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Post Re: Calypso Update 7.28.14
Have the actual resistances to start with and then the resistances affected by augmenters next to them?

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Mon Jul 28, 2014 3:55 pm
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Post Re: Calypso Update 7.28.14
Tomzta09 wrote:
Have the actual resistances to start with and then the resistances affected by augmenters next to them?


I would still rather have that in the ship popup Caly was talking about. Instead next to resistances could be soaks?

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Mon Jul 28, 2014 3:59 pm
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Post Re: Calypso Update 7.28.14
Golfman560 wrote:
Tomzta09 wrote:
Have the actual resistances to start with and then the resistances affected by augmenters next to them?


I would still rather have that in the ship popup Caly was talking about. Instead next to resistances could be soaks?



Soaks are only available on 1 player ship, Ass Behe+. Pointless to include them.

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Mon Jul 28, 2014 4:17 pm
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Post Re: Calypso Update 7.28.14
What about the control/resist skills from Lagrange? Althought idk if anything modifies these so if there isn't then my suggestion is useless.

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Mon Jul 28, 2014 4:22 pm
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Post Re: Calypso Update 7.28.14
The Control skills are almost useless, they really should be rethought and reworked.

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Mon Jul 28, 2014 6:06 pm
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Post Re: Calypso Update 7.28.14
They are most certainly not useless. The Resistance ones are characterized that way, however.

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Mon Jul 28, 2014 7:30 pm
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Post Re: Calypso Update 7.28.14
anilv wrote:
I still think the default order for the buffs is illogical. Players are going to have to scan the list every time when they are looking for a specific buff. It would make more sense for it to be arranged in themes (cf. Diablo 3), or at least something more logical than current.

Bank and regen for shields and energies could be formatted better. I suggest
Shields: 3,705 (0/s)
or
Max Shields (Regen): 3,705 (0/s)

I'm not sure whether your test ship is just borked or if the units of thrust and turning need to be rescaled. Also, I think Thrust:weight ratio would be a more useful stat, honestly (and Turn:weight as well).


This

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