1

(31 replies, posted in General discussion)

Kill board not fully working.

I got 2 kills yesterday and they are still not posted.

2

(112 replies, posted in Balancing)

Obi Wan Kenobi wrote:

...1000 Pit Fiends...

Heresy!!

For your blasphemous statement, you will be taken by force to the lowest of the 9, where your so called soul will slowly burn for a millenia before your retched existence turns into a insignificant speck as a lowly lemure to serve me as my personal pain pet for an eternity!!! 

Consider yourself lucky for the light sentence, for I am merciful.


As I've said before, and I say again -> there is only one Pit Fiend.

Often imitated, never duplicated... yarr

3

(112 replies, posted in Balancing)

Mongolia Jones wrote:

I did not tell DEVs/you guys because:
1) It is 100% legal
2) I wanted a benefit for my investment (400k dedicated EP)
3) I wanted to BBQ a heavy with my light 1v1 in 2011 big_smile
4) Our old leadership has had a history of going to the DEVs with imbalances and it got us nowhere, everytime
5) I'm a very very bad man  yarr

Oops alt post

4

(112 replies, posted in Balancing)

Annihilator wrote:

[*]current non-hungarian math method:
100 AP / 100s * (1-0.5) = 2 AP/s
see, the 50% accu recharge bonus of any missile bot results in a 2x higher recharge rate.[/*]

That formula is NOT the full pelistal recharge formula.  I'm sorry, but there IS Hungarian math hidden in there that you are missing.


As far as the accumulator rechargers and aux accumulators personally I don't have a problem with their non-uniformity.  They don't break the game, plus they add flavor and there are obviously pros and cons for each module type.  This adds options and depth to the game which is a good thing.

5

(112 replies, posted in Balancing)

Annihilator wrote:

it does?
would you think this one would be better:

Cap_recharge_rate = (Max_Cap/Cap_Recharge_time) * max(somesmallnumber, {5 * sqrt [(1-cap%)^2-(1-cap%)^4]} )

to my understanding, the so called hungarian math is whenever you face the factor 1/(1+x). in any of the "time reduction" extensions or game mechanics.

and in this case its not present - recharge time is reduced straight by the given % displayed, which leads to give you an exponential result at the recharge rate

all other misunderstood formulas end up in a linear increase of the affected rate

I never knew the exact formula for recharge, copy-pasted, thanks  smile.

The problem in your simplified formula is in this little part -> Max_Cap/Cap_Recharge_time.  Hungarian math is hidden within this little kernel.

Stop thinking like Newton and start thinking more like Einstein .

6

(112 replies, posted in Balancing)

None of the solutions given above deal with the real underlying problem.  The way a larger shield tanks a smaller sized bot is a symptom (albeit a bad symptom) but not the actual problem, nice try. 

Again I am available if any DEV is interested.

Annihilator wrote:

issue lies in recharge formula

its NOT using the so called hungarian math...

The recharge formula DOES USE Hungarian math.  That's exactly the problem with it.  It's one of the things that needs to be fixed.

7

(112 replies, posted in Balancing)

Rumor has it that there is a proposed fix designed specifically for the Troiar Mk2's ability to tank massive dps.  Specifics of the fix have leaked and I implore a DEV to speak to me before making any changes.  Especially if changes will only function as a band-aid without fixing the real underlying issues.

I will admit that I was the biggest abuser of this mechanic.  I have had my fun for the past 4 months and 1) as I am fully satisfied and 2) I am intimately aware of the math, I am offering my services for a proper fix.

My fix (which is actually 3 separate fixes) is a more radical one compared to the one that was leaked.  The math behind my fix is more elegant (read: move away from Hungarian math) and will address fixes for other bots types which are broken but won't show for several months as players skill up to high levels. 

I offer a one time fix which will solve the particular issue of today as well as the issues of tomorrow.  An ancillary benefit of my solution is that in the particular case of the future fix, no one will be the wiser and there will be less forum complaining, as was on full display with the much needed ERP nerf of several months ago.

I offer solutions, not whines  smile.

8

(67 replies, posted in Balancing)

Karos wrote:
Exomorph wrote:
Karos wrote:

Are the leg slots Medium Aux Accumulator / Shield / Evasive? if not then i'm not sure of the improvement.

Yeah without lwf ... whatever ...

Exactly, i don't expect it to tackle, he just said it couldn't be killed.

It can't cant tackle, it probably can't drain or dps either. 

Doesn't sound very useful.  Doesn't even sound like anyone will use that build anyway so I don't see a problem with it.

