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.
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Perpetuum Forums → Posts by Blorturmur
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Posts found: 16
2 2013-10-25 22:16:49
Re: New bots and specialized equipment (9 replies, posted in Feature discussion and requests)
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.
3 2013-10-23 22:25:34
Topic: Alright, lets do this! (2 replies, posted in Agents seeking corporations)
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?
4 2013-10-22 21:46:17
Re: New bots and specialized equipment (9 replies, posted in Feature discussion and requests)
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.
5 2013-10-21 21:53:31
Topic: New bots and specialized equipment (9 replies, posted in Feature discussion and requests)
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
6 2011-01-26 00:56:03
Re: Lag & disconnects since 01.22. (86 replies, posted in Resolved bugs and features)
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 2011-01-16 21:17:09
Re: Pelistal bot speed (12 replies, posted in Balancing)
Missiles got range buff. Balance is about end game, not standards.
hopefully the majority of the player base sticks around that long.
8 2011-01-05 01:25:34
Re: A Different Sort of Battle (30 replies, posted in Feature discussion and requests)
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.
9 2011-01-01 22:31:45
Re: Expanded idea on AOE as per Dev blog (6 replies, posted in Feature discussion and requests)
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
10 2011-01-01 04:12:22
Re: Question regarding missile spec (10 replies, posted in Guides and Resources)
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 2010-12-31 12:30:21
Re: Question regarding missile spec (10 replies, posted in Guides and Resources)
aoe missiles are coming... I swears it.
12 2010-12-31 03:26:20
Re: Save the Green EW (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..
13 2010-12-30 21:07:09
Re: other ways to make money (4 replies, posted in Feature discussion and requests)
theres scams and grifts. you could do that.
14 2010-12-30 05:52:07
Topic: more newcomer input (1 replies, posted in Feature discussion and requests)
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.
15 2010-12-30 00:41:16
Re: DEVS I found a solution to your Internet problems. (62 replies, posted in General discussion)
Laserkraft wrote:
Arrogant americans!
Its the Alphabet game!
Beautiful Brazilians
16 2010-12-29 00:07:44
Re: Devs: Why are drainers not considered Ewar? (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.
Posts found: 16
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