Fifth Ellydium project: Crystal plates research (Discussion)

8 minutes ago, Firely said:

Still 100% loss rate no matter of region. I guess this mission is the way for developers to tell us “go die in a fire”.

How about balancing gameplay around normal players - not around coordinated pre-made fleets in destroyers?

Witch ship are you using? Did you think about grew up your em and thermal resistance? The fact you are still getting 100% lose is not normal I reach 4 win without dying in a row with randoms on European server there’s no way you are still losing :confused:

23 minutes ago, EndeavSTEEL said:

Which ship are you using? Did you think about grew up your em and thermal resistance? The fact you are still getting 100% lose is not normal I reach 4 win without dying in a row with randoms on European server there’s no way you are still losing :confused:

Really though. It must have been made way easier or something because me and FDEF got it down to something like 4-5 minutes easily.

Either that or it was just that much more fun than usual. Because we were getting them done back to back to back really quickly. (At least when the silly MM would let us in to matches.)

5 hours ago, EndeavSTEEL said:

and they should also add in the description what the maximum ammout of resistance he can stack and for how long

If im correct, that info is going to be displayed in future patches.

 

24 minutes ago, Papitas said:

If im correct, that info is going to be displayed in future patches.

 

That cool ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

I hope the dest gun will be fun. I’ve just got my hands on a r11 destroyer, and I like it a lot (even if it cost a sh*t load of credit everytime you die).

 

The new hull modifier looks like a must have for destroyers too. Because you can have only one hull slot and still have a pretty decent hull tanking since they are always focused by the whole team. Allowing you to spend more slots on shield tanking or utility. Sounds cool for Jericho/Federation. 

10 hours ago, TheDarkRedFox said:

I’m serious. Not 1:1 damage of course but more like 1 point of resistance every 250 damage. That would make it much more versatile and make it make useful in PvP.

Atm you will not ever get the full effect outside of PvE.

That screenshot was from PvP  - I was flying my Inquisitor. I don’t know if having extra 114 hull resists is a bad thing. Galvanized adds 36 resists and even if I wold have 3 hull slots I wouldn’t get that much resists with 3 galvanised modules.

5 hours ago, Firely said:

Still 100% loss rate no matter of region. I guess this mission is the way for developers to tell us “go die in a fire”.

How about balancing gameplay around normal players - not around coordinated pre-made fleets in destroyers?

2 destroyers can carry whole team in T3 Destroyer SpecOps. I joined the random queue, we had 3 destroyers - time under 6 minutes with 8 outpost intact. Maybe get a friend? 

10 hours ago, TheDarkRedFox said:

Really though. It must have been made way easier or something because me and FDEF got it down to something like 4-5 minutes easily.

Either that or it was just that much more fun than usual. Because we were getting them done back to back to back really quickly. (At least when the silly MM would let us in to matches.)

We speak about T3 destroyer or? It’s ‘normal’ to do him in 6 mins. It just takes longer if you have bobs+no comming back bobs.

 

11 hours ago, Firely said:

Still 100% loss rate no matter of region. I guess this mission is the way for developers to tell us “go die in a fire”.

How about balancing gameplay around normal players - not around coordinated pre-made fleets in destroyers?

Get skill - I’m serious. If you are skilled enough, you can single handle them. Take 15 - 20 mins, but doable.

Haven’t tried it with command/guard/LRF/gun ship but with a tackler I can survive the whole match(w/o being coward) and with a destroyer completely single handle it in a win.

 

5 hours ago, niripas said:

That screenshot was from PvP  - I was flying my Inquisitor. I don’t know if having extra 114 hull resists is a bad thing. Galvanized adds 36 resists and even if I wold have 3 hull slots I wouldn’t get that much resists with 3 galvanised modules.

2 destroyers can carry whole team in T3 Destroyer SpecOps. I joined the random queue, we had 3 destroyers - time under 6 minutes with 8 outpost intact. Maybe get a friend? 

The problem is, that you need time for that. Galvanized doesn’t have this problem - but -rotation.
AND you need many attackers. More attackers = more damage incoming. What is better? 1x 2k damage with 20% resistance or 7x 2k damage with 60%?

 

See above about T3 Spec Ops. He is easy, but most people are to dumb to check the simple mechanics behind him. Would even have thought they require T5 one for this mission. xD

 

6 hours ago, Lord_Xenon said:

The problem is, that you need time for that. Galvanized doesn’t have this problem - but -rotation.
AND you need many attackers. More attackers = more damage incoming. What is better? 1x 2k damage with 20% resistance or 7x 2k damage with 60%?

