This would be the equivalent to pushing a child back into the whom when the head has already exited that mess.

Your bot should suffer from the same risk of death and/or mental *** that the analogy's equivalent does.

zoom, zing, bam, boom

3

(50 replies, posted in General discussion)

I like it, but how does this remove the use of arkhe scouts at peoples home bases which the current system would remove...

sad

Elirian wrote:

Yeah, 7.5% base right?

I have 950 with 3 and not maxed skills, so i can certainly see how this 1150 is possible... but trying to do the math on any of this unless you're proficient in Hungarian math will just be an exercise in head vs wall.

Elirian wrote:

When I look on the market, t4 l-demob says it has 300m range, is that incorrect? I got something like 934 when I tried to calculate it out, zenith bonus included (mk1 only). Is it possible to post the equation you used to get 1200m, or the 950 with 3 range extenders (if that was mathed out rather than tested in game).

Tested in game, not mathed out.

Are you calculating the nexus base percentage ontop of the skill to 10?

Furthermore, unless your a professor of Hungarian math... your numbers will never add up.

950+ is very easy to accomplish even with only 3 range extenders.

Elirian wrote:
Lupus Aurelius wrote:

Actually, it was based on a Zenith fit with 1x L-Demob, 4x T4 range extenders, and being remote sensor amped with 2x T4 Remote Sensor Amps, and a T4 EW Nexus and Farlock Nexus, with a characters with max skills for those items


Yeah I understand that much, but I think I'm doing the math wrong. Looks like about 900m to me.

Are you factoring in the zenith bot bonus?

8

(75 replies, posted in General discussion)

Winter Solstice wrote:

Sorry to double post - I've been thinking about autoharvesters.

What if it was something that worked like this.

If:


It is: something that comes in several flavors.  1hr, 2hr, 4hr.
It is: controllable: it can be deactivated early.
It is: set to, on deactivation, revert to a field container which will degrade, as they do, in 10 minutes.
It is: inefficient - does 25% of the work manual harvesting would be.
It is: insecure.  Anyone who discovers an autoharvester can control it, which includes deactivating it and emptying the resulting can.
It is: targetable.  You can shoot it with a single mech and do not need to catch it in a crossfire (like potatoes).
It is: detectable on radar.

People would still place autoharvesters on beta.  These autoharvesters can then be: shot, deactivated, emptied out, or camped.  Why camped?  Well, because if you find a 2hr autoharvester, and can tell it is going to revert in 1hr, then you know someone will liekly be showing up to try and collect the contents.

Seems like a lot of reasons why autoharvesters would be pointless.  But if you consider an autoharvester like an incubator, you find that they will not be 'do your job AFK' modules, but possible points of conflict on the map.

Could make things more interesting.

Lupus Aurelius wrote:
GLiMPSE wrote:
DEV Alf wrote:

At the current state of the dev server, where the Gropho has accu recharge and Seth has resist, the Gropho almost permaruns 2 medium repairers, and with this can tank the Seth's lasers, and kill it. It's just plain firing practice. The Mesmer tears this Gropho apart, even if the Gropho has shields. Lowered the medium lasers' accu usage about 15%, also lowered the accu usage of EMs' about 10%, and kept their falloff.
Medium shields got their 5 sec cycle time back, as they are a defense system by design, and by design they take away your damage dealing abilities. With 5 sec, you can still play lower - shoot - raise shield game, but to shoot efficiently you need to let it down for longer time, or you shoot less.
Seths with resist bonuses are strong, it may cause 20-30% further damage reduction from the current live status.
Gropho's shield with recharge seems stronger against 1 mech, but weaker against focus fire, and handles neuting slightly better.


You mean to tell me that you killed a seth with a gropho that didn't run itself out of accu so it couldn't rep?

I have a hard time believing that, the rock, paper, scissor mechanic is off balance and sure, a gropho can tank a seth... but can he really kill it if it doesn't want to die? The answer is, in my opinion, no.


Can a blue kill a green if it doesn't want to die... unequivacally, yes... quickly..

Cany yellow kill blue if it doesn't want to die... yes...


There is no critical mass of DPS from the green bots to be able to kill their natural prey with it's innate high resists. Something needs to be done about this before you go and make seths stronger.

Now i'll concede that in groups things change, but this whole balancing thread has been based on a lonely seth/mesmer, etc or else all of these accumulator issues would be solved by a logistics bot feeding it energy.

Wait, the DEV runs it on the test server, gives the results, and then you state that you doubt what that the Gropho could do that, even though the DEV had that result....

Methinks thou art trying too hard....

The conditions in which this Gropho killed this Seth are unclear... I need clarification, because my mind cannot comprehend how that is possible.

You sir, are trying to hard, just look at your first post.

