Annihilator wrote:

while there is a relative "small" entry fee, and the relative small playercount you need (minimum 4, maximum 25) it may look promising for even small corps.

but with the no-reimbursement / loot rule, i see it problematic to risk anything above assault.
you could survive the first round with a single bot - then you have to replace the rest of your team until round two.
with 4 rounds to play, you could lose many fully fitted bots even if you win each round.

The only way i see around this is for the devs to reinburse the winning team of each round, or something like that.

2

(112 replies, posted in Balancing)

^ Just wanted to point out, an Ictus with lvl 10 electrostractic dispersion will still only be neut @ 22.86% effectiveness, from what i heard the Ictus will run dry before the troiar.

This is only what i have heard though, not experienced, i can only guess based off the numbers.

3

(37 replies, posted in Open discussion)

I know this is thread has derailed into skyrim talk, but oh well, here is my character.

Character (Guy on the right is Marcurio, a companion from riften)
http://img444.imageshack.us/img444/429/perp2.jpg

Current weapon (My class is sword&board & heavy armor)
http://img9.imageshack.us/img9/9510/perp1.jpg

Playtime (Yes i like to save a lot)
http://img35.imageshack.us/img35/1730/perp3.jpg

The only thing i don't like is that it looks like i'm gonna be a few perk points shy of my build i want, hopefully someone will make a perk reassignment mod soon.

As for Perpetuum Patchnotes/News etc, can't wait.

Hmm.. maybe a 2 or 3 percent cycle time reduction per level bonus instead of falloff for the Kain/Mesmer, 5 would be a bit to fast i think, and i can't think of another bonus right now that would work that wouldn't be unbalanced.

This is a video from an mmo video channel on youtube, looking at perpetuum.

http://www.youtube.com/watch?v=7MSPDAM73u8

I don't know why people make videos like this, for one it is hurting the game by representing it badly, the comments of some of the viewers are terrible.

I looked up the player name, guy played 26 minutes, for some reason was zoomed right in with most of the UI off, i really wish this game would get some better representation, but this just makes me cringe.

I guess this topic should be about how we can make it so people don't take one look at the game and walk away, and any thoughts you may have on this video.

This may be a unique case, i don't know, http://massively.joystiq.com/ usually do some pretty good perpetuum articles.

Annihilator wrote:

the kains turret fallof bonus does not fit with its role as hit and run mech?

This is something i'd like to see changed, but i can't think of a suitable alternative right now, the falloff bonus is garbage.

i think i have barely 100m falloff , the only way i can see it being semi-useful is using the medium autocannons which have 235-250m or so base falloff, not something i want to do though.

Sundial wrote:
Kaldenines wrote:

^
Range extenders take up head slots which could be used for ECM/suppressors.  These slots are not taken up by neutralizers.

But neutralizers are not something that keep you alive while tackling someone.

Drainers do, and if you can neut the enemy to zero, then he can't shoot back, pretty sure that helps with tackling.

Segreto wrote:

This will come in handy when you want to do an account reset and can transfer all your nic and items to a temp characters while you delete all your stuff. tongue

If there were still account resets..

Some poor guy already made that mistake and deleted his character which had all his EP, then realised there was no longer the option to reset.

Hmm.. i'm not too sure about Coordinates on killmails, having the island and time is already a pretty useful intel tool, may be nice if we could get a hotspot map in a similar style to the traverse density thingy that i think Gargaj made. -> http://www.perpetuum-online.com/~gargaj … nt=density

I don't want to make another topic for it but it but it is kinda related to combat logging, if a weapon hits a shield, can we please get a "You caused X amount of accumulator damage", instead of "You did 0 damage", that would be nice.

I'm all for ewar being on killmails though, that is definatly needed (kinda sick of "tackles" or any kinda of pure ewar having to stick a gun to their bot so they can get on the kill. (I know there may be some technical issues as to why this is tricky to do though)

Syndic wrote:

Funny stuff guys. You're missing the obvious though. lol

Care to enlightment us?

>_>

Thing is Sundial, in large groups (CIR intrusion gangs for example) that small amout of dps loss from the guy keeping his sheild up doesn't mean much, when the fight only involves 1-3 people it is a different story.

So in an unlikely balance issue as a result of the discussion here, we think armor need to be better when compared to sheilds?

