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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
nobody285 wrote: It makes it so when you trans you use less of your own shields but give more Planning to redo the weapon table a bit, but for now will keep it like it is. |
Fri Nov 13, 2015 12:20 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
nobody285 wrote: andsimo wrote: Added: - Added lower limit of 0.166 on recoil as on the Rate of Fire wiki page Edit: Added some more additions. i though that the lowest recoil/ rate of fire was 0.10/s That page was last updated in 2008 lol. The ROF cap is 10/sec now. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Fri Nov 13, 2015 5:06 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Fixed:
- Changed min cap on RoF to 0.1 - Now adjusted flat change to weapon slots with correct mod - Fixed so negative visibility mod is a reduction in visibility - Fixed so aura effects are now described in tooltips - Fixed so recoil are added to RoF after aura effects are added |
Sun Nov 15, 2015 6:09 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
The improves description on weapons do they refer to constant effects which is applied to your build when the weapon is equipped, or do you need to have it active or even fire it in order for it to take effect?
For example on Constable Wand it says [Improves: Transference Power +2.1%, Transference Efficiency +2.8%]. On other weapons it says side effect which I guess is when you fire the weapon? |
Mon Nov 16, 2015 8:43 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
You don't need the weapon active in order to receive those augmod bonuses. "Applies" means on hit, yes.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon Nov 16, 2015 9:11 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Thnx for feedback guys, mods from weapons are now added to the calculator.
Added: - Mods on weapons - Requirements for weapons - Requirements for overloaders + added some inbuilt overloaders - Requirements for augmenters + identified more augs which should be added (Requirement functionality supports one skill requirement and/or ship requirement) |
Mon Nov 16, 2015 9:29 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Added:
- Items which the build can't support are now disabled in the drop down with the text (Req. not met). [So far just for specific reqs for shields and augmenters]. |
Mon Nov 16, 2015 2:11 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
Ion Conduit is spelled wrong.
There are 2 Berserker Classes when you go to select a class, not sure why. Reinforced is not a mod you can choose in the calculator for Radars. Dharv'atiguru is not a scoop you can select. Hermes Black Cape is not a cloak you can select. When I try to use a Hermes Tattered Cape as a substitute, and hit Save, it deletes the mods that I had selected. Acc: ELITE, character: Mango, build: Test (76) I also cannot add Earth's Most Wanted, it's a lighthouse item that gives Hostility +20%. _________________ Lemon/Meo |
Mon Nov 16, 2015 6:02 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
ELITE wrote: Ion Conduit is spelled wrong. There are 2 Berserker Classes when you go to select a class, not sure why. Reinforced is not a mod you can choose in the calculator for Radars. When I try to use a Hermes Tattered Cape as a substitute, and hit Save, it deletes the mods that I had selected. ELITE wrote: Dharv'atiguru is not a scoop you can select. Hermes Black Cape is not a cloak you can select. ELITE wrote: I also cannot add Earth's Most Wanted, it's a lighthouse item that gives Hostility +20%. Edit: Had forgot to import the changes from the Google Spreadsheet, Radar mod and Reinforced for radars should be there now. |
Tue Nov 17, 2015 3:42 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Added:
- Limits the augmenters you can choose based on your build's ship tech. - Limits: ship, shield, energy, cloak ... on your skill level. - 31 missing augmenters - 69 more missing augmenters - Added 1 more augmenter... never ending job I think all augmenters from Wiki is in the calculator now (788 Augmenters). I also cross checked with the following sources: Public Tech 21 Google Spreadsheet, Public Tech 22 Google Spreadsheet. |
Tue Nov 17, 2015 5:18 am |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
f
You do not have the required permissions to view the files attached to this post. _________________ Lemon/Meo |
Tue Nov 17, 2015 10:57 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
ELITE wrote: Screenshot... |
Tue Nov 17, 2015 11:44 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Added:
- Can now toggle Temporary Bonuses on/off (Gotta hit that save button, no fancy AJAX) PS: The toggle is not saved in the database so needs to be toggled on at each visit. |
Tue Nov 17, 2015 12:22 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
On the aura generators, what is the difference between Mod and field?
And the tweakable value does that indicate if it is effected by field generation power or not? My guess is that it is not, or a fleet commander doesn't have any generator that is effected by his own skill, which doesn't make sense? So I guess tweakable refers to if it is effected by neuro tweaking or not. |
Tue Nov 17, 2015 1:54 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
So the wiki states that Imperial Tweaking gives a bonus to Field Generation Power, however according to the ship window you don't get that effect. Is this a bug or intended, if so should I update the wiki?
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Tue Nov 17, 2015 2:31 pm |
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