zoom - have you tried different heads on those two bots already?
as far as i can tell, you have no bot yet with either Scarab or Sentry head wink


Rovoc - do you reall want to test THAT for Zoom?

Rovoc wrote:

when the new patch hits ill take the ikarus, herpes, and sequer out to do testing for you Zoom.

fuuu

127

(20 replies, posted in News and information)

Gekko wrote:
Chemist wrote:

BECAUSE NO NEW CONTENT FOR VETERANS... we want this... maybe 3 years...

Vets have cool pictures.
It's a life.

you should have seen the 3D version of it wink

Rovoc wrote:

I can't believe no one has brought up the fact that the Hermes has 16U worth of cargo space.  So what every 5-7 artifacts im gonna have to go back to station?

as if any activity ingame does not require you to return to the same location because your cargo is full.

Rovoc wrote:

I really like the speed that it has, however is the reason for the increased speed to run back to stations?  Awesome idea about having better loot from the artifact npc's, as this would encourage more group play.  But, forcing people to have groups to artifact, when artifacting has been a solo thing since forever, is not wise.

i love this argument, same as this:

Rovoc wrote:

I like the option of you "Could" get better/more loot if you interact with the npc not you "Must" kill the npc's in order to receive you booty. ...

it really reminds me of those "i am for green power, windmill power is THE thing... but don't you dare to place a single one in my sight".

all zoom needs to do is to make artifacts that need a groups to do. but those arguments that you gave are the typical ones you read in MMOs: "plase add group content, but don't you dare to force us to do it as a group to get the better reward that comes with it"

Rovoc wrote:

i artifact in a sequer... Better accumulator to run speed nexus and able to scan.  i honeslty would take a diablos vs an ikarus but with the slope thingie i would still choose a sequer.

at least Zoom already noted that something is wrong...

geoscan accuracy of geoscanners + extensions is well balanced!
full extension + t4 scanner gives you 100% accuracy on any bot.
don't you dare to touch those numbers without considering this:

especially after you have made geoscan results non-persistant, making a geoscanner equipped to a mining bot not have 100% accuracy in any way, would make mining even more anoying then having to bring so many different ammo types to an activity that shouldn't require any ammo at all.

same for artifact scanning - any combat bot should be able to have 100% scan accuracy with maxed extensions and best gear, to do those artifact scans.

also, don't forget, there is that syndicate scanner module - don't balance even more gear into uselessness then it already is, just because you want to give ONE robot a reason to exist.

*edit:*
you could get rid of that negative gameplay element anyway. make geoscans 100% accurate by default , and have the extension reduce the accumulator consumption and the scan radius,
while the geoscanner itself gives you range and cycletime,
the industrial bots reduce accumulator consumption, and the explorer comes with artifact specific "discover range" and "cycletime reduction"

if you want combat type artifacts to be worth by killing the npcs, then you need to rethink allot.

to have an assault artifacter bot usefull for combat artifacts on beta or gamma, it needs profitable targets that are killable with short range firearms on a single assault (if you forgot, your targets violently explode)

dammit,
for me the artifact range bonus is kinda useless, as the regular extensions already make you reveal more then half of the island in one scan.

already said that about the argano - make that a bonus that increases the range at which you pop up artifacts significantly, and its actually worth something.
aside from that, geoscan-cycletime would also be a worth bonus for my taste of not-so-professional artifacter.

last but not least - i liked it better with the sequer tracks, but i see why you did that.

Wet dreams about artillery?

at some point i was hoping for the game engine would have been changed to something similar to what EVE or soon "Dual Universe" does for enabling a "seamless" world, instead of the current instancing that relies to hard on the minimalistic data exchange between client and server, to allow 100+ player in the same fight (well, at least until they have added squad-accumulator and hitpoint display)

money doesn't code games on its own.

look at the millions spent on Star citicen - and its still no "game",
or the millions spent on NMS that turned out to be not much game either.