Because:

1 - the status of a shield is not avalable to the person shooting it, which give the attacker no idea whether way he is attacking has a 0.05 ratio or 0.7.

2 - Energy transfering + shields is a better form of tanking than Remote Rep + Armor. (?)

Meh, we'll see if anything comes from it.

Sure are a lot of shields there, its a valid stratagy, just an annoying one.

14

(67 replies, posted in Balancing)

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.

I like this too.

+1

On a sidenote and kinda related to this, i love the "freeze on mouseover" function for the landmarks window, now if this target window issue could be fixed it would make managing targets a whole lot less painful.

16

(67 replies, posted in Balancing)

Annihilator wrote:

that trojar sucked.

A friend of mine has build a trojar mk2 that you wouldn't have killed ever with that squad. wink

the trojar is fine at mid extensions, but at higher extensions its truly overpowered. Sorry, i still had the accumulator recharge in mind before it got boosted back in beta... for a reason i still do not understand (back then it had a shield bonus instead of accumulator)

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

17

(67 replies, posted in Balancing)

Annihilator wrote:

intakt mk2s with shields and evasive modules?
intakts and camelions need to get into LoS to do their job?

Ville:2011-10-24 23:32:25
No no, we just stopped shooting at him after he got tackled so everyone could get on the kill mail.

very representative killmail for the topic.


Troiar mk1/2 get a 50% recharge bonus (5% per level) from basic robotics, which though you can get the same hit size/sheild ratio on intakt/cameleon, you cannot get the same recharge which is the same as having about 3 t4 rechargers, all in all it means that peak recharge with max skills on troiar is about 35/sec (bit unsure of some of the math so this is a rough estimate) and on intakt and cameleon is about 9.29/sec or so.

Combined with say a sheild ratio of 0.15 or so, the intakt/cam need about 62 dps to kill, while the troiar needs about 233 dps to kill, this is on top of the fact that they have a hit size of between 1.6 and 1.9 so medium weapons and even some  light weapons will struggle to put about their normal amout of dps.

TDLR, you can't do the same thing with an intakt/cam mk2 than can you with a troiar mk2.

With 2 Seths and whatever else of course there will be enough dps to kill one, they are not invincible, just very tough, and near impossble to solo probably.

18

(67 replies, posted in Balancing)

Sundial wrote:

You guys are complaining about mk2. Please specify this when discussing ballance.

Thing is, you can't change what makes the mk2 so powerful and leave the regular troiar alone, in fact the regular troiar can do nearly the same thing, but has to decide between speed (lwf) and tank (evasive), the troiars you encountered and killed we probably doing the former and/or didn't have enough ep invested into certain extensions like basic robotics.

19

(67 replies, posted in Balancing)

Line wrote:

Don't neut small targets with big stuff, or level up a skill or two.

Small neuts have a base of 4m, with level 10 convergent electrostatics which costs 109k ep on a combat character you can only get it down to 2.8, so even with max skills you are only neuting between 57% and 68% efficiency on size.

You would still probably need at least 3 of them to take down one properly fit troiar, which is too much imo.

20

(67 replies, posted in Balancing)

Annihilator wrote:

anti shield = neut / demob

not DPS...

Have you tried neuting something with a hit dispersion of between 1.6 and 1.9m?

Electrostatic dispersion kills that idea.

The recharge bonus, which gives the troiar a 50% recharge time decrease @ lvl 10 is the main reason it can become very powerful, below 40 second rechange time with around 0.15 or lower ap/hp ratio + 1.6 to 1.9m hit size means that the requirements to take it down are unbalanced for a light ewar, in my opinion.

21

(15 replies, posted in Events)

I remember these from way back in closed beta, should be pretty awesome.

I think its mainly because the bonus for having a small size is counted twice for sheilds, both in how hard it is to hit the bot, and the "hidden" bonus that it gives the shield ap:hp ratio, should it get both?

Guess i'll play some Dark Souls while the server is down. big_smile

Also.. wtb Intrusion 2.0, or at least an update on it's progress.

I'll have to test it again, but last time i used it i had the same issue of the strength buff from the module not taking effect, (actual effect on the field , not just value on the module).

Was using a Niani one.

Hmm.. I was hoping we would get an update on intrusion 2.0 but this is good too.