51

(15 replies, posted in Balancing)

Jasdemi wrote:
Hunter wrote:
Jasdemi wrote:

Don't cry about *** HMs in my thread!

I do not need. You're doing fine here. I came to eat popcorn and laugh.

You gave up crying about how bad HMs are already? Son, I'm disappoint.

Seems that you do not understand something in this life. You're accustomed to defend only your own benefit. My interests are fine. I can afford the luxury of caring about the global balance.

52

(15 replies, posted in Balancing)

Ok, Let's try calculate:
Max Accumulator capacity (without accumulators):
basic * (1 + (spec. ops. robot control + 3 * Accumulator expansion) / 100)
With max skills:
Kain = 2300 * (1 + (10 + 30)/100) = 3220 AP
Mesmer = 4125 * 1,4 = 5775 AP

Min accumulator recharge time (without accumulator recharges):
basic - basic / 100 * Energy management * 3

Kain = 420 - 420 / 100 * 10 * 3 = 420 - 420 / 100 * 30 = 420 - 126 = 294 sec
Mesmer = 720 - 720 / 100 * 10 * 3 = 720 - 720 / 100 * 30 = 720 - 216 = 504 sec

ok, now we can calculate AP/sec:
Accumulator capacity / recharge time * 2
Kain = 3220 AP / 294 sec * 2 = 21,9 AP/sec
Mesmer = 5775 AP / 504 sec * 2 = 22,91 AP/sec

Now when we have more accurate data, you can start a discussion.

53

(15 replies, posted in Balancing)

Jasdemi wrote:
Hunter wrote:

Your topic is doomed to failure. This has been discussed and concluded that Mesmer's in the game do not need.

Don't cry about *** HMs in my thread!

I do not need. You're doing fine here. I came to eat popcorn and laugh.

54

(15 replies, posted in Balancing)

Jasdemi wrote:

Hallo meine lieben DEVs,

don't you think the accumulator performance of Mesmer is a little weird?
I did some math and here's the result:

Kain AP/s = 2300AP/420s = 5.476 AP/s
Mesmer AP/s = 4125/720 = 5.729 AP/s

So, Mesmer get only 0,253AP/s (+4.62%) more than a Kain, but has to use 2 additional EM-guns.
Only 4.62% more accu for a bot which is 10x more expensive?

Don't you guys think something is wrong? The Nuimqol Union Engineering Team could've done better than this. No?

Your topic is doomed to failure. This has been discussed and concluded that Mesmer's in the game do not need.

55

(118 replies, posted in Balancing)

Syndic wrote:

Saddest thing is, since the game released (roughly a year), the Devs have added...

1. Artifact system.
2. 6 new islands.
3. ... ?

All in all VERY poor for a 1-year old game. sad

If we talk about stable things, then yes.
If we talk about everything, then:
- ERP
- Teleport beacons
- Interference
- MK2

And actually islands not stable too. smile

The developers are not all-powerful. They can do something one of these:
- Add new
- Change the old one.

56

(118 replies, posted in Balancing)

It seems that here is only hypothetic talk.

Annihilator wrote:

wow, hunter, yesterday i told Alexadar that i am happy that the topic was up and constructive for 24 hours, without flaming and namecalling...

@ Alexadar:
its nice to base something around the thought of thousand of active player - which havent been ever in game since the server went online. How do you archieve such a playercount, if you cannot keep the ones in that currently play?

.......................

to be continued...

Annihilator... Pleaze stop your useless flood... Let's play perpetuum! smile

http://s011.radikal.ru/i316/1109/82/c623fde93f27.jpg
http://s43.radikal.ru/i100/1109/a4/7fff94410bd9.jpg

Line wrote:
Hunter wrote:

The worst thing in this game is that players are trying to teach developers.

Personally, I try to be quiet and talk only when really bad.

- said a person who keeps posting and posting and posting about his HMechs....

Srsly, who is going to decide what is good and what is bad? Who is that well-expericenced person who is able to make such decisions? And why a "most of the players think" system doesn't fit in such case?

- Said person, who trolls all non DOYs members (in russian chat).

Takeo Prime wrote:

Well this is about as worthless of a post as i have seen.  Would rather read a wall of text from a good or questionalbe idea than be critiqued about how to post in an open forum?  Really?  You don't have to read it.  I am just happy people are trying to stay active on the forums.

