76

(23 replies, posted in General discussion)

Brilliant! big_smile

The issue isn't the distance it's the server. I wish I could patch faster too but it's not bad. I think they've simply limited the upload speed per connection?
The game also uses a lot of smaller files combined into a single file. Editing this file constantly might slow down the update process a lot as it has to keep starting, downloading and stopping many files.

All in all I've notice the US and EU get around the same speed as long as bandwidth allows. The only difference I noticed was that each time the US client requests a file each request will take longer but that's another many small files vs one large file issue. But this is MUCH better in the long run than a version system. Means you only need to patch ONCE and only patch the smaller files that need updating. It takes me around 10 to 20 minutes to download the full GBF file and always has. I can download 3 megs a second and I most certainly don't from their server. For now this is an acceptable speed but later it would be nice to at least reach a speed of 1 megabyte a second.

Be thankful they compress 1 GB to 300 MB.

78

(34 replies, posted in Feature discussion and requests)

The lighting effect at night just needs to be extended in an arc. They can generate light sources currently client side but I don't know about directional light. This would be very nice though. Client update for this would be most awesome. Outposts with floodlights would be nice too.

79

(23 replies, posted in General discussion)

These are great! Could you make one for each faction logo perhaps?

80

(5 replies, posted in Resolved bugs and features)

When you switch robots with the equip window open it always happens.
Always repeatable and can be done with any robot.

81

(11 replies, posted in Feature discussion and requests)

If you can't control yourself then it's not the games fault.

When you do a large volume of assignments handing in assignments lags for a few seconds.

Or just leave it how it is. Extensions increase to a 10x multiplier at level 10. That means you could have bought level 1 to 5 and MORE with that much EP. New players can catch up. It takes a month or two of EP and they're there. All the time you need to increase your skill though.

EP won't win you a fight. It helps but you have to do the right things in order to win.

Kristan Delorian wrote:

Animation has returned.

UPD: Hm, now not. Seems like it works time to time.

It seems to be a client issue. I can't figure out the variables for it though.

Research is a progressive tree. Researching higher level kernels before you're ready to access the higher tiered equipment will only reward you with lower tier research.

Some research will only come from larger but lower tier kernels. Most medium modules will only come from mech kernels. The best idea is to start with Rank 1 NPC kernels Lights and work your way up until you can't use then anymore of their research return drops. The more you research the smaller the return for that level of kernel grants you and thus when you start getting less return from the kernels you're researching it's time to move on until you are only gaining research from the highest tiered kernels. T2+ research gets much harder to achieve and requires many thousands of kernels.

Observers yield a lot of research but have an increased chance to fail it seems. This may have been corrected but they used to either gives lots of research or give research you've already achieved and thus gave nothing.

86

(5 replies, posted in General discussion)

DEV Gargaj wrote:

We're funny on all 365 days of a year. Might as well leave this one as a chance for the people who're not. smile

(Besides, the last joke we made got a bit out of hand, ending up in one of the Massively podcasts and everything.)

Good trollback.

87

(2 replies, posted in Q & A)

You'll struggle to run a heavy mech stable unless it's firing missiles.
get all your skills to 10 and have all T4 gear and then possibly you'll be able to get something stable.

Mechs vs lights are meant to win. At the moment they don't. I can get a Prometheus to go 82 KPH fully fitted and a Prometheus Mk2 will go a few KPH faster depending on the increased fitting.

I've killed a Kain in a Prometheus but granted I did get remote repaired at one point by a passing friend which I didn't need but probably helped a little. As the fight become close the Kain was out of energy.

89

(2 replies, posted in Resolved bugs and features)

You manage to sell 1 piece of titanium for 10 million NIC? Nice.
As pointed out a lot but people that use this rates system it needs a little extra added to it like removing items that are over 500% above and 500% below the previous average or something like that.

It's very easy to disrupt the current display and some of the data doesn't display correctly. The values of some robot sales are incorrect. I noticed a robot sell for 600k and it drew it as 720k. On later investigation it was two sold and it displayed as 0 1 1 on the amounts traded graph much like it does for the current Ictus. Image

I would prefer this sort of information be kept private but I would be happy with top speed and ammunition loaded being shown in the chassis scanner results.

