Tux wrote:

I'm not the first nor will i be the last to say that until the game population is in the thousands solo pvp'ers will not be able to log on and go kill noobs (PVP on a platter) in 10 to 15 minutes which is what this post seems to be asking for.
well hhmmmm if small/ solo pvp was dead or broken then Balf would not be 2nd place of the current top Killers on the KB...
many / all points invalid....
Its not easy.... but neither is defending a Gamma or beta if under attack.

Wrong again Tux
Defending a Gamma just don't undock, simple as that let it all go reinforced (which almost all buildings now do) and have it come out when you know you have a blob online..... Defending a Beta me and kanogi held KKO for a long time with just the 2 of us, Pitfiend held Heydle solo for a long time after me and kanogi left 62nd. Hunter holding multiple bases gamma and beta. Not easy?

Balf is an early access account that specialized in being sneaky and having high dps that and he is a great pvp'er that is why he is 2nd on the Killboards also having STC come to your island to fight you in a friendly PVP match doesn't hurt your K/D ratio either. I can tell you I was there on most of the fights as pure E-war which I spec'd to because I have Kanogi and Balf to hide behind. Those were good fights BTW. http://www.perp-kill.net/?m=view&id=249199 Since you want to turn this personal and drag it to Corp Chat. These ideas were all talking points me kanogi and Balf went over in the past few weeks about the direction of this game and small scale roaming. Seems more like you want Blob any way after you fled from 62nd because no one was in your timezone QQ and your corp <12> is working with CIR, Look now we have Rex, Gunner, Arc X, and Balf Pitfiend back seems you burned bridges before you were over them. Or maybe you want to come back and play with us? Bring back all the 62nd bots that went MIA the day you let Mkay.


A> Small gangs imo are 2-5 people in Mechs or smaller. 8-10 accounts if multiboxing. (fair fight? nothing is ever fair but equal numbers vs equal numbers would be great)
B> If I wanted to kill noobs I would go camp the telleports with a detector and an assault logged off. That is not a Good fight.
C> If I wanted to kill miners I would go scan for the ore and loggoffski with a mech on a spot and over watch with detector. LOL could do both B&C with 3 accounts smile
D> I know how to move in and out of places with out being spotted ask Ville "Ninja vanish" and he has 3 detectors looking for me and I still escaped.
E> If I wanted PVP on a platter I would just put a base up beside the NEBS one and Undock up cliff. LOL was great work Chaos. Had me LOLing looking at pics.

lolpuss wrote:

n easy counter like interference emiter scrambles the probes brains (for the ones people wall in and terraform in) and make masked standard teleport beacons.
They do...... Very well i might add. You have been told this before.

Really how about the ones right on the teleport.... same as arkhe but better because you don't need 3 windows open!!!!!!
People don't want forced PVP then they shouldn't be on a PVP island

Hunter wrote:

Khader... Would you try to... create something... big...
If you wanna single roams - what for you need MMO?.. Play single games.
I can agree with some points, but not all.

Why play solo games if I like PVP just not blob warfare. Fail Hunter nerf ERP, MMO doesn't mean 30 vs 30 it just means massivly multiplayer online not forced to blob online. Even in that other game we always compare Perp with there is meaningfull small gang or solo PVP experiance. I know I lived in a 6 man corp in a wormhole we would scan out back doors to 0.0 and raid the people living there. 6 vs 6, 6 vs 10, heck 1-2 odds aren't that bad but if I can't get to or find a target with out the target first knowing (A.) I'm on the island and (B.) What bot I'm in, I've already lost what I brought before PVP starts because the enemy will just deploy higher class/tier bots and stomp out easy win... Not that its bad to do that you are defending your home. No one wants to play on a level field when its their choice. The problem is that choice is easily made for them with Probes on teleports and detectors.

Hunter, Balf, Inda, Sir Vampire, Neverfelt, Sxorpion, Jean Mi, Chorizzo, Frostbite, Lemon all these people were very good at solo pvp so much so that when they were seen solo you might think to not engage with out help. Out of those people named only 3 still play and I haven't seen much out of any of them but Balf lately.

Why has solo pvp and small gang roams died. Now the only way to get pvp is go make someones base sound an alarm that won't stop.

Remove probes from 1000m of telleports and make an easy counter like interference emiter scrambles the probes brains (for the ones people wall in and terraform in) and make masked standard teleport beacons.

128

(117 replies, posted in News and information)

http://steamcommunity.com/sharedfiles/f … d=94312991

Looks good even if they only grab the next 5 Perp should be in.