DEV Alf wrote:

At the current state of the dev server, where the Gropho has accu recharge and Seth has resist, the Gropho almost permaruns 2 medium repairers, and with this can tank the Seth's lasers, and kill it. It's just plain firing practice. The Mesmer tears this Gropho apart, even if the Gropho has shields. Lowered the medium lasers' accu usage about 15%, also lowered the accu usage of EMs' about 10%, and kept their falloff.
Medium shields got their 5 sec cycle time back, as they are a defense system by design, and by design they take away your damage dealing abilities. With 5 sec, you can still play lower - shoot - raise shield game, but to shoot efficiently you need to let it down for longer time, or you shoot less.
Seths with resist bonuses are strong, it may cause 20-30% further damage reduction from the current live status.
Gropho's shield with recharge seems stronger against 1 mech, but weaker against focus fire, and handles neuting slightly better.


You mean to tell me that you killed a seth with a gropho that didn't run itself out of accu so it couldn't rep?

I have a hard time believing that, the rock, paper, scissor mechanic is off balance and sure, a gropho can tank a seth... but can he really kill it if it doesn't want to die? The answer is, in my opinion, no.


Can a blue kill a green if it doesn't want to die... unequivacally, yes... quickly..

Cany yellow kill blue if it doesn't want to die... yes...


There is no critical mass of DPS from the green bots to be able to kill their natural prey with it's innate high resists. Something needs to be done about this before you go and make seths stronger.

Now i'll concede that in groups things change, but this whole balancing thread has been based on a lonely seth/mesmer, etc or else all of these accumulator issues would be solved by a logistics bot feeding it energy.

The price needs to be high enough to deminish any gain saved from this sort of situation. As I said early on, the numbers are rough so if it needs to be 250 that's fine.

Dan wrote:

I still dont like the idea. It, for sure, remove the risk of losing very expensive stuff because you dont need to do protected or ninja tranports.

You're going to use one of these to transport for 150mil? or potentially 300 mil if you're going both ways? Is that really worth it to save a little bit of time?

I can't imagine a corp that uses this sort of logistics staying cash positive for very long.

DEV Alf wrote:

Ldemobs are LOS affected on Dev server already, and unique modules.

As well there are plans for a Demob resist extension, 1% /lvl, reducing demob extension bonus from 3% to 2% and increasing S-demob base effect by 10%

That's a huge change. Should shake things up a bit.

Dan wrote:

Even with global message and this teleport will have "life timer" (or untill it'll be destroyed) informing you encourage people to blob up. Small stuff even with a scout will be owned by hot drops.

Also what do you call expensive 50, 100m per teleport? So bigger corporations/alliances will just use their scouts on each map or use small roaming gangs to bait someone and hotdrop when encounter bigger numbers.

If you played stEVE you've know that 0.0 Warfare is focused on speedy roaming gangs ang tank over gank with back up cyno.

Also you'll get "similar" portal, reed da newz - quote from our "psycic's" interview in France:

DEV Crm wrote:

A new beacon of teleportation, which can jump to all portals within a certain radius, y-even those of the other islands.  Approximately 7000m of reach.


In my mind, the global will not signify which teleport, just the target island. I envisioned roughly 150m. I imagine it would have a 5 minute warm-up time and a 1 minute life time.

Saha wrote:
GLiMPSE wrote:

The way we used to do it, yes. But, because of recent additions, the smaller lighter force still has an advantage if the enemy is chasing you.

Please enlighten us, since due to l-demobs smaller force kitting a blob has been shot down pretty much effectively. You'll just get picked out one by one over time due to zeniths demobing at 1km+ which is quite a bit further that any possible dps engagement range. There are 2 ways which _might_ work in theory to limited effect but was never actually used in practice. One of theories can be easily shot down by limited head slots (smaller kitting force relies on speed+range which you can't get with reducing head slots). The other one involves shooting something with 200 hp at half a million cost per shot to have a rather time limited effect on the blob.

Sounds like you got it all figured out, but I feel you're undervaluing these 'time limited' effects. They are incredibly strong and could mean the blob losing all locks, and being stuck with a 20+ second locking time until they reposition. That type of serious interruption can be turned into an integral turning point in any battle

But as we've both pointed out. This is all theory-crafting, and there hasn't been an intrusion or large battle to prove either of us right or wrong.

I can see both sides of it -- but ultimately the question that really needs to be answered is... were dev's intentions with the l-demobs to force fights and prevent the kiting manuevers which have been used to such great effect int he past?

If it's their direction, there is little that our arguing will accomplish, and as I said previously... I can see both sides of the coin,.

Lupus Aurelius wrote:
GLiMPSE wrote:

Really though, at the end of the day, all of this is just theorycrafting. There have been no large scale battles or intrusions since the release of l-demobs to test to see if there theoretical application is a reality.

These numbers are also based on skills in which no one yet has the EP to accommodate yet.


