Topic: First steps (discussion)

Do You have important remarks for my guides? Write here.

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Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...

Re: First steps (discussion)

Thank you Hunter to do this,

1. 1 minute = 1 EP maybe after you can show on or offline dosent matter as well

2. This is combat guide If you can somewhere tell that pls do, or will be miner guides as well?

3. I would like to see some numbers after you showed the recommended skill level like sharpshooting, after 5 you can shoot 150 m and that is good for beginning against NPC because they lock in 150 (for example i am not sure about numbers now just an example)

4. Where is the navigation skill or? I prefer for beginners 7-8 that can be enough.

Energy to Earth!

18.01.2014. [12:57:58] <BeastmodeGuNs> after that i remembered all those warning about 1v1 you lol, and i found out why xD

Re: First steps (discussion)

Inda wrote:

4. Where is the navigation skill or? I prefer for beginners 7-8 that can be enough.

Newbies should plan their EP so at the end of the trial they should have Nav 10

"you're not in an MMO to make friends, you're there to make enemies smile"

4 (edited by Hunter 2012-03-22 14:32:51)

Re: First steps (discussion)

I would to see such posts with attached screenshots. If possible.

The theory of mutual interests
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...

Re: First steps (discussion)

Common things

Before you start playing you should know the following:

1) 1 minute = 1 EP
2) You can reduce the skill level of the first 14 days and if the level is not higher than 5.
3) Each robot has its own individual bonuses.
4) Combat robots has an advantage over one race and weak against another.

to 2: I thought its 30 days. Or I am a to old player. and you can reset until you hit 7. 6 is fine.

Re: First steps (discussion)

Baglodush Kemory wrote:

Common things

Before you start playing you should know the following:

1) 1 minute = 1 EP
2) You can reduce the skill level of the first 14 days and if the level is not higher than 5.
3) Each robot has its own individual bonuses.
4) Combat robots has an advantage over one race and weak against another.

to 2: I thought its 30 days. Or I am a to old player. and you can reset until you hit 7. 6 is fine.

Fixed. Thanks.

The theory of mutual interests
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...

Re: First steps (discussion)

Hunter once your finished i can re-paste the english version in peroper form. Then later add anything i think you missed for your review.

Let me know if you want me to

Undefeated 2013
"Even alone you probably are one of the best" - Khader Khan
"Lemon the 1 man army .... also know as: THE TERMINATOR!" - Obi Wan
"There are people who are just better then you at doing many things at one time, some are far better then myself, far better." -Merkle

Re: First steps (discussion)

Great job Hunter, all thumbs up for this project.
The only thing I would add is the range extender for EM-Pilots. In a lot cases at the beginning, you benefit more from range than from dps. Drawback is ofc high reactor usage of range extender. I have no clue if it is viable in first 4 weeks, but would rather drop one gun when this allows me to stay out of enemy range.

Re: First steps (discussion)

Nice job Hunter!

John 3:16 - Timothy 2:23

10 (edited by Inspiration 2012-03-23 00:02:57)

Re: First steps (discussion)

You can also prepare new players get a grip on the cost of leveling up.
Recently I did some checking and came to this (please verify):

For a rank 1, going form level 0 to level   1 costs   1 hours (60 EP)
For a rank 1, going form level 1 to level   2 costs   2 hours
For a rank 1, going form level 2 to level   3 costs   3 hours
For a rank 1, going form level 3 to level   4 costs   4 hours
For a rank 1, going form level 4 to level   5 costs   5 hours
For a rank 1, going form level 5 to level   6 costs  12 hours
For a rank 1, going form level 6 to level   7 costs  21 hours
For a rank 1, going form level 7 to level   8 costs  32 hours
For a rank 1, going form level 8 to level   9 costs  45 hours
For a rank 1, going form level 9 to level 10 costs 100 hours

And for a Rank N extension, multiply this by the rank!

Note how nonlinear the cost of leveling up increases after level 5!

Re: First steps (discussion)

... or just use perp-planner wink

*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: First steps (discussion)

2Lemon - sure
2goffer - i doubd that range extendors is good for lights/assaults. guide for beginners.
2inspiration - you sure that it's really need for noobs?

The theory of mutual interests
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...

13 (edited by Inspiration 2012-03-23 10:04:09)

Re: First steps (discussion)

Hunter wrote:

2Lemon - sure
2goffer - i doubd that range extendors is good for lights/assaults. guide for beginners.
2inspiration - you sure that it's really need for noobs?

In condensed form it is a good lesson why not to level up past 5 if you want to gain abilities fast. A picture visualizing this might work quite well. OR a statement that level 9 to 10 always takes 100 times longer then 0 to 1, with a notification of the sweet spot being 5.

You get the idea smile

Re: First steps (discussion)

Great job with the guide Hunter! smile
To make it more complete, maybe a quick walkthruu of wich ammo to use when and against what factions could be good.
Keep up the good work!

15 (edited by Inspiration 2012-03-24 00:44:47)

Re: First steps (discussion)

Baal wrote:

Great job with the guide Hunter! smile
To make it more complete, maybe a quick walkthruu of wich ammo to use when and against what factions could be good.
Keep up the good work!

The following list of ammo types to use against NPC spawns is based on their natural resists and most common armor hardening.