This is the advertising this game needs. Devs please be ready no server hic-ups like the EVE exodus.

First off I must say that I've been in big fights where it was alliance vs alliance.... See CIR vs Wambulance on hokk before L-demob nerf was pretty epic.

Secondly I will say that small scale pvp has been dieing for a while now and this is not a QQ you killed my game thread just simply stateing the facts as clearly as I can.

The Small scale/Solo PVP venture is something that I hold very dearly as I have played other sand boxes I always enjoyed being against odds or the underdog in PVP fights. Small scale guerilla tactics have a place in this game but the devs have been slowly forcing PVPrs hands to use other methods or tactics (blob) for no reasons sometimes.

Lets look back at the past patchs and what they brought to the PVP table.

  • Detecter and Maskers - Both Items promote fighting in small groups but also hinder small groups.

  • L-demob Line of sight nerf - This one hit home for me as a zenith pilot, this effectivly rendered L-demobs usless in certain situations also limiting the solo/small pvper to choose s-dmobs to prevent target from escape.

  • Speed nerfs/buffs and various sight range buffs/nerfs - True Light E-war bots are very stealthy now 300+ masking is excelent for small/solo ops but what about DPS. Understandable you want stealth dps will suffer so its a good trade. Assaults speed vs Mech speed. wasp vs kain nuff said.

  • Teleports and mobile Teleports - Instabality, protection, distance to the internal TP when you tp to another tp. All things that were looked at because people play TP games, TP games to small/solo PVPs = death when the person chasing or running calls for friends. The mechanic was never fixed its still exsists and to make it worse you can now start running when after you TP and your times are off when you reach the TP to jump again. Mobile Teleports their masking fail fail fail 4k vision on a TP really the only way on and off almost all islands are now probed and to drop a mobile teleport I basicly shoot a flare that says here I am get me. Interzone TPS.... Wow such a great item but saddly it was nerfed by a huge volume 60U must be placed in sequer at minimum has same limitations as other TPs w/ 4k vision and the fact that yes I can TP to an interanal TP that hopefully isn't probed now I'm on an island what now? how do I get off if I was spotted and the enemy just puts supperior forces on the 2 yes 2 teleports off the island. Teleport redistrobution gamma patch.... again WTF the use of scouts and probes already kills the potential for small/solo roams, having only 2 entrys to one island forces you to use safe logg (seen as exploit by some) to even have the possibility of being on an island unscouted. I could go on but I think we see where this on is going

  • Walls and Terraforming - Even as I addapted to STC's use of walls I began to wonder how much harder will it be when terraforming is released. Walls were nerfed and nerfed and are still a pain to solo roamers. Terraformed walls present an even bigger problem now I must go there with a terraforming bot w/ no protection or go home. I think there are other threads on this.

  • Probes - They were so bad at release they rolled back the server and gave nic back.... hello need a clue how bad they still are. See #4 but also #5 people terraforming chokepoints with a probe in a hole no way around it you will get pinged same for the walls. Pathetic exploitable and as cheap as they are spammable even with the extention / limitation per corp its LOL because I can make a trial put it in a corp and spam a few more as long as that trial is online I will still get pings.

  • Spark Teleport - good and bad here but easily countered as 99% of people cry for help you will only kill one or two before the need to run because docking up flagged is not happening see #4 TP 4k vision and #1 detecters and #6 probes.

  • Ewar Tunnings/ ECCMs /sealings - a gift and a curse losing a head/leg slot to make me more powerful is helpful but it goes both ways, and most likely favors blob tactics as they will be using specialized bots and roles.

  • LWF and speed on the battlefield - the slower one always loses especially true if your solo as the other side will likely call for back up if you out class them. Losing a leg slot = less options which = people knowing your fits faster and will plan for you once your scouted.. again see above

  • AOE explosions - the shiney star for solo and small gangs this has singlehandly won fights before but saddly it is also exploitable as people about to die desperatly d-mob and blow on top of smaller bots which are prefered buy who? oh yeah the solo/small pvper.

  • Interference - not really an issue good anti blob mechanic but if there are enough for interference to be an issuse the small roam is severly out numbered and needs to run. Running see above

  • Minerals that spawn - the removal of static ore spawns and a huge decrease in mining bots being blown up.
    Grabbing a miner hardly constituted as PVP but it sometimes sparked small pvp because of people logging of combat alts with their miner. Not any more roaming to the epi spots is gone.


