New maps would be pretty sweet.   smile

2

(3 replies, posted in Q & A)

1. No and not sure I ever heard anyone request it.

2. It would be the amount after resistances as it's effectively based off the damage you take that you would see as per your combat log.

3. Correct, only turrets.

4. There's no transversal velocity modifiers in PO. Demobs just ensure someone can't run.

5. You do not need LOS for EW such as ECM and demobs. ( It also has no negative effects to use them on someone out of LOS )

lolumad?

*yawn*

I've seen WoW players troll better. WoW Players.

TeamBETAalpha wrote:
Grim Faust wrote:

62nd is renting an outpost from M2S now?

whats it to ya, they are allied now with us...lol

Bananfluga wrote:
Grim Faust wrote:

I guess TBA was talking out of his *** then when he said you're allied? You guys need to keep your dogs chained up better.


See that tag TBA has?

Haven't you learned a specific thing during your time here?


I've only been back for maybe a week? I'm still getting a feel for who's who around here, but it's becoming quite evident.

Mara Kaid wrote:

If we cared what people thought about us/said about us in this game, we'd have left or wind up like some other corps that are just absorbed into masses.

Here's a fun hint on the forums, ignore the claims and just play your game. You win in the end, because your own guys and you have a ton of fun. Also 99.99% of what is said is SIMPLE GLIMPSE AND TBA TOOMFOOLERY!!!


When someone states in your corps thread that you're in one of their outposts and another member also states you're allied and then you confirm you're going to squat in whatever outpost regardless of whom owns it, it draws warranted question...

I'm not worried about people posting random BS on forums, I'm more concerned about whom I'm going to be seeing allying/blobbing with whom in game. If you're not affiliated with M2S, you could have just said TBA was being a *** again and everyone would have understood.

I guess TBA was talking out of his *** then when he said you're allied? You guys need to keep your dogs chained up better.

...and you edited your post again!

I don't care what you're doing out there nor am I implying or hoping for anything. M2S in this thread said you're their ally and tenant and you didn't really deny that. .

Meh

Does your *** get jealous of all the *** that comes out of your mouth?

You need to take a step back and let the grownups talk. Kthnx

It was a question, that obviously went over your head.

62nd is renting an outpost from M2S now?

The Waspish is pretty decent. I can take down t3 spawns that have 2 assaults and 3 lights with no problem. Granted I do use the terrain to my advantage, but I can farm the spot I camp all day without a hitch... other than to grab more ammo and to get my sequer to empty the field can filled with loot. I've even done it in a Castel, granted a bit slower due to lesser launchers. In general, assaults are good for fighting other assaults and lights. Don't think that because a mech is bigger it will handle lights easier. I personally would rather be in my Waspish when farming light/assault spawns as my Tyrannos gets chewed up pretty good. Mechs use meds and the hit dispersion makes the slow med missles a very bad choice for trying to clean up lights or assaults that come with some mech spawns, or plain on their own. The Waspish can also handle mechs, but, this requires a larger amount of ammo than it's worth. You'd probably spend more on the ammo used to kill a mech spawn than you'd actually get in terms of plasma/loot.

Fighting other mech's in the Tyr is pretty decent though. With 4 tunings in the head, a salvo of 4 meds can tear a new hole pretty good. I personally don't like green bots very much in terms of PvE though. They're slow rate of fire, lower accumulator and least amount of leg slots for tanking seems to put them below the other factions. PvP, no clue, I haven't done any on my combat char yet as I only just started using that account. I can imagine though that lock breakers really screw over launchers given how slow they can be.

On paper, it looks like blues would be best for PvE. They have good range, damage, speed, accum, hp and also armor rep bonus'. They're a pretty complete package and it's no surprise why people favor blues. Back in beta I remember missles being more brutal than they are now, which is why my char started green. But now, it seems missles are pretty ho-hum with their low damage and slower rate of fire.

Given how many EP you have to put in to missle exclusive extensions to make them potent, I'm really not so sure I like green as much as I used to. One would probably be better off going blue or yellow as at least their extensions are more interchangeable. But who knows, maybe green will get a little love in the future. For the time being, I probably wouldn't recommend them to anyone who doesn't have a good pool of EP to back up the extenstions needed to make a green viable.

I kind of wonder how far we'd go in terms of replacing the functionality of outposts. It'd be nice to have all the services of an outpost as modular base structures, but that'd be something the dev's would have to consider as it would render outposts less useful.

Structures that I'm referring to would be things like:

Warehouse - Storing minerals and modules etc.
Refinery - Recycling/Refining.
Lab - Prototyping/Reverse Engineering
Factory - Production.
Workshop - Repairing/Refitting.


