601

(82 replies, posted in Testing server)

Annihilator wrote:
Tux wrote:

structures are not removed from Structure networks in the map when destroyed.

hmm, cannot confirm that. -> did you clean up your network plan after building up those?

this is when killing opponents network ( because you can see all of an opponents network and all of their links)

this may also be a bug you should not be able to see a network you do not own esp all of the control links

people will understand that in order to kill a settlement you must first kill its power sources then the rest will fall .. backbone nodes and energy transmitters are really weak and will need to be replaced on a regular basis as they stand.

here is mt train of thought:

when attacking a PBS you will not assault it directly you will cripple it first which means killin power supplies and boosting structures then go to town on the bigger structures. i know HP isnt then end all high resists would help as well but PBS needs to be worth while in order to work having some one cut wind around your PBS and it falling down is not my idea of worth while.

603

(82 replies, posted in Testing server)

structures are not removed from Structure networks in the map when destroyed.

Annihilator wrote:

Tux:

What had the Backbone to do with the Defense turrets?

Q :Whats the simplest way to take out 20 turrets ?? 
A: Kill their power source, they will run themselves dry

Lemon wrote:
Tux wrote:

all of the structures i killed were high tech.

Im giving you the times on the backbones and boosters because these are the parts of the network that i would kill first to lower the defensive ability of the target network. i was able to use terrain ( i did not terraform it ) to work my  way into the targets network behind the turret line. This may or may not always be possible i know.

because laser turrets have LOS and i could easily counter them i was able to in my Gropho pick which ever targets i wanted because i just out ranged the other turrets and killed them

Could the argument be had that if a single player is able to break in to your gamma outpost and dismantle it by him self over night that said corp or outpost owner does not have the player base nor the proper knowledge of PBS to hold that station?

sure a valid argument, If I wanted to go head on i could still out range even the laser turrets and kill them with a long range fit so even the most well designed settlements are not able to properly defend against snipe / tank fits because the turrets are lacking range and a proper hit size because they are based on med size weapons.

The turrets is not the main problem, it is when the HP of the structures don't reflect their value properly. im sure these components will range anywhere from 25 mill to several hundred million NIC when they go live. if one guy can go around and kill these structures in a matter of minutes they are not worth erecting.

HP of the structures is very important, it doesnt have to be corp on corp war for settlements to be destroyed all it will take is for one guy to properly scout and kill important links ... remember you have to expand your settlement out over the island in the case of mining towers you will have areas of your network that are changing and evolving on a weekly or daily basis.

606

(26 replies, posted in Testing server)

Tower should be changed to mask other structures around it not the bots around it

all of the structures i killed were high tech.

Im giving you the times on the backbones and boosters because these are the parts of the network that i would kill first to lower the defensive ability of the target network. i was able to use terrain ( i did not terraform it ) to work my  way into the targets network behind the turret line. This may or may not always be possible i know.

because laser turrets have LOS and i could easily counter them i was able to in my Gropho pick which ever targets i wanted because i just out ranged the other turrets and killed them

So here is  my point.

Today I got in a Gropho MK2 with the following fit
head: all tuners +1 co processor
Mid : all launchers
Lows shield and recharges

yes this is a junk fit and it was done with no rep bot

I was able to out range and kill all but laser turrets ... the back bone energy node took me about 3 minutes to kill

either the resists are not being calculated properly or

a 10 man gang of Heavies long range fit with or with out rep bots could wipe a med sized PBS settlement in an hour or so down to the HQ which will go into reinforcement....

ALL  Structures including the terminals need to have their HP multiplied by a factor of at least 10(form what the test server started at) in order to withstand a decent assault. booster nodes take about 1 minute to kill in a single heavy.

automated defense should slow the opponent down yes but as they stand they are a joke.

to make turrets effective they all need to have a range of 1000 meters and have a surface hit size of ~ 3.0

Also this may not be intended but everyone can see everyone's network layout so if i was going to plan an attack i can just look at the map and know exactly where the targets reactors and energy transfer nodes are..

this needs to be fixed

609

(106 replies, posted in Testing server)

terraforming should be completely un restricted

I can understand the 1000M away from Teleports but other than that every tile on the islant should be able to be terraformed to the residents desire.

forget about the attackers, its their job to figure out how to kill you

they should not be given a spoon and told how to kill you

With the new teleport distribution I don't think it would be to terrible to have all of the alpha 1 islands have a massive highway over haul. these beginner islands should have highways from the main terminal to all of the outposts and the exterior teleports. I think this would help beginners get around to explore. I don't think Beta needs highway at all.

Highways:
Alpha1: Massive highway system to and from all teleports outposts and terminals
Alpha2: working highway system to and from main terminal to exterior teleports
Beta 1: (as is ) no highways
Beta 2: remove the highways they only add to in-balance between beta 1 and 2
Gamma: no highways

alpha highway traffic should be refocused on moving people form exterior TP to terminal not exterior Tp to interior TP.

611

(106 replies, posted in Testing server)

Karism wrote:

Feedback for Terraforming Beacons

1 - Should affect a larger area, 100m per beacon or so.

2 - Should terraform more per cycle, right now it is pathetically slow.

3 - Beacon charger module should have a 10--15 second cycle time, i know 1.7s is ony for testing though, and have a range of 400-500m.


1. /agree the beacons should be some where around 250M to 500M i think would be good . . .

612

(106 replies, posted in Testing server)

Terraforming Suggestion:

Can we remover the "smoother" from terraforming? i think the leveling charge is good enough to make a flat plain for a building. smoothing just seems to be an extra UN-needed step in-order to place a building.

