I wanted to ask the community something about the “Pro-Tools”.
If I construct a set of Attack Drones, Undock and use them without dying, then dock after completing my daily missions, should I really have to construct another set?
Using them in Invasion has been key for my Lion to solo an alien squad. I basically undock once and complete all missions in the faction area then return. When I die, and have to return to hangar, I see why I would need to construct more. However when have not been destroyed and have return to dock, why should I need to use another set of materials to construct a new set of drones?
Just something thats been bleeding my resources lol.
X
That’s never going to change, if you save the drones then the resources wouldnt be half as valuable. However this would be more valid say, if you never released the drones. I think it would be great if the drone unit didnt become worthless just because I accidentally undocked.
Well just make it for invasion… if I die, I need to build a new set… If I don’t, then I can continue to use the same drones. PVP and PVE will still be the same, they will be used. Hell, you could even let people in PVE keep them for maybe a set amount of battles? But in invasion, I think you should only have to replace them when you die and have to return to hangar.
New map looks great. I flew with Siron, and we noted that since there are only two tunnels leading to the beacon (from the spawn points) that there is significant back-tracking when coming from C. In order for frigates to help from C to A, there need to be longer warp gates available to engineers or there needs to be an entrance to the asteroid either underneath or above to avoid having to go all the way back to spawn just to get to the beacon. I am sure this was intentional, but it will really bottleneck A and become the least strategic beacon in the game. Other options need to be introduced to pilots to get to the beacon through an alternate route. Beacon C is accessible via warp from many places in the map, but the others are not. Therefore, it is likely to be an inty battleground, which is fine, as it is the farthest beacon from both spawns. Engineers are able to take cover in many areas on the map, including several places near B and in the tunnels and structure within the asteroid itself.
The map looks excellent and feels right; just that issue with the tunnels might need to be addressed, but we’ll see how it plays out. As of now, Siron and I believe it takes the same amount of time to reach the beacon chamber from both spawns, which of course is good.
the “anti A1MA movement” for the most part vs mechanics of the module, and it was proposed to rework it in different ways, now we have gotten new A1MA, with new way of working, new parameters and core mechanics, and you started to complain about it before figuring out how it works, perhaps you did not read carefully and assumed that it will do even more dmg on top of what it use to. Well, servers are up, here is the screen for MK1 (if some one has Mk4 screen pls post it here), so far i don’t see broken or infuriating, it is like a smaller focused version of a pulsar if you will.
Looks pretty useless to me, that’s only 400 dps compare to laser 2k dps. All ship’s hull have high em resist, all my ships are 39.4% reduced em damage on hull, on top of 100 shield regen / sec, so that’s roughly a total of 569.6 damage on my hull out of 4 seconds, and even less if you put more resists. Unless you’re chasing some crazy flying interceptor with less than 1/4 of their hull, you ain’t gonna kill it.
Looks pretty useless to me, all ship’s hull have high em resist, all my ships are 39.4% reduced em damage on hull, on top of 100 shield regen / sec, so that’s roughly a total of 569.6 damage on my hull out of 4 seconds, and even less if you put more resists. Unless you’re chasing some crazy flying interceptors with half hull or less, you ain’t gonna kill it.
Like you said in the game chat, it might be useful for finishing off inties, since you still don’t need to aim the thing. The damage or duration would have to be upped for it to be really useful, though. I think it’s mostly just small tweaks to it, at this point, like giving it some upgrades.
Well, I want to play another time in PVE and see how the changes affects the game. In the other hand, I’m a bit dissaopinted, I hoped in this patch that they forgot the separation between pilots with >1300 skill rating over the rest of pilots. PvP T4-T5 it’s extremly bored. T3 it’s great. It’s plenty of people and there everything it’s possible between all pilots, dont’ matter the rank. Really I don’t understand this separation in T4-T5.
A new map always it’s wellcome, thanks for the job!!!.
I think that the AIM bot lost their identity with the change. It a little pulsar for only 1 ship. It’s not a help for aim. It’s looks like an autoindependient weapon (like pulsar). I think they must change the name too… in other way… I didn’t use this bot (I think the last version it’s totally unbalanced and no contributes with a fair game, like he old version of reverse thruster). Maybe now i will use it.
The new map is really nice, always appreciate new content (maps, game modes)
The A1MA Module change was a good way to go, but 1600 raw damage over four seconds? Seems useless to drop another module for this thing. Will have to test it in action.
