Don't get me wrong, I am against blob warfare and any good mechanic that reduces the effectiveness or increases the risk of blob warfare I am for.... as long as it does not hurt/hinder other aspects of the game.

My main issue with explosion damage is that it practically kills the use of all short range (100m ish) modules.  This mostly effects light/assault bots but also mechs with short range guns/ammo.

It would be nice if in non-blob situations (i.e. gangs of 1-8 or so) that the explosion damage was eliminated or reduced at worst.  After all, bot explosion was introduced to deter blobs not (non-blob) close range combat.

One solution is linking explosion damage to interference level so that explosions are much more deadly in blobs and non existent or a nuisance in non-blob situations.

What do you guys think?

152

(130 replies, posted in Balancing)

Mara,

I had written a nice rebuttal to your posts #103 and #104 but you edited them heavily so I have to change my response.

I can tell you this -> the biggest reason why people run in Kains in roams is so that if they have to run away they have a better chance of survival.  Besides Kains speed is not needed for tackling, that's what the e-war mix is for.

A number of our leaders at m2s know how to retreat properly making the tyrannos and artemis viable options (we try our best not to let anyone get strung back).  If other leaders learn how to retreat orderly there should be no problem roaming in the slower mechs.

Ok, another point -> If the speed advantage is not enough that a Kain has to take 3, 4, 5+ volleys from the enemy before it's in locking and firing range then it's not fast enough.



BTW, in response to your #103 post before you edited it:

Back in Nov of 2010, I had no idea of the relative speeds, firepower, etc. of any of the factions (I was not a beta player).  The reason I chose the Kain (or numquol more precisely) was not because the Kain was fast, it was because I thought the blue colored bots looked cool.

Uncle Mo, I have the strong feeling that in a years time this will become a non-issue for you.

Besides it can't be that "essential" a skill since most (95%?) of the pvp population (your competition) don't have those skills over 5 through 7.

154

(130 replies, posted in Balancing)

Mara Kaid wrote:

No, not really. It's just that we want more then one fun viable roam gang besides speedy Gonzalo robots, or if so a varying mixture of mechs in the group. Those support mechs you mention get taken down easily because they can't keep up. IE I've done it with my own tacklers.


Looks like you are looking at the wrong role models (this IS your problem).  Here at m2s we regularly take out mixed groups of mechs on roams.

155

(130 replies, posted in Balancing)

Exolona wrote:

and let see medium weapons :
t4 LCL : 190m opt, 160% damage, 5 sec
vs
t4 Gauss : 175m opt, 300% damage, 8 sec

t4 HCL : 350m opt, 130% damage, 6 sec
vs
t4 EM : 310m opt, 270% damage, 10 sec

Exolona: 

What YOU decided to show (once you crunch the numbers) that the Kain does approx. 20% more damage over the Artemis.


What you FAILED to show
1. The Artemis can get an extra +16% dps boost (extra head slot over kain) (dps now essentially the same)
2. The Artemis guns have a +20% dispersion advantage (8 vs 10)
3. The Artemis has a +18% armor advantage


With those kind of stats the Kain had darn better be faster else it'll be eaten alive.

156

(48 replies, posted in Balancing)

Well Purgatory looks like you just lack the vision to make a Tyrannos Mk2 worthwhile over the Mk1.

I would just suggest for you to just stick with the regular Tyrannos and Gropho.  I'm sure once these Mk2 mechs are fielded more often you will learn good Mk2 fits and their uses from our PO community.

157

(48 replies, posted in Balancing)

Purgatory wrote:

Actually on the range and locking the gropho can do both if paired with another gropho, tyrannos mk2 cannot. It will get almost 100 less range and that's just too much of a big difference to ignore.

Actually the Gropho will not be able to dictate range as well as a Tyrannos due to it's slower speed.  100m doesn't mean anything when your enemies can close in on you in seconds.

158

(48 replies, posted in Balancing)

Purgatory wrote:

Reasons to use a gropho over a tyrannos mk2

1. Gropho costs about half as much to make.
2. 50% more damage
3. higher optimal range (can't get a good range fit on tyrannos mk2 due to cpu issues)
4. higher locking range.


Now see there, you made a decent argument.  There are reasons to use both the Tyrannos mk2 and the gropho for different reasons.


Purgatory wrote:

I think gropho has tyrannos mk2 trumped.

