Re: Gamma revamp testing

Ville wrote:

So from the developers stand point, your idea of attacking a gamma base is to split up into multiple little groups and zerg into base?

Well that's only one strategy that I think would work, but experience shows that players are always better to come up with different ways. That's why I can't answer questions like "how do you want us to play".

377

Re: Gamma revamp testing

The way we seiged gamma past was SOLOly through offensive terraforming.  Your removing that from us.  We have no way to get close enough to High tech lazers with out being vaporized.

- A deployable wall that lasts a few hours.  All I am asking for here.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Gamma revamp testing

and how do you lose robots then?

*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

379

Re: Gamma revamp testing

Annihilator wrote:

and how do you lose robots then?

Same way when we had sky high walls with terraforming, do you know how many terraformers are lost in seiging a gamma base???  Or how many oh, look a turret can magically shoot through a wall we just built because of an amazing game we play!  Or, it's just a small opening I got my shield up, BOOM, dead Lithus.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Gamma revamp testing

turrets are going to be nerfed, both in their individual firepower and their numbers... those two factors multiply with each others.

you'd probably just walk straight at them with your shielded RR guy behind your Seth MK2's and rip them apart, or destroy the boosters behind them with your gropho artillery.

*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

381

Re: Gamma revamp testing

turrets hit at 2200.  Show me a bot in game that does that.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

382 (edited by Annihilator 2014-07-09 19:20:44)

Re: Gamma revamp testing

does that mean you couldn't set a foot on the PTS gamma island yet, because my base there with three turrets killed you at the teleporter?

Ville wrote:

turrets hit at 2200.  Show me a bot in game that does that.

nothing wrong with the turrets.
its just a single SENSOR booster connection:

boosting detection to see you
boosting their locking range to lock you
boosting their locktime to lock you faster
boosting their optimal range to shoot at you
boosting their sensor strength to resist your ewar,
at that range

and you can conncet up to 4 of those multiplying(?) booster buffs to each turret, and each booster can buff several turrets at once.

*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

383

Re: Gamma revamp testing

Annihilator wrote:

does that mean you couldn't set a foot on the PTS gamma island yet, because my base there with three turrets killed you at the teleporter?

Ville wrote:

turrets hit at 2200.  Show me a bot in game that does that.

nothing wrong with the turrets.
its just a single SENSOR booster connection:

boosting detection to see you
boosting their locking range to lock you
boosting their locktime to lock you faster
boosting their optimal range to shoot at you
boosting their sensor strength to resist your ewar,
at that range

and you can conncet up to 4 of those multiplying(?) booster buffs to each turret, and each booster can buff several turrets at once.

Alright, I forget I have to explain things in a manner which people with 0 practical experience can understand.

A hi Tech turret has 5 connections.  Those 5 Connections can be filled with 4 Hi tech booster nodes each providing 30% boost in Optimal range and signal detection and Locking Range to see you.  Also there is fall off for the turret. 
At 750 M range 1 booster has now increased the rate of  those three things to 975.

2 Boosters = 1267.5
3 Boosters = 1647.75
4 Boosters = 2142.08

Then you factor in falloff and they can hit you for over 2142.00. Pushing the limits of 2300+ 

Oh and did I mention they can 2 ~ 5 shot you?

Why is this significant?  Because in the olden golden days, players  would terraform cover to get near them and then terraform around them to attack structures.  This took HOURS and Sometimes DAYS of straight terraforming.  I remember 16 hours straight falling asleep at the keyboard.

Whats going to happen now?  There is slope and height limits.  Players will pick the highest flattest ground and place their base with turrets.  You won't be able to terraform "Cover" high enough to get in firing range of the turrets. 

GG Base survives as long as the batterys are full.

That's just attacking the base, now imagine if there is actually people defending the base.  ECMing or coming out shooting at the people trying to make cover.  Remember they have a fall back net of their base, so they can close the distance fast than you and engage and freely fall back.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Gamma revamp testing

Could we just forget this cover strategy for a moment and concentrate on how people would siege without it?

385

Re: Gamma revamp testing

You can't seige without cover.  Plain and simple.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Gamma revamp testing

Ok, I mean what would need to change to make it viable?

387

Re: Gamma revamp testing

How about a seige tower that spawns plated sequers that drive into turrets?

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

388

Re: Gamma revamp testing

DEV Zoom wrote:

Ok, I mean what would need to change to make it viable?

The question is what do consider is the size and robot class needed to assault each tier of base. 

For example. a standard base mech class + ew support with or without nexus lvl 5, 8 or 10 skills.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Gamma revamp testing

DEV Zoom wrote:

Ok, I mean what would need to change to make it viable?


Siege mode module for gamma only that gives high tanking abilities to heavies only, but while using it u cant move. Something like that.

RIP PERPETUUM

390

Re: Gamma revamp testing

Honestly I would like seige weapons.  Only usable on gamma, mechs can fit 1 heavys can fit 3.  They have those 2k optimals + falloff.  Players can't be shot with them and they are heavy as all get out requires colixum and we leave everything else alone.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Gamma revamp testing

Ville wrote:

stuff

*hint* optimum range boost is only 15%

no matter what i do, i cannot get those ranges your talk about. 4 high-tech boosters on a hight-tech laser turret results in 1000m range +200m falloff,
with 460 Thermal only damage per shot. with a single active thermal hardener and one universal one, you can take 43 hits from that until your seth explodes, if you do not repair yourself.

thats pretty far from two-shotting

*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

392

Re: Gamma revamp testing

Hi tech booster nodes got cut in half?