134

(6 replies, posted in Buying Items)

which language is that? "kkk" ?

i know "kilo", "giga", "mega" and "terra" as prefix hmm

135

(4 replies, posted in Feature discussion and requests)

Ville wrote:

What so like all 5 of you can trade together, lmao.

maybe those 5 players necessary to fully saturate the market will come back? fuuu

136

(16 replies, posted in Open discussion)

Update on this one - they actually managed to finish the kickstarter goal.

The most promising aspect of the game -> you wont even need to "cheat" with bots and similar things, since they plan to have that as an actual feature.

137

(6 replies, posted in Balancing)

the only thing they DEVs really tried to do to "encourage" group-play, is stuff that actually FORCES you into multiboxing.

starting with the cargo volume necessary to transport anything you gather in 30 minutes on terrain (combat loot, mining/harvesting) and the quantitys required to do anything off terrain (production, getting money)

also the balance regarding beeing able to repair one self when not in certain coockie-cutter builds (medium accu assaults, Seth MK2) and that crap Sensor-Amp mechanic that asks you to fit at least one or get RSA.

and whatever activity ingame you go for in PVE - the most efficient way is to do it ALONE and multiboxing.
rewards are always cut equally by the number of participants, and the maximum efficiency can be reached by a single agent (killspeed).
Usually DEVs (any game) argument that you increase your income in multiplayer because you get rewards faster, and as such counter the fact that you get only a fraction each time. Here in Perp definately NOT!

especially with missions - the workload is multiplied by the number of squadmembers, the overall reward stays the same - IF ALL are participants. and the time stays the same -> at the end each individual gets only a tiny fraction per timeframe compared to doing it alone

Chemist wrote:
Annihilator wrote:

aside from ammo production is the best way for AFK EP generation (at least for vets with multiple agents on one account with corp bonuses)

Veterans do not need so many EP.
They already have enough.

everyone who stays longer then two weeks is a veteran these days.
in this case, veterancy status means you got enought starter-EP to have maximum number of production lines on three agents on the same account and access to a corp research and eventually production center

Ludlow Bursar wrote:
Faullen wrote:

... but you will have to pay for the 'ammo' you need to do so...

I would suggest building your own 'ammo' both combat and indy. You don't have to sink too much EP into it to make it worthwhile when you start. If you're indy focused anyway it's definitely the thing to start doing.

aside from ammo production is the best way for AFK EP generation (at least for vets with multiple agents on one account with corp bonuses)

140

(20 replies, posted in News and information)

wow, first time reading that topic title, i thought the hungarians are now gone totally nuts,  selling off refugees.
(given the RL-NEWS of the last few days )

yay, another steam sale!

last but not least
if the prometheus' hitpoints got nerfed, because it could kill an unshielded castel....

i cannot wait to see how seth's balance agains grophos will turn out

DEV Zoom wrote:
Annihilator wrote:

why did you nerf the prometheus' hitpoints a few patches ago

It still has the highest armor among the light robots, but based on my in-class tests, the survivability of the Prometheus was disproportionally higher than the other two. The same test inspired the boost of the Castel. (Castel should dominate the Prometheus in theory, but it was only barely winning. Meanwhile the Prometheus and the Yagel were dominating their rock-paper-scissors counterparts.)

so this balance decision was based on RPS balance between the three combat smalls if they actually fit weapons, and no lwf-shield-accumulator combination?

what does your statistics say about how often new-to-old player ever use small bots? AFAIK new player start with enough extension points to use an assault or mech right away and can skip them.
veteran AFAIK only use castel with demobs and shields to run around, and prometheus as gate scout. in other words, as light EWAR bots.

what weapons did you use in your tests?
pvp or chemoactive ammo (aka totally negating the racial resist system)? firearms on the prometheus
did your castel perma-demob the prometheus in your test, and lob missiles over obstacles the lasers couldn't shoot back?

