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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Zerendalus wrote: Venusian Drone Charge required: 19,000 (1,900 charging) It has higher energy cost than the titan drone, but has about equal DPS (or even lower) than it. Maybe decrease energy cost and buff its stats a bit? Is it Tech 19? That would be a good reason for this. _________________ 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 |
Thu Dec 19, 2013 12:08 pm |
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Main: Sun Tzu
Level: 1 Joined: Fri Oct 25, 2013 3:10 am Posts: 705 |
Titan Drone is a joke to obtain.
VDrones are from a blueprint that is dropped from DG's. I'm pretty sure they cost more than 20m at your local AI base to build. |
Thu Dec 19, 2013 12:13 pm |
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Main: Zerendalus
Level: 6082 Joined: Tue Aug 23, 2011 2:56 am Posts: 57 |
Master Sun wrote: Titan Drone is a joke to obtain. VDrones are from a blueprint that is dropped from DG's. I'm pretty sure they cost more than 20m at your local AI base to build. The vdrones cost 200mil and some other commods to build 3. :/ Titan drones cost 20mil per, also the vdrones are t19 too. _________________ |
Thu Dec 19, 2013 11:01 pm |
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Team:
Rank: Main: PlasmiteRebirth Level: 5304 Joined: Mon Dec 05, 2011 8:21 pm Posts: 441 |
Venu Drones are t19, therefore they are -endgame- for f2ps
which is why its reasonable that they cost more for less than Titan Drones |
Thu Dec 19, 2013 11:14 pm |
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Team:
Rank: Officer Main: cyraptor2 Level: 3713 Joined: Thu Feb 07, 2008 6:38 pm Posts: 47 Location: Sunrise land |
The mission "Faranji Debris" requires 100 Faranji Debris, which spawns like only 2 debris in a certain spot every 30 seconds. It took me over a hour to finish.
Maybe beef the spawn rate or make the mission requirements lower? |
Sun Dec 29, 2013 12:25 am |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
cyraptor wrote: The mission "Faranji Debris" requires 100 Faranji Debris, which spawns like only 2 debris in a certain spot every 30 seconds. It took me over a hour to finish. Maybe beef the spawn rate or make the mission requirements lower? That mission alone is the reason I never finished enigmatic sector. |
Sun Dec 29, 2013 1:02 am |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
Keep in mind that this topic has certain guidelines for it and that posts that don't fit in here will be removed To those it concerns: I've saved the posts locally and can forward them to you if you wish to edit them and try again, but you've now had your warning.
_________________ Important bug reporting information: Please check these Bug report guidelines before you make your first bug report, or if you are uncertain on how to do it. |
Mon Dec 30, 2013 2:18 pm |
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Team:
Rank: Main: Ununoctium Level: 5960 Joined: Fri Aug 14, 2009 5:27 pm Posts: 1773 |
Content: Buff Zeus Shield and Amped Chain Lightning
The zeus shield is worse than a heph shield and... pretty much on par with a demented give and take. It's t21. Consider giving it some extra bank/regen/something. Amped Chain Lightning is absurdly large, gives + elec temp has horrible dpe/tracking and isn't ethereal. There's a reason nobody uses these things, please change them! _________________ Space for rent! |
Fri Jan 03, 2014 4:38 pm |
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Team:
Rank: Peon Main: urzaserra2 Level: 4871 Joined: Wed Apr 06, 2005 1:34 am Posts: 673 |
Blue Dwarf wrote: [*] Specialized trade goods missions that reward you with gold dubloons repeatable - Precursor done this a while ago but needs to be tested and committed. Any word in this, seems like it wouldnt be too hard to test and add in game. |
Thu Jan 16, 2014 2:41 pm |
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Team:
Rank: Main: Ununoctium Level: 5960 Joined: Fri Aug 14, 2009 5:27 pm Posts: 1773 |
Content tweaj: Voluminous Zeus Shield
It has 123 regen- 20% more than a zeus shield. VZOS has 193, 60% more than a zeus olympios shield... in any case this thing is clearly terrible and needs tweaking. _________________ Space for rent! |
Thu Jan 16, 2014 4:39 pm |
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Team:
Rank: Main: Keep the Money Level: 1874 Joined: Mon Jul 16, 2007 8:39 am Posts: 223 |
Balance: Magic Attacks are drastically more powerful than other <T10 AI base drones.
Magic attacks feel good to use, all other AI base drones seem disproportionately weak in comparison, leading to confusion for new players when they "upgrade" to higher tech drones which perform poorly. A dearth of AI base drones between T4-10 compounds this issue for new players when the higher SP costs for skills are considered. Ruins and blueprints aren't well known by new players and can be easily missed by those not familiar with the game, not to mention the expense. Suggested fix: Buff AI base drones in the T2-10 range. If possible seed some T4-10 drones which function similarly to magic attacks into AI bases. |
Sat May 17, 2014 7:26 pm |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
kleineman wrote: Balance: Magic Attacks are drastically more powerful than other <T10 AI base drones. Magic attacks feel good to use, all other AI base drones seem disproportionately weak in comparison, leading to confusion for new players when they "upgrade" to higher tech drones which perform poorly. A dearth of AI base drones between T4-10 compounds this issue for new players when the higher SP costs for skills are considered. Ruins and blueprints aren't well known by new players and can be easily missed by those not familiar with the game, not to mention the expense. Suggested fix: Buff AI base drones in the T2-10 range. If possible seed some T4-10 drones which function similarly to magic attacks into AI bases. This is a project I'll put on my list of things to do _________________ Important bug reporting information: Please check these Bug report guidelines before you make your first bug report, or if you are uncertain on how to do it. |
Sun May 18, 2014 11:58 am |
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Team:
Rank: Director Main: Uhmari Level: 430 Joined: Sun May 25, 2014 2:18 pm Posts: 256 |
Problem: Shield Regeneration, when met with low Energy generation while actively generate tend to cause a player to "cap out" having no energy to fight, but to
high of energy to die causing players to be stuck in a limbo, or forced to suicide. Suggested Fix: Remove Energy cost on Shield regeneration. |
Tue Jun 10, 2014 7:22 am |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
uhmari wrote: Problem: Shield Regeneration, when met with low Energy generation while actively generate tend to cause a player to "cap out" having no energy to fight, but to high of energy to die causing players to be stuck in a limbo, or forced to suicide. Suggested Fix: Remove Energy cost on Shield regeneration. Definitely not a minor change in scope of this topic. _________________ "What you mean you killed him cha cha cha?!" Support |
Tue Jun 10, 2014 7:28 am |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
uhmari wrote: Problem: Shield Regeneration, when met with low Energy generation while actively generate tend to cause a player to "cap out" having no energy to fight, but to high of energy to die causing players to be stuck in a limbo, or forced to suicide. Suggested Fix: Remove Energy cost on Shield regeneration. Yeah.... I'm gonna have to ask you to play the game a little more to see why this is a bad idea. I would just tell you why it's a bad idea, but you usually resort to calling me and anyone else who disagrees with you ignorant/fool/idiot. I do think it would be cool to be able to actively prioritize energy distribution, but it's a pretty complex system to just drop in. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Tue Jun 10, 2014 8:07 am |
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