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Team: None
Main: Demiser of D
Level: 20
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Joined: Tue Jun 07, 2005 6:46 pm
Location: Listening to Fire On High, best song ever.
Post Re: Patch notes
JeffL wrote:
I think the Juxes are well balanced now. It might take a bit of experimenting for people to get back into using them, but at least they aren't broken.



What do you mean, BACK? Nobody used them in the first place :roll:

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JeffL wrote:
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Sun Oct 10, 2010 5:56 pm
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Team: Eminence Front
Main: Paximaximus
Level: 2572
Class: Engineer

Joined: Wed May 26, 2010 7:51 pm
Post Re: Patch notes
andezrhode2a wrote:
On another note, that Sweeney Todd copyright infringement or whatever, do we seriously have to wait til halloween? Fix jiji to what it was til then, myself and others need to pvp for reset

Adress this Jeff :P


Sun Oct 10, 2010 5:57 pm
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Team: Zephyr
Main: Yarra Valley Wines
Level: 2081
Class: Engineer

Joined: Mon Jan 21, 2008 7:07 am
Post Re: Patch notes
cryptic2sum wrote:
•Some ingredients in blueprints now have a special tag that means you
•don't Get any discount on those ingredient when building multiples

Would you be able to share which items/commods dont get refunded from multi-build returns anymore?
Or is there a method ingame to see?


No replies for this sofar?

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Sun Oct 10, 2010 6:44 pm
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Team: Veni Vidi Vici
Main: Lord Maxeth
Level: 413
Class: Fleet Commander

Joined: Tue Jul 06, 2010 4:42 am
Post Re: Patch notes
JeffL wrote:
I think the change to FT Axum was a mistake. I will make sure that FT Axum has at least as much elec as the regular Axum.

As for the FT engines, I thought giving them +10% or so to speed would be pretty cool, but speed is a pretty costly stat in terms of balance. You think +5% would be better, freeing up more "points" to make the thrust and turning better?


Same goes for FT Tibsi radars :)


Sun Oct 10, 2010 6:45 pm
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Team: Admins
Main: Jeff_L
Level: 1028
Class: Sniper

Joined: Wed Mar 23, 2005 2:21 am
Location: Santa Clara, CA
Post Re: Patch notes
In general, the BP items that have the new tag that prevents discounts are ones where you are turning one of something into one of something else. For example, a lot of the new Olympus BP's will take among other things, 1 research module and 1 tier 1 item to give back the research module and a tier 1.5 item. The research module and the tier 1 item have the nodiscount tags on them, but the credits, modules, gold/silver/metals, and everything else can be discounted as normal. Almost none of the existing BP's have been given this tag, but we may do so in the future.

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Sun Oct 10, 2010 7:43 pm
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Team: Eminence Front
Main: Spatzz
Level: 2402
Class: Engineer

Joined: Mon Jul 27, 2009 12:40 am
Post Re: Patch notes
Can Jiji get it's old stats back? If I want to start a fire stack I will use LBreaths or a 3 shot

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Sun Oct 10, 2010 8:06 pm
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Team: Traders
Main: Fry
Level: 3040
Class: Speed Demon

Joined: Sat Sep 25, 2004 9:15 pm
Location: Pennsylvania, US
Post Re: Patch notes
Ok, since I still haven't really got a response about my earlier post...

To build a DS+ (just as an example, i'm pretty sure most, if not all other built +ships are fairly similar) costs 1.4b creds, an item form DS, 3 helmets, ada damage module, 1 ada sheet, and 10 dem (ignoring metals and prom costs), which works out to roughly 3 DSs(-the 2 fwings), 1 extra helmet, an ada module, and an ada sheet. And looking at the wiki the DS+ stats compared to a DS are the same except for more hull, more speed, some slightly higher resists, and a 2% damage mod. NONE of them are worse than the DS.

FT Fission takes 5 normal fissions, a dem module, and 120m to build
FT Grape takes 2 normal grapes, 2 dem modules, and 520m
FT Qua Vazuk takes 3 normal QVs, 2 ada mudules, and 500m

Fairly similar build costs as that of the +ship and yet many of their stats are actually worse...

