1

(55 replies, posted in Feature discussion and requests)

Mk3 really should provide sideways progression rather than more linear experience.  Specilization rather than just more firepower and/or defense.  For example, a scavenger mech thats lightly armed and bonused for scanning and wreck salvaging; command mech with bonus to nexus mods; detector bonused bots or scouts; logistics focused bots and mechs.  It would also be cool to see some bots amd mech specialized in short and long range engagements.

Ok scratch the turtle name.  The shield mech is now the parasol class and the tortuga is now a quadraped heavy.  Able to carry 1500u and hold up to 3 sparks not including the pilot.  The tortuga class also can also hold 3 unpacked light or EW bots for field deployment.  The tortuga, being very lightly armed, (typically one launcher or turret) is also equipped with an experimental fabricator.  This device allows the tortuga to quickly fabricate a number of small explosive homing mines.  Thes mines will track and hit  a single target until it is destroyed.  The fabrication process is not instant and the tortuga requires a few minutes to build up a suitable reserve of mines before deployment.  While the fabricator can fit on other mechs, its mostly useless without a large cargohold for fabrication and the toruga's bonuses.

Hello peoples!  I played his game for about a year right after early access and then took a massive break.  Im a pel driver and i was originally in Fate, a small pvp corp that lived on norhoop.  atm i have about 307k ep and it is mainly focused in missle weapons, engineering, and bot driving.  All my appropriate support skills are at 5 or greater.  I'll edit in my lvl 10 skills later this evening.  Ideally i would find a corp thats active during PST, focused on pvp and higher tier pve.   Current goal is working toward an ictus

Any takers?

DEV Zoom wrote:
Blorturmur wrote:

geoscammers

I like that word. It's perfect for people who are selling a scanning result for a location that has been already mined empty.

But in all seriousness, new bots will of course come once we find the time and resources to do them.


As i was telling beastmodes last night, or whatever their name is, if i dont put it out there i'll forget the idea.  But yea i know devs are busy atm with more important things. 

Heres another idea:
"turtles":  heavy mechs that are extremly slow moving and project a large shield around themselves and anyone else that fits inside the radius.  Maybe a total of 4 - 6 bots or mechs not including the turtle itself.  Pels would maybe have the stongest but not necessarily the biggest.

So i reupped for a month to check out whats been going on in perpetuum.  there is some cool stuff comng and its nice to see the big in coming revamp of some major systems.  After playing all weekend, i had some ideas for higher tier variant bots. 

Sniper / Artillary:
Light bot chassis able to equip medium turrets or missle launchers.  Bonuses to fitting medium size weapons and locking range and sensors. Or they need spotters(?)

Scouts
Bonus to movement sensors and chassis and cargo scanners, less firepower than t1 chassis or only short range weaponry

Scavengers
Bots specialized in artifact scanning.  Light armaments bot with bonus to geoscammers with artifact charges.

Also specialized weapons and ammo for long and short ranges for all bots. 

Sorry if some or all of this has been suggested.  Im thinking im resubbing so hopefully i'll see ya out there

Shmoob wrote:

just open start menu>run>and type in cmd. Should open command prompt. Type: tracert 195.228.152.152 no need for fancy programs, this is embedded in windows since invention of internet. Usually you can skip the first 3-5 hops as they are your pc, router, modem and dynamic IP which you probably don't want everyone to know.

SBCglobal in sunny San francisco

Tracing route to gameserverb.perpetuum-online.com [195.228.152.152]
over a maximum of 30 hops:

  4    11 ms    11 ms    11 ms  64.164.107.2
  5    11 ms    10 ms    11 ms  151.164.241.216
  6    11 ms    10 ms    10 ms  151.164.101.210
  7    12 ms    11 ms    12 ms  asn3356-level3.eqsjca.sbcglobal.net [151.164.251
.246]
  8    16 ms    17 ms    22 ms  vlan79.csw2.SanJose1.Level3.net [4.68.18.126]
  9    13 ms    13 ms    17 ms  ae-74-74.ebr4.SanJose1.Level3.net [4.69.134.245]

10    83 ms    83 ms    83 ms  ae-2-2.ebr2.NewYork1.Level3.net [4.69.135.186]
11    83 ms    83 ms    82 ms  ae-6-6.ebr2.NewYork2.Level3.net [4.69.141.22]
12    82 ms    83 ms    83 ms  ae-1-100.ebr1.NewYork2.Level3.net [4.69.135.253]

13    85 ms    85 ms    85 ms  ae-3-3.ebr2.Washington1.Level3.net [4.69.132.89]

