26

(3 replies, posted in Q & A)

1) Artifacts are no longer dropping the minimum of  3 items.

2) Artifact scanner charges are now the same (more expensive) price everywhere (is this a new feature or a bug?)

3) Unless the artifacts are hiding from me, I don't think they are respawning on NV after being discovered (I need to check on this some more - there are a lot less than 10, but more than 10 minus # found).

Annihilator wrote:

my statement is: fix shield mechanics, not the robot bonus for it.

shield is not only meant for industrial or ewars. dunno where you got that idea from. Shield had been meant as main defense of all green bots. In former times, all green bots had a shield bonus - from castel up to gropho.

it was kinda useless on the small bots, even using the single headslot for a shield tuning, it still sucked with the small accumulator and average recharge rate. Replacing the shield bonus with a recharge bonus was a good move to make the shield valid on each bot.
Later changing the shield modules and shield hardeners to reduce the number of tunings you need was also a good move.
Apperently, at that point, the recharge bonus should have been reviewed (eg. Troiar) or, IMHO, the whole accumulator thingy..

Last but not least:

the probably easiest solution for all those robot balancing discussions would be finally adding at least a second choice robot to each class/faction. (i know, the 3D artist would like to, if he could split himself for that)

I have no porblem with your view at all! In fact, I think it's the best solution there is. Make missles able to fire through shields. The rationale can be the same principle as existed in the "Dune" universe, where a knife could penetrate a shield  while a projectile couldn't. Speed. Missles fly relatively slowly in comparison to beams and slugs and this slower speed allows them to pass through shields.  The really interesting implication for pvp would be: If they can fly through shields on the way out, can they also penetrate on the way in?

Cobalt wrote:

I wander in a gropho mk2 since some time now.  I know what im talking about. Before sparks patch, i was a blue fighter using a mesmer. So i know at least 2/3 of the "so called" problem.  And i tell you this;  there is no balance problem. Gropho is strong in its role, that is different from a mesmer and a seth.

What do you want?  All the same bots, with the same bonuses doing the same *** things?  I mean,  sandbox... diversity... choices... Id like to now your EP pool Calio, just to know how much "It's as simple as that" must be taken to the letter.

Come and *** my gropho 1v1. With a mesmer, or with a seth. Result is far from evident, in fact no one would be able to tell who win, even with same EP pool and fitting tech level.  So do you call this balanced?  Yes it is.  Its as simple as that.

You dont think at what your doing. Its the stronger attack against a sandbox game, trying to remove slowly diversity and specializations by QQing for more mainstream ***. Your theory of "why this one got this and that one got that" works in mariokart, not in perp sorry. And despite all the "insight" and "knowledge" some of you think they got about this game...  just leave my gropho alone! Leave her alone!  *said by a hair discolored emo b1tch filming under his cover*

I  respect your opinion because you actually use a Gropho, but I disagree with it.  I never said the Gropho is weak. I said the shield bonus is not an appropriate bonus for a combat bot and such a PITA to use that next to nobody does.  And, in answer to your EP question, I've been playing for ~10 months. You can do the EP math.

The fact that you've been able to use it successfully (and if you don't use a shield on your Gropho, why the hell are you saying it's good?) does not change that. Like I said before, I can turn a screw with a coin. That doesn't make a coin a good screw driver.

I'm willing to bet that if the devs scan the game's data base they won't 5 players in the entire game (including you, they'll only need to find 4 others) that have a shield equipped on their Grophos.  That says a lot about what the player base as a whole (not the 10 people who are regulars on the forums) thinks about the shield bonus.

As for making them all the same:

1) It's the combination of bonuses that makes a bot unique. not the individual bonuses.


2) There are plenty of potential bonuses that haven't been given out yet that would be infinitely more useful to everyone but the <5 players who actually use shields on their Grophos. Such as:

     ECCM strength bonus
     Demob resistence bonus
     Signal detection bonus
     Explosion size bonus (maybe OP)

I don't know if any of these are practical in terms of balance and I'm not advocating for any one of these. My point is that there are unique and useful potential bonuses they can give the Gropho that wouldn't make it OP in 1v1 and still be useful in some capacity to the large majority of people actually using a Gropho.

I don't drive a Kain or Mesmer, so I'm not qualified to say whether they're OK as is or not (unlike many of you who have no problem commenting on a Gropho even though you've never been in one).

What does a Gropho's bonuses have to do with a Kain's or Mesmer's anyways?  It's not like "ZOMG if they fix the Gropho's bonuses, they'll never fix the others."  They didn't not remove the shield bonus from the Gropho at the same time as they did remove it from the Kain because they didn't have the resources. They didn't remove the Gropho shield bonus because they didn't think it was necessary, and people who have never fought in one telling them it was a good decision doesn't help them realize that putting a defensive bonus that interferes with offense on a pure combat bot is piss-poor design. 

