76

(26 replies, posted in Balancing)

Teliren wrote:

They have the ability to outrun anyone if skilled/equipped correctly.

That speed comes with a prize: lwf reducing their hitpoints and they probably dont have a repair equipped

Teliren wrote:

They can lock onto you from a further range than you can.

Thats true, for bots and assaults, doesnt matter so much for mechs.

Teliren wrote:

They can sensor jam you every 10 seconds.

Chance to hit with ECM is "their EW strength" / "your Sensor Strength" - which means, an itakt wont have more then 50% chance to hit you in an assault, while the ECM itself takes massive AP
Equip a ECCM and sensor amp, and your pretty save from ECM from an intakt

Teliren wrote:

They can suppress you every 5 seconds.

Same as for ECM, equip a ECCM and it wont hit you every time

Teliren wrote:

They can immobilize you for by 35% repeatedly for stacked, diminishing returns.

Fit armor plate, and you gain resistances against Demob

Teliren wrote:

They can equip two weapons, but since you can't lock or run, it's enough to kill you.

If your in a situation where you get killed by a single player intakt, then you did something wrong.

Teliren wrote:

They have high damage resists so if you happen to jump them, you probably won't win.

A propper skilled Waspish can kill Intakt in two volleys max.  (~same invested EP)

77

(14 replies, posted in Q & A)

Kaito Kurusaki wrote:

I'm sure they will implement more bots utilizing basic robotics.

im pretty sure about that.

also, a fully trained assault bot can hurt a mech or heavy mech in the right hands, and that with much lower costs in EP or NIC for equipment.

78

(29 replies, posted in Guides and Resources)

i can
and if you check the Q&A section of the forums, and take a close look at the topic titles there, perhaps you can find your simple error.

79

(62 replies, posted in General discussion)

i dont know why you have to create three agents "to test everything out" at all.

everything can be tested with a single agent.
mining + production
combat with two weapon types. (turret, missiles)

for that you need a single combat orientated agent, and spend only a few ep to enable all weapons and faction robots.

and the result won't differ from creating several test agents at all (imho, the EP costs will be even smaller)

Graphical intepretation

the dimishing returns sets in a bit later, as you should be able to see there

81

(12 replies, posted in Guides and Resources)

Lets see if this turns out into a Guide or not.

Please dont underestimate the Firearms. While there is no bot or mech with a significant Bonus for them, they will still profit from every other Bonus the Turret-Robots offer them.

Their high rate of fire makes good use of the Critical Hit chance of Thelodica bots/mechs, and their alrady high falloff works great together with the Nuimquol Falloff-bonus.

If you compare Firarms DPS with Laser or EM-Gun DPS of the at the same extension lvls, the Firarms do equal DPS with less Extensionpoints used until you get past lvl5 Basic/Advanced Robotics.

You also have to compare small ACs with medium ACs - the smalls are ultra-short range, but the medium ones offer the same range as other turrets -> while they dont need as much CPU/Reactor or accumulator.

The Main disadvantage of Firarms is their MASS, which makes you slow when using them.

I'm for bubble chat, and against any ranged chat.

Campana, didn't you get flamed in your corp channel for that post?

83

(3 replies, posted in Resolved bugs and features)

Punkt und Komma...
und dann:

screenshots bitte.
screenshots please!