26

(0 replies, posted in Bugs)

I use windows XP. When logging in. After typing my password, if hit enter, instead of clicking on the login button, often the game will hang at the login screen. The game doesn’t “stop responding”, ie it is possible to close the game without using ctrl alt delete.

Clicking on “log in” works systematically.

27

(5 replies, posted in Resolved bugs and features)

Most of my client crashes occur at teleports. That is a revelation for no one. What might be news is the fact that teleporting from Galoly Beli to Blaha one, induces a systematic bug. Teleporting from Blaha one back Galoly Beli functions as per usual.

After teleporting from Galoly Belo to Blaha one, my robot is unable to move. I noticed that if I select a tile and attempt to target I receive an error “altitude difference is too big”. I receive this error even if I attempt to lock the tile on which my robot is standing.

Missiles that travel at 90kph; all lasers ammo being in the visual spectrum and auto cannons seemingly loaded only with tracers. When you’re a gunman, the effect of your weapons is very graphical. Determining whether you hit or miss doesn’t really require that you sift through your combat log.

For some reason, the EWAR combatant has to do such sifting to see if his ECMs are efficient. If your target does not have the ECM carrier locked. Then said ECM carrier won’t easily be able to tell if the modules had their effect.

Can’t we have a little graphical effect that shows if the ECM did work as intended without having to drop our eyes to the minuscule combat log?

29

(13 replies, posted in Feature discussion and requests)

A command robot would create a new niche for players.

A battle commander would be better accommodated in a robot that provides bonuses to signal detection and nexuses.

30

(8 replies, posted in General discussion)

Firstly you ought to know that the Arbalest is one of the toughest bots to farm with. You have neither the security of range that the Baphomet has nor the caps stability and line of sight conveniences of the Waspish.

Gear is good, but tactics is everything. Here’s what I believe you should do.

Unless you’re specifically looking for a certain type of kernel, you ought to be farming green npcs. It’s like giving yourself a free active hardener.

Remember the Arbalest is the least armored combat assault bot in the game, you don’t really want to tank your enemies with it. On the other hand it’s fast, and with a T4 light weight frame it can outrun any npc.

I feel as though I’m stating the obvious but no one has mentioned it in this post. You don’t need to tank, if the enemy can’t shoot you. Use your superior speed to move in and out of the locking range of your enemy. It takes 12 seconds for the enemy to lock onto you, depending on skills, you can pull off 2 or 3 salvos while it attempts to lock onto you. Then move back until you break his lock. Once his lock has been broken move back into firing range. A sensor amplifier helps with this although it’s not absolutely necessary since the boost in the assault bot’s locking range in the last patch.

Before you go farming, search spawns that are easy to take out. Get out there with a chassis scanner, a sensor booster and a light weight frame. Enemy bots with a lightweight frame are easier to kill, but it’s harder to take distance from them. Enemies with demobilizers are especially dangerous. Make sure the area where you’ll fight in is fairly flat. You don’t want to fight missile bots in rolling hills.

I also advise against using your Sequer to back you up.
As far as the fitting itself goes, I use the following.

2 weapon tunings (one sensor amp and one weapon tuning is easier to use and lighter too)
5 em guns
1 armor repair
1 lightweight frame
1 cap recharger

I doubt that the people who complain about light electronic warfare bots being « OP » have ever being in an offensive ewar roaming gang. What they perceive as an unstoppable menace is in fact the fruit of an expertly fitted and managed gang using extremely unforgiving tactics.

The failure of one in the ewar roaming gang often leads to the death of all.
All it takes is a failed ECM attempt, followed by a single retaliatory spike from the Kain, and any resemblance of protection the gang had is shattered.

The firepower of EWAR bots is vastly overexagerated. These robots that can be vaporized in a single salvo must plink away one by one the chips of armor of the target for a prolonged period before destroying it. On the other hand the armor of wisely fitted PVE mech is simply impenetrable to an EWAR gang.

The selection of armament for an EWAR is a dilemma on its own. It’s a choice between; the missiles that deal little damage without bonuses, the heavy auto-cannons that deprive you of speed your savior, and the energy weapons that will drain the little accumulator available for your countermeasures.

How would you fit an EWAR thread starter? That’s easy, not so? For an Intakt or a Cameleon for example.

EWAR stufz™ in the head
Guns, guns, guns; lots of them, like … 2 (“light” ones at that too).
An energy vampire, in case you actually think it’s wise to stand toe to toe with a mech. You’ll also need reactor expansion level 12 to squeeze it in.
A frame for speed
An evasion module to stand two salvos instead of one
A repair module to activate ten times for every shot your target takes at you
A recharger for cap stability. Because unlike your poor vulnerable mech that has at least 2000 base accumulator the overpowered EWARS has at most 425.

