Maybe I'm looking at this wrong, but the point of Nerfing SpT wasn't to make movement in the game world more difficult, it was to require corps to make strategic decisions about troop movements.

This is a tactical change. I think I like the idea of making tactical deployment of troops quicker from the outpost.

I doubt this change has any effect on moving scarbs out of outposts, they're just to squishy. And a tanked lithus can drop could drop and use an armored TP at 1000m. So, even for exodus, we're only talking about 80U per squeeker. That would take a long time to do, and preplanning to have enough Seq's and plates in the station, because they aren't going to be able to resupply.


tldr; 500m could be detrimental for merc's and pirates but it should improve tactical outpost based PVP.

Celebro wrote:

I hate to say this but have my doubt about the way it's implemented with lvl 5 across the board and everything cheap to buy. I hope you can make them leave the training area, going back to low skills and paying premium for stuff is not something I would look forward to.

Anyhow what type of players are we trying to attract?
The theme park types that need hand holding, then throwing them deep into the sandbox are not going to last very long.

Might sound harsh I know because the idea is sound and it's still way better than what we have, but I feel with lvl 5 skill and cheap stuff really gives a wrong impression of what the game is about.

Zoom clarified that it would probably only be T1 items cheap on the market.

78

(8 replies, posted in General discussion)

While in this tutorial area, players will have access to everything possible at maximum levels while being instructed

This part is a little misleading

79

(6 replies, posted in General discussion)

Nice to see a little press, still, there was no editorial just a cut and paste.

Maybe as they get closer to steam launch they will do some interviews and get the ball rolling again.

80

(37 replies, posted in General discussion)

Great work, thanks!

My only reservation here is the 'shock' of going from the all-you-can-eat starter area to the harsh reality of the actual game.

Burial wrote:

Detector is another mod that has *** huge bonus that just makes it required in basically all PVP scenarios.

I know a easy way to nerf it: 20-30% detection bonus and fitting requirements so a mech can realistically only fit one.

I would say its a  requirement for roaming PVP scenrios, and it's only mandatory on one bot, so really 'all pvp scenrios' should probably just be;

required for 'all solo PVP', not basically all pvp

Remember, any player can just put a second agent into the training area to help newbs out; and with lvl 5 skills and an open market, there's no limit to the training potential.

Dammit Inda.

There was whispers about achieves for mining certain amounts of ore; would be very interesting to see 'kill mails' every X million units indie does.

If I recall, it's a 50% drop rate for items on the terminal.

Restricting deletion just makes it more tedious, and like you say you'd do it if the situation was reversed because *** them smile

In the current case, with the '*** cage' deployed, they would certainly undock all the bots and delete modules, leaving at most minerals. And who wants to haul 10000M units of Titanium anyway. In the case without *** cages, it's 100% effective, but just a PTA.

Makes more sense to think about changing the mechanic so that some small % of items deleted during a seige have a chance to respawn if the terminal is destroyed X hours after coming out of siege. Even then, if it was me I would cargo delete the T4's and suicide the bots.

Even better though, would be if the corps would undock and acutally fight with the assests since they knew they were going to lose them anyway *shrug*

Players could just move assets to bot cargo hold, undock and delete. Sure it would make it inconvienent but it wouldn't really resolve the problem like it did with the cargo restriction. I think you may even be able to delete your inventory without triggering destabilization.

Certainly can't stop players from removing assets from a seiged terminal.

Sorry, did I take the wrong side smile

I would say deleting items isn't a desirable mechanic, but I don't see a specific way to prevent it.

88

(249 replies, posted in Balancing)

Last couple of times we went out, we had (4) Z-2's against an Ictus and another Z I think. Basically, we rolled with enough ewar that we could split roles and do both counter ew and front line supression. I can totally see how that would feel OP too, but we also ran into the problem where we lost 1 or 2 DPS and the rest couldn't break the front line tanks. Ewar at that point was just keeping us from being wiped, prolonging the battle in hopes the other side would make a mistake.

Let me put these 2 quotes together for you

You can fit RSAs on your friendly EW to be RSA buddies with,

combat bot can be either EW resistant or range, not both all at once, atleast not without a follow bot

RSA buddy and Follow Bot are the same thing. There are also Combat specific Nexus's, especially at lvl 10.

Critical Hit, Assault for direct DPS and Farlock and Lock Booster to reduce the effectiveness of supression.

They can have (3) of (4) of those active.

If you're going to pimp out the EW side, with Nexus and follow bots, then you have to Pimp the other side too.

