126

(11 replies, posted in Balancing)

Syndic wrote:

When you're playing a game that revolves around YOUR ENTIRE GROUP focusing 1 person in the ENEMY GROUP, and the developer comes in and says this:

"You need to understand that it's bad gameplay to shut down someone's accumulator in a few seconds without being able to do anything. We're trying to move away from these extremities, and this also applies for ECM"

Then it's a pointless discussion. It doesn't matter if it's 10 seths, 10 ictus, 10 zeniths or 10 whatevers - when they focus 1 dude he will be dead/neuted/ewared in a few seconds.

Ergo waste of time. smile

Lamer's never understood what "Primary Target" is.

127

(4 replies, posted in Balancing)

Nobody likes *** timers, no matter what is their function.

128

(50 replies, posted in Bugs)

DEV's, with his "game tools", need to add trees/forest to passable/unpassable terrain and see what happen in the radar/maps.

DEV Zoom wrote:

Yeah we have the tools, ...

It's easy to check!.

129

(71 replies, posted in General discussion)

Burial wrote:

If the fastest bot class in the game can pin down targets and also eliminate their chance to shoot back to break the demob, it’s an obvious problem.

You're lying yourself and players, NEVER ECM's can 100% eliminate their chance to shoot back to break the demob (obvious, the demod don't eliminate your chance to shoot back), but you know?, you only want the GOD MODE PLAYSTYLE putting DAMAGE TUNNINGS in your head slots and NOT ECCM's.

Burial wrote:

(To save you from tantrum, MK1 light EW isn't the problem. It will cap itself out sooner or later.)

^^ GOD MODE STYLE PLAYER FAN AGAIN! (aka T4 fit), i was cap stable at +50% in the pre-patch (the other accu 50% for shield defense) in a cameleon Mk1, and i'm cap stable at +50% in the post-patch with a new fit.

Being cap stable is more usefull to a ewar/enwar robot.

Lamer's never understood why EWar/EnWar bots have less leg slots but more EWar/EnWar strenght and accumulator capabilities.

... and +1 to logicalNegation ---> http://forums.perpetuum-online.com/topi … ole-bonus/

130

(71 replies, posted in General discussion)

Burial wrote:

They shouldn't be able to do both demob and jam. Pick one.

Combat bots shouldn't be able to do both demob and shoot Pick one.

Really?, are you comparing modules without damage with a less than 50% chance to successfull vs modules with 100% hit successfull and 100% DPS?.

1supressor+1ecm+1demob+shield vs 1demob+5weapons+repairer+2plates+damage tunnings+?

Really?.

Me in cameleon, you in arbalest, both apply demobs on the other, who has more speed?, ... and why?.

Again, don't let me think you're a Lamer ---> http://en.wikipedia.org/wiki/Lamer

NOTE: sensor supressor need to be changed to % chance to successfull, NOT the actual 100% effectiveness.

131

(3 replies, posted in Balancing)

logicalNegation wrote:

A lot of the complaints about the balance patch seem to revolve around the ability for a bot with more slots to 'out-gun' another bot in their 'Role' or intended use.

TL;DR Incorporate a non-level based 'bonus' that is the same regardless of players extension levels, and ensures the Role of the bot is sufficiently biased.
*Feel free to debate what 'sufficient' means with respect to balancing. 

So a Seth can fit more Enwar modules, and more tunings, therefore increasing overall neuting capability beyond what 1 ictus could achieve, (with the same extension levels.)
Whether or not this good is debated.  Should the Ictus be able to out-neut All bots, or just bots of its class and smaller? 

Either way, this example and similar issues with the disruption of the overall bonus amount decrease has lessened the bonus system's ability to strongly-bias a bot's particular usage.
The goal of this patch was to reduce the total delta of level-based bonuses, therefore making the effective-gap between two different leveled players in the same bot.  Also reducing overall effectiveness of what could be maximally achieved (bonus at lv10).  This too, is debated as to whether this was intended or incidental.

My proposal is a Static Bonus, a Role Bonus, to boost the bot's specialties by increasing the performance of some modules, or whatever, but not have the bonus increase with any extension level. 
This way, a base-level pilot will have the same intrinsic boost as a fully leveled pilot.  Of course the other +3% per level in X skill will remain.  This way the gap between these two pilots is the same (same delta) but both are piloting the most effective bot in that Role given their skills. 

