76

(27 replies, posted in News and information)

Beyond the introduction of the first wave of Syndicate robots, patch 3.8 will also include a few significant changes, so I felt like it deserves its own blog post.

http://blog.perpetuum-online.com/posts/ … patch-3-8/

Patch notes:
http://www.perpetuum-online.com/Changelog:2016-08-04

Server will be down on 2016-08-04 from 14:00 servertime/CEST (12:00 UTC) for the deployment of patch 3.8. The patch introduces the first wave of Syndicate robots, and includes various improvements, fixes, and balancing changes. Downtime will be about 2 hours long.

Patch notes:
http://www.perpetuum-online.com/Changelog:2016-08-04

78

(4 replies, posted in Balancing)

I think you're confusing Syndicate robots with the special black robots, they are not part of the Syndicate faction. The Vanguard Mesmer isn't derived from the Mk2 variant either so it doesn't make sense to compare their bonuses.

Lobo wrote:

but I want to have the choice to engage or not and not get one shot. Please look deeper at the hit size mechanics vs alpha strikes of heavies on assaults, as fun as it is to one-shot assault classes it shouldn't  happen to vets or noobs alike.

Yes this is something I plan to specifically look into. Maybe a bigger difference is needed between the hit size of lights/assaults and the accuracy of medium weapons.

For this patch I have only tested the 4 lights and 4 assaults against each other and the only thing I thought was needed is some damage boost for the Pelistals (I chose to change the missile cycle bonus from 1% to 3% for both the Castel and the Waspish), and a slight nerf for the Prometheus' armor (850 to 800).

As mentioned in the blog speed will be looked at a bit later, but changing around the armor resistances like you suggest is worth considering.

I have tested it on the dev server now and it works just fine.

Token costs are based on current average market token prices. If they go down, we'll increase the token costs accordingly.

BeastmodeGuNs wrote:

Hm, when the bots release, will they release with both MK1 and improved MK2 counterparts or just MK1s for now?

Just basic variants. I don't know yet if we'll ever have Mk2 in the current sense for them as they are unique regarding their introduction and availability. Maybe something else.

As announced in the previous blog, we are developing 11 new robots belonging to the Syndicate faction. The first wave of these robots is just around the corner, so today we’ll take an in-depth look at them.

http://blog.perpetuum-online.com/posts/ … ts-wave-1/

Ville wrote:

And check your turrets after every server restart.  Because they will default back to neutral every time.

That was an issue in 2014 and has been fixed, at least I haven't seen any more reports about this. Did it break again?

So changing with the next patch, the system will consider players who are not in any player-run corporation as neutral (this means players in starter corps and freelancers), and the auras will affect them if the relation setting of the building is set to neutral or lower.

Do note that this will not only affect auras, but turrets too, as well as the access control setting of gamma bases. If you don't want neutral players to enter your base, you need to set the access relation to good or friendly.

Patch timing depends on whether we have something else to put in beside the robots, in which case we'll wait a bit if needed, but we don't plan to have more than a month between robot packs, it will be most likely less. This kind of content doesn't warrant more.

CTs will be decided about later, we haven't worked out the component setup for this faction so it would delay the release of the robots further.

Packs will be a mix of combat and indy robots.

Spacing this out to 11 patches would be overkill already. They are coming in packs of 2 or 3.

The first wave of robots is almost ready (3 of them), expect a blog next week and a patch shortly after.

Rolafen Azec wrote:

It might be an untested edgecase as it might be a bit unusual to have a agent out in gamma without belonging to a player corporation.

That might be the case, I'll try to reproduce it.

Ensireka wrote:

Btw ... I noticed you declined the EP boost of players using Nexus only bots.  However, if I was to use a remote sensor amp on the combat pilot ... i'd get an EP gain.  Does a Nexus not count as a beneficial member of a Squad?  How about when mining?  The Hauler using Nexus for Fast Extract and Accumulator Recharge ...

The effect of Nexus modules are not targeted, they are broadcasted. As such we can't make a connection between the broadcaster and the receiver, so we could only provide EP based on the simple fact that you're running a Nexus module, even if noone is around.

Annihilator wrote:

can you make it have green shields?

Sure, but that would have to be a different kind of shield module smile

Annihilator wrote:

now, what would a waspish torso on scarab legs with arkhe head look like? you know, we are missing at least two tiers of glider wink, and that one could be a VTOL config with medium missiles and a machinegun.

I tried to attach the Scarab legs to anything, but unfortunately nothing covers it even halfway, and it looks bad with all the cables and stuff cut in the air and going nowhere.

Line wrote:

http://imgur.com/cmERxSw - ok but why not sequer legs? would look more tanky

That works too. Although we'd have a lot of robots with Sequer tracks already, but I could switch the Hermes to Termis tracks then, that's more proportionate to its chassis anyway.

DEV Zoom wrote:

Legatus: the Seth head is not compatible, and if I use the Mesmer head you'll say it's Mesmer Mk3 smile Same thing if I wanted to change the legs.

But I admit this looks good:
http://i.imgur.com/ZLmQtuw.png

The head is clipping a bit with the collar when it turns, but it's nothing serious.

Inda wrote:

Fair enough, but cant change the head on that two?

Legatus: the Seth head is not compatible, and if I use the Mesmer head you'll say it's Mesmer Mk3 smile Same thing if I wanted to change the legs.

Locust: no real problems here, I just chose what looked best with the Arbalest chassis.


And re: Daidalos, this would work too, though it looks kinda like a chicken smile
http://i.imgur.com/cmERxSw.png

I have not only picked what looks best, I have picked what WORKS. Not everything works together, sometimes modules clip into other parts of the robot, sometimes the connection of the head is not really compatible with the torso, and so on. That's why we scrapped the completely free hybrid robot concept in the first place.

Although I didn't mention it in the blog yet, there will be new extensions needed for these bots.

I'm afraid a heavy ewar mech might be too hard to balance in the current setup. Ewar mechs can be a pita as it is, and a heavy version is expected to do even more.

They don't use colixum because these are not intended to be high end stuff. But don't worry we will have something for that too.

CTs might come later, I don't want to delay the robots by figuring out the material balance too.

Yeah the light ewar is the Helix, I just missed to update the image.

And they are sort of a military green.

Annihilator wrote:

how do you balance Autocannon bonus against everything else? atm firearms are competitive without ANY bonus against the other ones - as seen in the popular MG Seth fit that can kill everything but walls (because dumb pilot)

I'll do some tests, but the most straightforward thing is probably to reduce either the damage modifier of the guns or the damage points in the ammo, and recompensate with machine gun robot bonuses.

It's either this or the same with Symbiont legs. The Lithus chassis is too big for a mech class, and there is nothing else that remotely works as a transport.