14   173 ms   173 ms   174 ms  ae-44-44.ebr2.Frankfurt1.Level3.net [4.69.137.61
]
15   180 ms   180 ms   180 ms  ae-62-62.csw1.Frankfurt1.Level3.net [4.69.140.18
]
16   173 ms   172 ms   172 ms  ae-61-61.ebr1.Frankfurt1.Level3.net [4.69.140.1]

17   189 ms   190 ms   189 ms  ae-1-12.bar1.Budapest1.Level3.net [4.69.141.249]

18   189 ms   190 ms     *     ae-0-11.bar2.Budapest1.Level3.net [4.69.141.242]

19   192 ms   191 ms   192 ms  dialup-212.162.26.134.frankfurt1.mik.net [212.16
2.26.134]
20   223 ms   192 ms   192 ms  81.183.0.98
21   192 ms   192 ms   192 ms  81.183.0.43
22   193 ms   193 ms   192 ms  81.183.2.225
23   192 ms   193 ms   192 ms  84.2.225.113
24   192 ms   192 ms   192 ms  gameserverb.perpetuum-online.com [195.228.152.15
2]

Trace complete.

mine got caught up in budapest.  musta been all the foxy ladies...

7

(12 replies, posted in Balancing)

Neoxx wrote:

Missiles got range buff. Balance is about end game, not standards.

hopefully the majority of the player base sticks around that long.

Jelan wrote:

What gibberish lol, yeah we had t3/4 equipment, we've worked f'ing hard to get it, that doesn't fix 2.5-1 odds.  It was great intel, great tactics, great team play and great leadership that won the day, fact

the only thing i would amend to that is that you guys definitely had a range advantage that we couldn't take.  when it got down to the last fight we were slightly whittled down and instead of backing off, i feel like we should have just charged in so a lot more folks could get in firing range, we were all goin to go boom anyways so why not? 

I know for myself, i hardly got a shot off at all because the blobs didnt ever get that close.  regardless, hindsight is always 20/20 and I will say this, it was super fun and a great learning experience and it will be very interesting to see what happens in a month or two when the noobs, like myself that didnt find out about this game till after launch, have significantly more EP invested.

Lyghtcrye wrote:
Annihilator wrote:

hmm thats almost a copy&paste of my suggestion in the other topic

oops you're right, didnt see it earlier.

ive been posting this idea for the past couple days now!  hiya lyte
lol

10

(10 replies, posted in Guides and Resources)

Euden wrote:
Blorturmur wrote:

aoe missiles are coming... I swears it.

I hope you're right. I SO hope you're right!

if this is true (and i totally made it up, but awesome idea though right?), then there are two ways to implement that i can see:

all missiles are aoe by their own nature and damage numbers are majorly tweaked or they require basic ballistics lvl of 6 or higher and are a specific type of missile.

11

(10 replies, posted in Guides and Resources)

aoe missiles are coming... I swears it.

12

(10 replies, posted in Balancing)

how about when aoe and collateral damage comes, pel. bots get explosive missiles that do splash damage?  like how the chem missiles require basic ballistics 5 to equip, for explosive missiles set the prereq to 7.  of course actual damage numbers would be difficult to balance.  when read the blog this is literally the first thing i thought of..

theres scams and grifts.  you could do that.

Long time listener, first time caller

just a few things i think would make my life better while playing:

  • Menus/windows could snap to the screen and other menus/windows, mostly so i dont have to keep fiddling with them.

  • make extension descriptions a little bit more clear and detailed, for instance; demobilization says it make demobilizers more efficient?  does that mean they use less accumulator or are easier to fit or both (probably the former).  also it would be nice if perquisites were listed in the descriptions as well.

  • i hear collateral and aoe damage is in the works, i really hope there are going to be explosive missiles that we can load into our regular launchers; which leads me to my last point...

  • it seems, and this is coming from a very new bot pilot, the trojar and the ictus are little underwhelming.  they have much less resists, or bonuses in general, with spec. ops extentions taken into account.  but i still use pel. cause they look neat.

  • lag... it sucks.  we all know it and suffer from it at one time or another.  But something must be done!  THINK OF THE CHILDREN, in all of us that need to play with giant robots unimpeded.

nevertheless, im still having a lot of fun crawling around and shooting things in my robot and hope to be an actual threat someday soon.
yarr

Laserkraft wrote:
Arrogant americans!

Its the Alphabet game!

Beautiful Brazilians

16

(6 replies, posted in Q & A)

actually it looks like both bots (trojar and ictus) have a bonus to neut and drainer range.  I am surprised to see that they are not considered ewar though.  another thing is the trojar seems pretty gimped compared to the other light ewar bots in terms of number of available slots and and the intakt has bonuses to damage resists as well.  ill be in a trojar pretty soon so i guess ill see how good or bad they are.