26

(38 replies, posted in General discussion)

Leary wrote:
Line wrote:

Shut up and play

We tried but it's hard to find any targets.

Dunno about that.  The weekend is ripe with opportunities over on Hoop.  I mean, I couldn't stay away from that slime fastcar chump.  They sent quite a few peeps out to get my poor Chameleon ... i'm due for another witch hunt ... smile

Oh, the issues with being a decoy.  :B

-Ensi

27

(8 replies, posted in Balancing)

Lawls!  smile

-Ensi

28

(8 replies, posted in Balancing)

Ville wrote:

What?

I dunno, I was just hoping for a laugh.  big_smile

-Ensi

I'd like to see robots that used large weapons already ...

See that Observer over there? 

>looks at watch< 

Begins the 60 sec locking sequence ...

>taps foot and rechecks watch<

Well, I didn't say it would be immediate ...

>looks at watch again<

Yes!  Just a few more moments ...

>gasps as I lose lock due to range<

SOB!  I can 1 hit them Superior Observer Mechs!  I just wanted to show ya the sweet projectile!  Freaking npcs! 

Hey!  How about you go 'lure' it ... I mean, either way we'll get an explosion!  >winks<

-Ensi

30

(38 replies, posted in General discussion)

That's it!  Reroll the freaking game!  Refund ALL credits purchased and see what happens.  smile

-Ensi

ps That would be a helluva twist.  lol

Ludlow Bursar wrote:
Ensireka wrote:

There was a time back when there are suggestions about harvesting that lead to the idea of the inability to kill plants by harvesting them below 1 cycle count.  Anyone (or Mr Dev Zoom) know if anything has become of the topic suggested a year or so ago? i

There is definitely scope for advanced harvesting and mining modules (new modules = new content) and the ability to queue targets and set harvest/mining limits whereby module deactivates when target goes below a threshold would be useful properties for such modules.

Mr. GM Zoom!  Can we PLEASE do this?  We can also make mining modules that pull from the 8 tiles around it! 

When will we need the flora around the game to produce?  We could make advanced ammo (sup par to PvP ammo) by utilizing sap from the trees or oils from the Oryvia bulbus things ... just saying ... lol.

-Ensi

32

(18 replies, posted in General discussion)

Annihilator wrote:

ECCM does only lower chance that you get hit

most of  the "ECCM is useless" complaints seem to come from PVE player, where they face multiple ECM fitted NPCs with their on-purpose ECM weak Heavy mechs.

which one are you, ensireka?

The PvE'r that used 2 ECCMs in a HM.  Jamming seemed too frequent to actually warrant use vs 2 sensor amps.  Sometimes they would just jam me out constantly, forcing me to flee ... EW is just irritating part of life.  Still, I don't expect there to be extensions which only support EW, why not boost EW defensive capabilities?

Annihilator wrote:
Line wrote:

It's all maths and fine but thing is that your sensors strength is limited while amount of jams you get is not. Doesn't really matter how low the chances are, it's just a matter of amount of tries. But then it's 1 vs group balance so if you can't handle ECM alone, bring some friends.

well, thats the strange balance here

there is no limit to how many ECMs or Supressors can try to hit you at the same time - there is just the limit how many supressor or sensor amps can work on you (2)

demobs also have a limit of two on you, AND you can be immune to them.

there is only one thing in common with all three types of ewar and enwar - they call together can put you into a fulltime stun-lock until you are exploding, with ZERO chance to escape.

and yet, there are some who complain that with the existance of ECCM and Demob-immunity that their ewar mechs become obsolete in PvP. (eg. Ville complaining that he cannot put as many targets out of combat with a single vagabond as he can fit ecms on it)

And yet EW have modules that boost their effectiveness along with Extensions that make EW more powerful ...

Jita wrote:

The people whining about ECM being overpowered or the ictus being useless are just not being truthful. ECM is still useful but a lot harder now that mechs are more used. Ictus mk2 is probably the most used ewar mech currently, that again is because mechs are the main target but also because all three are just more balanced.

What does need tweaking is the power of ewar modules and the bonus of ewar bots. They should have the same strength as now when on a vaga / zenith but need a nerf when fitted to other mechs. The same could be said for enwar.

I dunno Jita, running 2 ECCM and getting jammed like it's not really making much of a difference is slightly irritating.  I don't see why a HM has less EW resistance unless it's to make em more susceptible to the lesser bots with their lack of firepower.  I tell you what ... If I made a combat machine I would defend it against everything to the best of my ability, not lower it's defensive capabilities because it's a little better then the predecessor ...  (HM vs M).