Well I don't agree with you, lets go through your points:
1. COST: a fully kitted out gropho and Tyrannos mk2 will cost practically the same. (not a good reason)
2. 50% MORE DPS: Yes, a good reason to use a gropho
3. and 4. OPTIMAL/LOCKING RANGE:  This is actually one point not two as you can't do one without the other (a good reason).


So really you have listed 2 points for a gropho and I have listed 5 for a tyrannos mk2.  Doesn't look like the gropho really has the upper hand as you had claimed earlier.

159

(48 replies, posted in Balancing)

Purgatory wrote:

You mean the that same sci-fi mmo where Mk2 versions of the ships are actually worth using? They not only have more module slots, but also more armor, shields, powergrid, cpu, bonuses and so on?

EvE's T2 ships =/= PO's mk2 robots... maybe you misread/misinterpreted that they are the same somewhere?


Purgatory wrote:

...the fact is there's no point in using a tyrannos Mk2 over a gropho in most situations.

Reasons to use a Tyrannos Mk2 over a gropho
1. Faster speed
2. Better sensing
3. A ton more accumulator/sec
4. Less likely/successfully to be ECMed
5. Smaller surface hit size

160

(48 replies, posted in Balancing)

Purgatory, looks like you just need to fit your TyrMK2 differently.  Like someone else posted he was able to easily fit his with low fitting skills.

For me in a KainMK2 there are a combination of fits that would never work and that's fine. I can still build a KainMK2 a number of ways that still works. 

You should do the same for your TyrMK2, don't try to force a fit that obviously is too cpu intensive, be flexible and you will find fits that will work.


Purgatory wrote:

And using a head slot cpu boosting module in a combat fit is pure fail.

I disagree with you, and unfortunately you are not alone in your thinking.

Even within m2s there are guys that get trolled for having "fail-fits" (even I was trolled several months ago but that has stopped now). I have found that there are pilots out there that get inventive and build some devastating mechs (specialty role) that are not typical in fits.

If such a fit requires a cpu booster in the head to make work then who are you (or anyone else for that matter) to say it's "fail".

Also, to make any pvp fit/mech work it's 50% the fitting itself and 50% is how you use the mech/fittings on the field.

161

(130 replies, posted in Balancing)

Syndic wrote:

1. You (Mara Kaid) always keep ~10 people between us and you, and run away at first sign its going wrong.

My experience was similar.  About 10 days ago 62nd with allies come to Hokk and gank my 79kph kain which could not outrun their small bots. (There was about 15 of them and one was a mech).

I go back out with 5 corp-mates in hot pursuit and we get into another fight a few minutes later on the other side of the island.  We engage about 10 of them about 600 meters from Dom II tp and Mara and a couple others are hiding (600 meters away) at the teleport waiting for their flags to drop.

I run up alone in my 79kph kain to finish her off but she is too fast in her small bot as she runs around (like a cockroach) hiding behind obstacles.  I had to call in a demob to hold her down so that I could snuff the life out of her.

I got 7 kills that fight and best of all... I GOT MY STUFF BACK!!!

162

(14 replies, posted in Balancing)

Shaedys wrote:

Currently all ewar mechs get a ewar range bonus, and this is perfect for a zennith or vagabond


Vagabonds don't get any range bonus, although I wish they did, even a small one would be nice.

163

(20 replies, posted in General discussion)

Annihilator wrote:

as expected - lots of crap results, takes pretty long to search, and the ammo has decent costs.

out of 3 results on alpha, i got two with npc spawn which i killed off with my combat alt. A T4 geoscanner is worth allot for the scanning accuracy and cycle time!


WHAT?

Did they forget to put the -::> I WIN <::- button in with the last patch yet again!!!???

164

(17 replies, posted in General discussion)

Purgatory wrote:

I just wonder how M2S gained the research so fast,


It was all made possible due to two things:
1) our Workers' Paradise environment
2) our Dear Leader

165

(17 replies, posted in General discussion)

bureaucracy wrote:

Note to self: Don't enter Norhoop in a Kain, everyone will come running after you to loot your guns...


I'm not surprised. 

A single m2s kain yields better loot than any Observer... I'd hit that too.

166

(17 replies, posted in General discussion)

They are manufactured.

We have been using them for about a month (give or take) on intrusions.  They haven't dropped from me cause I haven't been dropped yet  smile.

167

(130 replies, posted in Balancing)

And so a new era has dawned on to PU.  Of course months ago we predicted this would happen.

