Crepitus wrote:

... the current system screws over low EP newbs ...

New players need mobility.

177

(49 replies, posted in Bugs)

Ville wrote:

****** ****** ***** **** piece of ****** *****.  ***** ******* ***** and I will ***** ****** ****** ****** down your ****** ***** ******.  ****** ****** of a ******* *******. ****** *********. ***** ****** of a ***** **** Dev Alf *******. *****.  ****** of *******.

^^ +1

178

(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.

^^ +1

179

(133 replies, posted in Balancing)

Gremrod wrote:

There are famous moves in chess. If you don't know how to counter said moves you don't change the rules of chess.

180

(133 replies, posted in Balancing)

Tyrone Biggumz wrote:

FROM a New players eyes .....

Just finished Reading 90% of this ... after your done reading ... think .. WHO will this have the largest impact on ... NEW PLAYERS LIKE ME ... but O snap .. look the kid dosent have the points to drop into ECCM skills banked up like the vets do ... this will honestly just make the vets that much more powerful because now i cant fit out a light ECM bot and jump into the fight to at least give a hand by "target Jacking" someone .. now i will be forced to try my shakey clammey noobish hoof foot hands at some other way to assist .. O but wait ... guess what the Noob already has his points into ECM so now i must wait even longer to fit out something new .... SIGH... so in that span of time while the new steam User waits for points the vets become even stronger ... .. honestly the ECM was one of the best ways to shut down a vet but not any more ... .. CONGRATZ on the expanshion of power gap and handing vets a Beta and Gama outposts on a plate stopping our most effective counter ...

181

(20 replies, posted in Feature discussion and requests)

Scyylla wrote:
Ensireka wrote:

I believe the killing unit should dictate whether or not the can is immediately lootable or not. 

If npc destroys player (last hit), timer sequence goes into effect.  IF player destroys player (most damage + last hit) the player can is immediately lootable.

The abuse of players using npcs to facilitate a coward attack or otherwise gank will not be promoted and therefore will be hindered by the above calculations. 

Thanks for posting!

-Ensi

I could care less about markers for a destroyed bot but the free cheese mentality of nobody being allowed to loot a destroyed bots can is just plain garbage.... even on alpha.....

You die, you have to face the consequences and those consequences are u lose mods in the destruction and what doesn't go poof ends up in a lootable can........ Part of the economy in this game is making the items to replace said losses.....

Even alpha has to have risks and the only risk on alpha is losing ur bot to a spawn YOU have to attack and someone looting whats left......

+1

182

(18 replies, posted in Feature discussion and requests)

Norrdec wrote:

http://www.perpetuum-online.com/~gargaj … rporations
Hello Gargaj,
Why not update those graphs to show only people that were last online in the past x days? (e.g. 30 days). Before it only showed people that were subbed, but as now everyone who had an account for 3 months is "subbed"... the graphic is not informative smile

+2

Norrdec wrote:

As this check requires is a bit more from the DB (calculate the number of days vs flag check for subbed/unsubbed), just make it update once a day (if the calculation takes too long or is too cpu intensive that is).

The check algorythm is in the game right now (look in Corporation/Members).

+2

184

(17 replies, posted in General discussion)

Gremrod wrote:

Yeah the update read off some very nice improvements.
Thank you Devs!

+1
It's all in the Algorithm!

+1

186

(45 replies, posted in Bugs)

we need embeds magnets in a paths roads to make self-driving robots successfull.

187

(7 replies, posted in Feature discussion and requests)

Gremrod wrote:

They need to put some type of server monitoring software in place (that sends message to their phone/cell phones) so when the server does down while they sleep we are not left out in the cold for hours at a time.

http://en.wikipedia.org/wiki/Cacti_%28software%29

http://www.cacti.net/

+1

189

(69 replies, posted in Recruitment forum)

Pretty Hate Machine is a corporation highly recommended for both news and veterans ( and exiles), in the short time I have been in PHM, I have had the opportunity to participate in funnies pvp /training roaming on beta islands and corp farm op (I'm even thinking of getting involved in mining operations -where I have no skills-).

I've learned a lot with them (and I will continue learning).

PHM and Allies people are awesome, always ready for fun, to help, very active in both the TS and ingame.

This is my second attempt at Perpetuum, this time is forever, thanks to PHM.

Ville wrote:

We want the player deaths associated with EVERYTHING.  I don't care if it dies to a veteran mantis, EM turret or superior observer pushed through the API, please and thank you.

^^ +1