Tanked mechs have a roll in combat but not roaming combat. I have three accounts about 5 different roles currently. A tanked mech doesn't mean you have a short range. A tanked mech shouldn't die to long range speed mechs. Tanked mechs does mean they have high DPS either. Anything fit for speed needs to be tackled for it to die. Tanked is not and never will be a solo sport. If you're tanked it's because you're part of a team. If you're part of a team all fit the same way then that's a bad team.

No amount of balance will fix this. As I see it there is a balance. Mechs are fine. Tanked robots work great for defending an objective. And why does a tanked robot mean it's slow? It's slower but not slow. When you say tanked I assume you mean armour tanked. Think about the logic behind it. If you make yourself very tanked and then someone hides over a hill shooting robots at you no matter what reality, apart from a Disney reality, you're in then you are at a disadvantage.

If you don't like it then you're specialized in something that just isn't needed right now. You're only not needed because there is nothing to defend and you don't have tackling friends to help you. Every island is filled with chock points. There are very few spaces where there is a mirror flat surface. It's possible to get 5 tackles around 5 mechs and have none of them die very easily but not if they're not trained at using cover.

Something that can get in and out of your range due to their speed is not overpowered but it is your counter. If you want tanked mechs to kill speed mechs then you need to suggest something rather than "Slow them down so I can catch them" as that's not going to work. If something goes faster than you it can get away from you. Hence why I suggested LWF be accumulator based and rather than being a lightweight frame they become "Motor overdrives" or something. Same armor effects all the time but the speed effect would be based on your accumulator. Would be nice if they used a percentage of your accumulator too rather than a static value or each modules had a sizes which larger fittings and could push more mass. If they pushed less mass than you have they'd have a decreased effect. If they pushed more mass than you have you'd get the normal effect. So fitting larger wouldn't be more effect for smaller robots.

Ref: Afterburner sizes in that other game.

92

(2 replies, posted in Resolved bugs and features)

Yeah. I noticed this issues too. It's rather funny. You deploy but then crash because the game tries to stop you from deploying.

Kristan Delorian wrote:

*Snip*What tanks mechs are made for? They are useless at PvP. The only one situation they are in use is Intrusions. But I dont want to use speed fitted mech! Im russian afterall! I like supreme firepower!

*Snip*

I want to play as I want to, not as everybody else forcing me because of imbalanced mechanics!

Either you've not been playing properly or haven't fought with good tanked robots. 5 tanked mechs will not catch 5 speed mechs but 5 speed mechs will not kill 5 tanked mechs. Or they shouldn't unless the tanked mechs are totally idiots and don't play with any tactics. If this does become a larger issues than just Fail of York failing then I could see LWF reducing optimal ranges of all modules by 10%. Right now it's not an issue. Tanking mechs as a defence without any tackle will mean you don't get a kill and someone puts a few holes in your armour. Think outside the box a little. If you only have DPS mechs then where are your tackle? If you can use a mech you can probably use an Ewar. And no 5 speed mechs will not instantly volley an ewar unless the ewar is stupid too.

Also, rather than just "Q.Q I want to be a big brute tanked thing and kill everything but I can't because they run away.." suggest an improvement. Slowing down speed fitted robots doesn't make sense. Reducing speed fitted robots effectiveness would make a difference but it's not needed.

It sounds like the stupid fighting the stupid right now. Just because this game fires for you doesn't mean it also navigates, uses terrain and keeps you alive by itself. The tactics in this game are less about fitting and more about applying a fitting to a situation. If you're only good in one or two situations then don't use that setup for something it's not intended to do.

Speed range vs Tank range. If you don't have tackle on the tanked gang you won't kill anything. Roams will always favour speed and range and tanked is best around outposts or for intrusions where the enemy will be getting close and personal.
At the end of the day you need to fit and use what's needed for that situation.

THREAD NECRO!
Bwallahhhh.. Braaaaaains.

If you think speed mechs are an issue you should really look at what 10 to 20 tanked lights can do with about 5 speed tackle. So that's 5 people going 120+ KPH. and 10 to 20 people going around 60 KPH with the same armor each as a LWF mech. If you get caught with your pants down (Meaning a group of 4 to 5 mechs) then as long as the tackles are using terrain and perhaps even a remote repair or two behind them you will die horribly.