Let it be said that on 2-21-11 we officially moved from the era of nerf-ewar to nerf-mechs.

168

(42 replies, posted in General discussion)

What I would like if islands are added is to get the the wild wild west feel like in the 1700's and 1800's in the US west.

Untamed, lawless islands with no outposts (except maybe those built by players).  Lots of good mining (maybe even spontaneously growing Noralgis) and good spawns to attract the industrialists which in turn draw all kinds of pvpers.

Good stuff.

Annihilator wrote:

the topic started with the concern for non-Beta-islands-inhabiters having even less chance to leave Alpha islands with this change.

And the author of the topic came back one post later admitting to having a solution to his "concern".


Annihilator wrote:

They have to get those modules FIRST, before they can make the *** of money.

Isn't that the case with anything you do PvE?
-Before you do higher level missions you have to get better gear FIRST (even on alpha)
-Before you kill the bigger spawns you have to get better gear FIRST (even on alpha)


Again the author of the poast said he has a solution and no-one will ever get him... so this is a non-issue.

Purgatory wrote:

Yeah works for me because I can afford to use stupid expensive masking/detection modules...

Considering one can earn many millions in beta I would say the module is stupid cheap.  wink

Purgatory wrote:

the new detection/masking changes and the modules ... only worsens the situation of beta islands being inaccessible to the average player.

Poasting #1: The author of the OP is apparently observed to have issue with the changes after the patch.


Purgatory wrote:

Won't change anything for me, I will adapt, and continue using beta islands.

Poasting #3 (only 55 minutes later): The author seems to have come up with a fool-proof solution to the issue he had stated in his OP.


*Mongolia scratches head and wonders if the author actually had a legitimate issue or did he just want to randomly whine*

Container wrote:

As I said.  Standard M2S practice.  Have any opposing point of view and they bring out 1) flood of posts to outnumber your point of view 2) distraction tactics

Container: You are using your own #2 Distraction Tactics to hide the fact that no one is on here to defend your own point of view.


Container wrote:

You can't compare speed in EVE to speed in Perpetuum because it is not WASD

WASD has nothing to do with the issue.  People complain about speed in EVE just like you are doing it here.


Container wrote:

[EVE]has warping to bookmarks

In EVE some ships warp faster than others to those bookmarks (acceleration to 75%, turn/alignment rate, warp speed AU/sec).  Again, speed, speed, speed.


Container wrote:

[EVE] ships use microwarp drives that can be shut off with scramblers

EVE has scramblers Perpetuum has demobilizers


Container wrote:

[EVE has] access to speed stacking mods, combat mostly around stationary points

 

In perpetuum, you can stack lighter modules for more speed (or no mods for great speed boosts), combat is typically around points/center of mass as well.


Container wrote:

In Perpetuum movement boils down to a single stat.
How fast can you run.  A large difference in that is all-powerful.

Not so fast, it also boils down to how you fit your bot. You can get up to a 40% speed spread just in bot fittings due to the module weights.


Container wrote:

The relevant comparison is that EVE has more classes of ships enjoying roaming than Perpetuum does.

The MORE relevant comparison is that in Perpetuum itself m2s has more classes of ships enjoying roaming than AXE does.

Container wrote:

>37.5% faster.  Utterly overpowered.

While in stEVE there are interceptors, assault frigates, heavy assault cruisers, cruisers all being used for roaming...

Since you brought up EVE as the game to be compared against...

What is the speed difference between the ship classes in EVE? Care to guess?

Base Claw -> 475 m/sec
Base Rifter -> 353 m/sec

A 34.5% difference in speed.

Can you explain?  How do players in EVE manage with the same exact speed difference but you and/or your alliance can't?

Infestation uses mech-class bots for roaming.  As a matter of fact that's all i like to go out in anymore.

Maybe the problem isn't the speed difference between bots as much as your own or your corp/alliance inability to use the bigger bots effectively in roams.

175

(5 replies, posted in Resolved bugs and features)

I seem to be having the same problem here.

On Wednesday I registered for paypal and got my 1st account (after 4 attempts).
Thursday thru Saturday I have been trying to buy a 2nd 6 month account (roughly 20 attempts) and I keep getting the same error the OP got.

Does this mean that I have to put money into my paypal account via my bank account (I have $0 in it) even though I have a credit card registered with paypal?

This is very frustrating.