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Team: AUSTRALIA
Main: Bastamental
Level: 1836
Class: Seer

Joined: Mon Jan 24, 2011 9:14 pm
Location: Behind you
Post Re: Traveling Fields
Then its not good for other people. Dont be an idiot, the only classes that could use an item like that is DM, and Engi? The rest are stealthy....you must be stupid. Because DMs and Engis can never get close to stealth.

Gtfo, bad logic.

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Jiraque wrote:
It's a seer thing.

Paxx wrote:
Use that yellow thingy on that zerk!


Wed May 16, 2012 9:29 pm
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Traveling Fields
The idea is that they are used purely for travel. Allowing a class to be stealthy and still get the +70 speed opens the possibility of abusing the field for recon purposes.

As a seer, you don't need to fire a single shot to gather intel on movements of enemies, especially enemies that would one shot you regardless. You follow them around and hope they dont deploy drones/go to a red giant galaxy.

It would make it easier for a seer to find roaming ubers or to trail people for pirating. That is not travel from point A to point B for the purpose of going to do a run or dg with teammates.


So, the field would have a whole load of nasty debuffs to prevent the abuse of using it indirectly for combat. If you want speed and seer, either aug for speed, use a speed shield, or shut up and get over the fact you're not fast.


Every (SS related suggestion) topic that you post in has at least one post that attempts to beef seer. For whatever reason, it will not work. Your religious fervor towards seer would serve to only nerf it in the end, as AEM did when you started to spout off about needing a Lincin for combat.

AEM would never have noticed the semi-exploit if you had not mentioned it.


And Enkelin has pointed out that Seer is not the "class that can kill anything". So shut up. You want a specific stat, you aug for or or use a different ship. Don't like the puny hull of a DS/Panther? Get an AWC/AgH. Still don't like that hull? Use a Caly+ aug. Don't want to use a Caly+? Get a ZFE/XmasSpirit.

Nothing is a perfect ship, and neither will this travel field be. So quit while you're ahead before Matthias nerfs seer.


Wed May 16, 2012 9:39 pm
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Team: AUSTRALIA
Main: Bastamental
Level: 1836
Class: Seer

Joined: Mon Jan 24, 2011 9:14 pm
Location: Behind you
Post Re: Traveling Fields
tl/dr

Seer is the squishiest class, im pretty sure I dont want -100 or 300% resits :wink:

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Jiraque wrote:
It's a seer thing.

Paxx wrote:
Use that yellow thingy on that zerk!


Wed May 16, 2012 9:42 pm
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Traveling Fields
Bastamental wrote:
tl/dr

Seer is the squishiest class, im pretty sure I dont want -100 or 300% resits :wink:


And I answered you the first time; don't use the fucking field if you can't handle the debuffs.

But no, you had to get mad and make me respond with a long "u mad?" post.


Wed May 16, 2012 9:46 pm
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Team: AUSTRALIA
Main: Bastamental
Level: 1836
Class: Seer

Joined: Mon Jan 24, 2011 9:14 pm
Location: Behind you
Post Re: Traveling Fields
your just retarded.

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Jiraque wrote:
It's a seer thing.

Paxx wrote:
Use that yellow thingy on that zerk!


Wed May 16, 2012 9:57 pm
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Traveling Fields
Bastamental wrote:
your just retarded.


Nope. I'm just right and u mad bro.

Quote:
The basic idea being you can get where you are going a lot fast and besides a predetermined amount of downtime at the destination, are good to go without having to rely on an ShM. This would also open up anyone traveling under the field's influence to very easy pirating considering how bad your resists would be along with being unable to fire any weapons.



The field fits the basic idea of increasing speed to decrease travel times, but also reduces your ability to defend yourself. Don't like it? Either don't use it or live with the debuffs.

My seer won't need to use it. 27k shields and 240 speed. Probably because I did something with my setup to allow me freedom of not needing it.


