Maskers/Detectors have been introduced ~7 months ago.

With Masking/Detection devs gave all the advantages to the attacker.
Masking/detection values of all bots further amplify that.

It was and still is unbalanced for the following reasons:

* to counter one detector everyone in your squad has to fit a masker
.. means that you do not counter a detector with maskers but by using a detector yourself lol
.. maskers are usually used by the attacker because defenders usually have a detector big_smile
* the fastest bots are also those who are difficult to detect
* the marker range on your radar became useless
.. to be continued

The motto of that patch was "Hide & seek" but in fact its more like: "Seek, you can no longer hide"

2

(58 replies, posted in Balancing)

Nobody quit because of ERP.

Khader Khan wrote:

Muchless something that doesn't have Epi in its Mat list.

lol

Here you can see the following things:

* why they always and (still) ask for light/assault buffs
* why 62nd is still in lights/assaults with T1/T2 equipment

4

(51 replies, posted in General discussion)

Oh btw we already have a POS, its called noralgis.

And yea everyone loves to defend his copse. roll
Was awesome when they introduced it. roll

Sorry but thats simpleminded. We had enough players on the server they all left for various reasons. The most obvious for a gamer is: its boring.

But why is it boring?

The recent (balancing) patches, current game mechanics and overall balance.
People lost perspective and the grinding factor is so high that there is no point in doing it anymore.

It is THAT SIMPLE.

More people wont change anything because this game cant keep em.

Syndic wrote:

Yes indeed, it's always someone elses fault.

Indeed tovarish! Who else can be held responsible? roll

But seems Failure2Society just realized that you need two people to start a party wink
..Meanwhile Lolpirates are already in the process on convincing the devs to remove alpha protection for everyone but them so they have miners they can gank. lol

Just because some people have reached the point when they dont want to use lights/assaults anymore doesnt mean that they are balanced or worth it.

Hugh Ruka wrote:
AgY wrote:

Wonder why everyone is picking on hunter.

1) One Heavy costs 56 times more then a assault of the same color
2) One Heavy isnt able to survive 56 assault at the same time

If you take those numbers then you have to admit that:

Heavys are too expensive/Lights and Assaults are too cheap
or
Heavys are underpowered/Lights and Assaults are too strong

Either way, Hunter is right and something needs to change.
The balancing issue is logical and obvious.

I want some of what you are smoking ...

Seriously do you believe what you just wrote ?

let's look at it the other way around: can a single light kill a heavy (assume good skills and setups) ? NO. the heavy will just mop the floor with the light.

Is this: "i deny that its true?"

Calculate it yourself and you will see that im right.
Btw i forgot to mention that Mechs and Heavy Mechs actually need Epriton and Assaults/Lights not.
Also there are many ways to balance this. I didnt ask for a Heavy that can tank 56 Assaults but for a Heavy that is worth the effort (Epri risk, Time invested).

Right now Heavys are too expensive for what they provide.

And btw 1on1 Heavy vs light => light runs away nobody dies. lol

If devs fail to balance mechs/heavy mechs vs assaults/lights then they can as well remove them from the game.

Wonder why everyone is picking on hunter.

1) One Heavy costs 56 times more then a assault of the same color
2) One Heavy isnt able to survive 56 assault at the same time

If you take those numbers then you have to admit that:

Heavys are too expensive/Lights and Assaults are too cheap
or
Heavys are underpowered/Lights and Assaults are too strong

Either way, Hunter is right and something needs to change.
The balancing issue is logical and obvious.

This has been reported already and i can second that its close to unplayable if you are in a fastmover.

As soon as i go faster then 140 im basically stuck because the server keeps reseting my position.

Premortem VI .. same problem.

Demands Premortem I console but bots dont drop one.

After long walking i had to kill 5 bots which are supposed to drop a
PreMortem III SynSec Container
after killing that spawn for four times i gave up - they dont drop it.

Also the reward for that mission is very low compared to Premortem I (Time needed and as "blue" you have to kill yellow bots)

13

(46 replies, posted in General discussion)

We’re introducing new random NPC spawns, where you can’t really be sure what you’ll be up against next. The NPC ranks in one spawn will only vary by 1 or 2 levels and they are of the same faction, except for the occasional industrials.

These locations also have a small chance to spawn new elite NPCs. These have +50% health, but in turn have significantly better drop rates, 100% kernel drop chance, and they can even have up to 3 kernels instead of only one. The designations of the elite NPCs are "Rabid" for Thelodica, "Darkstar" in case of Nuimqol, and "Mighty" for Pelistals.

http://www.perpetuum-online.com/Changelog:2011-08-25


Ok those spawns rock, its fun because you never know what spawns next and makes farming less repetitive. I like it and so does everyone i farmed with. GJ.

But how high is the chance that one of those Elite spawns? We spend ~2 Hours on a spawn and killed ~200/300 assorted T3-T5 lights/assaults/mechs/heavys but no elites spawned ;(.

Is it bugged or is the chance that one spawns really that low?

14

(13 replies, posted in Bugs)

Hugh Ruka wrote:

judging by the error message, it's an nvidia driver problem. ati/amd just deliver the driver, nvidia replaces parts of the X stack with their own. maybe some X related libraries and nvidia drivers don't work well together.