9

(67 replies, posted in Balancing)

Annihilator wrote:

that trojar sucked.

Agreed, my troiar sucks.

10

(118 replies, posted in Balancing)

Lemon wrote:

...but if you do have a logical thought process as i am assuming you do. You and i both agree some adjustments could be made on the balancing.

As i will state i only ran a ERP fit tank twice, i agreed with the first nerf and agreed with the need to adjust the ERP  again. I dont agree with how it was handled the second time and will leave it at that.

Want logic, well here's some for you > You say you only fit ERP twice, fine, then lets see what needs balancing (if anything) on your non-ERP, station-gank fit Artemis Mk2.

Lows - You fit what, a thermal, a seismic and a chemical hardener, med rep and injector < No problem there.

Mids - Autocannons (x4) > First, one has to skill advanced robotics to level 10 just to get t4 lasers to do the same dps as t4 autocannons in an Artemis. Second, autos consume no accumulator, despite doing MORE dps!! << That's really broken and needs to be addressed.

Highs - Repair tunings (x4/x5) > pre-nerf each single rep tuning (t4) gave 64.3% more rep power!! Compared to t4 weapon tunings which give about 20% increase in DPS, they were way overpowered.  A single tuning gave more boost than advanced robotics 10 gave to Kains/Mesmers <<< That definitely was broken and finally got its fix.


In conclusion, your Artemis fit has/had balance issues too. You used it against others so you never complained about balance then (or now) even though you knew the math.  I use my troiar fit against you guys and you take a shot at me, fine.  But there are a lot of broken/balance issues that need to be addressed, not just my troiar.

11

(118 replies, posted in Balancing)

Lemon wrote:

@Pit Fiend

Sure is a lot of credit your taking for a fit that relies mainly on a broken game mechanic to be as effective as it is.

Lets see Shield size being reduced by a module supposedly equipped to reduce bot Armour size. That could be compared to a ERP regaining Accum through shield.

Pot calling kettle...

Lets see I will take your guys ERP argument (which everyone knows was a broken mechanic)....

Pit Fiend's set-up is not broken because:
1. Requires months and months of focused EP skilling (~half million) to be anywhere near as effective as I am
2. The base bot is expensive
3. The fit is expensive (t4, protos, and 10's of thousands of kernels)
4. When my shield is up I cannot shoot (unlike your ERP)
5. Sure I take credit (call it a finders fee) just like you guys took credit for ERP's


There, that should be crystal clear for you guys...  big_smile

12

(118 replies, posted in Balancing)

New players in lights are not the ones killing the veteran player's bigger mechs.  Its the EP-heavy pro players like myself in expensive light bots with highly researched gear, doing most of the killing.

EP works and the teched-out gear works... it seems maybe you as a player don't work...

13

(27 replies, posted in General discussion)

If I am online when one of these operations is active, I function as a roaming, border patrolling ranger. 

My goal is to insert myself anywhere on the island, onto any "hot spot" within 15 to 150 seconds.  This in turn adds an additional layer of defense and time for our alpha partners.

62nd also has other defensive and offensive tools at her disposal, so don't be shy and try it out for yourself.

14

(304 replies, posted in Balancing)

Hunter wrote:

As you see, Syndic, our opponents really believe that they are winners in the game. Such miracles happen only in computer games. Losers come to the island, that would kill 1 or 2, defenseless target, then quickly run away.

Hmm, that mesmer we killed was bristling with a full t4 fit with guns and all.  Plus there were 3 other (kahona-less) heavy mechs just an earshot away.

And you call that defenseless?

Riiiiight, whatever you say...

15

(304 replies, posted in Balancing)

Syndic wrote:

I was online for some 6-7 hours yesterday.

And what? Sitting in the terminal for 6 hours and roaming nubs on alsbale for 1 hour?

We were right next to you guys on Dom for hours then wiped your Novablob force (on Nova no less) that finally got the balls to come after us.

We didn't even notice you were online.


Syndic wrote:

You roamed through in your 10-15 ppl light stuff ONCE, killed 2 solo guys, and ran for the U2 teleport instantly after 3 of us undocked to engage.

Lets see, we engaged 2x heavy mechs maybe 1.5 km from your outpost.  It took us 10-15 minutes to finally kill both of them and you guys just sat there in 3 more heavy mechs under your outpost (plus who knows how many more in your outpost) and did NOTHING.

If someone enters your home and begins to slowly *** your family, you are supposed respond quickly.  Instead, it seems, you just sat there and enjoyed the show.  Was there popcorn?  big_smile