So before I even get on to an island the odds are greatly against me and the option to grab a kill and escape are becoming a thing of the past.

Not that I don't enjoy the challenge just wondering how much further are you going to push PVP to the way of the blob.

More nerfs than ERP..... Hands doing what?

Add to list of broke please Hunter

Dev's didn't we say you should have a true starting area like a syntec island full of arkhes and make the Alpha 1s a mission hub with little to no arkhes...... I tell you problem woulda been solved.

Ville wrote:

They told you with deployable walls on Kentagura they didn't want  this kind of design but yet you still did it!  So why the special treatment now??  You do thus change now.  There are a lot of 62 and war guys who need to be reimbursed for some walls.


QFFT (quoted for F*&%$* Truth)

This is the main reason you don't see 62nd or War or 12 out there building a freaking base I'm not being this games new feature tester on the live server ever again.

Heck if you hadn't flipped the script on CIR and made them move thier base we might still see them.

132

(73 replies, posted in Feature discussion and requests)

Khader Hacks up a loogie and spits it on the forums floor

Wonder if it will take them longer to clean that up or get e-war on kill mails...... So sad when its 9 vs 2 on kill boards and the 2 won..... Unsung heros of the battle D-mob ECM Supress Drain Neut I could careless what a logi bot does in battle but getting those 5 things on kill mails would make this 3 page nagging thread go away and most of us in here would be happy!!!!

As Topic states Please discuss or bring in ideas to help low EP players function in the game easier.


Brought over what Alexadar posted to get it started.

Alexadar wrote:

Mkay. What i propose, to solve newbies and lightbots problem:
1. Castel: +1 headslot, +50% capregen, -0.5m hitsize
2. Prometheus: -0.5 hitsize, +1 head and legslot, +30% resists
3. Yagel (or ***, as someone said): +1 legslot, -1m hitsize

+10% speed.

This will make lightbots much durable and will give them ability to be main DPS force for light EW gangs.
Newbies will enjoy them, vets will make new toys.

I remember Assaults in open beta had a bonus to damage vs mechs... don't remember the wording or the math but it made assaults a good choice in mixed fleets. As of right now I only know of a few vets who would even raise there hand if asked who wants to take their assaults on a roam and RG is no longer here so I don't count them.

I think that the price of Mk2 lights (materials) is very high for what the bot is or came from lower the mat cost,  increase the drop rate of mk2 light CTs, and buff the Mk2 light damage output and stats.

Add a demob % and range bonus on all light bots (not Ewar lights) as most new players wishing to come PVP won't be much more than bait or a De-mobber any how let them excel in that roll.

Add or change all weapon slots on lights to all types this include this on light E-wars as well. So if they want missles on a yagel why not.

Kokomut wrote:

1- yah to ICE

2- No to buying EP. EP is only a problem if each upgrade makes the previous one obsolete. Find ways to balance light bots vs heavy by giving more specialized or customizable robot bonus would be a better approach, imo

Beta testers remember an assault with bonus to attacking mechs..... roll Just saying it would close the gap more than most people know.

135

(20 replies, posted in Balancing)

Annihilator wrote:

stuff that made sense and wondered when they made armor plates add hit size.

The armor plate hit size came in when evasive mods were made reducing your hit size.... Which in and of itself isn't logical how about a deflector mod that slopes your armor makeing things miss more..... either way I think some one had the great Idea of putting an evasive mod/evasive nexus and plates on a artimis making it have resists, high armor and low hitsize and someone QQ'd and used the batphone.... Boom nerf ERP ninja patch and you have armor plates that add mass and hitsize and ERPs and armor rep tunings that don't work like intended.

136

(29 replies, posted in Recruitment forum)

Khader Khan wrote:

Any old 62nd/War guys come make nic hand over fist while only PVPing. There is no shortage of targets for my current employer!!@@@!!@

BUMP

We're no longer on contract!!!! we are Free FIRE on all targets outside of a few old friends.... And if they aren't on comms they are asking for it as well.

Looking for Guerilla style fighters that say d@mn the man pay me....

Recruitment is limited, interview on voice comms is a must, 20 or older, PVP sandbox game experiance needed.

Trash, Crybabies, Spys, Ragers, and Whiners need not apply!!!!!!

Old 62nd and WarDec always welcome.

Its simple math even with good indy skills unless you can "hide" a noralgis plantation of around 50-100 plants you will not keep up with production of even a small corp like < 12 > if my members want a lithus or rivler mk2 omg they better plant their own plantation.