As you’ll notice you’re two leg slots short. One slot short if you’re using an overpriced MKII. You’re also twice above your reactor limit. Additionally, with all this gear on, you’ll find that you’re as fast as an Arkhe with two medium plates. Bear in mind that it’s best if it’s all T4, like you said roaming is exciting, and nothing is more exhilarating that going around with a 10mil robot that can pop with a single press of the trigger.

The work around, is to take out some of these vital components and compensate with shrewd leadership and unswaying cooperation.

From experience I can say that it is the latter two that are cruelly missing in the players that fall to EWAR gangs.

No amount of nerf, will make you better, but I guess there’s no harm in trying.

32

(23 replies, posted in General discussion)

The servers are still down. They are scheduled for reboot in 25min. Although to be honest I've never seen a timely patching operation in any of the mmorpgs I have played.

33

(23 replies, posted in General discussion)

No good deed goes unpunished.

Farming npcs solo for someone who has only one account raises the problem of bringing back the content of the can. If you’re fast enough, you can rush back to station with your combat bot, grab your hauler, charge back to the farming and empty your can before it disappears.

What happens if the spawn you like is a little too far from the spawn your farming?

Would it work to create on said account a second avatar which can use a Sequer.
Take the avatar close to the farming spot.
Log him out.
Log in the combat avatar.
Farm the spot until bored.
Log out the farming avatar and log back the one with the Sequer.

Would it be better to safely log out or instantly log out? In practice, could this this little system work?

Finally some traveling love! YES YES YES!

The attention given to new player experience is welcome too.
Quote “We’ll also extend our ingame help with a career tips section …snip! filled with links to our current extensive help pages.” End of quote.
Information is ammunition but turning new player experience into “Encarta Online” may not necessarily be the way out of the rookie drop rate issue.

The weapon stabilizer is a good news and a bad news. Will it not practically make assault bots and light bots useless? If mechs can destroy small targets with the same ease as bots, then which role do the latter still have? Will this not create the risk of having elite players camping light bot spawns in their heavy mechs on Alpha islands?

Syndic wrote:

There are easier ways to get the channel password... hop on TS; "hey guys whats the new password I had to reinstall my client/accidentally closed my channel/etc?", works every time.

More likely you just ask someone who defected from Norhoop to CIR as a proof of his allegiance, to give you the intel channel password.

Arga wrote:
JeanMi Requile wrote:

Unless you like to play turrent online.

I read that and thought :

Tourettes online.

F' that game.

I'll edit for spelling.

They seriously need to work out their line of sight system. It doesn't really involve skill at the moment it mostly involves luck. I'm not talking about that hill that's in between you and the enemy, yes you're sure to hit that, but sometimes you have a clear shot but you plow the ground. Clearly the given the inefficiency of the current system Pelilstal is the way to go.
Unless you like to play turrets online. Once you find a spot where you have a clear shot (after having wasting three quarters of your dps on grass), you stand there immobile, and it turns into a battle of who has the best tank.

Edit: Spelling; Tourettes online and others.

While it’s impossible to touch traveling time without upsetting the balance of the universe, I suggest herein three ideas to facilitate the attention requiring yet un-stimulating process of walking around Nia.

1 Waypoints “on the fly”.
When you select a tile and press (by default) the “t” key on your keyboard, your robot conveniently travels to the location selected.
Now how about adding the possibility to select a second tile pressing for example “u” and have the robot first go to “t” then to “u”.

With the possibility to set a couple of waypoints on the fly, one would be able to cross a comfortable distance without having to focus all his attention on driving. Said freed attention span could, for example; be more constructively spent on helping that rookie in help channel looking for the deploy button.

2 Taxi bots.
How about having nimble friendly npcs, let’s call them taxi bots. These bots would all day and all night walk from one predetermined point to another and back again. One could simply click on them on and punch “approach” and let himself be guided to the taxi bots destination.

These bots need not be fast nor use safe routes. It’s a question of sacrificing speed and safety for comfort. Said taxi bots could go from stations to outposts, from one station to another etc…

3 All terrain module.
Keeping with the philosophy of getting around, not necessarily fast, but easily; how would the impact of an “all terrain” module affect the game? Image a device, which increases the gradient capacity of your robot; perhaps even allows it to go through any type of plant.

