Hello everyone,
I just got used to playing against groups by pulling them and using range/de-lock to my advantage.  Now I am doing level 2 missions and running into mixed groups with combat + EW robots.  The EW's take all my ACC power and cancel my weapons lock, leaving me toothless.  Any strategies for dealing with this?
-Thanks

2

(4 replies, posted in General discussion)

Thanks for the targeting info!  I ignored this aspect in previous combat, thinking it was a game of camparing armor and weapons exclusively.  Now combat is much more rewarding.  I am able to manulate the range/lock/targeting effectively and am having far more success and fun.  Simply popping outside enemy lock range gets you ten seconds of zero damage.  I am now actively manipulating weapons/scanners/reppers.

3

(4 replies, posted in General discussion)

So here are my problems,

I can't figure out the best way to handle enemy groups.  I have two basic stategies:

1.  Charge in, hopefully kill a few, run away.
2.  Try to kite, pull the whole group anyways, shoot lasers into invisible dirt, run away.

How about a different strategy?

Also, I continue to repeat the newb missions over and over:

At what point do I get new missions?
At what point do I go to new locations?
I am not a big story guy, but is there any depth, or just grinding?

Thanks folks.

4

(10 replies, posted in General discussion)

From the help files:

Turrets: Target size / Hit dispersion===
The quotient of the two parameters show the chance of a hit. For example the target size of your enemy is 5, your weapon's dispersion is 7. Due to this formula, the chance of hit in one cycle is (5/7=0,71) 71%. In case the enemy's target size is 4, and your weapon's dispersion is 4, the chance of hit is (4/4=1) 100%.

A prometheus is size 3.

Standard light small weapons hit disp is:

Laser 3 (100% vs prometheus)
EM 4 (75%)
Gun 5 (60%)

Seems like a huge factor.  I never read my combat log so I don't know the actual results.

5

(5 replies, posted in General discussion)

Having a second thoughts on this one.  It appears that the price of duplicating certain extentions on both agents + cost of maintining corporate storage may be greater than simply training my fighting agent on the starter industry techs.  Anyone have a breakdown on this to save me the math?

6

(5 replies, posted in General discussion)

I played Asintec and gathered the associated laser tech, but I found putting 4 lasers on starter is a great way to drain battery power.  I wanted to post the basics for comparison and comment:

Standard Light Gun/EM/Laser

CPU 5/25/20
Reactor 15/30/40
Ammo 200/50/120
Mass 400/250/150
Acc use 1/3/5
Time 3.2/5/4
Damage 125%/135%/100%
Falloff 125/50/100
Hit disp 5/4/3
Range 75/120/150

Analysis:  This is a rock/paper/scissor scenario.  Choose the weapon for your style.  I choose to get in close range because I have trouble judging minor bumps that can block my shots, I am also annoyed by power drain, perhaps time to move away from the lasers.

Please post your thoughts and experiences.

7

(5 replies, posted in General discussion)

I made my first agent mostly combat.  I want to do some industry stuff and make use of all the goodies I find.  Since buying industry extensions from zero base would be to great, I must make another agent.  If I start my own corporation, and have both agents start in the same mega-corp, I should be able to use shared corp storage to move goods.  This would allow me one main agent to fight and play, while the other alt provides a little industry support.  I just started two days ago, so please let me know if this makes any sense...Thanks.