Shield bonuses belong on ewars and industrials. Not on pure combat bots.  It's as simple as that.

Fail!

I see no one asked for a shield bonus for their Mesmers and Seths.

Speaking of your Mesmers and Seths, do you guys even drive Grophos? Or you just saying everything is fine because you like going up against a HM that has only 2 of 3 fully funtional bonuses?

Annihilator wrote:

thanks purgatory, for requesting the shield bonus on seth back!

I understand the sarcasm here, but that's exactly my point!  I didn't hear Seth drivers crying NERF!!!! when they changed what used to be the shield bonus on the Seth, and I don't see Mesmer drivers crying "Gropho is OP< give Mesmers the same shield bonus"!!!

the fact that the bonus can be made to work (in a way) and that in very limited contexts (with a very few very specific builds) it works extremely well, doesn't mean that it's well designed.

I can turn a screw with a coin, and when working in very tight spaces, the coin works better than a screwdriver.  But that doesn't mean the coin is a well designed screw driver.

0110011100001111001010001 wrote:

At this "button smashing" thing.

Just please remember not all builds are suppose to be "easy mode" for everyone.

But why should the top-of-the-line bot be easy for 2/3 and a PITA (not hard, just a PITA) for 1/3? That's balance?

edit: I wonder how many Mesmer drivers would like it if the armor rep bonus only ticked for them when their guns weren't firing, or how many Seth drivers would like it if their accu bonus only worked while turtle tanking?

The only problem with this suggestion is that a combat bot has barely enough crago space to hold the loot from a regular combat mission. Where areyou going to put 8x the amount of loot?

I tend to agree with the OP.

Yes, a shield tanked Gropho can be extremely powerful. No argument there, at least from me.

But, that requires prolonged coordinated key smashing in order to happen and if I wanted to spend my time key smashing I'd play a console game instead of perp - at least in a  console game the coordinated button smashing has more intersting results.  More to the point, I don't play console games beause coordinated button smashing is a PITA and not fun.

As for pve, the problem isn't that a gropho isn't as effective in pve as in pvp, it's that you have to waste a leg slot in order to farm npcs.

In pvp, even if playing a single account, in a group you can usually count on someone to rr you when your timing is off and the occasional hit gets through the shield.  If you are doing pve solo, there is no rr.  So, you either have to waste a leg slot on a repper (on top of the leg slot for the shield), or periodically go to the station to repair the armor damage that will slowly accumulate when your coordinated key smashing timing is off.

Many thanks folks. Your replies are quite helpful.

Managed to get a couple of beacons from artifacts and drops, but wanted to know what to expect before I popped them, so I can prepare accordingly. So, I have a couple of questions.

Is there a consistent pattern of how many NPCs spawn in each wave, how many waves spawn, and the type of bots in each according to tier/type of beacon? And if so, anyone been able to figure out what the pattern is yet?

Do industrial beacons spawn just industrial bots? Or combat bots also?

Thanks for any info you can share.

37

(19 replies, posted in General discussion)

Lana Torrin wrote:

When they get stuck, just walk toward them and they will back up and then move around the thing they got suck on.

That is what they did in buildings before the 'fix." Move back and come at you from a better angle.

It's not what they do inside buildings now.  They just sit there being invulnerable and completely unable to attack you either, and they won't move again until you actually are able to land a hit on them, which requires you to somehow get at least part way behind them to get a clear los past the irregularities within the walls.

38

(19 replies, posted in General discussion)

Annihilator wrote:

well, actually that wouldn't be that bad imho.

I'm playing only 1 account. I spend more time trying to get them to move than fighting. Try it for a while and then tell me again that it's not so bad.

39

(19 replies, posted in General discussion)

Annihilator wrote:

they are still learning to play wink

the are not getting "stuck" behind like earlier, they stop moving (immitating afk miner?)

Yes, I stand corrected. It's not technically "stuck." They simply freeze and don't do a thing except break locks if you get in range and don't move again until they are attacked again, which requires (in the case of buildings) some pretty awkward and time consuming (and at times dangerous) moves on the player's part.

40

(19 replies, posted in General discussion)

Sundial wrote:

It is a bit rough around the edges, just needs some tuning... in the meantime, don't farm in areas with buildings / obstructions.

That's just great. You're saying I should abandon Hershfield, since it's 70% buildings?

Arga wrote:

<.<

>.>

But its a 4 star closet with room service.

Room service, send up a larger room (an old Groucho Marx quote)

42

(19 replies, posted in General discussion)

Only fought NPCs on hershfield so far, but the new AI there is a disaster. 

