326

(21 replies, posted in General discussion)

Jita wrote:
Arga wrote:

snip

Inter corp pvp? With 800 sequers? Spin more pls.

We had 800 sequers, they didn't.

327

(268 replies, posted in General discussion)

Smokeyii wrote:

lol pwnd.

lol pwnd.

328

(268 replies, posted in General discussion)

Seridur wrote:

@Speedy
That picture proves nothing. The devs said they removed the money which was made from insurance fraud, they somehow calculated it. ofc they remove the money from missions if you spent the insurance money on buying resources or using for construction etc.

They also said they removed 1 billion nic, and it was more then that on single characters.

329

(268 replies, posted in General discussion)

There are probably going to be a lot of threads that want to discuss this, so here's a thread to throw your stuff at and keep the number of side threads to a minimum.

330

(15 replies, posted in Resolved bugs and features)

Alexadar wrote:

Yep. Life is a cruel thing.
The main idea of npc roaming group that is random spawning point. Also you can have PvP on beta island in any time. PO world now designed in a way of random ingame activity, so you can loose your bot when you really dont want it. Its awesome IMO, because with this stuff PO much closer to real world than WoW-o-Clones with resurecting and static mob positioning.
To fight with your sadness just think in the next way: "Each my undocked bot is dead. It will dead in distant or non-distant future".

So every 1 meter you run there should be a 1% chance of your bot exploding?

A random group coming towards you I have no problem with, but it shouldn't spawn on top of you and insta kill you while there is nothing that can ever be done against this.

331

(2 replies, posted in Feature discussion and requests)

Uhm... right moving on

Heckle wrote:

ok ... jokey tone and witty posts aside. The point that has been made is that if you make the mechs able to keep up with fast bots' speed, fast bots will remain in storage with no purpose (mechs can demob too), so now there is no need to use any other bot type.

Mechs could then demob from further, demob more and have less cap issues doing it with more firepower.

I don't think P<0.1 there.

I find it hilarious that you would rather bring assaults then mechs.
You also bring your RR in the form of Argano's, right?

"Control" of an outpost is not based on possession its based on if you can defend it. If you can live out of it.

336

(5 replies, posted in Q & A)

I'd just go with microsoft security essentials.

337

(17 replies, posted in General discussion)

Xini Nemesis wrote:
Siddy wrote:

Plus, i enjoy playing "hide the egg".

I heard if you put an egg up there you have to go to hospital to get it out.

Internet video's disagree.

Campana wrote:
Alexadar wrote:

Noralgis incubators must have more armor.

This has kind of already been said...but once your plants are found, you've already lost them. The only way to protect plants is to hide them and hope no-one else comes across them. Therefore an armour bonus wouldn't help.

I don't feel qualified to comment on the rarity of T4 items because I'm not directly involved in production, but my grind to pvp ratio is acceptable.

No egg comment?

GLiMPSE wrote:

You are fighting for your corp -- what has your corp ever done for you!?

The question is not what can my corp do for me but what can I do for my corp!

GLiMPSE wrote:
Xini Nemesis wrote:

They just coded it wrong.

How it should be "The interference field generated by the specific electronic circuits unique to the programming of every corporations bots and to a lesser extent by the interation of sparks on each other when linked in a squad combine to create a unique and shared interfence field for members of the corp / squad within the area".

In laymens terms corp A interference is on a different frequency to Corp B and does not affect it.  If Squad C has a member of Corp A then A & C are combined into the same interfence field.

That way the blob will suffer but smaller squads wont as they will either be further away or not suffer from the 1 + -1 phenomen due to the different interfence  field.

Hope that makes sense smile

It would, but corps would jsut squad up with themselves and not others in the alliance. And in most cases, except for norhoop, there would be no interference effects at all but we'd still have the same numbers on the field under one logical banner. Unless you do a:

If relation is blue/green/neutral you receive interference from this unit. If relation is red/yellow you don't + squad mechanics that you outlined. This still has the potential to be exploited but would be worth it since there would be FF happening relatively often.

Interference from anything thats not on landmarks.

340

(11 replies, posted in Feature discussion and requests)

Heckle wrote:

Yeah, I see that. Keep it up and one day you guys can graduate to shooting at our arkhe scouts. They don't shoot back either, like the plants. Join N-A, for some hawt bot on plant action!!

Everyone would have to pvp flag.

But I don't agree to the idea, it should just be that other people will harvest your plants.

341

(0 replies, posted in Resolved bugs and features)

The formula of how they affect each other: let's say your robot's signal detection value is 80 rF, your enemy's signal masking value is also 80 rF (this is a typical heavy mech versus heavy mech situation). The actual formula goes: 1000 / your detection value * your enemy's masking value (in this case its 1000 / 80 * 80) which is exactly 1000 meters. It means you can spot this robot in your landmarks window when it gets closer than 1000 meters.

The correct formula is 1000 / your enemy's masking value * your detection value


A suggestion would be to add another example with value's of 130 masking value and 100 detection or so for that would make it a bit clearer.

342

(10 replies, posted in General discussion)

Change: Several robot movement sounds have been updated. (bye-bye sequerphone *snif*)
Change: Epriton isn't liquid anymore. Scientists are baffled.

What are your favourite patch notes?

Not necessarily a bug but efficient energy transfer doesn't effect neutralisers, shouldn't it?
There is absolutely no skill for neuts/drainers then other then convergent electrostatics that you could train up to help energy warfare specifically and all other types of ewarfare seem to have such a skill.

totally awesome

Now the important question is, will it sparkle?

One on one you might have an advantage against an ewar or assault if you can drain the cap of a laser user. In small groups you'll be long dead by the time anything is drained.

Alexander wrote:

Troiar is now a small energy warfare robots only and small energy warfare is the least situational role required in the game.

In short they look cool but serve little purpose and ability any more. They always were the weakest choose and now they're the worst choice.

I'd rather a Toiar scout beta scouts than be involved in combat. At least no one cares when they die.

An Arkhe being far better for the purpose.
Yeah Troiars do light energy warfare which is not needed.
If your going to get any kind of energy warfare you want someone in an Ictus who will be better in every way since your not going to need the extra 20 kph for the targets you really want to run dry of cap.

in the English interface its all good.
Just needs to be fixed in Russian.

Currently if you use neuts/drainers your a dead troiar because you will go into their demob range.
They only help if your going up against heavy mechs with another 15 ewar by your side, by which time you should have won it already regardless.
However the slots from this ewar that pelistal have doesn't help them fit dps, and if they could it would make them even slower. They'd go like 93 fully fitted.
Its basically intakts kill chameleons, chameleons kill troiars, intaks kill troiars.

350

(12 replies, posted in Balancing)

Currently Pelistal bots have the worst damage
Pelistal bots have the worst speed
Pelistal bots don't have the best range, except if you use T4 equipment they get better
Pelistal bots don't have good tanks

"They pretty much sit there and look green"

Especially after the stealth nerfs of Troiars they need to get their speed buffed more.

Small grievances:
You have to completely change your skill set to use any other weapon type where as others have to change their basic/advanced only.