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Post Re: Revisiting Fertile Parasites
How about 1k times the tech of the sludger is the maximun damage for a sludger?

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Thu May 27, 2010 1:03 pm
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Post Re: Revisiting Fertile Parasites
The Voomy One wrote:
The whole point is to remove the unlimited damage.

and that whole point is something that we dont want removed

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Thu May 27, 2010 2:23 pm
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Post Re: Revisiting Fertile Parasites
The Voomy One wrote:
The whole point is to remove the unlimited damage.



And make it unlimitedly useless?

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Thu May 27, 2010 2:42 pm
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Post Re: Revisiting Fertile Parasites
trevor54 wrote:
The Voomy One wrote:
The whole point is to remove the unlimited damage.



And make it unlimitedly useless?


The T6 weapons will be useless against good bases, but there will then be higher tech ones that will do much more damage.


Thu May 27, 2010 3:04 pm
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Post Re: Revisiting Fertile Parasites
pip8786 wrote:
trevor54 wrote:
The Voomy One wrote:
The whole point is to remove the unlimited damage.



And make it unlimitedly useless?


The T6 weapons will be useless against good bases, but there will then be higher tech ones that will do much more damage.


Thats somewhat of good news. Question, What will be their max output?

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Thu May 27, 2010 3:17 pm
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Post Re: Revisiting Fertile Parasites
Jeff has made a T18 one that currently does 150 max DPS before augs and skills. If you switch between that and a regular weapon you'd beef your DPS pretty well. This is strong against ships but weak against bases.

We are going to add base only parasites that do a lot more damage and have other effects. The one jeff is adding will do tons of DPS and will also multiply base shield bank by .99 per bug (and has a long half life). We're currently testing this on test.


Thu May 27, 2010 3:36 pm
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Post Re: Revisiting Fertile Parasites
pip8786 wrote:
Jeff has made a T18 one that currently does 150 max DPS before augs and skills. If you switch between that and a regular weapon you'd beef your DPS pretty well. This is strong against ships but weak against bases.

We are going to add base only parasites that do a lot more damage and have other effects. The one jeff is adding will do tons of DPS and will also multiply base shield bank by .99 per bug (and has a long half life). We're currently testing this on test.


This is on live currently. Something happen, or was it a patch that nobody cared to update us on?

T18, 45 size.


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Thu May 27, 2010 9:36 pm
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Post Re: Revisiting Fertile Parasites
Pretty sure jeff patched some changes in as some weird things were happening.

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Thu May 27, 2010 11:01 pm
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Post Re: Revisiting Fertile Parasites
Our data files got accidentally patched today when the server crashed without a corresponding code patch, which included adding some of the new parasite weapons to the dg drop list. But I reverted the parasite data to fix a problem with the ice sludger without the code patch, so the new parasite weapon won't work correctly until we do a normal patch, since it's missing it's proper parasite. I think it just defaults to a blowworm right now since it doesn't have it's new parasite on live yet.

Yes, we're also adding several new ant-base parasite weapons that are extremely powerful and the parasites are base-only which means they won't inject in non-bases. These things won't single-handedly destroy a base, but they can do a lot of DPS and also have very nice side effects which make bases weaker.

But before we add these new anti-base parasite weapons, I'm going to be adding the BP's for better base-only exterminators, Adonis through Annihilator.

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Fri May 28, 2010 1:00 am
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Post Re: Revisiting Fertile Parasites
Base ones sound nice :D

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Fri May 28, 2010 9:56 am
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Post Re: Revisiting Fertile Parasites
Make the exterms take a lot of random tier 2 and 3 commods (depending on tech).

Kanga

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Fri May 28, 2010 11:24 am
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Post Re: Revisiting Fertile Parasites
I have one of the new parasite weapons, t18, and it sucks balls. Even without a pest controller and "refreshing" the stack on occasion it takes FOREVER to get 1k+ damage. These wont kill shit.

Revert back to the way they originally spread and keep everything else the same, beef the exterminators if you think the weapon is OP.

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Tue Jun 01, 2010 2:37 pm
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Post Re: Revisiting Fertile Parasites
But it takes damn forever to kill. It would be nice to poke 3 galaxies with this thing and watch the enemy figure out which is the real target.

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Tue Jun 01, 2010 4:42 pm
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Post Re: Revisiting Fertile Parasites
uh....the one with all the ships attacking the bases, perhaps?

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Tue Jun 01, 2010 5:03 pm
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Post Re: Revisiting Fertile Parasites
Demiser of D wrote:
uh....the one with all the ships attacking the bases, perhaps?


By the time they figure out, the siege kits are up and start to pop the defenders.

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Tue Jun 01, 2010 5:09 pm
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