You could perhaps have an extension that would relate to construction. The higher the level of the constructor, the higher the level of the building. This would allow for better percentages of refining and production efficiency as well as other related boosts per structure, perhaps more storage space for warehouses or cheaper repairs etc. You could possibly even scale the level of the building with material costs, so as to not make it so that everyone would want the best building level possible. They would have to choose based off of what they'd need as to not waste construction materials if higher level buildings are not desired.

As for other non-standard buildings:


Robot Control Hub

A control center to link up to NPC bots that would defend your base. The higher the level, the more bots that could be controlled, or larger bot sizes. Perhaps give the hub a pool of power or cpu or both and then give bots an amount of power or cpu they'd use up so that configurations of units are modular. Perhaps even allow players to equip and outfit their bots.

Remote Sensor Boost Tower

A stationary sensor tower that could boost sensors of allied bots within a specific radius. This could extend outside of the base so as to give local friendly bots an advantage in the surrounding territory. Higher level structures would naturally give a larger boost or boost radius.

Missle Silo

Silo's could be fitted with larger missles that could be called down remotely, on a balanced cooldown timer, to the local surroundings. Probably would be more viable for PvP as opposed to PvE due to cooldown. With higher structure level, more selection of missles could be utilized or be on a lesser cooldown. This idea could also be interchangeable with an artillery position, granted we ever get artillery style weapons.

Trade Post

An installation that could be used to purchase or sell wares. Instead of having to travel to outposts, local NPC corps could be used to 'deliver' the goods to the player owned structure. This could be linked to a delivery fee and time of delivery based off the distance from the outpost that the purchased goods originate. This could also allow for players to remotely buy from player bases while in an established outpost, with the same style of delivery time and fee, so as to avoid baiting people to the trade post with sales and then ganking them. With higher structure levels the fees and delivery time could be lowered.

Barracks

Simple structure that could allow for small corp member storage and possibly with higher levels, a safe log out spot and larger storage. Possibly also allow to have members bind their spark to the structure so they can respawn at the barracks.


Short descriptions:

Robot Control Hub
A defensive structure for utilizing NPC bots for base defense.

Remote Sensor Boost Tower
A structure designed to boost sensors of local, friendly bots.

Missle Silo
A structure that could be utilized for base defense.

Trade Post
A localized trade hub to further define a self-sustaining base.

Barracks
A structure developed to give corp members a place to store private belongings.

16

(30 replies, posted in Guides and Resources)

Since things have changed, I believe these would be the new numbers for anyone interested:

Titan              750
Stermonit      450
Imentium       300
HDT               750
Liquizit           225
Epriton          225

Helioptris       450
Triandlus        300


Although I'm not sure if plants were included in the 50% increase, I thought I read only mining. But I can't really access the patch notes right now since I'm not at home.

This isn't steve, so making a side by side comparison of how long it takes to pilot whatever is really a moot point. Im sure the dev's here have their own agenda and as much as this game is like steve, it doesn't need to emulate it 100%. Sure, it takes a month to pilot a Heavy, but so what? A month to be in the biggest bot in the game is not exactly terrible. Sure, you probably wont be able to pilot it well even then without support skills, but you really shouldn't. There needs to be a stepping path towards endgame, not just instant light to heavy. Like in any MMO, reaching the end game is only a fraction of the challenge. What's really important is how you gear and skill up once you get there. As in typical levelling MMO's like WoW, just because you're level capped doesn't mean you can compete with other people capped. The ones that spend time on getting proper equipment and specs will be the ones that flourish.


Learn how to use your bots, class by class. Figure out what they're good for. Implying you need to be in heavy's fast, else you'd  probably quit, isn't exactly a fine point to debate. I've farmed 5 bot t3/t2 assault spawns in a light. I've even taken down mech spawns with no real challenge in an assault. If you're leaning more-so to PvP though, well, don't expect to compete with other heavy's without a good time investment. If other players invest time in to their char, so can you. There's always going to be someone better than you, so trying to speed up the process is a moot point that the dev's control. If they want you in end game bots at the current rate, then that's how it is. If you think it takes too long, you missed the boat. Others followed the same rules and to me it sounds more like you just want an easier way to catch up. Sorry if that sounds snarky, but really, it's fine as is. Be patient, build up your resources and eventually you'll be where you want to be just like the rest of us.

I think you know it was kind of a *** move to destroy the research char. I'm sure the corp dumped kernel's and NIC in to getting the character developed. ( If not, then I wouldn't see why the corp would care ) Sure the account was given to you, but I'm positive it was given to you because you were a trusted member of Axe and were expected to use it for Axe. Which is why it wasn't given to just someone else out side of the corp.