Might need a buff in Damage. The Range is fine.
I’ll keep saying it every patch: Crews are pay to win. Please give credit options.
What about pylons? This is pain for frigates, (big ships mostly), and now engineers have been recently nerfed (eclipse autorrepair)…
Remember when u buff something, indirectily u nerf other thing/s. But u did a very big buff to pylons, so u nerfed and make this part of game very unballanced (IMO).
Pylons were already a pain, becouse players used to spamm missils, use 4 inty’s so when they used all their missils and die they choose the next inty… and again and again.
For me playing engineer is everyday harder, and it was hard already.
in the short span i’ve paid attention, seems like the devs fix things that break two patches later.
map looks good, happy for the implant fix because now I can stop getting incredibly worked up over that, although its more difficult to level ships than I remember, primarily because i keep getting 5v5’s on maps that do not align with what I want to level up since low numbers concentrates the value of an individual’s skill and amplifies things such as teamwork meaning its either grind and lose or play to win and not get closer to my goal, but I’m starting to get off topic here.
doesn’t matter what you add or fix, the number one discouraging factor for me is the lack of players, and this makes me super mad because I know this game has potential.
Any word on adpative shield bug? Can they stack now?
As i can see, they still don’t stack. I’ve tried with a tackler equipped with cruise engine (wich give you the time, while in maximum speed, of hitting “enter” and hold the mouse over the adaptive icon), a green adaptive and a purple one, It only shows the bonus from the purple module.
Anyway great patch and thumb up for the new map! :)
the “anti A1MA movement” for the most part vs mechanics of the module, and it was proposed to rework it in different ways, now we have gotten new A1MA, with new way of working, new parameters and core mechanics, and you started to complain about it before figuring out how it works, perhaps you did not read carefully and assumed that it will do even more dmg on top of what it use to. Well, servers are up, here is the screen for MK1 (if some one has Mk4 screen pls post it here), so far i don’t see broken or infuriating, it is like a smaller focused version of a pulsar if you will.
I was about to ask about that revamp. Looks like the aimbot was completely removed. Finally. But the EM damage renders Jericho ships virtually useless…
Interface
Added notifications on hiring additional crews
Did you remember to remove the GS cost? No? Well, that’s a shame.
Fixed a bug wit ha pilot receiving another pilot’s implant set in battle
Ooohh, so THAT was what was happening… That was annoying, well done.
I see the Adaptive Shield still hasn’t been “fixed”, at least here on the patch notes… A shame considering the devs did mention it was a bug. If not, I’ve no complaints to it.
the “anti A1MA movement” for the most part vs mechanics of the module, and it was proposed to rework it in different ways, now we have gotten new A1MA, with new way of working, new parameters and core mechanics, and you started to complain about it before figuring out how it works, perhaps you did not read carefully and assumed that it will do even more dmg on top of what it use to. Well, servers are up, here is the screen for MK1 (if some one has Mk4 screen pls post it here), so far i don’t see broken or infuriating, it is like a smaller focused version of a pulsar if you will.
sweet A1MA is no longer a power house
is the adaptive bug still there? and the plyon bug?
In fact it seems that they ignored the English forum and only put in corporation tags posted on the Russian forum. I’ve half a mind to go there and post our logo with a Google translate message, see if it gets done any quicker.
ERROR, WHERE ARE YOU? I wanna complain
Edit: It is not just russian corps. but still no logical explanation
I was about to ask about that revamp. Looks like the aimbot was completely removed. Finally. But the EM damage renders Jericho ships virtually useless…
Did you remember to remove the GS cost? No? Well, that’s a shame.
Ooohh, so THAT was what was happening… That was annoying, well done.
I see the Adaptive Shield still hasn’t been “fixed”, at least here on the patch notes… A shame considering the devs did mention it was a bug. If not, I’ve no complaints to it.
Jericho ships will do fine. with a 50% damage reduction to EM damage, and about 192 regen p/s, that module is rendered useless.
With a guard at 250 regen ps. It’ll do virtually no damage. So long as the ship is built right, it’ll tank anything. That being said, it’ll be good against the scrubs. The only ship this module will currently be of much use against is a covert ops who is about to die.
Even with 0 anti EM damage on, my interceptor currently has 263 shield regen ps. that’s already more than 50% of the damage.