If you still don't know what I am talking about, look at Eve ship descriptions:
https://wiki.eveonline.com/en/wiki/Talos
Scroll down about half way for the 2nd block of text where it shows the Skill-based vs Role bonus(es).

Implementation seems simple, though I see no current precedent for this in game. 
It also seems like this could satisfy not only the goals of the Dev's with this recent balance, but also the issues it caused with how the game was previously being played. 

Thoughts? big_smile

+1 to Role Bonus.

132

(320 replies, posted in Testing server)

BandwagonX9000 wrote:

1. Just as expected. Lol
2. ECMs? When everyone and their mother knows it's suppressors the ones being OP? Lol.
3. "New" EW player utility vs 1 no skill required ECCM? Lol.
4. Not being able to shoot due to EW Bad? Not being able to shoot due to accu raping good? Lol.
5. Accu based mechs being able to mostly ignore accu drain instead? Lol.
6. Not being able to shoot bad. Not being able to move good? Lol.
7. Zenith+ECM+Tuner >> Vaga, unaddressed, unmentioned, and instead get changes in response to whining? Lol.
8. EW Mech+Boosted ECCM? Lol.
9. Proposals of moving ECM (ofc, not supressors) to 10s to 15s? Lol.
10. The idea that fitting an ECCM should make a max skilled EW platform a mere nuisance, idea apparently shared by the devs? Lol.

Whatever. Between this and the RMT thing it is clear you have no idea how the game works or are in the Spacebar FTW Club no matter the consequences down the line. It's also clear that whoever did the balancing previously was not you.

Wise words from a Master!.

(Sith Master from the Dark side) roll

Lamer's never understood why EWar/EnWar bots have less leg slots but more EWar/EnWar strenght and accumulator capabilities.

133

(3 replies, posted in Balancing)

Shadowmine wrote:

Probly the easiest way to balance that, agreed.

Agreed.

134

(71 replies, posted in General discussion)

Burial wrote:

Cameleon has the speed superiority to avoid demob range.

Speed superiority now is how many armor plates you can fit!.

Don't let me think you are a Lamer.

135

(71 replies, posted in General discussion)

Burial wrote:

I understand what you want but the example is rubbish. Equal demob range wouldn't make a difference when Cameleon and Arbalest face each other 1-on-1.

Don't get so melodramatic and cut the bullshit: http://forums.perpetuum-online.com/topi … ault-bots/

-Arbalest have more DPS and 100% hit chance in the lights hit size, more hitpoints, more demob range, 100% demob chance, more legs slots to put armor plates in the NEW ARMOR PLATES PATCH/EXPANSION, then, more demob resistance.

-Cameleon have what?, only a % chance to jam, and a USELESS mags cycle time.

+1 to Mongolia Jones ---> http://forums.perpetuum-online.com/topi … ault-bots/

136

(71 replies, posted in General discussion)

Burial wrote:
Race Drones wrote:
DEV Zoom wrote:

So you're saying that the only thing that matters in 1vs1 is demob range. Your robot and the rest of the modules are not playing any role whatsoever.

Fight me ingame, you in a camaleon mk2 with all modules you want and all the extensions to 10, and me in a arbalest mk1 and my actual extensions levels.

Then come here and talk about.

Cameleon has the speed superiority to avoid demob range.

I don't want to AVOID his demob range (perhaps you want AVOID), i only want equal demob ranges, i'm tackler/ewar primary.

137

(71 replies, posted in General discussion)

DEV Zoom wrote:

But why would a light EW go head on head with an assault robot...? That's suicide, and it's meant to be that way.

You don't know what are you doing in your patch's? (don't answer, i have a opinion about that).

Do you prefer use a Vagabond Mk2?, is ok for me, i use the Arbalest Mk1.

138

(71 replies, posted in General discussion)

DEV Zoom wrote:

So you're saying that the only thing that matters in 1vs1 is demob range. Your robot and the rest of the modules are not playing any role whatsoever.

Fight me ingame, you in a camaleon mk2 with all modules you want and all the extensions to 10, and me in a arbalest mk1 and my actual extensions levels.

Then come here and talk about.