When shooting Yellow NPC, your best ammo choices are:

* Chemoactive missiles
* Thermal energy cells
* Chemoactive slugs
* Chemoactive bullets (-50% optimal)
* Composite bullets (20% less DPS then chemoactive bullets)

When shooting Green NPC, your best ammo choices are:

* Sonic missiles
* Chemoactive energy cells
* Chemoactive slugs
* Chemoactive bullets (-50% optimal)
* Armor-piercing bullets (27% less DPS then chemoactive bullets)

When shooting Blue NPC, your best ammo choices are:

* Chemoactive missiles
* Chemoactive energy cells
* Composite slugs
* Chemoactive bullets (-50% optimal)
* Composite bullets (25% less DPS then chemoactive bullets)

When shooting Industrial NPC, your best ammo choices are:

* Sonic missiles
* Thermal energy cells
* Composite slugs
* Chemoactive bullets (-50% optimal)
* Composite bullets (22.5% less DPS then chemoactive bullets)

These advices are aimed for shooting mixtures of light up to heavy mechs (random spawns)!

Re: First steps (discussion)

Since the increased requirements of chemo-ammos got removed some patches ago:

use chemoactive all time...

or use the repective ammo - i dunno how insipiration comes to that list, but it seems wrong to me:
- kinetic ammo vs. green bots,
- seismic ammo vs. yellow bots,
- thermal ammo vs. blue bots,
- chemo ammo vs. industrial bots

only in cases where the target has an universal hardener fitted that rule doesnt work. (note: npcs do not activate their hardeners)

*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: First steps (discussion)

Annihilator wrote:

(note: npcs do not activate their hardeners)

Actually they do.

The theory of mutual interests
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...

Re: First steps (discussion)

they do nowadays? when was that fixed?

*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

19 (edited by Inspiration 2012-03-24 15:56:39)

Re: First steps (discussion)

Annihilator wrote:

Since the increased requirements of chemo-ammos got removed some patches ago:

use chemoactive all time...

or use the repective ammo - i dunno how insipiration comes to that list, but it seems wrong to me:
- kinetic ammo vs. green bots,
- seismic ammo vs. yellow bots,
- thermal ammo vs. blue bots,
- chemo ammo vs. industrial bots

only in cases where the target has an universal hardener fitted that rule doesnt work. (note: npcs do not activate their hardeners)

I scanned all green and blue NPC for starters, found the common theme and then calculated their effective resists. Then i calculated the effective damage of all ammo and missiles in game on those resists.

Please realize that faction damage type specialization causes their respective ammo for that type to have higher base damage. This extra raw damage makes it better then chemical in certain situations. In the case of bullets however, the insane amount of raw damage of chemicals always wins (at the hefty price of a 50% drop in optimal range).

With hardening taken into account, each weapon class really has only two sane non-mission ammo types to use. The rest is sort of decoration with the exception of very rare specialized cases.

Re: First steps (discussion)

Inspiration is right.  Most often the npcs have an higher resist again their natural weakness than chemical. I almost always do more dmgs with chemical ammos than kinetic missiles (armor piercing) on green npcs.  Thats where "most common armor hardening" comes into play.

Contradicting others statements seems to be a appreciated occupation to you Annihilator, but try to do it with true facts sometimes...

Re: First steps (discussion)

well i was under the assumption that npcs still do not use their active hardeners - since they didn't do that for several years wink and they havent done it right after the "npcs accumulator patch".

if they do activate them now, their resist hole is fixed up to same resist as their highest one. Then its only logical to use your single-damage ammo against same type npcs (eg. thermal laser ammo vs. yellow bots) , or chemoactive against any other race.

the other two ammo types then have no real use with random robot spawns...

*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: First steps (discussion)

Would anyone like to help me with the industrial guide?

The theory of mutual interests
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...

Re: First steps (discussion)

Hunter wrote:

Would anyone like to help me with the industrial guide?

People actually do that stuff?

BTW a synopsis of each class's play-style end game for there Damage Role/e-war Role so players reading have a idea what they will grow in to.

Example: Blue Combat role pilots can expect to focus around hit and run shooting as well as High damage output fragile speedy bots and in the flip have the ability to tank very well when fitting for it.

Green e-war pilots, unlike the other races and roles this focuses on a very important nitch of energy warfare. Most end game pilots focusing on shield tanked bots specialized in removing the enemies power source at the cost of their own making them very effective.

If players understand the roles/strengths ahead of time we may see a lot less QQ about nerf's/Buff's.

Undefeated 2013
"Even alone you probably are one of the best" - Khader Khan
"Lemon the 1 man army .... also know as: THE TERMINATOR!" - Obi Wan
"There are people who are just better then you at doing many things at one time, some are far better then myself, far better." -Merkle

Re: First steps (discussion)

Thx, for the guide.
There seems to be a copy&paste error in the Baphomet Guide, from step 5) on, you are using EM-Guns there...
(5xT2 light EM guns;).

Re: First steps (discussion)

Leid Wolf wrote:

Thx, for the guide.
There seems to be a copy&paste error in the Baphomet Guide, from step 5) on, you are using EM-Guns there...
(5xT2 light EM guns;).

thanks

The theory of mutual interests
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...