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

393 (edited by Annihilator 2014-07-09 22:08:20)

Re: Gamma revamp testing

Ville wrote:

Hi tech booster nodes got cut in half?

two year old post, read the last line:
http://forums.perpetuum-online.com/post/70405/#p70405
thats 1:1 what i read on PTS today

*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: Gamma revamp testing

Btw if you were wondering whether the reactors on the test server are not charging or something, you're right. For now you need to feed them energy cells until we do the mineral miner feeding thingies.

Re: Gamma revamp testing

DEV Zoom wrote:

Btw if you were wondering whether the reactors on the test server are not charging or something, you're right. For now you need to feed them energy cells until we do the mineral miner feeding thingies.

does transfering energy from infinite-recharging player robots still work?

*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

396

Re: Gamma revamp testing

I swear to god I am hitting the pipe, all is well I am sorry for two pages of garbage.  Dev Zoom its fine.  All is balanced have a great day!

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Gamma revamp testing

Ville wrote:

I swear to god I am hitting the pipe, all is well I am sorry for two pages of garbage.  Dev Zoom its fine.  All is balanced have a great day!

I told you everything is fine. Bout time you came around.

Bring this spawn into the world so we can make merry! lol

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

398

Re: Gamma revamp testing

Ville wrote:

You can't seige without cover.  Plain and simple.

I dont know if this is really true because honestly nobody has tried. Perhaps you can supertank and bring sufficient RR but in previous gamma iterations there hasn't been the numbers to make this work.

I think if your taking a fleet of 40 + you would laugh at the dps tbh

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: Gamma revamp testing

DEV Zoom wrote:

Turret changes:

Rail:
Damage modifier reduced by ~33%
Hit dispersion doubled (misses more)
Cycle time halved (2x faster firing rate)
Energy usage halved
Overall: about -33% less dps, with about the same energy usage as before

Missile:
Cycle time increased by 50% (this means about 33% less dps)
Energy usage increased by 50%
Overall: about -33% less dps, with about the same energy usage as before

Laser:
Damage modifier reduced by ~33%
Overall: about -33% less dps

sometimes i really wished you would use clear text:

Annihilator wrote:

Sentry Laser

  • Optimal Range: 625m

  • Falloff: 200m

  • Dispersion: 4°

  • Accumulator consumption: 30 AP

  • Cycletime: 5s

  • Damage Mod: 1000 % (was 1500%)

  • Ammo Type:
    Medium Sentry Energy cells
    Damage: _____ Kinetic / _____ Seismic /  48  Thermal / _____ Chemical

    Laser Sentry Emplacement is equipped with two of those Lasers, thats:
    2x 480 Thermal damage every 5 seconds (192 DPS)


Sentry Railgun

  • Optimal Range: 500m

  • Falloff: 150m

  • Dispersion: 24° (was 12°)

  • Accumulator consumption: 50 AP

  • Cycletime: 5s (was 10s)

  • Damage Mod: 3000 %

  • Ammo Type:
    Medium Sentry slugs
    Damage:  48  Kinetic / _____ Seismic / _____ Thermal / _____ Chemical

    Railgun Sentry Emplacement is equipped with two of those Rails, thats:
    2x 1440 Kinetic Damage every 5 seconds  (576 DPS)


Sentry Missile Launcher

  • Optimal Range: 150%

  • Dispersion: 0°

  • Accumulator consumption: 7.5 AP (was 50 AP)

  • Cycletime: 7.5s (was 10s)

  • Damage Mod: 900 %

  • Ammo Type:
    Sentry Missiles
    Damage: _____ Kinetic /  80  Seismic / _____ Thermal / _____ Chemical
    Optimal Range: 750 m
    Explosion Radius: 9 m

    Missile Sentry Emplacement is equipped with two of those launchers, thats:
    2x 720 Seismic Damage every 7.5s (192 DPS)

Zoom, please check your numbers again. the on-PTS numbers for missiles do not corelate to the ones you wrote there, they are shooting faster and consume much LESS power.

*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

400 (edited by Rex Amelius 2014-07-10 21:56:20)

Re: Gamma revamp testing

1.) Slope Limitations is a Mistake,

and by extension

2.) Excluding Beacon Terraforming is a Mistake

Your inclusion of Painted Zones is the BEST ANSWER to opening Gamma AND reigning in out-of-control terraforming. We don't need to terraform and build on the entire island, just SMALL SECURE PORTIONS of it.

We don't need access to all the coastlines, and besides, why take a Shoreline or Peninsula defensive positions away from defenders? Why be forced to defend a base from 360 degrees? With a guaranteed open island it's fair to expect to find more secure, locked up portions within which to build a secure base.

Are you worried about Highways? We don't need to terraform highways as long as you design islands with passable terrain out-side Painted Zones (which should web and weave through the CENTER of the island as well as from its teleports). Forget structures and terraforming for Highways and implement your Speed Tiles to be placed on any passable terrain. It's SPEED that matters, not silly flat valley sidewalks. Perhaps even make Speed Tiles Visible and Usable only to Friendlies.

And what about Friendly Passable Shield Walls as opposed to "Gates"? Are we sword dwelling barbarians or futuristic sci-fi mech warriors? Do we have to "open" the gate or does a Shield Wall automatically block passage to all but Friendlies?

I wish I was a photoshop artist to create an example of my vision, but all I know are words.

Sparking to other games