I had 2 ATI cards (firepro, radeon) with different drivers and no map problems.

Thinking the same. And it seems to be related to pixmap but i havnt played around with it yet. If someone wants to go ahead:

  Attribute 'PixmapCache' : 1.
    'PixmapCache' is a boolean attribute; valid values are: 1 (on/true) and 0 (off/false).
    'PixmapCache' can use the following target types: X Screen.

  Attribute 'PixmapCacheRoundSizeKB' : 1024.
    The valid values for 'PixmapCacheRoundSizeKB' are in the range 4 - 1048576 (inclusive).
    'PixmapCacheRoundSizeKB' can use the following target types: X Screen.

Maybe that disabling the cache works.

Stop whning and develop some ideas on howto prevent it. Saying "its ***" doesnt help.

They use 1 AP (Light) and 2 AP (Medium) no matter which Tier. While EM-Guns use
3-5 AP (light) and 30-40 AP (Medium).

*10 is still ~half the AP a EM-Gun needs. Has nothing todo with hate wink Simple mathematics.

Your benefit on alpha is that youre safe anyway....

I remember discussing this topic with Gargaj (public IRC) and it took only a few minutes to find at last three possible solutions for the griefing problem. For alpha as well as beta. But there are some other parts missing (keyword Melee damage)

So the problem really is that devs need to do it (as in invest time). And their time is ofc limited. + nobody knows if they are interested in having this mechanic.

Purgatory wrote:

Missiles use same AP as turrets? Then don't forget to give missile bots 50% higher max accumuator size, and also bring missile dps up around 40-50%.

Why?
Castel and Troiar have the highest recharge rates of all light bots. In fact the troiar has a better recharge rate then a kain!
Waspish has the highest recharge rate of all assaults.
The tyrannos has the highest AP recharge rate of all combat bots (yes all).
Only the gropho falls out of the line and may need 1/3 more accumulator.

I doubt that any green bot runs into energy problems.

To fire six med missile launchers you need 12 AP to fire six Med Lasers you need between 156 and 210 AP.

Can a gropho generate 12AP after being sucked dry? Yes.

But wth! the ictus is not exactly a frontline assault bot....

Missiles should use the same amount of AP every other weapon uses.

ALF: use grophos LOS advantage when testing. The gropho has it and if gropho-guys dont use it then they should die.

And while youre testing: have a seth catch a running mesmer..

Annihilator wrote:

actually, the supcom2 system needs way less cpu then the supcom1 pathfinding.

they where proud of it, but if you see it in action... urgs... experimentals getting stuck in own base because they cant walk over smaller units or building anymore.
increased fps traded for more micromanagement. game turned into SupCraft, just like C&C-Craft

agy - it wouldnt be an anty blob mechanic... just an anoyance. if you dont combine it with friendly fire... (even more serverload because it has to calculate which player robot is in LoS of your shot)


You make it look bad but the server already has all this.

It already has to check if theres an obstackle (a robot is nothing else), and its ofc a annoyance if you cant walk or shoot without hurting someone on your own team. (smaller groups ftw)

And afaik .. this is what many people are asking for (anti blob mechanics).
But unlike interference (which is even more annoying) this would work.

Annihilator wrote:

play supreme commander 2 for a few times, and you would see that collision between 200 player would be a really really bad idea.

(its already an issue to bring 20 units through a chokepoint in that game)


Thats the point, its a great anti-blob mechanic.

Ergh, ok well its a step forward but you say it yourself:

DEV Alf wrote:

At the current state of the dev server, where gropho has accu recharge and seth has resist, gropho almost permarun 2 medium repairer

A gropho can use almost 100% of its AP for tanking, while seths and mesmers need most of the AP for their weapons (still).

Anyway .. its a step into the right direction. But AP usage of missiles needs to change.

23

(75 replies, posted in General discussion)

The problem with the game economy at its current state is the following:

Most of the stuff isnt worth it.

A T2 hardener on a assault or light (not ewar) costs three to six times more then the robot itself.
Does it help you to withstand three or six equal bots that dont have a hardener? -> no

This is valid for ~65% of all fittings and robots we have ingame.

Other fittings are barely worth it or mandatory because you wont be competetive without.
But if they are mandatory/useful and expensive then you either:
*) dont want to sell em on the market
*) sell em for a good price so you can build one or two more

If you go to beta then you risk losing "all" that stuff within seconds but the reward you may get doesnt cover that loss.

Its a balancing issue which leads to three things:
*) the market doesnt offer certain items
*) certain items dont sell
*) people are not willing to risk their (hard to replace) stuff

Its better then it was ~3/4 months ago but its still a long way to go.

Did some quick calcs...

Yea thats a step in the right direction. But you should also increase to AP usage of missiles (small and medium) to he point where blues and yellows are.

That also requires that you review AC Cannons and Machine guns as they should be no alternative to bot specific small range weapons.

To archive better results:

-30% medium laser accumulator usage decrease
-30% magnetic weapon accu usage/lvl
missiles AP usage * 10

Please dont touch the bot bonuses (yet). The Seth speed modification however would make him prolly as fast as a gropho (cant verify) while still having the LOS issue.

And mesmer will still be able to run from their arch enemy .. the seth.

1213