Wed May 16, 2012 10:05 pm
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Team: Heaven
Main: Paxx
Level: 2918
Class: Berserker

Joined: Mon Mar 14, 2011 4:44 pm
Location: Californication
Post Re: Traveling Fields
/me puts one on all my trade slaves

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Wed May 16, 2012 10:14 pm
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Team: The Forgotten Colonies
Main: Cpt Lunarion
Level: 1801
Class: Engineer

Joined: Wed Dec 15, 2010 9:48 pm
Post Re: Traveling Fields
You say it'd decrease travel time but only if your travelling from sol to... sol. Everywhere else would be too dangerous and you'd just end up dying and wasting your time in a pod. Doesn't matter what class you are, your still going to die.

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Thu May 17, 2012 1:10 am
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Team: Eminence Front
Main: DemonBlood
Level: 1761
Class: Shield Monkey

Joined: Tue Jul 01, 2008 1:09 am
Post Re: Traveling Fields
70 extra speed, for ships that already go 130, is jack shit.

i mean, your point is technically valid, but who gives a fuck if seers can go a tiny bit faster? they do it at the cost of not being able to fire, which is bad for them if they get an opportunity for a kill. and they also have the problem of much worse resists, which makes them much much easier to kill.

if a seer wants to use the travel field for recon, by all means let them. it lets them go a tiny bit faster in exchange for being ALOT easier to kill.

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Thu May 17, 2012 1:44 am
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Team: Heaven
Main: Kangaroo_blob
Level: 3102
Class: Berserker

Joined: Wed Oct 18, 2006 9:37 pm
Location: Married to: CSE
Post Re: Traveling Fields
Arkainon wrote:
You say it'd decrease travel time but only if your travelling from sol to... sol. Everywhere else would be too dangerous and you'd just end up dying and wasting your time in a pod. Doesn't matter what class you are, your still going to die.


I don't see why you keep saying this... I have a level 600 Gunner Dread that happily aps around peril space with a lifeless stop and a cap travelfield...

Seriously man, stop complaining...

Kanga

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Sun May 20, 2012 8:30 am
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Team: Ace Corp
Main: TomteFar
Level: 215
Class: Engineer

Joined: Wed May 18, 2005 11:37 am
Post Re: Traveling Fields
Add +vis if you disconnect AP?
Then the recon is limited a bit anyhow.

Would use a travelfield if no vis was added during AP.


Sun May 20, 2012 9:59 am
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Team: Strawberry Pancakes
Main: TheShaftofDiscipline
Level: 2570
Class: Berserker

Joined: Mon Aug 09, 2010 1:28 pm
Post Re: Traveling Fields
stupid idea. Could work though if it gave 50 speed and -99% shield, energy, dmg, and -200% resist lasting 2-5 minutes after you unequip it.

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Sun May 20, 2012 11:12 am
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Team: Strawberry Pancakes
Main: TheShaftofDiscipline
Level: 2570
Class: Berserker

Joined: Mon Aug 09, 2010 1:28 pm
Post Re: Traveling Fields
OR make it 10k size

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Sun May 20, 2012 11:13 am
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Team: The Great Armada
Main: Xonok6
Level: 590
Class: Berserker

Joined: Fri Jul 11, 2008 4:31 am
Post Re: Traveling Fields
Travel mode.
No auras, just travel mode(as a mechanic, not an item).
Essentially would mean
+vis
-resists
+speed
+thrust
+turning
-99% damage
-99% crit chance and power
-99% drone ops
maybe some more debuffs like -shield reg

Changing back to combat mode takes 15 seconds to 2 minutes(Up to devs ofc)

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Mon May 21, 2012 5:51 am
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Team: Evo
Main: Savak
Level: 20
Class: None

Joined: Sat Jul 31, 2010 4:58 am
Post Re: Traveling Fields
Xonok2 wrote:
Travel mode.
No auras, just travel mode(as a mechanic, not an item).
Essentially would mean
+vis
-resists
+speed
+thrust
+turning
-99% damage
-99% crit chance and power
-99% drone ops
maybe some more debuffs like -shield reg

Changing back to combat mode takes 15 seconds to 2 minutes(Up to devs ofc)

5-10 seconds, 0% resists and inability to shoot weapons, deploy drones and fighters.

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Mon May 21, 2012 5:56 am
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