Now imagine a large corp that has good defences set has 200+ plants they keep the indy fire burning. 2 people come in the off time and kill all the plants their indy must stop or slow until all the plants get to 2nd or 3rd stage because at first stage they wont make much off of them and by the time they planted them someone will just kill or ninja them again. Before patch noralgis was very much balanced now its just sad.

When were all using lights and assaults with t2 don't blame me.

was suggested before and I do like the idea I think it was said the server couldn't handle it or big challenge and not worth the time.

Had a discussion with my other corp producers and some friends in other corps and these are the main points we came up with.

  • Production of T3/4 is only made possible with a large plantation of Noralgis.

  • Large plantations are easily found and burned by enemy or on alpha harvested to 0 and killed by enemy.

  • Production of Larger robots had their noralgis needs increased

  • Noralgis got nerfed by last patch from 160 per cycle down to 100 per cycle delta while good the fluff factor is gone and you can fit tons in your cargo its still a nerf

  • Noralgis seem to grow slower than all the other wild plants tho are needed in more items

While I agree T-3/4 should be more expensive than T-1/2 the amount of Noralgis need in these items imo is very high. That combined with the nerf noralgis took with the patch is making it very hard on smaller corps to produce tiered items/bots. One Lithus takes around 40U of noralgis? really!

My opinion on ways to offset this.
Relook Noralgis in all items with the fact that noralgis has to be player planeted I don't understand how the Nian robots have t4 fit unless they have been ninjaing my nor plants.
Possibly have Noralgis be seeded in the wild not near as abundant as other plants but have some random plants pop up in areas.
Make Noralgis grow very rapidly and increase the cap to 200 on full growns.

Other indy produces and harvesters weigh in on this and keep the I killed your taters posts in CD please.

140

(16 replies, posted in General discussion)

+1

Even tho I think this will go the same way the wall nerf went I'm not going to be satisified, and we won't get any compensation other than "its to bad it went that way" talk.

141

(7 replies, posted in Feature discussion and requests)

Dan wrote:
DEV Zoom wrote:

What would be the reason for it?

Looks like you aren't playing your own game wink

Oh Dan you know he plays but he use's that special dev bot that have all the mods equiped to one bot and he can just add more if he wants more cause it has as many empty slots as it needs!

142

(29 replies, posted in Recruitment forum)

Any old 62nd/War guys come make nic hand over fist while only PVPing. There is no shortage of targets for my current employer!!@@@!!@

Tks for the feed back.... and I thought one of those hotfixes made my production idea work.... LOL

144

(7 replies, posted in Feature discussion and requests)

Because opening and closing my equip window on my activated robot and searching my other 20 robots of that type to find the 3 leg pieces i want is dumb. Just let us open up multiple fitting windows for multiple bots so we can swap mods more effeciently. If you have even 5 artimis and you want your weapon stabs from your LCL fit on your HCL fit you have to A. open your HCL and verify its the one you wanted and see what equip its missing. Close the HCL fit. Open the LCL fit remove items to storage. Close LCL fit. Open HCL fit and place equip on it. Its 3-5 extra steps.... Now imagine we have to frankenstein a fit from 4 bots empty robots shouldn't be the answer.

145

(75 replies, posted in Balancing)

/yawn this topic is now a week old.

# of times I've mined on alpha since patch. 7 days around 10 sessions between 1-4 hours per session. In those 10 sessions 4 time I logged my miner out on the patch I was mining, after my hauler hauled my can and brought me new can. When I relogged only one time had someone came and cleaned my patch and left it fragmented. I swept it up and moved 1500m to the new patch of the same mineral and started mining.

I don't mine on the door mat of the outpost or mainterminal. I go to the outer TPs or outer Outposts on ALPHA. I've only encountered that one "field" that was fragmented it took me all of 7 mins to clean it. I moved about 1000m away before popping the next directional scan. Also while I'm directional scanning I bring some area and tile scanners along with universals if you see a miner go universal him then area then tile.

While I do agree that a function should be run server side to "sweep" the fragments once every 24 hours, I don't think its as bad as some people are posting.

Before we get bent out of shape about this can people who are continuly finding fragmented fields post up screen shots of the tile scans and your accuracy (I understand not everyone uses 100%). But I think this will help the devs understand which playerbase is having issues with fragmentation.

TL:DR As of yet I've only found one alpha fragmented field and it was an easy clean up. I agree some function should be run server side to "clean" the fragmented field but I don't see it as a huge problem yet.

146

(29 replies, posted in Recruitment forum)

Blood thirsty?