Even worse, a FT Merc Ramjet takes 3 ramjets, 3 ada modules and 750m to build, and even though I'm pretty sure I have or could obtain the resources to build this, I'm reluctant to do so because the high cost just isn't justified for an engine that most likely will end up with worse stats than the ramjet.

Right now, it seems that all the FT bps are good for is selling to an AI base for 20m...


Sun Oct 10, 2010 11:45 pm
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Team: Admins
Main: Jeff_L
Level: 1028
Class: Sniper

Joined: Wed Mar 23, 2005 2:21 am
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Post Re: Patch notes
I'm revising all the stats on FT engines tonight. Going to take away some of the speed in order to boost the main stats so they are at or greater than the regular versions.

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Mon Oct 11, 2010 12:29 am
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Team: Traders
Main: Fry
Level: 3040
Class: Speed Demon

Joined: Sat Sep 25, 2004 9:15 pm
Location: Pennsylvania, US
Post Re: Patch notes
thank you


Mon Oct 11, 2010 12:35 am
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Team: Zephyr
Main: Yarra Valley Wines
Level: 2081
Class: Engineer

Joined: Mon Jan 21, 2008 7:07 am
Post Re: Patch notes
JeffL wrote:
In general, the BP items that have the new tag that prevents discounts are ones where you are turning one of something into one of something else. For example, a lot of the new Olympus BP's will take among other things, 1 research module and 1 tier 1 item to give back the research module and a tier 1.5 item. The research module and the tier 1 item have the nodiscount tags on them, but the credits, modules, gold/silver/metals, and everything else can be discounted as normal. Almost none of the existing BP's have been given this tag, but we may do so in the future.


Ok, thank's Jeff. I'd just started a team build of about 20 base kits, and wasnt getting any of the kits themselves back as bonus during the stages like I'd hoped to.

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Mon Oct 11, 2010 12:52 am
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Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
Class: Engineer

Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Patch notes
JeffL wrote:
I'm revising all the stats on FT engines tonight. Going to take away some of the speed in order to boost the main stats so they are at or greater than the regular versions.

Jeff, still dodging the Heat Beam weapons issue I see...
Face it, and handle it.

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JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Mon Oct 11, 2010 1:38 am
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Team: Strawberry Pancakes
Main: ahileus
Level: 3088
Class: Berserker

Joined: Thu Feb 01, 2007 2:06 am
Post Re: Patch notes
Also Merc ramjet and FT merc ramjet suck now, pls give them more turning(250-400).

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Mon Oct 11, 2010 2:15 am
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Team: UnderDawgs
Main: FFs V
Level: 3006
Class: Shield Monkey

Joined: Sat Apr 25, 2009 4:33 am
Post Re: Patch notes
thecrazygamemaster wrote:
JeffL wrote:
I'm revising all the stats on FT engines tonight. Going to take away some of the speed in order to boost the main stats so they are at or greater than the regular versions.

Jeff, still dodging the Heat Beam weapons issue I see...
Face it, and handle it.


JeffL wrote:
Maybe we should do some faster burning type fires for heat type lasers, that take maybe only 5-10 seconds. Then we get the spirit of heat=dot, but still essentially burst damage.



dodging or thinking about it ? :roll:

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JeffL wrote:
I stopped being able to totally understand that function years ago. Too long since I wrote it, and now it's all confusing. =)

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Mon Oct 11, 2010 3:54 am
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Joined: Wed Mar 23, 2005 2:21 am
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Post Re: Patch notes
I've changed the Medium Fire on JiJi and other heat beams to a new fire parasite called "Critical Fire", which is the same damage, but it inflicts the damage over 5 seconds instead of 15 seconds, so ti comes a lot faster. Also made a new surgical alternative to JiJi which is a rare DG drop.

These will go in the next time the server is restarted.

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Tue Oct 12, 2010 1:20 am
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Team: Strawberry Pancakes
Main: ahileus
Level: 3088
Class: Berserker

Joined: Thu Feb 01, 2007 2:06 am
Post Re: Patch notes
when will map loader be fixed?

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Tue Oct 12, 2010 2:38 am
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