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Site Admin / Dev Team
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Team: Eminence Front
Main: PhoenixSun2
Level: 1392
Class: Shield Monkey

Joined: Mon Jan 03, 2005 12:07 am
Post March 12th 2009 - Dev Update 6.5
Here is a few more player issues we went through today, with some answers:


  1. Shield Monkeys
    • On top of the shields getting more regen, the transference skill will be boosted to 6.5% power, 4% efficiency so their healing throughput will be greatly increased. (HAL)
  2. Sniper too weak?
    • Skills will be rebalanced like so:
    • Combat focus: 3% shield, 1% damage, 2% refunded space on all equipped items
    • Arsenal Expertise: (5% MF, +2.5% weapon hold, equipped weapons take -1% space)
    • This should make zerks a bit stronger, and snipers quite a bit more versatile with the extra space. (HAL)
  3. Zobiton not cappable anymore
    • Jey will give more hull
  4. Emp wand does less hps than a forceful modded Armada Wand.
    • Emp wand will be beefed. (Voom)
  5. PC's and Corsair's Converter's does damage.
    • Damage will be removed (Voom)
  6. Put mission for Shielding 20 in Blue Photon Processing instead of Emp Bio?
    • Yes. (Voom)
  7. Panther needs to be made better.
    • In built bonuses will be looked at.(SAL)
  8. Shields in general
    • "Full regen time" will be changed from a balance around 5 minutes to a balance around 3 minutes, increasing the regen on most shields. (Jeff)
    • Also, since drones will soon be inheriting 1/3 of all owner skills, charge drones will be a very good secondary option for shield monkeys. Special ShM charge drone?
  9. Rhinos don't use there Rhino Rays anymore.
    • DPS will be raised on the Rhino Rays within the balance sheets (Jeff)
  10. Ai's with too strong shields: Basils, SawtoothX's, Goblins, Infernos.
    • Will be looked into (Jeff)
  11. Unt Faranji Energy X. 16BIL to extract? (other ruins got way to expensive as well)
    • Will look at ruin prices (Jeff)
  12. I think the MZ Thunder ended up at 5b+
    • Same as above. (Jeff)
  13. Base gear
    • Gear will be changed, looked at, examined, revisited, and patched by Friday at 5pm (Jeff)
    • make base augs much cheaper and easier to build and make them a lot more powerful
  14. Tech 20 BPs require SM 20 to equip. Should it really be like this?
    • Yes, but a new way to get SM 20 will be introduced.
    • ~1.5 bil commods to make: metals, nuke waste, Si, rations, babs
    • Take the commod to Blue Photon Processing to get station management 20
  15. Several AIs have stopped using their special weapons (such as grem lasers)
    • We need a master list of all AI's, whether they are working correctly, and if they are too hard/easy
    • prog rosie, swtooth
    • Which ones?
  16. Are outposts going in?
    • Uncomment them back into FM and add them to FM for this uni (Jeff)
  17. Do we have demo kits in FM next uni?
    • Will add to FM (Jeff)
  18. Micro weapons, like Rat Pellets produce projectiles that are too heavy.
    • Will change the projectile weights (Jeff)
  19. Disable f2p building
    • Will do (Jeff)
  20. Suggestion for drones: Drones should get maybe 10% of the aggro with the other 90% going to you.
    • Aggro is the same for drones and owner, the hostility is based on proximity and some other factors. This could be changed in the future. Resists on drones have been boosted though. (Jeff)
  21. How come the titan shield/titan shield+ are so good right now?
    • Should be fixed by changes mentioned above. (Jeff)
  22. IP mutes
    • Soon (Jey/Pip)
  23. Why dont the stats for drones on the RWO work?
    • They do work. (SAL)
  24. You can kill yourself while healing. Bug?
    • Not a bug.
  25. I also think I rolled over my RoF and it turned into damage or something?
    • This is no where in the code. Not a bug?
  26. Vis tweaks make instant 0 vis, no matter what they are. (Candy Mints and Backstabs were tested)
    • Will look into it.
  27. Had a depuzzler fitted, then in a DG I scooped another, it stacked with the first and is online too.
    • Nothing in the code indicates this could happen, can't replicate.

Thanks,
pip


Thu Mar 12, 2009 10:14 pm
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Team: The Unforeseen Colonies
Main: your mother and i
Level: 2647
Class: Speed Demon

Joined: Sat May 14, 2005 12:27 pm
Location: upper marlboro maryland
Post Re: March 12nd 2009 - Dev Update 6.5
mercurian bulwark needs more shield bank imo its a shame
mercurian emission needs a big beef (resisted laser damage)
vazaha shields need beef (protectors, etc)


Thu Mar 12, 2009 10:19 pm
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Team: Traders
Main: AcidFlame
Level: 2658
Class: Speed Demon

Joined: Sat Sep 29, 2007 10:12 am
Post Re: March 12nd 2009 - Dev Update 6.5
What about Oped AI...? Also, give seers a damage boost since damage augs don't stack.

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Thu Mar 12, 2009 10:23 pm
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Team: Traders
Main: Duckaroo
Level: 2355
Class: Berserker

Joined: Mon Apr 09, 2007 9:03 pm
Post Re: March 12nd 2009 - Dev Update 6.5
The sniper benefits are decent, except there seems not to be enough weapons that fit the sniper's motto, one hit one kill that give them that versatility. And more shield bank is nice I suppose, just means when I die from being spotted, I gotta wait more to regen.