LOL some of you guys sound like you want the DEVS to pay you to play this game. i think gamma is a stepping stone to the future of the game with more advanced bots and "options" Gamma is not going to be the ZOMGLOLWTFTIA of perp.. its just another phase to make the game over all better.

Reward? make your own goals .. . thats what sandboxes are about if you have no goals then you will never have a reward.

Risk is definitely high for gamma but if you don't want a foot hold into the next phase of the game by all means don't go to gamma, leave it for the guys who enjoy playing the game and don't need a paycheck to do it.

614

(34 replies, posted in Testing server)

I read what has been said here and the one thing that i agree with is that there needs to be a reasonable counter to suppressing. Sensor Amp's are not counter to suppressing if that is what the Devs are thinking.

What i think should happen is the module gets split into two classes one is for locking range and one is for locking time. the suppressor doing both (even with out tuners) is hard to defend against.

i think suppressors should only be able to reduce locking time / used in conjunction with a ecm makes sense.

A new ewar mod should be made to reduce locking range

could you imagine if the neut not only took away accum but lowered your recharge rate and or how much accum you could gain back from injectors / rechargers ? thats kinda the same thing with suppressors it effects two attributes at once.

I think in general the new tuning is a "step" in the right direction for ewar but they need to be notched down quite a bit before the live server.

615

(4 replies, posted in Feature discussion and requests)

ah ok 8(

Can we make tunnels please .. this would be sweet to make tunnels under land bridges

617

(3 replies, posted in Testing server)

DEV Zoom wrote:

http://forums.perpetuum-online.com/topi … -may-2012/

*Beacons are still work in progress, use terraforming modules for now.*


ah ok forgot that .. thx

618

(3 replies, posted in Testing server)

Just making sure Devs are aware that this one tile at a time terraforming inst really effective... its more for little touch up stuff rather than carving out the landscape for your Hq . ....

Is there a fix coming for the terraforming beacons ?


... Didnt see another topic so i made one, excuse if there is one that I didnt see

619

(18 replies, posted in Testing server)

also for some reason i cant zoom really far out with the free camera on the terraforming tool

620

(18 replies, posted in Testing server)

solo terraforming  ... you know late night when your trying to help the corp out and theres not many others on to help you terraform

621

(34 replies, posted in Testing server)

Lobo wrote:

While i agree that does seem over powered. But you will never see that bot by itself, One Vaga can shut that bot down if that zenith isn't focusing on the vaga, and even if it is your leaving all the dps that are with the vaga to kill you. This isn't that overpowered as all 3 EW mechs are fleet bots.Is that fit really what you would run? If it is your combat multiple is only X1(your only taking one bot out of the fight) thats not helpful as your taken out of the fight for the exchange. If your running a full rack of suppressors your combat multiple is x3 your can double suppress 3 enemys. A likely fit for the zenith with these new tunings will be 4 suppressors 2 tunings it will lower your over all combat multiple but increase your over all effectiveness.

All that up there being said it all boils down to your fleet vs enemy fleet also. If enemy has no E-war they are likey going to lose any how. To much E-war not enough DPS they will most likely run away.

too much Ewar and not enough DPS will in most cases win unless drastically out numbered... for every Ewar mech you field you can take1.5x the size of your current fleet if you are well rounded and know what the hell your doing.

example: 1 ictus (dedicated pilot) 1 zenith (dedicated pilot) 1 Vaga (dedicated pilot) or what ever mix you want and 2 to 3  /Kain or Arti could take a force of 8 to10 to  easy if they are skilled and know how to pvp .. its been done.

DEV Zoom wrote:

Yesterday Gooma on general chat said he needed 10563 kernels for a full research. Now that would indeed seem excessive if this were a solo game, but here people usually work together and a whole corporation feeds one man's knowledge. Split that 10k to 50 people and 200 kernels really doesn't sound that much.

Also buildings have no prototypes, so knowledge isn't really that important here, since you only need to acquire a building foundation from somewhere and you can reverse engineer it to start mass-producing.

Hint: if you snatch a building from the enemy you can deconstruct it and get back the foundation.


Awesome : ok issue solved ... 8)

Tux/waits for faction building to go kill it

623

(18 replies, posted in Testing server)

so when doing the terraforming i found it can be really difficult to do because of the camera limit restrictions ... for this to not be a pain in the rear end we need the camera limit extended


Please please please !!!!!

Annihilator wrote:

are you sure you get the tokens only from assignments?

im pretty sure there are other ways to gather them - and 240 missions isn't that much a grind. This will give the tokens also a trading value wink


so i guess well see the first faction structures in about a year or so ...
good luck to those who do get the research completed they will be instant trillionaires.

Sid from mining wrote:

I tested how many Tokens would be needed to complete the structure research till it´s end.

I bought as many Tokens from the market to get structure kernels from the token store and here is the result:

Aprox 500.000 Tokens were needed to buy the kernels to get 100% on every building.
With level 6 assignments handing out around 21 tokens per assignment, this would mean a little more then 23.800 assignments that have to be done to get all the tokens.

I heard some Dev saying they wanted less grind, but how is this less grind? Even with 100 really active players this would mean everyone has to do 240 assignments...


Also, trying to prototype a structure on the testserver throws "server errors".


Correct me if im wrong but i think Sid means every player in game would have to do 240 assignments and all give their tokens to one person to achieve the stated goal of the researched PBS structure.

500,000/21 = ~23,809

240*100 = 24,000

OR

21(tokens permission)* 240= 5040*(100members on the server) = ~ 500,000

so yes i agree that's is kinda excessive, if the 500,000 number is accurate .. i haven't tested it my self