1

(32 replies, posted in Balancing)

Exomorph wrote:
Syndic wrote:

Medium Magnedart - -75% optimal range, 72 kinetic damage.
Medium Crypto - +20% optimal range, 44 thermal damage.
Medium HEAT-IX Ballistic Missile(long range!) - +45m range, 70 siesmic damage.

So, at which point does 28 damage equal to ~95% optimal range difference being balanced? ^^

Maybe the damage multiplier on EM or even on gauss guns ? ^^
You can do 400-600% damage with em guns.
With missiles max 200%, with lasers i dunno, but i dont think its bigger than max 300%!
(and still count ROF!!! missiles 5 sec!!!)

So thats why!

EM guns have almost the same cycle then missiles..only 2 sec diff

+1 plz plz plz

3

(159 replies, posted in General discussion)

If CIR wanted to give everyone in NEX they could have but they didnt so we had to do the most with what we got....Hurt you didnt get a bot sorry but no matter how it goes down someone would be pissed but now when you have more ep and able to use better bots guess what we will have them

4

(17 replies, posted in Feature discussion and requests)

Mr Trap wrote:

DPS stats. Slugs do 44 damage each.

A medium EM-gun does twice this damage, every 10 seconds. 88/10=8,8 dps.
A medium Gauss gun does 1.7x this damage, but every 6 seconds. 74,8/6= 12,47 dps

The gauss gun does a little over 40% more dps than the EM-gun but misses maybe 10% more. Sounds fair to me.

Edit: gauss guns also use slightly less accumulator than EM-guns and are easier to fit. And most the time, you're going to choose between range and dps, which would also make it attractive to load Gauss guns with composit core slugs that do 60 damage each making you deal a happy 17 dps.


about your edit not they use about 4 less ap then EM guns as gauss guns fire twice as fast .....as to alexander and noobs really cant hope for insta kills as to be in range you are to close to a spawn and the spawns dps will kill you even beforw ewar comes into play

5

(17 replies, posted in Feature discussion and requests)

6 dps is only if it hits every time people  so sure the em guns does a little less damage dps but how does that matter if the gauss misses 11% more often!

6

(17 replies, posted in Feature discussion and requests)

Neoxx wrote:

U WNT SNIPER SHOTGUN WITH BAZOOKA DMG? K LET ME CHANGE STATS!

no if you would think for a second thats not what im asking for the guy that said cal the dps here u go
normal med slug 44 base damage 28 kin 16 other

so using the t2 em guns thats 114.84 per shot and with my skills the fire every 7.74 secs so 14.83 dps still with a hit dispersion of 7.64 and 30 ap per shot

the t2 gauss guns fire 97.68 per shot and with my skills fire every 4.65 secs so a dps of 21 with a hit dispersion of 8.5
so u are getting 6.2 more dps per gun if you hit EVERY TIME and you are at close range where everyone and everything can shoot back so once again I ask why does the close range guns miss more often then the long range weapons!

To me the first thing that needs adjustment is the AP the heavy mechs should be cap stable with just there guns running with a certain point of time and if those numbers who showed are correct there heavy mechs cant fight for more then a few minutes and god help you if someone has a nuet

8

(4 replies, posted in General discussion)

+1

9

(17 replies, posted in Feature discussion and requests)

so on my kain with 2 mag stabs i noticed something that doesnt make a whole lot of scene with the weapons.
t2 EM guns stats
30 ap
7.74 sec cycle
damage of 261%
falloff of 87m
hit dispersion of 7.65
optimal range of 316m

t2 gauss
13 ap
4.65 sec cycle time
damage of 222%
falloff of 57m
hit dispersion of 8.50
optimal range of 164m

so my question is why does a close range weapon have a low chance of hitting its target if its up close and personal then a long range weapon that is 300+ meters away from its target? Shouldn't close range weapons hit more often then the rest?

10

(15 replies, posted in Feature discussion and requests)

Rodger Wilcoe wrote:

1) Agreed
2) Agreed
3) A bit lazy don't you think?

Also I think it would be good to see who you trade with, even purely for logging/tracing purposes. Not critical for me personally though.


the reason for 3 is so they dont have to pay tax again on the order taxs are high u so u dont want to pay them twice

11

(15 replies, posted in Feature discussion and requests)

i wouldnt mind seeing who the buyer is either

12

(33 replies, posted in Feature discussion and requests)

+1 and a +1 for command structure of squads for nexus mods

-1 they have bigger fish to fry

14

(29 replies, posted in Feature discussion and requests)

GIX wrote:

Personally I'd like the fits on the KM because it actually adds alot to the battle report and all the arguing over how important hiding fits is only adds to that. There is a huge difference in how you can fit bots and how the fight should have played out.

The killboard is pretty useless when you can't see which side came out ahead NIC wise by playing smart and cheapfitting their bots. Granted the market is pretty screwed up now, but this only gimps the underdogs epeen.


NIC war is important

15

(22 replies, posted in Feature discussion and requests)

+1

16

(29 replies, posted in Feature discussion and requests)

if nothing else it should ppl who put nuets and ewar on the targets

17

(29 replies, posted in Feature discussion and requests)

bump

18

(13 replies, posted in Feature discussion and requests)

not when u consider the fact that they will never be as good as active hardeners

19

(13 replies, posted in Feature discussion and requests)

its not the cap use thats killing me its what happens when they get turned off

20

(13 replies, posted in Feature discussion and requests)

yes but there less then the universal....they would only give resistance to 1 damage type and not as much as an active hardener only plus is it cant be turned off from cap drain

21

(12 replies, posted in Feature discussion and requests)

o come on winters i put this up a few days ago but its gone now so i will bump yours

22

(29 replies, posted in Feature discussion and requests)

no what hes talking about is to have the system report his fit and say what was destroyed and what dropped for 1 thing it would be nice just so you know that no one is trying to keep the best item and it is also great for the fact that it would let you price the kill

23

(13 replies, posted in Feature discussion and requests)

passive resistance mods.... yes i know they have a universal armor hardener that gives 30 points of resistance...but why aren't there any that only increase 1 damage type with a base of idk maybe 40 points for t1 and cheap with the max of a t4 being 65 points max there isnt any reason why they should do more then active hardeners

next time u can just give us free ep....i think most of us would rather free ep over free game time smile

25

(44 replies, posted in General discussion)

All respect, DEVs! Thank you!