26

(54 replies, posted in General discussion)

Jasdemi wrote:

Dear DEVs,
the new random spawns are awesome. I love them!

Please don't listen to the pathetic whiners and don't even dare to reverse this change. They're just mad, because they can't grind the same bot for 10 hours per day, which is boring as hell.

Please keep up the good work by adding more interesting stuff. Don't let yourself hold up by the minor bitter minority.

Random/dynamic things make the game so much more interesting. We need moar of this kind! big_smile


I like the random spawn idea very much, but they should at least spawn stuff in the same ballpark than before. This may be true on Alpha but on Beta, especially for high-end spawns this is not true. Instead of 12 Bots ( before, mix of everything(Green+Indu), everything L5) you now get two groups of random spawns that can at best spawn 3xL5 HM so its still less than before and the elite spawn does not make up for it. Especially for larger groups this makes a big difference.

I say keep the feature, but balance out the spawn mechanic more carefully, e.g. for that mentioned spawn add two more groups of random spawns, one of them always EW, one of them always indu...done.

27

(50 replies, posted in Balancing)

Well the part with "same level on average" is not completely true now is it. Example:

Old Spawn: 3x 4th Star Mesmer + 3x 4th Star Kain

Now(at the moment): 3x 1st Star Mesmer +3x 3rd Star Kain

Thats a HUGE difference!! The variance on the spawns should be much smaller to prevent such a sh** spawn. This can't be right!

High level kernels will be a lot tougher to come by...more grinding yay.

28

(118 replies, posted in Balancing)

So heavy bots give no advantages? Well i think they are not better value than for example assault bots, because they are so expensive...correct, BUT you can only pilot one bot at a time and what would be better...10 HMechs or 10 assaults?

Also HMechs are vulnerable to EW (not more than other bots...but also not less) so they need support or must be used in big enough numbers. One alone can not and should not be able to defeat a squad of smaller bots that use EW. The key is teamwork and tactics. Heavy Mechs are not always the best tool to use and why should they as long as they are useful in some aspects (and they are...defenses for example or other stationary warfare with large(ish) groups involved).

I do see some very minor things i personally would change about heavy Mechs (more HP and a bit faster cap recharge) but apart from that they are in line with other bots...perhaps a bit expensive, but the are the "top of the line" models and these always have bad value for money.

Still even if HMechs were total crap i still don't understand why driving an assault is no fun?

29

(10 replies, posted in Bugs)

I have the same problem while using the "Exit Game" function in the 'ESC'-Menu. The process seems not to end properly...there is no crash-massage though. I use Win7 64, unsure about the driver version but it is relatively new as it seems to auto-update on occasion.

Its not a critical issue though since i wanted to close the game anyway wink

30

(106 replies, posted in News and information)

I think overall i like the changes. But since i don't know much about the current mechanics either i have some questions:

Will the control-level offset the fact that some outposts have better facilities than others by this cost reduction? If not would it not be time to change them all to 3 for additional benefit?

I think the aura idea is great, maybe even let the owners choose what he wants as a benefit and let them change it once a week or so. Something like nexus modules for the whole region. The higher your control the more slots you get.

Perhaps you could even think about add-ons for outposts like a shield-dome for protection or similar stuff.

Well here are my thought on combat missions and also the NPCs you face.

Fir of all L0 and L1 combat missions are easy and done quickly. Nothing wrong with them as i see it, in fact the most likely thing that will slow you down are slow spawn rates or too many people doing the mission.

Then there is the insane jump in difficulty from L1 to L2. You need about 5 times the usual damage, the enemy damage is untankable and the drops arent that much better. The higher mission reward is often nullified simply because you also have to travel further to get to the spawn site. The higher plasma-drops don't offset the higher ammo costs. And you loose standing.

So here are my suggestions:

- Reduce travel times.
- Reduce difficulty(damage and hitpoints, dont give them additional resists) of L2 and L3 Rats on Alpha islands. They will still use EW and stuff so they are still dangerous.
- Give out more ammo(like 300-500) as a mission reward and also of varying types, not always the same.
- Increase plasma-drops for beta NPCs

One last thing: All my observation are based on my relatively low extensions and only for light and assault bots.

32

(75 replies, posted in General discussion)

Syndic wrote:

The biggest NIC sink in game is the fact that you LOSE your robot when you die, along with the modules. This is something that mainly happens on Beta islands, with some cases of AFK or unlucky people getting popped by Alpha observers.

Well unless you bought the robot from an NPC Order its not a NIC sink though. No NIC is "lost" when your Bot is blown up, in fact if your Bot was insured you even have more NIC than before.

But you are right when you say that beta-islands are not "shiny" enough. Although one has to be careful when changing stuff.

33

(5 replies, posted in Open discussion)

(0.0597289-0.052778i)*(0.0597289+0.052778i)*10 =

Just to get real again wink. I also rounded a bit.