1

(386 replies, posted in News and information)

1042

2

(377 replies, posted in News and information)

Don't worry guys, they will get this bug squashed and then you can cause all sorts of mayhem again smile

So far it seems this expansion is a winner in all things smile

4

(114 replies, posted in General discussion)

Sadly I'm not so convinced about PO living through it's first year. I've been keeping an eye on the "players online" feed graph and it's dropping steadily albeit slowly.

A month after release weekdays could easily peak at 300+ online, with sunday peaks at 400+. Two months in and weekday peaks were down to ~260 with sundays peaking at 360.
Now... weekdays peak at barely over 200 and sundays making it just barely over 300

This is active players, no idea how many active accounts there is actually. The concept in PO is good, but I just don't know... It's missing the SOMETHING that makes ppl renewing their subs and continue playing. Even I don't play every day anymore, just doesn't feel like that there's something to do besides gathering EP and waiting for a new patch.

5

(48 replies, posted in Balancing)

Purgatory wrote:

I'd just like to point out that medium autocannons have extremely low cpu fitting reqs, so it's no wonder you can get your setup to work. You also have no range extenders, and these use up a lot more cpu than any module you're using in the head slots.

Yes, I'm quite aware of that, and by your previous posts you're obviously TRYING to get your TyrMk2 to perform the same task as a Gropho, which by sheer logic of it just isn't possible. Heavy Mechs are HEAVY for a reason, Tyrannos isn't that.

They're designed for different tasks and so TRYING to fit one like it's big brother is doomed to fail, HARD.

Just accept the fact you need to think differently while fitting your Mk2.

The best realworld example of the differences I can give you is this:

- Tyrannos is M48 Patton, decent workhorse of a tank
- Tyrannos Mk2 is M60 Patton, basically upgraded M48, a bit better armor / armament (in this case 1+1 more slots), also suffers from the same problems as it's M48 brother (underpowered, high profile, heavy, slow)
- Gropho is M1 Abrams, it will nuke the bejesus out of the other two and laugh like a maniac while doing so, it's on absolutely different level of performance.

To quote certain other sci-fi mmo: Adapt or Die.

6

(48 replies, posted in Balancing)

Purgatory wrote:

Tyrannos MK2 will never fit anything on a worthwhile setup besides 4 launchers, not enough cpu to fit turrets aswell, or anything into the misc slots

Erh? As I previously stated, my TyrMk2 is fully kitted out: 4x T4 med launcher + 2x T4 med autocannon, T4 sens amp, 3x T4 missile tuning, T4 med armor rep, 3x T1 armor hard + 1 free head slot now since yesterday, and I'm already 4 CPU below needed (Relevant extensions: Data Processing 9, Weapon Optimisation 7, Armor Optimisation 6) I fully expect to be able to drop a T2 armor tuning in the last headslot after maxing out extensions mentioned above

Purgatory wrote:

But apparently this game isn't balanced properly, because an MK2 castel has no fitting issues and yet a MK2 tyrannos has big fitting issues.

You again nicely forget to mention that I SAID my Castel Mk2 had fully T2 kit (lowest cpu used in mods) so of course it fits with room to spare. I never even tried to T4 kit it, prolly doesn't fit.

Arga wrote:

So even fitted the same as the MK I, the MK II will do more damage.

Hope you didn't waste money and materials building one, and your just looking at a fitting tool.

The bonus for TyrMk2 is 1% more accu per lvl, so dmg wise it's on par with it's Mk1 brother.

I did build mine. Waste of NIC? Possibly. Waste of materials? Possible again. Building something just because you CAN? Priceless. Also I'm pretty sure the people I bought the materials from aren't at all peeved of getting some extra NIC smile

FYI: It took 14mil NIC worth of materials + 2.7mil NIC for a Tyrannos itself (I was gonna use my own, but then it got it's *** handed to it by a Thelodica Observer Spawn III tongue) + something like 1mil NIC build cost.

7

(6 replies, posted in Balancing)

Tereva Lostlagon wrote:

I don't know why the ratio is so low. Perhaps there is a good reason (I would love to know it tongue ), but common sense would say a level 9 skill should give a a much better material ratio.

It's called "game balance" and is very VERY good that you can't get "infinite, free" minerals with high recycling + high relations like you can in certain other sci-fi mmo.