No use crying over it now I suppose. I personally don't have any stake in the matter since I just joined Axe. I would have given the char to another corp-mate upon leaving and just left it as a corp-char. Sure you paid for it while you played it, but so did Container, yet he happily gave it to the corp instead of keeping it to himself in case he ever decided to come back. Whatever your perogative is though, I suppose that will always shine through when it comes down decisions as such.

What it boils down to is, Axe will likely rebuild it's infrastructure and you'll have one less corp to worry about in the arms race for a while. It really just hurts the community in the end when those 'bored' PvP'ers start wondering why no one has the resources to fight them.

GLiMPSE wrote:
Grim Faust wrote:

NPC's with demobs is just plain mean.

When can we have some?

big_smile

They exist already... but anything considered 'tough' content shouldn't be without one.


Oh, well, I wouldn't know about those. I haven't ventured off Alpha islands since I got back in to the game a few days ago. My brush with an observer on my miner alt was about all I care to see of nastiness for a time. I have enough EP to get in to heavies, but I'm trodding around in a Castel because I haven't had a chance to make any decent NIC to get me something more substantial yet.

I'm sure I'll be on the Beta islands in no time.. losing bots to 'learning experiences' like demob npc's and roaming kainswarms... Can't wait.

NPC's with demobs is just plain mean.

When can we have some?

big_smile

There's always going to be one way in a game that's better for earning income than others, it's only natural. By how much is fair though, that's debatable. But I think Dev's have noted that they're working on changes to assignments at the moment, so we'll likely see a new situation crop up one way or another.

In regards to industry and newer players, well, they took titan ore off of Beta islands and stuck it on Alpha islands exclusively. That should in a way help newer players who are limited to Alpha islands. Granted, I'm sure most corps and established players have a decent stockpile so this change won't be evident right away. But sooner or later this change is going to trickle in to play and I think that will help open up more options for cashing in.

A big part though, at least to me, really falls on what you want to do with your time. I know courier missions are probably one of the best ways to earn easy NIC, but to be honest, I couldn't be arsed to do something that boring for any greater extent of time. And yes, I am a big Min-Maxer, but that doesn't mean I'm going to sacrifice my sanity for a couple extra bucks. I'd sooner go roam and see what I can find to kill. It keeps me engaged and entertained albeit being a bit less lucrative. As it is, anyone can do these assignments, so the market aspects that it has the potential to control is in a decent state of equilibrium right now.

I had some problems with DC's last night as well. Both my accounts dropped and had issues getting back in and keeping logged in. This was actually around the time that a friendly observer was parading by an alpha terminal. I was lucky enough to dock before he popped me, I made it in with about 15% armor. I thought I died though because I dc'd before the terminal loaded, but when I actually managed to get back in to the game I was docked. I noticed that I was only DC'ing when I was in combat. When I was out of combat, for whatever reason, I had no latency or connection issues. The character that was in combat had a latency of over 1000, while my non-combat char was at my usual 200-ish ping. But the disconnects were equal amongst both accounts.  It was an isolated incident within Perpetuum too, as my gf was gaming on her pc with no net troubles.

2/2 eh? Great minds think alike? lol

Oh well...


I think exploding bots is a cool idea, but the reasoning behind what it's supposed to counter is what I think is in question. If it's meant to deter blob combat, well, they're doing it wrong. If they're just doing it as an added feature of combat, ok. It still however should be tweaked I think. Perhaps make it so not every bot is set to explode, or put a variance in the explosion size be it through the size of the bot or how much cap it has left or by how much ammo it carries. Possibly even have a warning, or countdown to explosion or the meltdown of the bot.

But just flat out making every bot explode kinda seems lacking and not really as exciting a feature as intended.

How about introducing AOE weapons that bots could wield, as opposed to making all bots inherent AOE time-bombs. Wielding AOE weapons would be an interesting tactic that could be anti-blob and benefit lop-sided encounter tactics. AOE weapons, be they damaging or EWar, would deter blobs and be effective on blobs only, so they are internally scalable to the degree of the situation. I believe Eve actually introduced something similar in the terms of bombs. While I don't think that necessarily needs to be replicated, something similar would be nice. Perhaps AOE ordinance, emp shrouds, etc.

The problem of blobs is not the blobs in themself, it's an enemy combatants lack of options to repell them. Given options, explosions on every bots destruction doesn't have to be the solution. Putting it in the hands of players creates more tactical situations and avoids the white-wash solution to just make everyone explode.

>.>

<.<

No clue that existed. My account has been around since launch but I haven't played much yet. If a system like this is already in place, why are they also adding explosion damage to deter blobs? Seems like overkill to have both. If the accuracy debuff from interference isn't great enough to get people away from blobbing, why not just turn up the nerf a few notches instead of adding explosions.

I guess they probably have a good reason? I just don't think explosions is the way to do it considering it's effect spills over in to affecting different aspects of combat that don't seem to be a problem, like close combat.