1

(26 replies, posted in General discussion)

that sounds right.

2

(26 replies, posted in General discussion)

how are you getting those numbers Jack? With lvl 10 recycling and 20% standings i'm still getting less then 50% of the materials So i fail to see how lvl 8 and 40% relations would give anything close to 75%.

3

(46 replies, posted in General discussion)

i'm not such a fan of the class changes in the spawn map (or at least the jump from tier 4 assaults and lights to tier two heavy mechs/mechs) i'd much prefer if the class was kept the same and the tier/type of bot was dynamic (eg:tank class to dps class for example). However, i'm not overly fussed about it to be honest.

Personally i think that car anology has been beaten to death and it should be put in the scrap yard (did you see what i did there tongue )

@ goblin: can i haz your stuffz?

6

(57 replies, posted in Balancing)

I'd quite like to see them as CT's which are gained via a loyalty point store. It will give missions a long term point and provide a reward for continuing to run missions after the golden triangle nerf (at least once you've got a decent relation ratio). If it was provided at something in the region of a 55-60% CT you'll get a decent amount of ammo with out them becoming anything near as cheap as i'm expecting ammo to get in the near future.

7

(165 replies, posted in General discussion)

you might want to note that nex (which aeon is a member of) do not currently own a beta outpost. Please check that your insults for validity

Good luck

The closest thing to a cap is that each extension only goes to lvl 10 so once you've hit that in any given skill then you're never going to be able to improve that further. Its similar to how in eve where the long term players can be competed with on certain specialities quickly (for example-frigates), however, the long term players have greater flexability with regards to the ships they can pilot with perfect skills

10

(7 replies, posted in Feature discussion and requests)

I wouldnt personally be against a CT being given out however only if the CT had mediocre material efficiency (something in the region of 60-65%) that way you wont be able to make many runs out of it and the kernal researchers still have a role (better CT's therefore better overheads and can undercut their competition)

11

(29 replies, posted in General discussion)

I got a few T2-4 named items last time i killed a supreme roaming spawn near my beta base (monday), so i'm not sure that drops have been nerfed (although they may have been since i havent done any concentrated farming of mobs recently)

12

(6 replies, posted in Balancing)

You dont need to pvp to make basic items (standard)... which you can sell to gain money which you can then spend to buy kernals, and then you can start to make t2 items and so on

I've got to comment that anyone who's truely neutral probably wouldnt have enough inside info to be interesting and those that do have sufficient juicy information would probably be too partisan to be considered neutral.... unfortunately

14

(4 replies, posted in General discussion)

It is on alpha, just read the bar at the top (zone:attalica)

15

(16 replies, posted in Services and Discussion)

I've seen your guys about and i particularly liked the sequer and field container sat on the teleport save zone as a bit of psychological warfare. Good luck for the future

wrong topic my bad

i'd rather see assaults and lights get some loving rather then ewars getting the nerf hammer

In pvp you shouldnt use price as a balancing point

19

(35 replies, posted in Balancing)

I think thats got more to do with the fact that intel is so readily available (with the 1000m radar range) unless your tackle going >110 you wont be catching anything except afk'ers before they safe up. If the range of intel was lower then it would be far easier to catch things in lower speed bots

Am i a bad person if this made me giggle?

cyberbobjr wrote:

Hi,
thanks for your answer.
Do you mean that manufacturing 2 items in 1 cycle take the same time than manufacturing 1 item in 1 cycle ?
In this case, the number of items in 1 cycle is parallel and cycles are sequential ?

For example, somes cases studies :
1 cycle of manufacturing missiles take 1 hour (for example)

Manufacturing 1K missiles in 1 cycle = give me 1K missiles after 1 hour
Manufacturing 2K missiles in 1 cycle = give me 2K missiles after 1 hour
Manufacturing 1K missiles in 2 cycles = give me 2K missiles after 2 hours
Manufacturing 2K missiles in 2 cycles = give me 4K missiles after 2 hours

Does i'm right ?
Thanks you very much.


I'm pretty sure thats slightly wrong,

This is how i think it works;

Manufacturing 1K missiles in 1 cycle = give me 1K missiles after 1 hour
Manufacturing 2K missiles in 1 cycle = give me 2K missiles after 2 hours
Manufacturing 1K missiles in 2 cycles = give me 1K missiles after 1 hour and then another 1K missiles after another hour
Manufacturing 2K missiles in 2 cycles = give me 2K missiles after 2 hours and then another 2K missiles after another 2 hours

edit; this is from my own experience about 2hrs ago when i made 20K missiles over 4 cycles of 5 items

+1

And personally i think that as the sequer is 80U to the combat assault bots 6U

The heavy logistics mech should have roughly 160U to the heavy combat mech's 12U

23

(43 replies, posted in Balancing)

I'm not particularly fussed about out of the tutorial mission area; however, i do think that the tutorial area should be in some way made unattractive to grinding of bots for loot just to give the new players a helping hand.