I still don't see how mechs are not useful in day to day pvp, all objectives and everything else aside.  If you want to fight in your mech there is absolutely nothing stopping you other than the fact you're more likely to have to stand and fight if a bigger force is faster than you.

If a light/ewar roam hits you and you undock mechs, they can't do anything if you hold the line, period.  If they have assault or mech backup of their own, well then all of this is moot.

The common problem I see is defenders want to defend with just 1 bot type and expect to be able to kill a fast ewar group.  It's pretty simple, you need speed to catch speed, otherwise you need to be content to just drive them off at your perimeter.  Does that mean ALL of you are forced to drive "ugly spider bots"? No.  But a few of you do, that's what is intended, for you to field different bots for different roles.

Invade hokk with a fast ewar group and give me 3 fast tacklers and a few mechs on the defense.  Dead intruders in minutes and we will have used mechs.

Mechs/heavy mechs are already great at defense, to say they have no role is just false.  Pop out some mechs when someone is near your outpost or miners and a roaming ewar group is not going to do much at all if it doesn't have it's own.  I thought we established this over a month ago.

Make mechs better at offensive roaming by buffing their speed by all means, you won't hear me complaining but it's not going to change the pvp balance since we'll just run mechs then(even though we already do off and on).

I find it odd that this topic is posted hours after Axe lost a seth to a small group while it was pve'ing.  Let me toss out the scenario and see if you think this is unreasonable:  I'm scouting around on my troiar and I blip into radar range of a seth solo farming pve.  He should be able to see me as well, so I leave as nothing a solo ewar can do to a seth.

I gather a small group and we come back THIRTY minutes later to same spot with a waspish, cammy, ictus, prometheus and he is still there with his sequer loot bot.  We engage and destroy him, he doesn't even lock anyone until he is at 20% health but instead runs around in circles while demobbed.

Is this the type of gameplay we need to buff?  The seth should just roll over us because omg 4 players are able to kill one?

29

(35 replies, posted in Feature discussion and requests)

1on1 pvp is mostly determined by equipment/bot type/extensions in my experience, there isn't that much to it as far as gameplay goes.

If it's group based you have the same problem, a group of yellow bots beats a group of blue bots etc.  Plus how do you handle equipment loss and all the rest.  Tournaments I can get behind but not some automated battleground system that tries to homogenize equipment/bots.

Greenleaf wrote:

There is no solution to prevent strength in numbers.

yep.  Devs are trying to fit a square peg in a round hole with this one.  Any tool you give to both sides will be more effective when used by the side with more numbers.  This includes aoe damage and all the other solutions I have heard.

you're listing your dream set of circumstances but there are plenty of folks who are able to stockpile ridiculous amounts of bots just living on alpha, in fact it's probably easier since you never take pvp losses on your industrials.

Don't lose 2-3 bots a day and there is no reason you can't be self sufficient in this game.  If you lose a lot of bots, then yes you will have problems, and no corp is going to enjoy handing you freebies nonstop in that case.

Annihilator wrote:

i could give you the standard answer:

join one of the big we-supply-you-with-everything corporations on beta island.
Join the Blob or leave.

There are probably what, like 3-4 corps in the game who handle economics like that?  I know GG doesn't and I doubt many others do.  This is one of those cases of "the grass is greener on the other side".

I actually do think this game needs more landmass by far than it has.  I liken it to a goldfish bowl, keep the bowl small and the fish stay small and few in number.  Suddenly put those fish in a large tank and they will grow larger and more numerous because there is more opportunity to do so.

The small landmass available in beta can arguably be blamed for inihibiting the growth of this game by stifling opportunity for new would-be beta corps that want to carve out something new and different from the existing alliances.  In any case you lose nothing by adding more territory, the best territory will always be claimed by the strongest corps, and if there is too much land it will just sit dormant until the population increases enough to make use of it.

Numerous small scale pvp objectives that give nice rewards.  Mines in shadowbane essentially for those familiar with the best siege pvp game ever made.

3-4 mines per beta island.  Vulnerability windows open for 1-2 hours at a time per mine staggered throughout the day.  Make the mine a active hacking node and the first person to hack it locks it down until the next vulnerability window 1 day hence.  Mine produces different ore types(titan,hdt,epriton,etc.) which is deposited into corp storage for controlling corporation every hour/day.

Agree wholeheartedly the OP is right on every point.  The current chokepoint system leads to the ability to avoid 90% of fights due to premature scouting.  No radar/landmark module will fix this.

Tectonic plate shifts and now the islands are touching in multiple places and fused together?  Now that would be groovy.

Before Stunt commits harikari from people trolling his thread I will say at the very least the troiar needs to be faster while fully fit than it is right now. 

Small neuts/drainers have questionable impact on the field and in return severely gimp your speed down to around the 95kph mark with nav10 if you fully fit the bot with 2 launchers.  If you drop the neuts then it is just a weak dps ewar and pales in comparison to it's peers.

37

(12 replies, posted in General discussion)

I rate this thread 10/10.

Pause key for record was the problem, I've never heard of a MMO having that problem before but live and learn.

38

(12 replies, posted in General discussion)

Alexander wrote:

Question:
Is it bound to your Pause/Break key?
You can Pause Perpetuum. Don't press Pause.

Wow...actually it is.

I will try changing this!

39

(12 replies, posted in General discussion)

That's what's weird though, fraps is recording at a stable 30 FPS.  The movement and jerkiness seems unrelated to my actual frame rate.

40

(12 replies, posted in General discussion)

So I've been a longtime fraps user and usually enjoy throwing some videos together in whatever game I am playing, but so far Perpetuum has been defying me in this regard.  Does anyone have some "gotcha's" they've found related to frapsing in high detail in this game?

The symptoms I am experiencing are basically what I would call extreme lag when I activate fraps.  ie. all bot models start jerking around instead of moving smoothly.  It makes the game immediately unplayable no matter whether I am the only one on the screen or lots.

Once we have player cities the npc outposts in beta will make a lot more sense I think.  Right now it is a bit weird since it is your base so to speak, for lack of a real one.

42

(13 replies, posted in Open discussion)

Anyone else checking this out?  GG will have a contingent there(hopefully not all our PO players or Tiggus smash things).  It's a sandbox sci-fi MMO, one world, aiming is soft targetted reticule aiming(not tab), FFA PvP with item drops and such.

http://www.play-earthrise.com if you're interested, launched Feb 4th and a lot of closed beta invites going out this week.

I don't see the point of nerfing ewar speed at all if they are still going to be faster than assaults and mechs, nothing will change.  If you make them around the same speed as assaults then you've radically redefined the purpose/balance of the bot based on a kneejerk reaction. 

Using these bots a lot it is obvious to any experienced player how to counter them, either with fast tacklers who slow you down for their heavy hitters, or simply by moving as a group in a phalanx type formation and not letting them pick off stragglers.  Even the fastest ewar group can be boxed in with multiple fast tacklers and trapped.  Don't kill the diversity of the different bot types by normalizing speed, because other things are sure to follow and soon we end up with a bland game full of bots that are barely different from each other.