Thu Mar 12, 2009 10:29 pm
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Team: Aidelon
Main: goldstar-stations
Level: 2020
Class: Engineer

Joined: Sun Nov 13, 2005 12:54 pm
Post Re: March 12nd 2009 - Dev Update 6.5
possibly remove the extra energy cost associated with the sniper class and add more low rof weapons or variants of weapons with long/medium range capability that are intended to do more damage per shot then conventional versions and sacrifice other stats for the change.

sniper is the long range heavy hitter, and seer is the short range assassin. both should have weapons/skills that reflect this better.

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Thu Mar 12, 2009 10:34 pm
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Team: The Unforeseen Colonies
Main: your mother and i
Level: 2647
Class: Speed Demon

Joined: Sat May 14, 2005 12:27 pm
Location: upper marlboro maryland
Post Re: March 12nd 2009 - Dev Update 6.5
the increased shield regen hopefully won't screw pvai


Last edited by kunta on Thu Mar 12, 2009 10:58 pm, edited 1 time in total.

Thu Mar 12, 2009 10:42 pm
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Team: Infernal Empire
Main: Timberwolf
Level: 2254
Class: Berserker

Joined: Sat Oct 08, 2005 6:03 pm
Location: Washington DC
Post Re: March 12nd 2009 - Dev Update 6.5
Sniper could also be given a boost through some better sniper only overloaders, I do not consider the current ones that useful and would like a t20 one anyway :)

Right now I would consider there to be 3 weapons along the lines of what sniper is meant to be that are somewhat ok but need to be better, (dark fist, stygians, and zebra torp) even if the V2 was dropped to 3k damage but given a quicker rof it might be usable, for a sniper it costs somewhere around 16-17k elect to fire.


Thu Mar 12, 2009 10:46 pm
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Team: Eminence Front
Main: Ivelios
Level: 2907
Class: Berserker

Joined: Wed Jun 13, 2007 10:17 pm
Post Re: March 12nd 2009 - Dev Update 6.5
Awesome changes, especially sniper/zerker and SM one :D

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Thu Mar 12, 2009 10:57 pm
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Team: None
Main: Demiser of D
Level: 20
Class: None

Joined: Tue Jun 07, 2005 6:46 pm
Location: Listening to Fire On High, best song ever.
Post Re: March 12nd 2009 - Dev Update 6.5
A good weapon to make a seer lower tech thing would be the swabbies dirk and the buccaneers cutlass...no-one uses them right now, change them to low tech equivalents of the Panther Fang.


Also, the Executioner cata is sniper only, but its tracking isn't enough to be able to really hit anything, its tracking and speed should be increased.

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Thu Mar 12, 2009 11:00 pm
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Team: Aidelon
Main: goldstar-stations
Level: 2020
Class: Engineer

Joined: Sun Nov 13, 2005 12:54 pm
Post Re: March 12nd 2009 - Dev Update 6.5
Demiser of D wrote:
A good weapon to make a seer lower tech thing would be the swabbies dirk and the buccaneers cutlass...no-one uses them right now, change them to low tech equivalents of the Panther Fang.


Also, the Executioner cata is sniper only, but its tracking isn't enough to be able to really hit anything, its tracking and speed should be increased.



also the styg fist and seige cata require sniper to equip the blueprint. but afterwards do not require sniper to use the actual weapons...this is kind of fucked up.. make the weapons require the skills too.

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Thu Mar 12, 2009 11:13 pm
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Team: The Forgotten Colonies
Main: Llessur
Level: 2808
Class: Engineer

Joined: Sun Nov 20, 2005 4:26 pm
Location: Feilding, New Zealand
Post Re: March 12nd 2009 - Dev Update 6.5
YEE Ha StM 20 :D


Thu Mar 12, 2009 11:35 pm
Profile E-mail YIM

Joined: Wed May 28, 2008 6:49 pm
Post Re: March 12nd 2009 - Dev Update 6.5
March 12nd?
Come on pip. How can you do such marvelous things with code and make a newb mistakke like that? We expect perfection in all things pip related.


Thu Mar 12, 2009 11:53 pm
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Joined: Sat Feb 28, 2004 3:49 am
Post Re: March 12nd 2009 - Dev Update 6.5
I like it overall but a few keynotes.

1) If you're going to leave Sniper as that and not do anything more for them skill wise then you should add more class related gear to the game, more over loaders, more weapons, etc.

2) What about the fact that drones can't energy regen their DPS anymore? Is this going to be fixed before the reset?

3) Is there any chance we can get a buildable warp 4 commod blueprint like station management even if it takes a lot of commodities?


Fri Mar 13, 2009 12:00 am
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Team: The Forgotten Colonies
Main: Llessur
Level: 2808
Class: Engineer

Joined: Sun Nov 20, 2005 4:26 pm
Location: Feilding, New Zealand
Post Re: March 12nd 2009 - Dev Update 6.5
Btw while things are big rebalanced, the Slate thorax bp is 10x too heavy and is way out of line with ither bps


Fri Mar 13, 2009 1:32 am
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Team: Strawberry Pancakes
Main: Biggee
Level: 2163
Class: Engineer

Joined: Sun Mar 26, 2006 8:29 am
Location: Around
Post Re: March 12nd 2009 - Dev Update 6.5
Thorax bps are fucking heavy. Just leave it at that.

The conundrum thorax bp or whatever its called is like 50mil weight. Ridiculous ;)

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Fri Mar 13, 2009 1:39 am
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