1

(19 replies, posted in General discussion)

It works quite well in open areas with plants. The green spawn I usually farm is actually navigating around steep terrain instead of getting stuck, and it's deliberately putting plants in between me and it so I can't land hits

I like it

Need to balance all those defensive structures with something that enables people to attack easily as well you know tongue

3

(37 replies, posted in General discussion)

Yep number 3 with rollover is the way to go I think

4

(8 replies, posted in Resolved bugs and features)

I've experienced this on Tellesis and Hershfield as well

It's not a ew delay thing either, I tested it out by letting some ewar mechs pound on me last night, even after a few minutes they had still not used any ewar.

And yeh this makes farming a yawnfest tbh

5

(8 replies, posted in Resolved bugs and features)

So went farming last night and again this morning.
Filled about 400U across both sessions, hitting a random spawn so coming up against a wide variety of mechs, ewar mechs, hmechs, elite spawns and an unlucky observer even crossed my path in the process.

So a few hours ago I realise I haven't been jammed once, I haven't been neuted once, no demob, sensor suppression or drainer either.

In fact the only eWar I HAVE heard about since the patch is superior observers.

Can someone confirm?

6

(21 replies, posted in Balancing)

Internal TP's on alpha islands shouldn't be touched.
The argument they are an artificial chokepoint/protection doesn't really apply to alpha.

7

(46 replies, posted in General discussion)

Lana Torrin wrote:
Copine Callmeknau wrote:

Oh it must be a real challenge to change 'T2A' to 'Random' in photoshop. I can see how it is driving away players and killing the game

/sarcasm

Ignoring the sarcasm, but please if you make these new maps can you not just put 'random' or the map is going to get very useless very quickly. So far the random mobs have either 2 or 3 concurrent spawns and an upper limit on both size and class, so including this info would be great.

Yeh I know, and I am
I tag them temporarily as 'random' before I do a proper analysis of the spawn. Haven't made much progress over the last week or so though because of this weird disco problem.

8

(46 replies, posted in General discussion)

Wraithbane wrote:
Copine Callmeknau wrote:
Wraithbane wrote:

I totally agree with you on that. This game of musical chairs they are playing with the spawns is getting old FAST. At this point, its a waste of time trying to keep a decent spawn map current.  Its making PVE farming more trouble than its worth. Which is NOT the direction they really should be taking, if they wish to retain players.

Oh it must be a real challenge to change 'T2A' to 'Random' in photoshop. I can see how it is driving away players and killing the game

/sarcasm

So, what use is a spawn map that simply lists "random"? Thats akin to the old maps along the edge of which stated "Here be monsters".  Though in this context, its more likely that "Here be Goonies" would apply...<grin>

gj on reading half the thread

9

(46 replies, posted in General discussion)

Alexander wrote:
Copine Callmeknau wrote:
Grim Faust wrote:

The problem is running around to all the islands and keeping track of what's changed. But I guess you wouldn't know that if you're not the one spending time doing it. hmm

heh, but I am

And he's very good at it too. With every spawn (Probably including mission spawns) being migrated over to the new spawn system I think we need a new way to classify spawns.

First of all you have to work out how many "Slots" the spawn has. E.g. (Two Random slots)
Then you have to work out what can spawn in each of these slots. Is it the same for both slots?
Then you have yo somehow write down.
Rank / Robot Type / Classification / Quanitity
For each slot-group in the spawn.

It's going to be a nightmare.

haha, cheers big_smile

Well I've started to suss it out a bit, the 'slottage' (I refer to it as class, eg C1 = 1 slot, C2 = 2 slots etc etc) is easy to work out, you can figure that out just watching the spawn for a few minutes.
It's a bit more time consuming to kill the spawn and find out exactly what it can drop on you, but I've noticed a pattern start to emerge. Some random spawns spawn the exact same range as other spawns, so once I've figured out exactly what these are the maps should be a lot clearer. Rather than listing all the potential spawns I'll designate one set as type A, another as Type B and so on

So eventually the maps will just be marked, C2A, C3B, C1C, with a legend to explain what the different spawn types are.

Consider yourself lucky!

http://img199.imageshack.us/img199/7544/tracert.gif

Also jpeg for black and white screenshots is fail

11

(10 replies, posted in Q & A)

any plans to have the NPC bots start using the pathfinder?

Sick of mechs that can't navigate around a pole tongue

12

(46 replies, posted in General discussion)

Grim Faust wrote:

The problem is running around to all the islands and keeping track of what's changed. But I guess you wouldn't know that if you're not the one spending time doing it. hmm

heh, but I am

13

(46 replies, posted in General discussion)

Wraithbane wrote:
Trayk wrote:
DEV Alf wrote:

It is aimed for low chance, but if it is really needed, we will increase the chance, also in every patch we will replace more and more old spawns to new random spawns (mission related npcs won't be changed )


How many more spawn changes can we expect? I am waiting until you guys are finished before I update the NPC maps on the wiki. I just don't want to waste time scanning mobs to have the work wasted.

