Annihilator wrote:

the wrong about arkhe scouts:

its pay to win. Either you pay to have a machine that can handle several accounts online, where most of them are trial account arkhes on teleports,

or you pay for a  arkhe gatecamp agent.

In theory a probe makes it even for everyone - you pay ingame currency and its availiable for everyone without need of trashing several generic email adresses every two weeks...

I see the point, but its something that in my opinion a corp / alliance should have to do for themselves, just giving everyone 24/7 automated scouts doesn't seem like much of a solution. I guess it solves your particular problem, but I hear a lot more about the fact that gates are perma scouted with very little effort, replacing that with no effort and better scouts seems the wrong way to go.

Sid from mining wrote:
Dazamin wrote:

What the hell is so wrong with putting scouts on gates / around stations to look for ppl. Seriously, ppl complain about Arkhe scouts then want an automated system that puts something thats harder to find, that sees much further, gives more reliable intel and never goes afk for a smoke on EVERY GATE AND STATION.

While we're on crazy ideas, how about a Teleport Diverter? So if I have a scout with the module fitted already on beta, I can put him say 3km from a TP and hit the button. I'm then stuck there for the next 5-10mins and unable to move, but during that time, my squad can use the tp but instead of landing on the scouted gate, they land on me?

As in "Hot-Drop-O´clock"? smile

Kind of, but not really, more limited in that it only works a certain distance (3k?) from the TP you would jump to anyway, so you can't jump to anywhere on the Island, but you can avoid gate scouts to a certain extent. You would of course have to get one or more ppl on the Island to start with to activate the device, and an active detector scout around the TP would still probably see you, just not a semi afk Arkhe. smile

What the hell is so wrong with putting scouts on gates / around stations to look for ppl. Seriously, ppl complain about Arkhe scouts then want an automated system that puts something thats harder to find, that sees much further, gives more reliable intel and never goes afk for a smoke on EVERY GATE AND STATION.

While we're on crazy ideas, how about a Teleport Diverter? So if I have a scout with the module fitted already on beta, I can put him say 3km from a TP and hit the button. I'm then stuck there for the next 5-10mins and unable to move, but during that time, my squad can use the tp but instead of landing on the scouted gate, they land on me?

Edited for less trolling and more discussion.

1) Larger Islands, yes please

2) No Outposts & TPs. Maybe, but I think that game mechanics should not change too much between different types of Island. I'd also be wary of limiting play in certain areas to those corps who will put up PBS, etc. I guess Island size would be an important factor in deciding whether it should have some kind of existing infrastructure.

3/4) Mobile TPs, I guess some kind of player built tp system would be kind of cool and make it easier to get somewhere, but there needs to be disadvantages to it, maybe its only one way, maybe longer instability timers and shorter protection timers or something? So you can jump to a more convenient location on the Island, but if you don't have security, you're very vulnerable.

5) Special types of armor, not really a fan of this at all, the second post Alexadar made makes more sense to me. crazy high DPS / Alpha strike with crazy high hit dispersion, and slow cycle times. Good for shooting walls terrible for shooting anything else. I would say alongside this would need to be a general rebalance of large weapons vs small targets. I personally think Med Weapons do too much damage against smaller bots (Although many disagree), but part of the problem is mech alpha strike compared to light HP, making Assaults / Lights kind of useless when fighting mechs. Maybe as a compromise measure, Mechs being able to hit small bots more often but for lower quality hits that do less dmg (So overall dps applied would remain the same) would be preferable I think, giving you a chance to use speed to get into cover, rather than being killed by alpha very quickly.

6) Depends what you mean by maintenance. Much like Intrusions every 8-16hrs, this could get old fast.

+1 I cry every time I think about dodging spawns on Norhoop, Hokk or Dom to roam. The beacon mechanic is a good one and imo is a better way for people to NPC on beta (I guess adjustments would be needed to make it the primary NPCing method) Its good for PvPers, with fewer spawn to dodge, and good for PvEers who can choose a good spot to reduce their chance of being attacked.

