51

(85 replies, posted in Events)

Good Fight Against Purgatory, unfortunatly, we made the mistake of underestimating their bot speed, and as such the ictus which was fit more for tank rather than speed wasn't effective.

Oh well, live and learn.

Sid from mining wrote:
Karos wrote:
Annihilator wrote:

while there is a relative "small" entry fee, and the relative small playercount you need (minimum 4, maximum 25) it may look promising for even small corps.

but with the no-reimbursement / loot rule, i see it problematic to risk anything above assault.
you could survive the first round with a single bot - then you have to replace the rest of your team until round two.
with 4 rounds to play, you could lose many fully fitted bots even if you win each round.

The only way i see around this is for the devs to reinburse the winning team of each round, or something like that.

TM-UAS won´t participate in this tournament, so don´t worry smile

This better?

Even so, i wasn't stating that i was participating, just that this method is the only way around teams not being able to fight evenly in rounds past the first, not sure what your trying to imply.

53

(10 replies, posted in Feature discussion and requests)

Yes it would screw light bot balance, you can already do it with a waspish as i have seen, use a troiar if you want to neut people.

I came and fought you on Hokk, you almost got me.

54

(37 replies, posted in General discussion)

3 sounds pretty good, but i don't do much in  the way of production/industry myself so i'm not sure how annoying that would be to people who do.

First thing to do probably is to decide the type or corp you want to join, big split in that is between industrial/alpha based corps and pvp/more beta based corps.

Then its just a case of finding a corp that suits you, i'm sure most people who have been playing a while will be able to answer any questions you may have.

Nice to see a suggestion of mine put in, whether or not the idea to put in came from me or some other source.

Items dropped into the loot container after destruction can be manually reimbursed with a delay, if no other player has accessed the container.

The problem that came from the old reinbursement method was that someone could get blown up, another player comes along and loots the wreck, the guy gets his stuff back, and now there are multiple of the items that dropped, to eliminate this "dupe", they made it so that you only get back what didn't drop, best you can do is get someone nearby to grab the stuff in your can.

I know its probably not the best way it could be done, but its the only way right now.

In line with this, it would be nice if GM's, when carrying out a reinbursment, if told soon enough, could recover the dropped items in the can for the player.

Ha, i have a character with lvl 10 in that, and i never noticed... i too would like this fixed.

As a side note, because of the change to armor tunings it may be nice to decrease the base cycle time of remote reppers to make them a bit more appealing.

59

(4 replies, posted in Balancing)

Yeah, some of this stuff may be a little out of date, now, we shall see.

At the moment, a very popular fit in some pvp is lots of armor rep tunings, ERP (Usully Kinetic), and 1 or 2 reps, this gives people an insane tank as it requires a hefty amount of dps to take down, of which is usaully not feasable in small between 3-8 person engagements, (yes i know the ictus is a very good counter to these kind of things but it shouldn't be "required" to fight people with this fitting.)

Therefore i propose removal of the secondary damage type energy gains from the ERP, Thermal and seismic for Kinetic etc, even increase the gain from the primary if you want.

This means that we can have some kind of stratagy and communication when fighting thse builds, for example:

- Someone fits a chassis scanner "hey this guys got a kinetic ERP tank, no kains/arb/etc shoot him"

I think this would promote diversity between faction bots, as well as promote usage of single damage type faction ammo, for example, using UDC slugs when fighting seismic/thermal ERP tanks instead of Chemoactive because you will be giving energy from the chemical damage part, Same with Volcano/Crypto and Heat-ix for seismic/kinetic and kinetic/thermal ERPs respectivly.

I write this as a player and not as a member of M2S, so don't bring that into this.

Thank you for reading.

If anyone else has any ideas related to this, feel free to post them here.

The way i work it out is like this, though it is probably not the best way.

((7.5 + 8) / 1.08)) * -1 = -14.3518 (518 is recurring)

so basically in this case it is

Y = Module bonus
X = Extension bonus

((Y + X) / (1 + (X / 100))) * -1

I know there are other formulas used, but this one works pretty simply for the assault nexus.

As i said, it's tricky.

Unless you count anything up to 99% into falloff or something as "worth shooting".

As for being bias, i'm not, i put in normal ammo along side it, but agent ammo is an important factor in Pvp range, and i haven't left anything out in regards to kain range.

The only thing i will say is that when it gets into falloff it gets tricky, as it is something that can't really be compared well, how about optimal + 1/2 falloff as a comparable value?

Purgatory wrote:

This isn't a pro, all weapon types have access to agent ammo for increased range.

Wrong, Lasers have crypto (+20%), missiles have heat-ix (315m).

Only Agent ammo magnetics get is udc (same range) and magnadart (-75% range)

Just doing a few calculations of Kain vs Tyrannos, can do one for artermis if needed.

All are done with lvl 10 extension and t4 equpment in mind

Kain

Max Locking (without farlock) = 693.825m (220x1.5x1.45x1.45)

Self amped 463.45m (310x1.3x1.15) [2 Amps 1 range extender] falloff = about 100m (though i personally try never to shoot within falloff if i can help it.

Remote boosted 612.912625m (310x1.3x1.15x1.15x1.15) falloff about 100m

Pros

- High Damage for medium/long range weapons.
- Kain is Fast, letting it somewhat dictate distance in long range fights against other races.

