It is currently Sun May 12, 2024 10:41 pm



Post new topic Reply to topic  [ 39 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
 

Team: The Legion
Main: Omen
Level: 1555
Class: Seer

Joined: Wed Dec 09, 2009 10:23 am
Post Re: NB weapon change on test
Russell wrote:
So the seer just uses the lowest tech weapon that can kill slaves and uses cheap GG to cover it. Sorry no solution.

Currently you can use suitably augged quafir+ drones to give some protection against seers, however with the proposed changes to the quafir+ that solution will not work as well as you have to use double the augs to get that effect.


What is with people missing the fucking point. Sure they still have neurbound weapons, but they cannot USE them if they die without glue. Would you rather this NOT go in and they continue to go around carefree?

If this does go in I don't want it to be a 100% chance to unequip without glue, give it the same failure rate as if running with a normal item without glue.

_________________
Image
Never


Fri Oct 01, 2010 1:22 pm
Profile E-mail YIM WWW
 

Team: Strawberry Pancakes
Main: UrQa Vazuk Qii
Level: 2468
Class: Berserker

Joined: Tue Dec 22, 2009 7:28 am
Post Re: NB weapon change on test
So, here is what you do.

Gear up with Tech 2 gear and lower, and Gear Glue 2.

Equip a Seer's Underminer.

Warp into a galaxy, most drones and bases will not able to see you.

Kill a slave.

Warp out, re-equip weapon at an AI Base, and start over. As long as there is no radar auged bases or drones in the galaxy, this fix does not fix anything at all.

How about equipping a Seer Neurbound Weapon will require equipped Gear Glue of same tech or higher?

I like the way Jeff is thinking, but it is far from a fix. Needs a bit more of thinking this idea before it goes live in my opinion.

_________________
Image


Fri Oct 01, 2010 1:39 pm
Profile
Member
User avatar
 

Team: Resident Evil
Main: topbuzzz
Level: 4129
Class: Shield Monkey

Joined: Sun Dec 21, 2008 12:31 pm
Location: Timmeh!
Post Re: NB weapon change on test
yeh but then u just transfer the GG out once equipped...its a tricky problem.

_________________
--------------------------------------
Image
--------------------------------------
landswimmer wrote:
IN C1, TIMEWARP SCREWS YOU!


Fri Oct 01, 2010 4:19 pm
Profile E-mail YIM WWW
 

Team: Strawberry Pancakes
Main: UrQa Vazuk Qii
Level: 2468
Class: Berserker

Joined: Tue Dec 22, 2009 7:28 am
Post Re: NB weapon change on test
Then you would not able to undocked, because it will notice that you have no GG equipped that is equal or higher tech than the Neurobound weapon, simple fix.

_________________
Image


Fri Oct 01, 2010 4:39 pm
Profile
User avatar
 

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: NB weapon change on test
Its better this way :roll:

Its a good change.

_________________
JeffL wrote:
That's it. I quit!


Battlecruiser23 wrote:
Fuck you, Cygnus.


Fri Oct 01, 2010 5:17 pm
Profile
Member
User avatar
 

Team: None
Main: Utumno
Level: 20
Class: None

Joined: Thu Nov 29, 2007 9:53 pm
Location: South-Western Germany
Post Re: NB weapon change on test
The Lost One wrote:
So, here is what you do.

Gear up with Tech 2 gear and lower, and Gear Glue 2.

Equip a Seer's Underminer.

Warp into a galaxy, most drones and bases will not able to see you.



I'm not really sure which Seers and what setups you refer to - but afaik for most slaves a T4 AI base weapon (ofc on a T20 Seer ship with maxed Seer skills) is enough. GG4 is pretty cheap - regen time of your ship is probably the limiting factor.

I appreciate the change - any real, honorable Seer won't go out without GG20 anyway; except you for some odd reason forget it.


Fri Oct 01, 2010 6:10 pm
Profile
Member
User avatar
 

Team: Matrix
Main: Asmodeaan
Level: 282
Class: Berserker

Joined: Wed Nov 14, 2007 11:57 pm
Location: Edmonton alberta Canuck country
Post Re: NB weapon change on test
The Lost One wrote:
So, here is what you do.

Gear up with Tech 2 gear and lower, and Gear Glue 2.

Equip a Seer's Underminer.

Warp into a galaxy, most drones and bases will not able to see you.

Kill a slave.

Warp out, re-equip weapon at an AI Base, and start over. As long as there is no radar auged bases or drones in the galaxy, this fix does not fix anything at all.

How about equipping a Seer Neurbound Weapon will require equipped Gear Glue of same tech or higher?

I like the way Jeff is thinking, but it is far from a fix. Needs a bit more of thinking this idea before it goes live in my opinion.


