

Once control is established the 3 Destro control points go live and process can be repeated.
Destro points should have a passive repair mechanic.
Destro points should produce a Gamma style alarm.

Now comes the problem of Sap loot. and old saps
Only agents from the owning corp gets access to a set of extra daily missions. Only the CEO gets a mission that would be difficult to complete alone but one that would drop up to a current full active hack drop. Other missions would include harvesting noralgis for PLs and mining epi for PLs, Combat missions with PVP ammo rewards.

Maybe Ville can put in some ideas on productions since I'm just a go getter when it comes to production.

Edit. Only 2 Beta stations can be held by one corp.

65

(64 replies, posted in General discussion)

Jita wrote:

I'm for removing all sparks too but I can see why a gamma holder might not be happy with that so I'll stick by what I said to zoom.

One gamma spark, one alpha spark.

Says the guy who owns no betas.....

I could live with no alpha or gamma but keep my beta sparks.

Is there a possible way it could be 2 alphas and 1 gamma, or 2 betas and 1 gamma. If you choose a beta you lose your alphas and vice-versa.

Annihilator wrote:

btw, the interference mehtod is an already succesfully tested one: Arkhe's once got that nice interference based nerf.

But thats when they are around any thing bot tp terminal, so funny you see a masked bot then you get maxed interference it vanishes then you see it again.

This was one of the Nerfs that they went alittle to far with.

Burial wrote:

That's why people call your bloc the autistic bloc.

Better then being the money hugging cry babies. Come on Burial pull out some more mk2 heavies for Joke to lose.

Move the Islands closer again let interzones work how they were intended and have 3 spark slots total with no EP 1 alpha 1 beta and 1 Gamma.

The probes should be limited to 1 per account it pings across all 3 toons on that account only.

Mobile Tps should remain. But get Reworked.
1.Emergency should only have 100hp and need one other toon activating it (feeding it power) to jump cycle time is fine. Cool down to use should be reduced by 50% On field time should be 50% reduced.
2. Standards Should have around 25% more hp the CD to jump should stay and the jump cycle time could be alittle faster like 10%. Overall field time should be increased by 25%.
3. ArmoredHP is fine like Emergency it should require a second agent giving it energy(activating like a beacon) for it to beable to function. Cool down to jump same as standard, jump cycle time increased by 25%, on field time decreased by 25% with a optional remote self-destruct.

69

(21 replies, posted in Balancing)

Burial wrote:

Current counters for Proximity Probes are either crashing the island hard, taking away the element of surprise or using a logged off alt with specialized neutralization fittings. Both of these options are silly.

You answered your own question or Balancing problem!

70

(62 replies, posted in Testing server)

Jita wrote:
Gremrod wrote:
Burial wrote:

Betas and Gammas should not revolve around one entity being able to shut everyone else off from all of the content.

If a single entity holds all the real estate then smaller entities band together to take said real estate. If people want something they need to take it.

If that is the case Beta will always be owned by one entity unless that entity decides to either not care about other islands or rent / have pets.

Thats idiotic.

Look at EVE..... Goons could own it all but choose not to get to greedy, it would be a pain to guard it all against the entire server.

However Null is bigger than highsec in EVE its so big that there are truely still lawless spaces owned by no one.

71

(8 replies, posted in Balancing)

+1

72

(64 replies, posted in Testing server)

Burial wrote:

.

Lobo wrote:

I really hope you will rebalance mobile teleport distance to tp and outpost drops. At +37 kph a sequer with a plate and shield will have easy mode to leave after dropping an armored 500m from station.
Its already bad enough with that distance as is your timing has to be perfect.

This is rubbish and completely unnecessary. It takes less than a mech to kill the Armored TP before it's warmed up. That's your chance for camping someone in not making it completely suicidal to even try to drop a TP.

My point exactly you don't kill the armored to kill the sequer... You catch the sequer as it approaches the tp and is in the dangerzone.... You kill the tp and the sequer undocks see's no TP and docks back up you missed a kill like a noob. This games only dangerous part in reality is getting to a station from a TP not vise-versa.

If speed buff goes through distances will be shortened by default. Whens the last time you tried to catch a sequer from dock range to an armored at 500m off station when they go 80 kph its possible with a masked assault. With light ewar you might get it but breaking it before it hits the armored is almost impossible.

Please burial stop posting hater-aid just cause your side quit.

73

(32 replies, posted in Bugs)

Message I got while trying to spark

You have to wait before deploying again.

Available: {%NEXTTIME%}

around a 40sec wait to spark from TMB directly after docking up

Skyrim still my fav. past time in between ganks

OMG Ville!!!! Idea.....

Zoom get rid of t1 loot from beacons. All of it!. Leave only the t2-t4+ drops the kernels, plasma and fragments.

Ville is absolutely correct look at markets for t1 items one day someone did a clean out sale. 6k to 10k t1 items all t1 items. (plates, frames resists, reps, launchers... ect ect