1

(11 replies, posted in Bugs)

Hunter wrote:

They can change only locked targets. But maximum of targets - limited. Turret can't drop lock from far target behind obtacle and lock new.


yes, it can. we tested that after the fix went live. turrets change targets randomly when they dont have LOS. confirmed for both ewar and missile turrets. test it again.

2

(11 replies, posted in Bugs)

this used to be an issue. we reported it quite a while ago, and it got fixed. turrets now change targets randomly, and always prioritise targets they have LOS on, i think.

For Vanu, for SCIENCE! NC Scum and TR fascists deserve nothing but death!

In other words, PS2 is a lot of fun. It can seem grindy, but 50 certs per hour can be achieved pretty consistently. As for the $ prices ... double and triple station cash sales are great!

Ville wrote:

Jesus guys, you gentlemen must have forgotten this is a pvp game.  Instead of demanding new content, why not, you know enjoy the old content with new twists like...oh I dunno... actually pvping...  Beyond TMB.  Against other people.  Flip some stations, show up to your forward base exploding, which btw.. 3 people killed.  Thanks for the three T4 pieces and the lithus full of mats. I needed more T4 Lazers materials for production!

lol, i wonder who left their stuff in there. sigh.

5

(60 replies, posted in Q & A)

while we're at causing general mayhem .... how about converting those missile only slots on the kains and artis to misc slots? the missile slots are beyond useless. With a misc slot new and exciting fitting options could be ... er, explored.

would it be possible to implement a feature that allows looting all cans in the surrounding area with a single click?

well, fact is ... davis barrier and guthraw are not being used at the moment. only affected island that is being used is emperth.

8

(7 replies, posted in Q & A)

that gbf file grows. just for comparison: i deleted mine a month ago and it's at 1.5 gb right now. might be the info about tfing being stored?

Merkle wrote:

I too have spent a unspecified amount of time on a unspecified project on Landers.  Due to the unspecific nature of this unspecific job, I would like all of my unspecified NIC back, as well as all of my unspecified time back.  The time can be specifically reimbursed in candy canes and unicorns.

Thank you for your specified time, I should of probably just made a ticket asking and explaining the situation, but I will make a specified forum post instead.  Good Day.

^

STC would like to get reimbursed for TF-cost and emotional damages due to the demolition of a memorial site: http://forums.perpetuum-online.com/topic/5186/rip-ozy/

10

(22 replies, posted in General discussion)

most of our guys still seemed to have issues. devs, can we get a comment on this? this wasnt an issue before gamma ... something changed in that patch and it needs to be fixed!

11

(22 replies, posted in General discussion)

Annihilator wrote:

i am pretty sure the countless player buildings, that each have their own accumulator mechanic, are not the reason for any overload of the server. 200 defense turrets, each an idividual "NPC" is probably not as much as EVE drone spwarms, but who knows...

tower defense games also never start to drop framerates towards the end of the level big_smile

this lag occurs on beta and gamma. my guess is still that something weird is going on with the explosions, i.e., the aoe damage. this is basically an issue that affects everyone. when you engage, you never know who will lag out. very frustrating. please fix this as fast as you can

12

(22 replies, posted in General discussion)

*accidentally a douplepost*

turrets should be placed around the arena. if the match isnt over after 20 mins .... they get activated big_smile
on a more serious note ... 30 mins is way too long. formulating a strategy, and dancing around can all be done in 20 mins too.

make this happen, devs.

everything, really. every single building should either stop functioning, or operate at 25% efficiency or something when it's reinforced. if you implement it, dont implement it half-assed. there's no logical reason for any of them to continue to work.

Here's how we deal with things we find questionable:

Just before our base was destroyed, we found a bug. We tested it, discussed it, and thought it'd be clearly exploitative. It would've allowed us to destroy every single base in the game. no matter how many turrets it had, or what kind of tech they were. So, did we go and test it out in the field cuz we could and no one knew about it? Nope, we reported it, and waited ... not using it for a whole month until it finally got patched.

Now, chaos uses mechanics that arent known to most of us. All i'm asking for are definite rulings on their legitimacy, and limitations. If these tactics are being allowed, i think every corp should know about them. hence the detailed discussion of the details here.

Edit, and i did mean vertical distance. the teleport after undocking placed them around 200m vertical (2d) distance. This isnt considering height and was checked using the radar marker.