My 2 nic.

The worst thing in this game is that players are trying to teach developers.

Personally, I try to be quiet and talk only when really bad.

Dear players. Lately I see the walls of text on the forum with different ideas. There is no doubt that more content will make the game more interesting. All content on this forum is divided into 3 parts:
1) Really very important and useful ideas. (which are obvious for all and the developers know about them)
2) Good ideas, that might be useful.
3) Bad/Useless/Not interesting ideas because:
- It is difficult / impossible to implement.
- Actually nobody needs/wants or needs only to you.
- Adversely affect the balance of the game.

And I have a tip for you:
Think more than you write. Think more about that you really understood the game, before you suggest something?

62

(69 replies, posted in Balancing)

Line wrote:

/signed

oh really? lol

63

(69 replies, posted in Balancing)

Line wrote:
Hunter wrote:
Annihilator wrote:

@Hunter - your in the position to talk about drama, if i count your last few drama topics...

Мои топики являются такой же драмой как и ваши.
Попытка доказать свое мнение - драма для этого форума.
Общение с троллями - нытье. и т. д.

...

Oh sorry i've "challenged" this your opinion - no doubt it was very important for the game improvement and all.

ololo...

64

(69 replies, posted in Balancing)

Line wrote:

No doubt that you know a lots of psychiatrists - with such mental problems do you have, that's really necessary. However, you didn't answered my question.

Look at this Annihilator. Living proof of my words. This person is trying to challenge any of my opinions. Just out of principle.

65

(21 replies, posted in Balancing)

Это палка о двух концах. (The stick have two ends.)
This means that fast movement is not only for you but for others (like pirates)
It's possible to consider the option of fast moving in places that you own.

66

(8 replies, posted in Balancing)

Annihilator wrote:

two things:
BUT actually, this is not a "balancing" issue, but more or less a "localisation/description" issue.

I could not find the section titled "Why done so?".

67

(304 replies, posted in Balancing)

Hugh Ruka wrote:

new where have I seen the ECM complaints again ?

what about a simple solution. active ECM module increases interference of the ewar but 2-3x ??

Кому это надо?

68

(8 replies, posted in Balancing)

For me, it becomes obvious that music in the game ordered certain players.
A full and reasoned opinion, not interesting for the devs. But if the other players ask anything - this doing without much discussion. In Russian it is called "Разводняк".

69

(8 replies, posted in Balancing)

You did not answer the question. And the answer it should give the developers.

Why the game is not informative?

70

(8 replies, posted in Balancing)

Main formula:

Nominal / %(CT) * Your coefficient

"Nominal" you can look in item info window (tab "Components")

%(CT) you can look in CT info window

Your coefficient = 1 / Material ratio / Relation ratio

Material ratio = 1 + 0,02 * (basic + advanced + expert efficient mass production)
Relation ratio = 1 + sum of the relations/100 (Agent profile -> Relations)

And now I have a question for developers: Why there is no conformity between the factory info and real values?

for example:
i have perfect skills. It give me 60%, but in factory info - 100% (mineral ratio).
i have relations 4,79% (TM-CMC), 2,84% (TM-UAS) 2,79% (TM-PEN),
4,79+2,84+2,79 = 10,42
but in factory info 27% (relation ratio)

Why is the game so not informative?

And one more question. Why the factory level only affects the performance (time ratio)? This makes useless the outposts with advanced factories.

In fact, I know why... To production workers did not feel the nerf.

71

(48 replies, posted in Balancing)

You're not thinking that we need to reduce lock range of the assault robots instead of increasing mechs? roll

72

(48 replies, posted in Balancing)

Also need more nerf erp tanks! yarr

73

(48 replies, posted in Balancing)

Inda wrote:

No, just need a little buff and everthing will be ok around locking ranges.

yep-yep. over 9000 smile

74

(48 replies, posted in Balancing)

Inda right. Lets do over 9000 lockrange for mechs. QUICKLY!!! big_smile

75

(58 replies, posted in Balancing)

Okay, please answer one more question. What tech-level of equipment should be used on a standard PvP (t1,t2,t3,t4)?

And yet, I never saw that it was possible to rescue somebody, in this game. If the contact, the victim will not survive.