It's a question of potential, and also a mechanic that could be used in intrusion or any engagement that was asymmetric.  The ablity to "kite" an opponent, and capitalize on terrain and movement, is effectively neutralized.

The way we used to do it, yes. But, because of recent additions, the smaller lighter force still has an advantage if the enemy is chasing you.

"whoever brings more ewar, whilst still maintaining the critical mass to alpha his opponents wins" is probably a more accurate statement

Really though, at the end of the day, all of this is just theorycrafting. There have been no large scale battles or intrusions since the release of l-demobs to test to see if there theoretical application is a reality.

These numbers are also based on skills in which no one yet has the EP to accommodate.

Saha wrote:
GLiMPSE wrote:
Lupus Aurelius wrote:

L-demobs, as currently defined, on a max skilled character in a Zenith, have no effective counter.  Range should be reduced to force the L-Demob mech to get within weapon fire, and potentially countered, or the module removed from game.

Zenith
Locking range:             1111.696875 m
T4 L-Demob Optimal range:    1199.468486 m
(T4 S-Demob Optimal range:    599.7342 m )
T4 Sensor Suppressor Range:   1216.852088
T4 ECM Optimal Range:      1216.852088


Suppressors and ECM's have longer range, they are an effective counter.

There were also new mechanics introduced at the same time as l-demobs to counter the bigger guy walking onto the little guy.


ECMs fitted on Zeniths to counter Demob Zeniths or are you trying to claim Vagabonds can get ECMs to 1km+? ECCM introduced which was already removed?

Really not trying to bring corp politics into this...and yes, suppressors and ecm's have longer range. It may not be the 'best fit' but it is a counter. Just because it's not the counter you want it to be doesn't make it a non-viable suggestion.

I am not talking about ECCM's.

Lupus Aurelius wrote:

L-demobs, as currently defined, on a max skilled character in a Zenith, have no effective counter.  Range should be reduced to force the L-Demob mech to get within weapon fire, and potentially countered, or the module removed from game.

Zenith
Locking range:             1111.696875 m
T4 L-Demob Optimal range:    1199.468486 m
(T4 S-Demob Optimal range:    599.7342 m )
T4 Sensor Suppressor Range:   1216.852088
T4 ECM Optimal Range:      1216.852088


Suppressors and ECM's have longer range, they are an effective counter.

There were also new mechanics introduced at the same time as l-demobs to counter the bigger guy walking onto the little guy.

Furthermore, I am surprised to see this suggestion with your want for mesmers and seths to be more useful. Zenith's with l-demobs make that possible right now without any additional changes. Your motives are becoming questionable.

Additionally, a lot of this perceived inability for anything but a group of gropho's to be dominant in pvp is all based on large battles before l-demobs.

These things will most certainly be able to change the face of fights and close the gap to make mesmers much more useful and seths even stronger.

We should really go light on the changes until we have some time to experience a lot of the new mechanics that were added right before the intrusions stopped happening.

I think some of these changes are needed and some of them aren't. I'd like to see the change to weapon height happen first, see how things go.

The balance changes to seths/mesmers for 'pve' will greatly improve their already strong abilities in PvP.

Conversely, i think the change to gropho's shield's may actually end up being a buff as currently they have a huge recharge time once their shields are depleted.

I am a bit disappointed that we're not also addressing the green on yellow as a natural predator in the heavy arena. Currently gropho's have next to no chance of defeating a seth  because of their strong resists to everything. I'd imagine they need to have some limit to their power, giving them the ability to be more cap stable really makes them the go to choice as they fear nothing in relatively even odds small scrimish combat.

Just my .02

The money is lost.

Dan wrote:

I dont like the idea. It can be easily exploited. Also it reminds me of a certain dev of a certain game (not PO) telling ppl on fanfest that titan shouldnt be expensive, and some of us know whats going on now.

Please help me understand how it can be easily exploited.

Your post sounds like more of a knee-jerk reaction then constructive criticism or suggestion.

Neoxx wrote:

Well I like the idea of having new ways to get onto the islands, but what really rubs me the wrong way is the fact that if you can teleport to the inner teleports, you can very easily be "behind enemy lines" without much effort.  I'd much rather see people being able to come in from the coast from a large number of points (they're preset, but even every 1km along the coast would give many options) because its generally farther away from the inner teleports.

I just cant see the possibility of instantly dropping to any teleport on an island from anywhere else in the world.  The only restriction being money, and if the game is to grow, that wont be an issue for most.

So would most people be okay if it were only a teleport to outer island teleports?

This still gives the desired goal in my eyes which is to not know which direction your enemies are coming from. Even if you have the outers scouted a small group goes to each, kils the scouts and then the larger group goes to one unscouted.

I'd still like to have the global warning as this is important to create this mystique for the feature and the 'Incursion System' smile