139

(8 replies, posted in General discussion)

"Role Plates" is another good name for an alt.

140

(71 replies, posted in General discussion)

Jita wrote:

... Racial bonus' are now worth less than one tuning. ...

One tuning makes any racial bonus useless.

This makes any bot with one ecm tuning better than a vagabond.

It makes any combat bot with one tuning better than its racial equivalent.

... this piece of *** patch ...

Whithout tuning:

Cameleon Mk2 demob range: 156 meters
Arbalest Mk1 demob range   : 175 meters

Cameleon Mk2 ECM range    : 416 meters
Arbalest Mk1 ECM range       : 466 meters

... this piece of sh*t patch ...

141

(21 replies, posted in General discussion)

Hellmut wrote:

...
There is a real gem of a game here ... in a world of ever increasing dumbed down mmo's.

142

(71 replies, posted in General discussion)

Jita wrote:

So the joke has got to end some time but lets be really clear about what this patch has done.

Racial bonus' are now worth less than one tuning.

One tuning makes any racial bonus useless.

Are you getting this Alf?

This makes any bot with one ecm tuning better than a vagabond.

It makes any combat bot with one tuning better than its racial equivalent.

Where does this end? Well the Seth mk2 as the heavy with the most head becomes the best ECM / Suppressor platform. Its a better gauss boat than the Mesmer mk2. Its a better neut boat than the Ictus. You could say well nerf Seths then but that would miss the point - racial bonus' are now so watered down that they are useless.

There are a whole host of other problems such as the castel mk2 tank assaults, or assaults that do 115 m/s and cannot be demobbed (and if you don't know why that sucks you must be hungarian) but its pretty much the whole thing.

You have taken a game that was fairly balanced along racial lines and made it none racial, unbalanced with specific bots and heavies that will with time become the used by everybody standard.

I know you hate to admit when your wrong but for the love of *** roll this piece of *** patch back and start again or you will spend five times the time patching stupid fit after stupid fit until any semblance of balance is well and truly dead.

^^ 100% +2

143

(392 replies, posted in Bugs)

www.pingplotter.com

http://www.pingplotter.com/freeware.html

Zortarg wrote:

well its simple.
when you scan a outpost it gives you a time.

if you dont have 100% then it will deviate from the exact time (or like zoom said, even with 100% it will deviate a bit. but thats minor)

the deviation is in a range of your accuracy. lets say you have 95%. then the scan can deviate up to 5% in both directions.
of cource you have no way to know how much it accually deviated, and you also dont know if its early or if its late. so it can be anything from +5% to -5% or anything inbetween. in some cases it even might be quite accurate. thats the beauty of randomness.

also the deviation is a percenatge. so if the sap is only 4h out at your last scan then the deviation is +/- 12mins (5% of 4h). but if the scan is still 12h out then the deviation is +/- 36mins (5% of 12h). still the same 5% deviation.

thats why scanning outposts with 100% is always a good thing. of cource its now harder with the bonus changes on the argano...

i hope i have confused you.

^^ good to be in your guide.

Yes x2

146

(28 replies, posted in General discussion)

Deimos Starshadow wrote:

My to do list would look like this:
- Fix plant grow/pathfinding getting stuck cause of flora.
- Improve inventory, so you can drag and drop on containers and take from them to any window without restrictions. This would include the factory not needing mats to be in the root of the folder.
- Getting rid of split weapon systems and allow nonweapon modules to fit anywhere in their slot category.
- Make sap visible from any distance when open.
- Improve bot diversity and avoid streamlining them.
- Play my own game extensively

Experimentation after Theory, because experiments provide insight into cause and effect by demonstrating what outcome occurs when a particular factor is manipulated.

Rasnath wrote:

...At one point, the game lost a lot of CIR guys (so I've been told), ...

Who told you that?.

(you have two weeks playing i have an idea who told you that and when, ... but dont believe his hallucinations).

Rasnath wrote:

Hello, first of all, I would like to explain the current situation of the game as I see it. At one point, the game lost a lot of CIR guys (so I've been told), because they have conquered everything and had no enemies and got bored. Then after a while, new guys (along with some vets) came to the game and started claiming beta terminals. Afterwards, the CIR vets came back, saw they had people to kill and have fun, hence started counquering again. Now, here we are, newbies getting pounded (that's how it should be IMO) by CIR and their subcorps. There are massive operations going on, either nudging the "owners" of beta and gamma islands, some covert mining, artifacting and nonetheless, all out warfare. The game is player driven. It's all about the players, really.

