Topic: light/Assault and mod Changes in Patch 6/17

  • Change: Increased base speed of light combat robots and their Mk2 variants.

  • Change: Increased base speed of light industrial robots and their Mk2 variants.

  • Change: Increased base speed and mass of assault combat robots and their Mk2 variants.

  • Change: Signal masker modules are now using energy over time, which means that the basic activation AP cost is really low, but the effect itself drains AP every 2 seconds. The basic AP usage is multiplied by the hit surface size of your robot. AP drain lasts while the effect is active, and the effect will drop if there is not enough AP to drain.

  • Change: ECCM modules gained an active ability, additionally to their current passive sensor strengthening. Their active effect is also using energy over time like the signal masker above (AP usage * hit surface, every 2 sec). Active ECCM has a 2 minute cycle time and its effect lasts only for 20 seconds, but it instantly removes every negative effect from your robot (target marker, demobilizer , sensor suppressor), and provides a huge ammount of demobilizer resistance and sensor strength for those 20 seconds. Additionally it also gives a certain amount of lock resistance, which means that every 3 seconds every other enemy or friendly robot has a chance to drop their lock on you. Lock resistance works similarly to how ECM/ECCM modules work, by comparing the enemy robot's sensor strength to your lock resistance.

Can't wait to see the speed effect this will have on my Baphomet.

What is this new drain effect going to translate into for operation for the Masker and ECCM for laser bots, Acc is already at a premium.

The ECCM active effect lookslike an OMG-RunAway button, that was previously missing, and something that is going to be very useful for artifact hunting. Getting in/out of those Infestation caches and the ones in the middle of mobs.

Re: light/Assault and mod Changes in Patch 6/17

Yes, ECCM's have been essentially turned into a GTFO "Run Away! Run Away!" module.  Seems like an oversight on the devs, but they forgot to mention that ECCMs now have a visual model on the bot so you can tell who is using one:

Sequer:  http://img856.imageshack.us/img856/9006/eccmsequer.jpg
Gropho:  http://img864.imageshack.us/img864/2007/eccmgropho.jpg

->You just lost The Game<-

Re: light/Assault and mod Changes in Patch 6/17

Does it flash, spin, and wail too!  *lol*

Also, please add in a trail of yellow liquid...

4 (edited by Arga 2011-06-17 19:21:16)

Re: light/Assault and mod Changes in Patch 6/17

Is the -remove negative effects- instant upon activation for the ECCM even if there isn't enough acc for the draining? What is the activation cost, its mentioned as 'low' for the masker?

That is if you really low on acc, can you still whack this button and get the demob cleared off you, even if the 20 sec effects stop at the 2 sec mark? When used in conjunction with a sheild, its highly likely that you could be at low/0 acc and need to use this effect.

Re: light/Assault and mod Changes in Patch 6/17

just to shed in some facts:

a standard ECCM needs 15 AP * robotsize /2s for 20s

on a Seth this means:
150AP every 2s for 20s = 1500 AP for one activation!

when active it gives you 200% sensor strength, 30% demob resist and lock resit display is zero...

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: light/Assault and mod Changes in Patch 6/17

Annihilator wrote:

on a Seth this means:
150AP every 2s for 20s = 1500 AP for one activation!

LoL we killed a heavy mech when they forgot this... hahahahah wink

Re: light/Assault and mod Changes in Patch 6/17

Assualt/light speed boost was very much needed there are still ew that can catch and tackle for mechs and mechs can still 3-4 shot assualts  but with a lil more speed now they have a chance to run if they run up on something to much for them to handle.  ewar can still hold them down for mechs to kill so they cant run still seems like a good balance so far.

Re: light/Assault and mod Changes in Patch 6/17

how valuable is a neuting trojar vs. mech now?

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: light/Assault and mod Changes in Patch 6/17

Annihilator wrote:

how valuable is a neuting trojar vs. mech now?

Get three of them together and they're amazing. big_smile