381

(19 replies, posted in Feature discussion and requests)

+1

382

(112 replies, posted in Balancing)

Maybe its two different people???? big_smile

+1000000

384

(112 replies, posted in Balancing)

Some bots do indeed have slots where they could fit a neut, others don't, Kain / Artemis for example, although there are of course fitting / accumulator issues. The primary issue for me is that if the answer to almost any situation is neuts & shields, then there is obviously a balance problem, and as Mongolia demonstrates, part of that problem is down to the strange way one particular bonus is applied, which could be fairly easily fixed.

385

(112 replies, posted in Balancing)

Hunter wrote:

Guys!!! I have great new for you!!! In game presents NEUTRALIZERS!!! Shielded tank not overpowered anymore!!! YAHOOOOO!!! lol

and btw there are exist ICTUS!!! Enough to cry! Let's play Perpetuum!!!

Problem solved. Happy new year!!! big_smile


Would be pretty awesome if only you could fit them to non Green bots without removing weapons........ Also I think I'd prefer Perpetuum Online to Who has the most Ictus Online. v0v

386

(112 replies, posted in Balancing)

I think I've said it in other threads, but imo, you can balance best, when extensions and modules work on a principle of diminishing returns, so, for skills, bonuses are applied based on your base level, eg a 3% bonus is 3% of your base level, which means the bonus is exactly the same for each level, but in % terms it decreases as you add another level to the skill. At the moment you have increasing skill cost per level which is fine, but its offset somewhat by the exponential increases some skills give. Maybe if that was done, the % per level of skills would need to be adjusted to take account of the lower bonus it was now giving, but I don't really see a problem with that.

The counter argument to this, is that you've put a lot of EP into that skill, so you should have a 'significant' advantage. I don't disagree that their should be an advantage, but the primary concern has to be overall balance. To be healthy the game must pull new players in, and encourage them to stay. So you have to both allow new players to compete, whilst still giving them something to look at as a long term goal in terms of skills, etc. So skills have to be useful without giving game breaking advantages. I think my suggestion is one way of doing that, there may well be others too.

Specifically on the issue of the Tyrannos / Ictus Shield tank, it seems to me that there is a problem, on the basis of the rock, paper, scissors nature of combat balancing in the game, with racial ammos only doing certain kinds of damage, etc. Assuming that system is staying, then surely the blue bots should get some kind of ammo that is more effective against shields? Since the fact that you do kinetic damage is irrelevant to the preferred tank of most Green bots.

387

(40 replies, posted in Balancing)

My personal opinion is that shields are a little too effective, but one change I'd really like to see, which I don't think would be too controversial would be some kind of indicator of shield level, ideally an accumulator bar like the armour bar (maybe only when shield is up?) Or as was suggested ages ago, the shield changes colour gradually as the accumulator level goes down. Having no clue if you're breaking a shield or not, and if so how quickly, really sucks for prioritizing targets.

Personally I think alliance features would be a positive thing, a lot of the talk in the previous thread was about not encouraging particular behaviours, but it doesn't work like that, players form alliances anyway, all that happens is they get annoyed that the mechanics make managing an alliance such a pain in the ***.

389

(3 replies, posted in General discussion)

Theres PvP? I thought we all just stood on SAPs these days???? smile

390

(217 replies, posted in General discussion)

Devs broke Dazamin sad so I'm on alts more often than not smile Also devs fix my character!!!!!!!!

391

(217 replies, posted in General discussion)

Still a bad mechanic, still discourages ppl to actually live on beta, and still Syndic makes more sense than most in this thread..................... The end is Nigh smile

392

(29 replies, posted in General discussion)

Alexadar wrote:

You will come back. They allways come back


If only this were true sad

393

(217 replies, posted in General discussion)

The rest can come later, but pls, pls, pls can you make SAPs take longer to attack right now, so we don't have to sit on the damn thing and can actually do what this system was supposed to be about, being active on your own Island.