#1 Yes, a defense constitutes spamming turrets so they cover every possible angle inside a base. Good design? I dont think so (especially considering how it favours a very specific base design ... the design Chaos has implemented for their base.)

#2 I'm just talking vertical distance here. 2D Distance.

#3 Chaos' first terminal was 1500m from the Nebs terminal. The second was 1000m. Is it possible to go even closer?

DEV Zoom wrote:

This is again a feature that I've seen before used for defense as a sort of gate (since it has relation control), noone complained then. Now that someone is using it for attacking, it's suddenly an exploit...

Three questions:

#1 I'd like to discuss this as what it is: a group using a forward base to just teleport over walls. Is this a mechanic that is legitimate? Is this is a mechanic that is wanted? If either of those questions is answered with 'no', something should be done about it. If both answers are 'yes' ..... just give us a device we can shoot (independent from LOS) somewhere and use as a tp target (10, 20, 30m ... or however expensive you'd like it to be). The fact that it was used by 'someone' as a gate shouldnt affect this discussion at all here (i, for one, wasnt aware of it, for example).

#2 Why am I being placed roughly 50-80m, on average, from the terminal when i undock, yet the distance CHAOS could teleport was 220+?

#3 Is it intended that there is almost no (?) minimum distance between terminals of different factions?

Edit: I actually like Alexadar's suggestion. A customisable rally point that can be placed in a 100m circle from the terminal would be quite nice.

Alexadar wrote:
mqx wrote:

So .... how do you get from here http://i.imgur.com/AVfASh.jpg

to here http://i.imgur.com/xyxVPh.jpg ?

If you think it's going to take some work and clever terraforming, you're wrong. Do it like CHAOS does, and just undock from the terminal, check whether you've been automatically teleported into the hostile base. If not, dock up, and rinse and repeat until successful! http://i.imgur.com/Mjg1fh.jpg

The approximate distance that was teleported is roughly 220-250m.
So, is this a feature, a bug .... an exploit?

You know, you can try to do the same with our base. You r welcome.

I'm not too keen on using exploits.

Edit: This has been ruled legitimate. For more details on why and how this works, have a look at the various posts below

So .... how do you get from here http://i.imgur.com/AVfASh.jpg

to here http://i.imgur.com/xyxVPh.jpg ?

If you think it's going to take some work and clever terraforming, you're wrong. Do it like CHAOS does, and just undock from the terminal, check whether you've been automatically teleported into the hostile base. If not, dock up, and rinse and repeat until successful! http://i.imgur.com/Mjg1fh.jpg

The approximate distance that was teleported is roughly 220-250m.
So, is this a feature, a bug .... an exploit?

20

(11 replies, posted in Bugs)

as the first explosions on an island typically cause bigger lags than subsequent explosions, we started blowing up teleports to cause those initial explosion (hoping that the lag would reduce a bit for when started blowing up actual robots).

if one cared about money, building a turret up fully (costs a measly 20 blocks), and then deconstructing it (refund of 15 blocks) wouldnt be a problem either. So we now have a terraforming tool that costs five construction blocks per deployment and terraforms potentially huge chunks of earth.

what zortarg means is this (i think): you create a wall that reaches the build/tf ceiling and is wide enough for exactly 1 turret. from there, you can expand that wall using turret tfing.

I'd like an official and public ruling on this 'mechanic' here, please.

Edit (as full disclosure seems to be ok):
CHAOS introduced us to a new technique yesterday. They attacked the nebs base with a large-ish fleet and deployed a forward base. Now, the nebs base is designed as a 'castle' so to speak. i.e., there are defensive walls all around the (rectangular) base, and the walls are lined with turrets and other buildings to prevent terraforming in with a beacon. This was circumvented by CHAOS. They placed a cheap building (turret) at the foundation of the castle and then ran a single construction cycle on the turret. This caused the smoothening mentioned by Zoom to take effect. The smoothing eliminates all elevation differences in a small area around the turret. Thus, a piece of the defensive wall (which was about 500m higher than the turret) was leveled instantaneously, and the agents that were standing next to that wall were moved half-way down the wall.

Doek said "terraforming without a beacon or charges is an exploit, there's no way to reason around that", and i'd agree with this. All bases could be affected by this, and defenses should be updated accordingly.

1. Yeah.
2. Dont even think about it.

24

(11 replies, posted in Bugs)

Devs, can we get a comment on this?

25

(11 replies, posted in Bugs)

Yep, we did beacons the other day and severe lag occurred when we spawned more than two beacons at the same time.