90

(249 replies, posted in Balancing)

Think about the battle field, EW does not sit on the front line because they are squishy. Meaning, EW is going to be 300 to 400m behind OUR DPS, which is going to be 200-300m away from THEIR DPS. That means EW is going to be 500-700m away from the enemies SHORT-range DPS, but if we're fit for Long range, we need to reach behind their lines to supporess their EW so our DPS can work, which puts the range at 800-1200m to 'counter-ewar'.

If we don't expect the other side to have ewar, then we don't need that extra RE, but we still have to hit 500-700m at Medium range; and even then we're going to be targetable and have to stay LOS as we'll be in range of enemy DPS.

91

(249 replies, posted in Balancing)

For 'real' PVP, players have no specific knowledge about what they are going to encounter in the engagement (expect for Bo-tang).

If side 1 fits Long-range DPS and the other side fits for short range, side 1 will have the advantage; or vice versa.

But you don't know!

If you're coming against CIR though, better fit ECCM, because we're going to be EW heavy. But that's a choice we make, Cookie tells me to undock in the Z-2 instead of my just-as-EP-leveled Seth2, because having EW instead of just brute force DPS gives him alot more flexability when FC'ing.

Still, before I undock, I need to decide if I'm going for single-target long range supression, or multiple med-range, and if I'm going to have RSA support or if I have to have my own head SA's.

92

(12 replies, posted in General discussion)

At least you'll have a toy with you in prison!

Burial wrote:
Jibril mazit wrote:
Line wrote:

-1 ewar ranges are already too high


Ur saying that like u cant get seth and gropho to hit at 1200m

Seth needs direct LOS for that and Gropho needs a clear arch. Basically all of the high slots are range extenders so no EW resistance whatsoever not to mention very crappy tank because of coreactor(s).

Zenith on the other hand reaches 1000m optimal for suppressor with just a single range extender and *** overpowered EW nexus. Add anoter range extender and Zenith will be close to the range of the Seths and Grophos.

Zenith needs no LOS whatsoever.

Let me ask this.

What do you think the role of EW is?

The whole point of EW is to make DPS less effective. If it can't do that then it's not worth fielding.

If EW wasn't capable of reaching 1200m, as the defending feild commander, how would you counter the Gropho?

Playing PK games creates enough bad blood between players without shifting/poor game mechanics fueling the fire.

Once Perp gets out of live-beta testing I'll think about it.

95

(38 replies, posted in General discussion)

Line wrote:
Arga wrote:

Yep, a lot of the 45 pages is repeated, but that's because the opposing side kept trying to deflect the discussion away from the core issue of force projection, because they couldn't make a reasonable arguement against it.

Take a moment to line up your ducks, and make an argument why there should be compensation for consequnces of Developer introduced bugs.

Although, I tried this last time I was personally involved in a bug that resulted in CIR losing assets due to a bug, and was basically told sh*t happens.

Deflecting? Hellm re-read them all. It's like:

Their side: nerf the spt
Our side: why at all?
Their side: nerf the spt
Our side: ok how about this and that and that - should works
Their side: nerf the spt
Our side: well maybe then this this and that or
Their side: nerf the spt
Their side: nerf spt the
Their side: spt nerf the
Their side: nerf
Their side: the
Their side: spt

and so on and so on. Here goes the same btw, and every other thread that doesn't suits them.


Well, if I was going to actually start a debate with you on this subject, I would go in and get actual examples of 'thier side' and 'Our side' to prove the point; but luckily you responded with the type of post I would have had to go searching for.

Ville wrote:

Honestly, at this point.  The only thing Gamma is useful is being a "small" production base.  Resources there produce goods and ship them back to alpha.  I will NEVER again stockpile on Gamma.

True dis.

Well, sure making walls better would be one way. The other way would be to make TF less effective. Of the two, changing TF seems like it would be less resource intensive.

98

(38 replies, posted in General discussion)

Yep, a lot of the 45 pages is repeated, but that's because the opposing side kept trying to deflect the discussion away from the core issue of force projection, because they couldn't make a reasonable arguement against it.

Take a moment to line up your ducks, and make an argument why there should be compensation for consequnces of Developer introduced bugs.

Although, I tried this last time I was personally involved in a bug that resulted in CIR losing assets due to a bug, and was basically told sh*t happens.

From what I'm reading, its sounds more like TF can be used to make barriers that are impossible to cross, by placing objects or players in the area that prevent re-terraforming. Given the choice between making a barrier that can be destroyed or one that can't, of course designers are going to use TF because they want to make the best barrier possible. This is where there is a balancing issue, Impossible is too good but Walls aren't good enough.

Not sure what you mean by 4-6 hours of warning, but I agree with the rest of that.

If you mean defenses should be able to withstand an assualt for 4-6 hours unmanned before breaching, that seems excessive.