Also leave specimen SAPs, as they are the only one that can actually be defended, ppl whining that they can't just roll over them in 1 min like the other SAPs is p funny smile

394

(65 replies, posted in Balancing)

Fun for the guy with the unbreakable tank sure smile

395

(65 replies, posted in Balancing)

Lemon wrote:
Dazamin wrote:

People talk about buffing local tanking and I really don't understand why. The nature of any kind of regenerating tank  is if it is effective in say 5 v 1 it will be OP in 2 v 1. I'd think the better answer for really huge tanks would be buffer tanks (For Shield I would mean a Tank that relies on amount of accumulator, not recharge), maybe even with RR support, which may need buffing? The problem I guess is the modules available don't offer enough for a great buffer tank (correct me if I'm wrong pls) and particularly with armour they make you ridiculously slow. Maybe in that way it becomes easier to balance, with local rep / regen tanks having sensible limits, Buffer Tanks being bigger, but of course can be broken by 1 dps eventually, and for the ultimate you combine a local buffer tank with a remote repper?

Disclaimer : I'm a little high on medication atm, so could be all crap smile

Why should people be unable to 5v1 straight dps with a entire fit dedicated to active tanking?

Pre-Nerf to tuners a Single bot could completely negate my combat effectiveness and a correctly fit single bot could go as far as to kill me.

I think the real question is: Why should people be able to spam pure dps groups?

Maybe they should be able to tank 5 v 1, my point was there has to be an upper limit on active tanking otherwise it becomes really OP at lower levels. Theres also the issue of how many counters there are, if a Tyannos with neuts or something can at least cause you a problem, maybe thats cool. If you HAVE to have an Ictus with you then tbh thats far to limiting imo.

Ppl don't often spam pure DPS groups. they bring tacklers, ECM, Supression, etc and hell usually a troiar or two.

Thing is theres a huge difference between a bot thats extremely hard to kill, loads of HP for example when you're in low DPS stuff, or lots of EWar on you to make it hard to apply dmg, and something thats just straight up impossible to kill because you cannot break the tank with what you have .

396

(217 replies, posted in General discussion)

I'd also point out in regards to random timers and not needing to take every SAP, we don't alarm clock for them anyway, I'm not that evil smile But then instead of fights we get to play time zone ping pong with the station \o/

397

(24 replies, posted in Feature discussion and requests)

Eyes on a chokepoint is not great, but you need to give some chance to the guys mining, the fact their detector spots you 3k away makes no difference, and with out any chokepoints, you would need a stupid number of detectors to spot out any further than that. It's risk vs reward, but your risk when going to gank miners is not that high, so tbh neither should your reward.

398

(217 replies, posted in General discussion)

Yeah some interesting stuff from Kazzanka and especially Gremrod, as I really dislike completely random timers, defender should have some say in the timing.

Part of the issue tbh was to give actively owned and used outposts, 5 stability to start with, forcing a grind straight away.

And yes again, if SAPs weren't so stupidly easy to complete that you didn't have to sit right on the SAP for the whole hour to defend it, they would still be annoying imo, but not nearly as much as they are now.

Anyway, good stuff guys.


EDIT: Also some of us liked the big Intrusion fights but wished they could be timed by corps better, so those fights to some extent seem to have disappeared for now sad While the stupid random timers stay sad(

399

(65 replies, posted in Balancing)

People talk about buffing local tanking and I really don't understand why. The nature of any kind of regenerating tank  is if it is effective in say 5 v 1 it will be OP in 2 v 1. I'd think the better answer for really huge tanks would be buffer tanks (For Shield I would mean a Tank that relies on amount of accumulator, not recharge), maybe even with RR support, which may need buffing? The problem I guess is the modules available don't offer enough for a great buffer tank (correct me if I'm wrong pls) and particularly with armour they make you ridiculously slow. Maybe in that way it becomes easier to balance, with local rep / regen tanks having sensible limits, Buffer Tanks being bigger, but of course can be broken by 1 dps eventually, and for the ultimate you combine a local buffer tank with a remote repper?

Disclaimer : I'm a little high on medication atm, so could be all crap smile

I didn't much care for the dual landmarks thing, but you're back on form now smile +1