given the RPS balance, a prometheus should have an equal fith with an arbalest,
because its:
1. faster (outrunning the bigger assault bot)
2. smaller (beeing missed by the inaccurate light em guns)
3. damage dealt by prom should be higher then recieved because of the RPS balance
4. yellows higher hitpoints + higher range should should counter blues self-repair and speed

in reality its:
1. negated by locking-range distance and demobs. fully equipped for combat, the assault is probably at least equal in speed
2. with extensions up, light em guns have 100% chance to hit
3. chemo-ammo, and point 2.
4. point 1, 2, and 3 already negate this.

afaik, last time i went out with a prom against an arbalest, it took me 10 minutes to kill it (even though it was afk)

DEV Zoom wrote:

Second, it's been like that for almost 2 months and noone said a thing. Quite the contrary actually, some people even said that the hit size reduction bonus is useless and it would have to be more prominent to have an effect.

this is partially a bad interpretation of yours -
i said the dispersion of medium weapons is to small to begin with, to give a small bot - especially the assault one - a notable chance building up its defense on "small hitsize"

your reaction was, reducing the hitsize of the bots even more, instead of increasing the dispersion of medium weapons.
the result is - even small weapons are now hardly able to hit those small bots, and you even suggest to use dual stabilizers together (+1050kg mass! -10% demob resist) with small weapons to counter that, after fixing the mistake of allowing negative hitsizes.

so,
the better reaction would have been the requested dispersion increase,
and eventually a new stat on evasion modules to have missiles miss more often (and suddenly it would make sense to fit one on a heavy mech...)

dont forget, small missiles - hit for 100% and deal  ~9% of their damage.
medium compacts deal ~4.5% of their damage

for a waspish thats "just" 15-20 volleys to sure-kill

what i don't know what happens if a vektor pilot trades the LWF against a small shield or small repair module.
DEV Zoom hasn't replied to my latest support ticket regarding a bug.

but now zoom -
a good question to you:

why did you nerf the prometheus' hitpoints a few patches ago, just to implement a bot that can gate-scout even better because it cant bet hit that easily?

now we have
vektor - evasion tank scout
castel - shield tank scout
prometheus - nerfed armor tank scout
yagel - was once a cheap bot to quickly carry plasma from alpha to beta for cash, but now we got the ikarus i dont see any usage for it - self repair is to weak
ikarus - fast trading bot

145

(6 replies, posted in Bugs)

i get that only if the server is under DDoS, or my own bandwidth clogged up by the 10th 500MB "hotfix" for Fractured Space

the ingame color is something between fuchsia and Rasperry red
in bright orange lighting, it may look red.

Rugerx wrote:

Could make a module that raises hit size so it has a counter and leave them as an interceptor class

there are two modules to counter bots with a small hitsize

1. missile launcher
2. stabilizers
(3. AoE weapons)

though, i don't know how missiles would work against a vektor that has a t4 evasive module and a t2 evasive nexus with the extension at lvl8... the resulting hitsize is 0.01m -> that sounds like a bot that can tank with a small repair module

i wouldn't mind if equipping a stabilizer, would not lower your weapons dispersion, but increasing the targets hitsize for you only.

148

(5 replies, posted in Balancing)

Line wrote:

point is that if we gonna balance around hit dispersion, that should be two-way, not one

otherwise everyone will just hop to small bots

sure, because pilots is a non-limited resource, and you can always replace a single heavy mech with 10 small bots... right?

ah jita
everyone who is full aware of this, can field missiles. if the evasion turns negative, even medium ballistics will one-shot that vektor bot.
you can neut it, you can demob it.

unless you roam with gauss seth's only, you can always field missiles...

Jita wrote:

It's two issues really, the first is the lack of diminishing returns in the games calculations that has always been an issue - this is why the Seth mk2 out damages the Mesmer mk2 even with gauss. The second is that the devs have no idea what they are releasing or balancing, that's ok I guess. The problem with that is they don't listen.

the problem is, that there is nothing wrong with the seth beeing able to do that. Its just wrong that the Mesmer is not able to use the gauss as intended (hit&run) due to the only dimishing returns system ingame, is not very well understood by the DEVs to begin with.