BTW, the Elite mobs drop t4 on occasion big_smile

after the first patch they all dropped the highest tier kernals, but after the recent patch it seemed the Might Arbiter Tyrannos (forget the name) got nerfed and only drops Arbiter Mech kernals yet the assault version still drops the Overlord Assaults. Why did you guys do this?

I totally agree with you on that. This game of musical chairs they are playing with the spawns is getting old FAST. At this point, its a waste of time trying to keep a decent spawn map current.  Its making PVE farming more trouble than its worth. Which is NOT the direction they really should be taking, if they wish to retain players.

Oh it must be a real challenge to change 'T2A' to 'Random' in photoshop. I can see how it is driving away players and killing the game

/sarcasm

14

(17 replies, posted in Resolved bugs and features)

I get this above 150 kph

15

(48 replies, posted in Balancing)

Sundial wrote:
Copine Callmeknau wrote:

I think bringing that 330 base up to say 380-400 on mechs would probably even things up a bit

Thats the range with long range targetting.

Base on Tyranos is 230m locking range with no extensions.

Yeh I know
Bring the packaged bot locking range to whatever it has to be to make the bonused locking range 380-400

16

(48 replies, posted in Balancing)

I think bringing that 330 base up to say 380-400 on mechs would probably even things up a bit

17

(46 replies, posted in General discussion)

Wraithbane wrote:
Copine Callmeknau wrote:
Wraithbane wrote:

Wonderful... Thats what I was concerned about.  If this becomes standard, its going to pretty much finish PvE farming (especially solo).  Having a SO pop out and nuke an entire farming group is bad MoJo.

It didn't happen, they weren't paying attention while farming on a sup obs path...

How do you know that?

I've been analysing the random spawns as part of my spawn mapping project. None of them spawn SO
SO's (if they were spawning), wouldn't spawn 700m away from the normal spawn point
SO's don't spawn within 2km of a player anyway
Many random spawns are on the path of SO's

18

(46 replies, posted in General discussion)

Wraithbane wrote:
Fata_m0t0 wrote:

Well tnx for that guys, a Superior observer spawned and obliterated half our fleet on a 700m range. And we were farming lights->lvl1 Mesmers. This is not fun at all.... a beast appears and you can try to run but... no chance.

Wonderful... Thats what I was concerned about.  If this becomes standard, its going to pretty much finish PvE farming (especially solo).  Having a SO pop out and nuke an entire farming group is bad MoJo.

It didn't happen, they weren't paying attention while farming on a sup obs path...

19

(49 replies, posted in General discussion)

Lonely Boy wrote:

DEV Zoom yr asnwer to my request is than a NO. i do have to keep a wreck instaed of a bot as i had before. ok, take notice, yr not the only game around, bye fm four accounts of mine.

imho you should solve the evident crash problems that you know you have (you know you have!),
before being so rigid with yr customers. in the meantime, in case of crash, you could
check if someone else looted wreck or not, it would be a service to players who pay to play and crashed. i know of people who don't rats for fear of crash. dows it say nothing to you?

Four accounts and you couldn't loot your own can?

Fail much?

20

(46 replies, posted in General discussion)

Yeh they are a bit lightweight for mechs post patch
On the other hand they'll nuke an assault pretty easy.

I think some random spawns should be introduced/changed to some spawning only light/assaults, some maybe only high tier l/a and mostly m/h. Some that spawn higher tier bots in general would be good too.

21

(11 replies, posted in General discussion)

I like the idea of option 2, maybe though implemented in the form of allowing a trial account to spend 500k per day, or every 2 days.

This amount would really make no difference to the game economy if it was exploited by a single account, anything worthwhile would require dozens of trials and that will be easily detectable.

Having the market totally locked is a real turn off for new players

22

(16 replies, posted in Q & A)

Annihilator wrote:

kiting pve when sitting in a heavy mech = fail IMHO

it needs a termis with a shield, two RSA, one ET and perhaps one RR behind your heavy mech and you can farm anything on alpha without moving your combat mech.

This
Except I prefer a few nexus mods and an armour tank wink

23

(16 replies, posted in Q & A)

I prefer blue, huge dps means bots drop faster.
Bots dropping faster = more dead bots/h = more NIC
Bots dropping faster = less incoming dps = much stronger tank than it looks 'on paper'

24

(22 replies, posted in Balancing)

I think the mag nerf was a little too much. I'd rather see something in the region of 65 dmg, -40% range, or 65 dmg, -20% range, 2x AP consumption. That for medium ofc

Current dmg output with mag is just so .... meh

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