After locking on you, the NPCs go sideways to get behind walls while still out of their firing range (while getting hit by you) instead of closing to firing range themselves. They then more often then not get stuck inside (not just behind) the walls and don't try to move again to get unstuck. You then have to move to try and get at least part way behind them (which is difficult in buildings) so you can actually fire at them before they finally back up and move again. All in all, a royal PITA.

Anyone else having similar experiences elsewhere?

The current system is far from perfect, but the suggested changes make bigger problems than the current ones. For the most part, leave the current system alone.

The one thing I would suggest looking at is the staggered rate at which research items (particularly nexus modules) become available for research.  I don't remember the specifics, but the following has happened to me several times, most recently the other day with some T3 assault kernels I traded with Mouse Tiger (my green for his blue).  I only had 2 T3 items left to finish with blue T3 assaults (T3 demob and a T3 nexus module).  The 100 I got from Mouse Tiger finsihed off the T3 nexus module, but also STARTED another T3 nexus module that had never been available to research before!! (where was this one when I ate the first 1k+ kernels?).  The current system of finishing the research on a "trigger" item opening research on another item of the same tier is terrible.  All items currently in-game of the same tier and class should be available for research at the same time.

Fix the timer for Noralgis growth ticks, by tying them into the EP clock instead of whatever crazy clock it's currently on.  It's supposed to be 8 hours, but the timer randomly loses 5-10 minutes every few ticks (about an hour or 2 over the life of the plant). And any server downtime plays havoc with the timer so that it loses hours and hours on top of the down time (e.g., if there's 1 hour to go till next tick and server is reset with 30 minutes DT, the next tick will always be 4+ hours after the server restarts).

This isn't as trivial as it sounds.  Knowing when to go harvest is important for knowing whether your farm has been discovered (if you're there 15 minutes after a tick and the plant is gone, odds are it died of old age and you can safely replant. If you're there 4 hours after a tick you can't be sure it's safe to replant because someone may have found it in the several hours between the tick and your return and come back with a harvester - which they wouldn't usually bother doing if there was only 1 unit on the plant).  Also, you don't want to miss a tick on a mature plant, because it may die on the next one taking the accumulated material with it. Also, if you have to visit a plant every few hours trying to harvest it, because it's ticking late, that increases the chances of you being spotted or followed (not to mention the amount of time one ends up wasting).

45

(54 replies, posted in General discussion)

I agree with the OP that the dynamic spawns, in general, are a great improvement over the earlier system of static spawns.  they make farming NPCs much more fun.

I also agree with most of the criticisms of the specifics of the new system, particularly the wide range of NPCs that can and do spawn at any specific dynamic spawn. 

For example, at several of the dynamic spawns on Hershfield that I regularly hit,  the full range of NPCs is T1-T4 lights, T1-T4 assaults, T1-T3 mechs & T1 heavy mechs (+the special T5 assaults and T3 mechs).  This is just silly! Anyone trying to fight the lower end mobs will quickly get a high end mob and run into trouble. Anyone trying to fight higher end mobs will get tons of T1-T2 light and assault "trash mobs" they have to waste time and ammo on. In the end, no one is really happy.  The solution is simple: narrow the difficulty range of  mobs at each spawn and make some spawns consistently harder or easier than others.

46

(10 replies, posted in Balancing)

Adjust your gamma to lighten screen

47

(69 replies, posted in Balancing)

Arga wrote:

My suggestion is that the Observers do not engage players, unless they are attacked, but if they spot players, they spawn a random NPC of the appropriate type to the Island to "take care of the interloper" as the Observer continues on it's way.

Interesting and potentially effective compromise solution to the problem.

Where: dynamic spawn just SE of Hershfield station @ ~1150 910

What: Only the Servant Lancer mechs. They are dropping Nuimqol damaged fragments instead of Pelistal damaged fragments.  All other drops by these NPCs (Servant Lancers) at this spawn are correct for the NPC type.  All other NPC types in this spawn are dropping proper fragments and other items.

49

(22 replies, posted in Balancing)

Annihilator wrote:

if you want to be able to recycle CTs into research - then please only MK2 CTs

imagine the exploit level if you could do this with regular ones

This discussion only concerns MK2s

edit: and BTW I think your post (in a general discussion thread) about making the MK2 industrials a little better at generating isotopes is a wondeful idea for making the MK2 industrials more worthwhile.

50

(22 replies, posted in Balancing)

by the time there's 100 more players there'll be 200 more 25s and so on. It's not like they're going to stop dropping.

And as I said above, information has value.

"Shuffling the 'worthless' to another item" is what I'm advocating, as long as that other item is not also worthless.  It doesn't have to be worth a lot, but it should be worth something.