It doe not need attackers, it need dmg and the way SC setup is that if you play actively you gonnaget dmg even if nobody specifically attacks you, procing the counter.

I would like to know how it works exactly. Resistance goes up until reaching a cap, okay. But what is the tolerance for time between incoming damage. Or it climbs up as long as the ship is not destroyed and not at cap resistance no matter when the damage is received?

I was not aware that I can put Crystal Plate on a Destroyer. I thought that you can only equip it on regular ships.

3 hours ago, Sinaka said:

I would like to know how it works exactly. Resistance goes up until reaching a cap, okay. But what is the tolerance for time between incoming damage. Or it climbs up as long as the ship is not destroyed and not at cap resistance no matter when the damage is received?

Basically: resistance goes up at the moment you recive dmg from your shield or armor doesn’t matter how many people are shooting at you, it goes up and reach a maximum amount for all types of dmg if you hide or they stop shooting at you, after 5 sec all effect disappear. Realy usefull on jerry dest ( since you mount one of those on it it just became the best destroyer ever)

11 minutes ago, EndeavSTEEL said:

Basically: resistance goes up at the moment you recive dmg from your shield or armor doesn’t matter how many people are shooting at you, it goes up and reach a maximum amount for all types of dmg if you hide or they stop shooting at you, after 5 sec all effect disappear. Realy usefull on jerry dest ( since you mount one of those on it it just became the best destroyer ever)

Ah, so it is 5 sec. And it is not based on the number of players you are receiving damage from or the amount of damage. It just has to be constant damaging. I could not test it out properly yet so that’s why I am confused.

 

24 minutes ago, EndeavSTEEL said:

Basically: resistance goes up at the moment you recive dmg from your shield or armor doesn’t matter how many people are shooting at you, it goes up and reach a maximum amount for all types of dmg if you hide or they stop shooting at you, after 5 sec all effect disappear. Realy usefull on jerry dest ( since you mount one of those on it it just became the best destroyer ever)

No, this is not how it works at all

45 minutes ago, xKostyan said:

 

No, this is not how it works at all

That what I observed, effect are diffrent depending the situation 

9 minutes ago, EndeavSTEEL said:

That what I observed, effect are diffrent depending the situation 

Not at all actually.

The incoming damage does indeed activate the effect but that is the only function. And it goes up by a set amount of resistance points: 11. Each time a new enemy damages you, it goes up by another 11 points until you reach 143 points, or in essence are being attacked by 13 different enemies. Turrets add to this effect as well.

 

We want it to function via incoming damage only, and not by count of enemies attacking you, but for whatever reason that didn’t happen.

29 minutes ago, TheDarkRedFox said:

Not at all actually.

The incoming damage does indeed activate the effect but that is the only function. And it goes up by a set amount of resistance points: 11. Each time a new enemy damages you, it goes up by another 11 points until you reach 143 points, or in essence are being attacked by 13 different enemies. Turrets add to this effect as well.

Not exactly, the actual cap of +143 is reached at 8 dmg sources not 13.

Every new enemy starting at 4th, generates 2 stacks, so you get 

Enemies — Stacks (each stack is 11 resistances to all):

0 — 0

1 — 1

2 — 2

3 — 3

4 — 5 

5 — 7

6 — 9

7 — 11

8 — 13

28 minutes ago, xKostyan said:

Not exactly, the actual cap of +143 is reached at 8 dmg sources not 13.

Every new enemy starting at 4th, generates 2 stacks, so you get 

Enemies — Stacks (each stack is 11 resistances to all):

0 — 0

1 — 1

2 — 2

3 — 3

4 — 5 

5 — 7

6 — 9

7 — 11

8 — 13

That’s some awful math but I like it.

9 minutes ago, TheDarkRedFox said:

That’s some awful math but I like it.

what is so awful about it?

28 minutes ago, TheDarkRedFox said:

That’s some awful math but I like it.

It’s not maths. It’s called 

if (stacks < 4)
	    stacks++;
	else
	    stacks += 2;

Does it matter if the 3+ enemies doesn’t attack you anymore as long as at least 1 enemy is hitting you for a while?

Mean:

Enemy 1 attack 0:00 to 33:03

Enemy 2 attack 0:07 to 0:52

Enemy 3 attack 0:19 to 0:47

Stacks:

So 3 from 0:19 to 33:03?

Or just 3 from 0:19 to 0:47? And then only 2 to 0:52 and after that only 1?