Simple solution. radar augged bases with a spotty beam. I have one in every gal....don't you?

_________________
Image


Fri Oct 01, 2010 6:17 pm
Profile
User avatar
 

Team: Eminence Front
Main: Paximaximus
Level: 2572
Class: Engineer

Joined: Wed May 26, 2010 7:51 pm
Post Re: NB weapon change on test
Simpler solution, make NB weps destroy themselves if you dont have GG, and mission opens again.


Sat Oct 02, 2010 10:40 am
Profile E-mail
 

Team: Aero
Main: S2161
Level: 1471
Class: Shield Monkey

Joined: Thu Dec 17, 2009 9:31 pm
Post Re: NB weapon change on test
andezrhode2a wrote:
Simpler solution, make NB weps destroy themselves if you dont have GG, and mission opens again.


Sat Oct 02, 2010 1:30 pm
Profile
Member
User avatar
 

Team: None
Main: Utumno
Level: 20
Class: None

Joined: Thu Nov 29, 2007 9:53 pm
Location: South-Western Germany
Post Re: NB weapon change on test
Corrosion wrote:
andezrhode2a wrote:
Simpler solution, make NB weps destroy themselves if you dont have GG, and mission opens again.


In that case mission cost should change to something different.
For example a Gold Bar.


Sat Oct 02, 2010 1:42 pm
Profile
 

Team: none
Main: The Jiggly One
Level: 2
Class: None

Joined: Wed Apr 07, 2010 2:14 am
Post Re: NB weapon change on test
Utumno wrote:
Corrosion wrote:
andezrhode2a wrote:
Simpler solution, make NB weps destroy themselves if you dont have GG, and mission opens again.


In that case mission cost should change to something different.
For example a Gold Bar.


Or make the repeat mission free? So it just costs them time.

Kanga

_________________
JeffL wrote:
There are over 9000 DF 400!


Sat Oct 02, 2010 3:44 pm
Profile E-mail
User avatar
 

Team: Eminence Front
Main: Paximaximus
Level: 2572
Class: Engineer

Joined: Wed May 26, 2010 7:51 pm
Post Re: NB weapon change on test
Sorry, doesn't seem fair.
Victim loses a TS, Seer loses a few minutes?
Immobilizing a galaxy should cost the Seer more then that.


Sat Oct 02, 2010 3:47 pm
Profile E-mail
over 9000!
User avatar
 

Team: Pax Romana
Main: Ghost Commander
Level: 1138
Class: Berserker

Joined: Sat Dec 09, 2006 10:36 pm
Post Re: NB weapon change on test
You don't have to use the NB weapons to kill trade slaves. I have seen that to have optimum efficiency, slaves' shield tend to be below 20k. Most slaves lack resists. I can get 20k DPH from a Reaver Laser. In built items cannot be unequipped.

You argument just got pwnt.

Making the RL be unequippable also gives an epic beef to the Reaver, so yeah, either way the Seer wins. Unequip the RL, beef to Reaver. Make NB weapons unequip or terminate, I still win because the RL is not NB.

_________________
Axis Industries


Sat Oct 02, 2010 7:14 pm
Profile
 

Team: Nabacan Empire
Main: The Atheist
Level: 20
Class: Shield Monkey

Joined: Sun Feb 21, 2010 11:30 pm
Post Re: NB weapon change on test
I have a way to solve this problem!

Use...HESTIA AUGS! :shock:

_________________
http://i449.photobucket.com/albums/qq21 ... f83571.png
JeffL wrote:
But, I'm so ... lazy...


Sat Oct 02, 2010 7:21 pm
Profile E-mail YIM
Member
User avatar
 

Team: None
Main: Utumno
Level: 20
Class: None

Joined: Thu Nov 29, 2007 9:53 pm
Location: South-Western Germany
Post Re: NB weapon change on test
No, the missions shouldn't be free.

If someone forgets a GG he should have a reasonable way to recover such a weapon or not loose it in first place. But it should not be for free. Those commods are far too hard to get for a repeatable mission so something that has a minimum credit cost (as they don't drop) and is not too rare is fine - ofc it can be something else than a Gold bar (just a simple suggestion).
For cases what most people's concern here is - the one where Seers exploit the neurobound tag - like Engineers were doing a lot with BFDs - it's exactly what fits I think:
It costs more time when to have GG ready and it's more expensive (due to CG) than to have GG ready.

I still hope this won't happen - chances are too high that some (bugged?) way or the other people will end up with more than one weapon on an alt.


Sat Oct 02, 2010 7:33 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 39 posts ]  Go to page Previous  1, 2, 3  Next


Who is online

Users browsing this forum: No registered users and 6 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.