You can get some but not all so now those miners have something to do since mineral input through loot recycling is at best something like ~40%

8

(48 replies, posted in Balancing)

Purgatory wrote:

I thought that because MK2 bots have an extra hi and lo slot that they'd get higher cpu/reactor

MK2 tyrannos is basically impossible to get a fit where it actually uses all its slots. CPU is the main problem, even though I have most of the cpu enhancing/reduction skills at level 10 or close to it I still can't get a full fitting. Even for another 50k ep invested i'd be lucky to squeeze an extra few cpu out of it and considering i've got none spare as it is it looks like it'll be impossible to ever fit anything in the misc slots.

That's when I suddenly thought to myself "why the hell bother with this junk when a gropho can do everything it can do and more and it does it better, and for a smaller price". - If I could actually fit stuff in my misc slots this balance things out a bit more, perhaps make the MK2 tyrannos almost worth using.

I have about 3 cpu spare with a crazy amount of ep invested to boost it, can't boost it anymore.

Well, Let me offer a counter point:

Running my own Mk2 Tyrannos and I don't even have maxed fitting extensions (something like data proc 8 or 9, armor / weapon effiency 5) for CPU use and mostly T4 equipment (=CPU hungry) only 3 hardeners are T1 since T4 just aren't available on market and I'm only 1 (That's right, ONE!) CPU short of being able to ditch the coproc I got in the 5th headslot atm. After I get my fitting extensions upped I guess I would have enough free CPU to drop a T2 armor tuning or something into the 5th head slot.

Imo the decision to let Mk2's have 1 more head & leg slot but no additional fitting power was perfect. Now you're forced to make decisions on how to fit your mech, not just "select best mods, drag'n'drop"

Also, I got a Mk2 Castel, completely kitted out with T2 mods, and it has CPU / Power to spare...

9

(114 replies, posted in Guides and Resources)

Is anyone maintaining this tool anymore? Would be lovely to get an updated version with all the new extensions....

10

(33 replies, posted in General discussion)

I've been having LOADS of fun running around and scanning out these hidding gems, now if there just were a market that I could sell my loot to... Seems to be no one is buying T2+ mods on Alphas, or if they are, it's the basic "buying it for fraction of it's real price" thing...

Same on selling, I put up mods for sale for reasonable prices and they don't sell...

11

(17 replies, posted in Guides and Resources)

New Virginia map is missing atleast one Pelistal T4L T2A spawn from near Bellicha outpost, it's situated right of the Thelodica spawn on the small path snaking up the mountain.

12

(8 replies, posted in Resolved bugs and features)

Yes, they changed the relation fading in the patch and subsequently nerfed the heck out of Alpha island living...

the relation fading works now so that +1 relation over assignment lvl and you won't get any relation bonus from an assignment anymore.

The above incidentally means that unless you had grinded your relations way over 4 for corps already, it is IMPOSSIBLE to get better than 39% relation bonus on Alpha islands.

Way to go Devs nerfing us who have chosen to live on Alpha islands...

What it ultimately means that any producer using Alpha island facilities, even with high extension levels is not gonna get "perfect" scores, EVER.

13

(19 replies, posted in Feature discussion and requests)

Shaedys wrote:
Vosyen Makarovich wrote:

a balanced and a simple solution for such a shield, just make it prevent any sort of locks.

You want to huddle under it? Sure, but you ain't getting rr-help or using ewar on the enemy (and neither will they ewar you)

Get a few rivlers with energy transfers and nobody will have to worry about dying ever again. So long as you've got more people.

What part of no locks don't you understand? Good luck trying to transfer energy when you can't lock anyone...

14

(19 replies, posted in Feature discussion and requests)

a balanced and a simple solution for such a shield, just make it prevent any sort of locks.

You want to huddle under it? Sure, but you ain't getting rr-help or using ewar on the enemy (and neither will they ewar you)

15

(4 replies, posted in General discussion)

It's even in the help! channel topic... tongue

16

(2 replies, posted in Resolved bugs and features)

Confirmed this with atleast Standard medium launchers in Tyrannos

Information says launcher should use 2 accu per cycle, but they actually use twice that ( 4 ).

Capped myself out and let the accu regen to 12 and fired a full volley. As Tyrannos has 4 launchers, it should use 8 accu and all should fire. Reality is, all 12 accu was used and only 3 launchers fired.

Same thing again after letting accu regen to 4 and firing again, expected 2 launchers firing, only 1 did.