Just saying,

-Ensi

ps.  Overall ... I'd rather the reload bug be fixed vs anything else during this current stage of the game.

33

(18 replies, posted in General discussion)

Chemist wrote:
Ensireka wrote:

Honestly, Celebro is right.  ECCM actually sucks.  EW have bonus's to ecm, but we have no bonus to eccm ... we get screwed.  Just Remote Sensor Amp it!

-Ensi

Remove game, noob. 8-] ECCM still good vs ewars even w ECM tunings.

For the whiners who never went to pvp:

top vaga vs M. Chance: 56%
top vaga vs HM. Chance: 79%

top vaga vs M+1 ECCM. Chance: 34%
top vaga vs HM+1 ECCM. Chance: 42%

top vaga +1 ECM-tuning vs M+1 ECCM. Chance: 46%
top vaga +1 ECM-tuning vs HM+1 ECCM. Chance: 56%

For comparison:

M+1 ECM vs vaga. Chance 45%..... so... vaga+ecmtuning vs M+ECCM or M+1ECM vs vaga... difference 1%.

Last statistic (today): vaga +2 ECM vs M+1 ECCM and ewar mechs (+? ECCM):

5 successful vs 17 unsuccessful. Real chance: 23%.

Top prize for being a prick!  Good job Chemist!  You win!

-Ensi

DEV Zoom wrote:

Plants grow randomly, there is no connection between their death and spawning.

As for minerals:
http://www.perpetuum-online.com/Changelog:2014-10-16


So, basically when Inda was like ... 'no plant on Tellesis!' he had a legitimate issue.

As for minerals :

2014-10-16 - 3.5.2 PATCH NOTES

New mineral spawning system

... Another new mechanic is that untouched mineral fields will fully despawn after a week (useful when fields are spawning to unreachable places on gamma islands). This 1 week timer is reset when at least one cycle is mined from the field.

However, we have no idea IF anyone has touched the field ... Oh bugger!  lol

There was a time back when there are suggestions about harvesting that lead to the idea of the inability to kill plants by harvesting them below 1 cycle count.  Anyone (or Mr Dev Zoom) know if anything has become of the topic suggested a year or so ago?  I mean, I vaguely recall someone (perhaps a Dev) saying it was a decent idea or something of the like.  Really, people only cared about wacking their Noralgis down due to lag or some sort of inattentiveness. 

I wish I could code.  I'd off to help. 

-Ensi

35

(15 replies, posted in General discussion)

Inda wrote:

I just would know, that is works for anyone, because for me it is seems doesnt working.

Are you saying that in 3 days your artifacts changed?  Is it 3 days from initial spawn time or 3 days from the 'scan ping'?  That's the real question ain't it?

-Ensi

With harvesting, when a plant dies (not talking Noralgis), does a new one spawn somewhere on the island like mining  fields do?

While we are at it .. how long do mineral fields remain active in a location?  How does the duration work if someone tags it with a miner module?  I suppose there is no way to see if a field was tagged, am I correct?  (Beyond finding green / near black spots in the middle or holes)

Thanks peeps,

-Ensi

37

(15 replies, posted in General discussion)

Annihilator wrote:

omg, Inda.... stop rushing posts like that:

translation

Inda wrote:

Does this work? For me it doesn't seem to work.

Anni, that does make more sense.  I do agree, 3 days is a bit much.

-Ensi

38

(8 replies, posted in Balancing)

When my one of my Mesmers legs get blown off I can't remain standing ... it just falls right over!

Can I get some balance please? 

Thanks,

-Ensi

Blocker wrote:

uhmm from my understanding you don't need to run to the next one, when you pop a beacon at an anomaly it will spawn NPC's and when you are finished completing the waves that follow the anomaly will turn red? and you can then jump to the next anomaly, rinse and repeat.

I didn't know you could teleport with em ... doh!  Still rather annoying.  Why not just let us go back to placing em where we want? 

-Ensi

Imho ... terrible 'feature'.  I had my first experience with it today and it's kinda like ... bad.

Run around to use one ... run to the next ... use that one ... (one use?  bah)

Why did we go from just being able to deploy them to this system?  Is it because the beacon pits people used to use?  I guess that makes sense, but this is ... very obtuse.  Might as well not drop beacons. 