Cons

- Some Ap Drain, about 144ap per alpha.
- Los problems

Tyrannos

Max Locking (without farlock) = 725.3625m (230x1.5x1.45x1.45)

Self Amped 649.8765m [Heat-iX)(315x1.2x1.3x1.15x1.15)
              557.037m [Ballistic Chemo] (270x1.2x1.15x1.15)

Remote boosted (needs farlock) 859.46167125m (Heat-ix) (315x1.2x1.3x1.15x1.15)
                     736.6814325m (Ballistic Chemo) (270x1.2x1.3x1.15x1.15x1.15x1.15)

Pros

- Less Los issues (can use hills, some plants etc for cover while still hitting the enemy.)
- Insignificant AP usage.
- Has access to an agent ammo for increased range.
- Can change to short/long range without requiring to re-equip, as it is based off ammo, and not weapon.

Cons

- Less DPS than Turret Races.
- Slower Speed, which makes catching enemies hard if they run or try to dictate range.
- Tyrranos has only 3 leg slots, meaning that if it wants to fit for speed and be able to rep itself, it can only resist one type of weak resist, usually this is kinetic, meaning that it is somewhat weak to other missile bots. (this is ignoring the usage of sheilds for now.)

Do say if one of my calculations are wrong, or where i could add a pro or con.

66

(18 replies, posted in Resolved bugs and features)

Hmm.. i understand what your trying to say, in that there should be protection for players who just startered against alpha island flagged players.

Perhaps a warning popup, saying "you are about to engage another player in pvp combat, would you like to continue?" (Have an option next to it to disable this warning in the future, like the "your are teleporting to a pvp(beta) island one"

Unless there is a warning like that, its been a while since i started.

Perhaps in the future a "PvP tutorial", although how this would be acheived is up to the devs.

As for the original bug, it isn't one, those are players baiting people with characters that differ in name in the fact that one uses a lower case "L", and the other an upper case "i", which looking the same as an "l" in the game font .

I think i just worked out that you could have 32 of that same looking named character, if my math is right.

67

(41 replies, posted in Guides and Resources)

Credit to Etil DeLaFuente for the mass formula, this just goes and turns it into bot speed.

Bot Speed :

N = Navigation extension level
BM = Base robot mass
M = module mass
LWF = Bonus from lightweight frame
BBS = Base bot speed
SPD = Speed

SPD = (BM / (BM + SUM(M) - (LWF * BM))) * (1 + (N * 0.03)) * BBS

Thanks for that Alex, but does seem kinda smart arsey.

I'd like an option to preload the terrain before i deployed, so i didn't have to wait when i actually wanted to undock.

69

(17 replies, posted in Guides and Resources)

Heat Sink -> Weapon Tuning?

I think that one works, my only eve account i have is about a week old so forgive my lack of knowledge.

70

(10 replies, posted in General discussion)

Interesting... a lore related message as to the future of the world of perpetuum and the planet Nia... we shall see what this brings.

Maybe expanded PVE/story content, Destroyer Bots, POS etc..

Also seems to hint at this energy credit system that was mentioned in the blog a while back.

71

(3 replies, posted in Selling Items)

Might want to specify that these are CT's and not bots.

72

(4 replies, posted in Resolved bugs and features)

Also, getting a lock broken/ecmed on a character running a nexus causes a Nexus to turn off.

I think that could be related to Alexadars one.

+1

74

(14 replies, posted in Feature discussion and requests)

I'll update this when i think of more, but i'd like to post here to request some minor features/additions to the game.

1 - Automatic toggle

Currently, out on the terrain there is the option to change a module so it doesn't continue to cycle when turned on, this is useful for some modules, such as energy injectors, or local/remote armor repairers that you do not want running for more than one cycle at a time.

The only problem with this is that you have to set the module to manual, every time you deploy to terrain, so simply i'd like to see this be made avalaible as a toggle within the equip screen, and to stay the same, regardless of docking/teleporting etc.

Something like this - http://img856.imageshack.us/img856/4130/automan.jpg

2- Loading Ammo

The way it is now, changing ammo in the midst of combat is a tricky business at best, that is why i propose that as well as including the ability to load all guns with a new type of ammo at once, add a new UI module, something like this - http://imageshack.us/m/14/2139/smallemammo.jpg, so that all it takes to load a new type of ammo into all the relavent guns is one click.

3 - Enhanced Squad UI

Haven't thought this one out completly, but the basic idea behind it is kind of a raid-type UI for your squad.

one click on the person name will lock them, a second click will unlock them, one for each armor/energy.

If the person is not within locking range the persons UI module would be dimmed/greyed out or something.

Quick rough mock up - http://imageshack.us/m/135/5802/squadl.jpg maybe have it a bit larger/longer than i put in this.

4 - Sub-squads -

I haven't though much about the details in this, especially how nexus's would function (maybe have tick box's within the subsquad leaders menu that set which nexus's could affect that subgroup), but i think would be a nice feature in order to manage large numbers of people and effectively use more than 3 nexus's within a squad.

On that note, can we have it so that Nexus's/demobs etc with higher values overide those with lower values, please?

75

(27 replies, posted in General discussion)

Heat IX missiles : 180m range

+30% Basic robotics lvl 6

+21% Propellant mixing lvl 7

+10% Standard range extender

With these, a waspish can reach 300m easy.