Come make Nic with us, looking for more guerilla fighters willing to make blood money. Not in to making blood money? How about supporting us by running indy ops or production lines. We have bot lend and lease programs for new starting players. Team speak isn't required unless you come to beta/gamma with us. We have solid EU timezome players and some US timezone players.

Still recruiting looking for fighters, miners and producers. Pm me here or in game, or stop by our <12> channel in game.

147

(34 replies, posted in Balancing)

Jasdemi wrote:

Confirming that Ville is a BACKSTABBER and LIAR.

ever heard of the frog and scorpion? or the fox and snake? Numberous other animals used in this folklore idiomatic expression. The dangerous one can't swim/fly and asks the other for a ride the other says your to dangerous you will just kill me, the dangerous one says why would I do that I will die also. End of story dangerous one kills nice one and dies as well. nice one asks before dieing why did you do that? Dangerous one always replys because thats what I am, thats what I do.

Never ever ever be in the position of the nice one in any MMO sandbox game.

End of Khader's spiritual lesson now lets leave the charcter bashing to the proper forum areas and get back to topic.

BTT: This wasn't a nerf it put risk vs reward back in to proper alignment. You don't here all the Alpha industry guys crying about nor and epi needed in most T4 mods now do you? Where does epi come from.... not Alpha. Risk vs Reward has to make Beta more rewarding than alpha and gamma more rewarding than Beta or some people will just sit on Alpha 2 islands farm 5th stars all day complete tech, this was never the way it was ment to work sorry. Now you come up with a valid reason there should be 5th star and double spawns on alpha, such a good reason that I won't be able to argue it with logic.

Lucius Marcellus wrote:

Or just make a column in factory which gives the needs of all current jobs? Should be easy enough to compare this with your own storage.

+1
Please! this should atleast happen as it seems easy enough to complete. That way Comunistic corps with shared stock piles can just pull what they need easily instead of having 3 folders in my storage that I use while doing a spreadsheet, and god forbid a item completes while im doing my math. ><

I understand that the mat eff. of my CTs will change every time it cycles off another product and I can prepare for that buy adding in some extra mats.

149

(34 replies, posted in Balancing)

So Man up, grab your nutz and go to beta where there are 5th star Mech and H Mech spawns..... Oh wait risk vs reward to much for you?

The Devs had to do something as it was never intended that you easily finish tech sitting on alpha station. Infact when game released 3rd star assault 4th star light and 1st star Mechs were the best to be had on alpha 1. There was no Alpha 2 so you had to go to Beta to get better. W/ Alpha 2 expansion the Spawns were every thing but you still needed to go to beta to get 5th stars. Then the patch hit where all the spawns went random and the "ball and chain" and a few other spawns on other island became farm hubs for even beta players because of 5th star spawn rate. The risk vs reward was so screwed that no one was ratting on betas unles there was a close spawn to OP. With the redesign of the the spawns they made it so betas reward vs risk is back in balance.

In every other game that I've played the PVP open areas were always better seeded be it NPCs or Minerals. Its just a fact you have to make the dangerous areas tempting to go to.

TL;DR This isn't an alpha Nerf this was putting Risk vs Reward back in order Alpha = Safe but less profit, Beta = Not as Safe bigger profit, and hopefully Gamma = Dangerous but very lucrative.

150

(40 replies, posted in Balancing)

Tux wrote:

Shields are working as intended smile

As Khader said Specialized Shield tanks are ... fun

Many fits give up damage in order to survive much longer ... " tank fit "

Stop whining about not being able to kill tanks in solo throw away fits.



Heh true story I watched tux solo tank 4 mechs and a lvl 10 basic robotics arb while his armored TP cooled down. Did I put up a QQ thread on the forums or necro some old outdated thread? No, was I mad that he got away yeah but I know Tux and I know his tanking skills did I think we could break it. It was worth the shot but I had little hope of killing him.

Another true story your kain that was coming after kanogi had a sheild fit..... Kain + sheild = Fail no matter how you cut that cookie. Let me guess it had rocket launchers fit as well. With proper skills and a T4 armor rep a frame fit kain can rep a 1/4 of its armor in one cycle thats what its bonus is.

Sorry this topic died along time ago for a reason sheild tanks are situational. If you field your sheilds all the time someone will counter you. Kanogi could have just as easily pulled out a vaga and zenith combo and Ewar'd you down to submission, but no he out played you put an active sheild tanked demobing tyranos on approach and used a ranged Mk2 kain to kill you. Well played Kanogi.