Also, with the test server down, I get to risk popping level 2 beacons on beta just to see what to expect and prepare for the combat ... yay ... screw that. 

Suppose this 'feature' is here to stay?  >sighs<

-Ensi

41

(16 replies, posted in Balancing)

I assume you still expect the extensions to be factored in to the rewards.  smile

-Ensi

Annihilator wrote:

you dont need any extensions for efficiency on gamma industry - only those that add lines or unlock stuff big_smile

Well ... crap.  I should have talked to the intelligent and experienced members of the game prior to raising my extensions.  sad

Can i get an account reset?  PLEASE?!  LOL

-Ensi

43

(5 replies, posted in Bugs)

Why is it that they 'ignore' a fix that i would undoubtedly expect has removed players?  Well ... don't answer that ...

Why is it that when I have multiple targets on my list, as time when I destroy one, I lose 'main target' and it whines I have no primary?  Why doesn't it automatically switch to the next piece of scrap on my list?  why can't i shoot multiple bots at the same time?  sad

Just wondering ...

-Ensi

44

(5 replies, posted in General discussion)

lol

-Ensi

45

(18 replies, posted in General discussion)

Honestly, Celebro is right.  ECCM actually sucks.  EW have bonus's to ecm, but we have no bonus to eccm ... we get screwed.  Just Remote Sensor Amp it!

-Ensi

Naismith wrote:

Chill you dirty peasant, I was talking to Ville not Rolafen.

Our alliance hasn't been playing and won't be playing this game for the foreseeable future.


Maybe it would show intelligence on your part had you shown direction with your comment intsead of a blanket statement? 

Not going to play eh?  Why's that?  Can't handle it?  tongue

I'm Just razzing you.  smile  I do hope the game picks up some day.  Else all my flailing around without guidance is for naught.  sad

-Ensi

Hunter wrote:
Ensireka wrote:

Just fyi, I was on Gamma...

nuff said lol

Next!

Really?  That doesn't explain a darn thing. 

Ludlow Bursar wrote:
Hunter wrote:
Ensireka wrote:

Just fyi, I was on Gamma...

nuff said

Indeed. The curve is so shallow at the gamma end of things that the industry points from the extension make bugger all difference. Try again at TMA.

I see.  I'll have to take a look and do a comparison again.  Ick.  lol. 

Thanks for the heads up and input guys.  smile  Basically I wasted my EP just to recycle on gamma.  lol  Any other industry things I should know about?  (I know nothing, however, if it's pertinent ...)

Thanks again.

-Ensi

Line wrote:

Earlier ppl were farming for kernels and selling them on Beta outposts for NPC orders. Devs removed NPC orders for kernels and implemented plasma instead, that's how it was.

Could just pull an EvE and give the bots a bounty.  However, they would likely not pay the same as plasma would.  Too much of a discrepancy in comparison to Alpha and Gamma prices for plasma. 

-Ensi

Line wrote:

It's not that you're recycling something and get 100% resources back, you know. There should be losses. Oh, and don't forget that more damaged item is, lesser resources it will give. So repairing items first could be an option.

I don't expect 100% ... just 99.9%.  lol 

Only repaired items were being tested for the recycle I was.  (get it?  LOL)

Recycle my items I yet have to.  (ha ha)

-Ensi

50

(5 replies, posted in Bugs)

I undoubtedly cannot be the only one to experience the lack of reloading when my gun runs out of ammo and the npc is destroyed on that last round, leaving the gun(s) at 0; to which it opts to NOT reload and forces me to do it.

When I try to force reload the guns, if they are blinking blue ... nothing happens after the firing cycle finishes.

So, I must wait for the gun to stop flashing blue (as it does when the target is killed or switched) in order to reload my guns.  However, if I force reload the guns while the target is up and the guns cycle has not completed (and is NOT flashing), it will signal to the guns to reload and does the blue & yellow flashing.

I have experienced this same issue with mining and harvesting.  This was not always the case.  This used to never be an issue ... what happened?  Is this terrible ammo reloading intended?  It makes combat / mining and harvesting dreadful (as now we have to reload constantly; else we'll run out of ammo if we forget to pay attention).

Can you PLEASE find a way to revert this?  PLEASE? 

Ok, anyone else notice this also?  (I hope it's not just me, at the same time I hope others don't have to deal with this.)

Thanks for taking the time to read this and add input.

-Ensi