To sum it up, I like to see the CIR and co. as the Big Bad Wolf (no offence), prying with its fangs on basically the rest of the server. The RUST coalition (which I am part of) is fighting, yet losing. But here is the thing: Players are uniting against a common enemy, and that is FUN! We are getting pounded and having fun. We dont have much EP nor resources, not to even talk about the sheer amount of bots cir has. BUT that is all fun, because players have a common goal. Now come the nerfs. Those nerfs do make fighting with CIR a lot worse because of:

1) ratting is the game's main NIC outcome, again, CIR will faceroll the rats, whereas we, who had a chance against the rats we were farming have to go a tier lower (which is a lot). All in all, less kernels and nic.

2) the point i really want to focus on is mining and harvesting.The corporations will mine their ore and keep it in corp to produce the equipment and bots. THE MARKET IS PRETTY MUCH DEAD!! I don't see a reason for CIR to post any of their ores (except epi - highly priced) on the market. Now that we've established that ore will mostly stay in corp, here's the thing. CIR already has outrageous amounts of equips and bots, whereas RUST has quite little stock. We are less able to keep the mining up with bot production. We need to actually have bots for CIR to blow em up. Essentially, mining nerfs will hit newbs a lot more than veteran players.


For the game to function in the near future, we will need to uphold the clash of powers. I am perfectly fine with RUST being weak yet on the rising side and CIR being godly. But if you nerf our primary sources of income, we might not be able to keep the struggle going. AND THAT IS THE MAIN DRIVING FORCE OF THE GAME. The clash of powers, the pvp aspect of fighting for power, the pve aspect of supporting the front lines. IMO, atm, this game is a fine *** simulation of WW2. I enjoyed it so much I freaking bought 7 accounts in my mere 2 weeks of playing the game. And i had a blast, belive me.

What i suggest you do is the following:
1) reduce the mining nerfs, that is the main crippling factor of the newbie corps (remember, if we are too weak, cir wont have anyone to blow up and both parties will be unhappy), cause ore production cant keep up with industry and market prices are outrageous. And not to mention CIR prob refines and produces at 375 bonus factories anyways. We are still stuck at 50. A 20% nerf on mining is a 20% nerf on our industry and like 5-10% neft on their industry, cause of all that bonus.
2) When ratting, newbies are the only ones getting nerfed in that aspect (i thought your idea of nerfing was to get more newbies to the game). Or make the tier difference lower. 4th star is many times better in loot than the 3rd star, there should be a diffence in loot, but not as high as it is now (meaning 1 cir can beat 5-10 newbs in ratting easily, unless they group up - newbie unfriendly).
3) aside from teritorial warfare, there is nothing to do in the game to be honest. When you are sitting on 20 gropho mk2s and billions of ore, you have nothing to do if there is no war. And we need the war to keep going. And there is going to be no war if either side falls to pieces.
4) With the intent to nerf the vets, you actually crippled the newbs you were planning to buff. We are going to have an easier time fighting with cir (but not much), yet on the other hand, we might not be having enough bots to actually fight in, hence you're crippling us.
5) Your balancing idea was good, but you cant just flat out nerf everything, because it brings the problems you've seen. And you're losing players this way.

Please don't make me regret buying 7 accounts.
A big shout for both RUST and CIR coalitions, because if it werent for your war, I probalby wouldnt have kept playing the game.
And I'm having a blast with the game! big_smile:D:D:D

^^ a big +1

Gwyndor wrote:

when people in CIR/PHM/77 agree with jita then there is absolutely no reason for zoom not to join in.

Ego be damned, do something good for this game. Sell it to someone who knows.

149

(69 replies, posted in Recruitment forum)

Ville wrote:

Jita hasn't seen the Spanish Wing of PHM.

The Spanish Combat Squad.

Kayin Prime wrote:

Guys,  the industry term for this is called "Testing in production"   It's a thing.  It makes developers cringe but a thing none the less.

Is not about testing or devolopment Kayin, is about the Blah-blah-lator saying the Avatar Creations can ban people without a valid reason.