If you have 5 to 10 tanked mechs the other side just turns around and goes "Whoop whoop.. Bye bye." And that's PVP. You need as many tackles as you do DPS and that seems really badly balanced. This also just promotes gank squad which I personally love as they're super effective but I am sure many will hate because they really can wipe you out over about a week if you're trying to do something.

Mechs are not the issue the "More tackle beats tackle" is the issue. We've fixed every other instance of "Bring more" apart from tackle. Instead of light robots being more anti-assaults wouldn't it make more sense for lights to be the DPS anti-ewar? Due to their size you need assaults and not mechs to kill them. Then all the ewar has to do is turn around and run away. If you're fighting something fast you should be using tackles. Tackles should be 1/4 of a squad minimum.

It means new players have a huge role in the game but it does mean the "me want big robot!" people get left out. Sometimes smaller with a few mech support is all that's needed. When you think of mechs being like tanks and light robots being like a person and then compare that to how a fight should go mech vs light. If two ewar can kill a speed mech (Yes, that's still possible. All you need to do is fit the ewar out and not be just tackle) then I don't think mechs should get even more of a speed nerf.

Then do a cost breakdown. Robots are not that expensive in the game, equipment is and the only equipment you "Need" to be T4 are demobs for the tackles and LWF. Everything else can be standard. If that's the case then something is very wrong with this games balance. LWF should have been modules that burn energy or even burn your armor for more speed as a last resort to catch the enemy. If you then used this to "Burn away" you'd be hurting yourself as you could risk running out of energy or armor. Then if it was energy based an Ictus would be more useful. Also fitting these on "Tackle" robots will be at some point they will either run out of accumulator (Videos have proven people can't accumulator manage) and with any luck will run out just as your tackles turn around and get them. It would be nice to see something have a lot longer demob range. Either a mech or an assault get a 5% to demob range per level but even that's not going to be long enough to make a sniper demober.


P.s. Lower the weight of suppressors too. ECM is usually more favorable. Suppressors are pretty useless in a large fight.

I assume you're meant to be able to sort a sorted list already so isn't this a bug and not a request? I guess it's both. Sorting in general is bugged and isn't really a feature request.

P.s. Fix squad sorting to sort armor by percentage NOT by armor remaining.

Currently the logs don't include the fittings on a robot either. It's hard to map any sort of pattern with the current system so finding anomalies is very hard but at least the feature is there.

A new logging system would be nice that mapped the general comings and goings of a folder. I'd much rather see a delta breakdown for each day.
E.g. [date], [item], [quantity], [delta]

Clicking one of these logs would then bring up detailed list of who took and placed the item type in question and their quantity. It would be nice if the logs also included items fitted on robots so that if you wanted to see how many mining lasers had been removed you can see in the detailed log an [equipped on] header.
E.g. "2212-03-29 02:58", "Alexander", "-4", "Termis"

It's possible to make a program generate this from the logs but would require complete logs which can be cleared or deleted. A built in feature like this would be great for tracking modules and for larger corporations scaling production to replaced items in demand.

97

(1 replies, posted in General discussion)

You'd be incorrect thinking you all see positive increases but the overall idea is pretty nice.
The issue is more assignment runners would need to use the alpha islands to travel around and most player who get their NIC from NPC kills wouldn't be effected. I can't see this being greatly useful. Perhaps if they added more alpha island PVP options with these "Police" it might be worth while but for the time being I can't see it being greatly useful.

Just to clear it up. Assignments (Level 0 and level 1) do not negatively effect other corporations and only increase standings. The only way to get negative standings is to run level 2+ assignments. Assignments are the only thing that effect standing but it would be nice if some NPC kills produced an item that could be handed in for varying levels of standing reward. Separate from the assignment system.

If you have multiple clients is it effect all of them. Are multiple accounts using the same client also effected?

If the issue is the client and not the account/server then at least you can fix the issue.

Seems like there is a patch coming soon either way according to general chat chatter.
Perhaps the usual midweek patch this time around? big_smile

100

(3 replies, posted in General discussion)

It would be really nice to see this feature. Looking forward to new artifact sites.