For balancing purposes such module could have to significantly increase your robot weight. So as not to make it a compulsory module for roaming operations, hit and run or combat blobs; the module should incur penalties to parameters such as: targeting range or speed, signal masking, ECM resistance, demobilizer resistance etc…

40

(1 replies, posted in General discussion)

I also noticed this.

41

(34 replies, posted in Feature discussion and requests)

Alexadar wrote:

...snip!
1. Better magnetic weapon animation: the slug have 1-2 kmps speed when shooted. So it will be awesome for agents too see gun recoil after shoots.

... snip!

Recoil effects should add much fun)
3. Better rocket launch animation with a long firedust trail behind rocket launchers:
... snip!
5. Small but recognisable details on the landscape, what will help to feel that you driving huge robot.

I think that high end graphics appeal to the new players mostly. When you join the game you zoom around your robot and marvel at it every time you add a module or buy a new different mech.

Once you’ve been in game for a while, and you’re busy driving your 164th Baphomet, you play fully zoomed out, with that ugly impassable terrain grid on and your eyes are mostly focused on the target’s health status than on the pretty recoil effects on your guns.

42

(12 replies, posted in General discussion)

Legedric Warstrike wrote:

... snip!

Transport missions still have a much better time vs. NIC value than killing bots that may be killed by a single light/assault bot.

...snip!

So I am hoping for the performance based assignments to kick me out of that circle of boredom...

I agree with you on the fact that L1 transport assignments are still unbeatable when it comes to obtaining NIC. Despite this fact, the income gap between hauling and combat assignments, has been sufficiently bridged to make the later worth doing.

The restrictions are there to protect the gaming community. Anyone with enough time and an array of 14 free trials account could really have an impact on the game if they could join corps and interact freely with other players.

A trial is the MMORPG version of the single player game’s demo. You can’t expect to have access to the full content for free. The trial is there to let you get a look at the game see if you like it or not. If you want to get deeper into Perpetuum as it seems to be case, it means that you enjoyed the first contact, and you ought to subscribe.

Welcome to the community.

44

(12 replies, posted in General discussion)

I’m glad about the implementation of the plasma drops. Now fighters don’t need to do transport missions to buy ammo and upgrade their mission robot.

45

(13 replies, posted in General discussion)

Are you sure that you didn’t get to a tutorial mission that requires you to do deliver/pickup something on one of the other islands? You might have missed some or other instruction in the hurry.

In any case it’s possible to reset the tutorial in the options menu. Try that perhaps.

46

(13 replies, posted in General discussion)

There have been modifications to the tutorial system since I did it but as far as I know, all players, including those on trial, who complete the tutorial, receive some robots.

47

(1 replies, posted in Balancing)

From what I’ve read a critical hit applies a 1,75 modifier to an attack.
An attack that would have dealt 100 damage, deals 175 if it “goes critical” from what I understand.

What is the base chance of having dealing a critical hit? Without the critical hit extension it’s 0% correct? Meaning you’ll never deal a critical hit without the extension. If said extension is at 5, you’ll have a 5% chance of dealing a critical hit. Statistically one in 20 shots will be a critical.

Let us consider two cases.
1) Without critical hit extension
20 shots each at 100 damage will deal 2.000 damage. (The target will actually suffer less than 2000 because it has resistances, but the amount dealt, before resistances are applied is 2.000 in this case).

2) With the critical hit extension.
Statistically, 19 shots will deal 100 damage, and one will go critical and deal 175 for a total of 2075 damage.

The difference in damage dealt between these two configurations is 75. Proportionally 75 / 2000 = 3,75%.

So the complexity level 6 skills with 5 points in it, can statistically be translated into a 3,75% boost to damage with any weapon.

This hardly makes the extention worth obtaining.

48

(5 replies, posted in Feature discussion and requests)

Tiger Tiger wrote:

Autopilot / terain avoidance would make macroes far easier to make

Keeping an un-user-friendly control might discourage more than just marcoers.

There are other tools for keeping cheaters out.

49

(4 replies, posted in Feature discussion and requests)

To keep within the philosophy of a player run market said spark shuttle could be player made. The downside of being player made is that it will not be as widely spread, which would defeat the purpose of said carriers.

To compensate for this, if the carriers were small enough to fit into the tienest cargo holds, they could easely be spread around the various stations.

50

(59 replies, posted in General discussion)

Infinity Nova wrote:

You need to be more clear about what's in next patch so the amount of sandy *** is reduced to a minimum.

... snip!

Not exactly how I would have phrased it but I’m with you on this idea.