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The Voomy One
Team: Rank: Councilor Main: The Voomy One Level: 1337 Joined: Thu Jun 29, 2006 12:06 am Posts: 4137
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Done 2 more tests and I still say it's fine. First 2 levels of Iq bana was easy. First level of UZ was no problem.
If everyone wants to decrease DPS for more shields I would be ok with that though, dont know what the other admins think about it.
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Wed Oct 17, 2007 1:35 pm |
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Tarik
Team: Rank: Soldier Main: Abbara Level: 6776 Joined: Mon Oct 18, 2004 11:13 am Posts: 313
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I don't get how slicer, goldstar and I can all lose drones on lvl1 UZ against 3 Zebras and you are easily soloing them.
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Thu Oct 18, 2007 2:11 am |
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The Voomy One
Team: Rank: Councilor Main: The Voomy One Level: 1337 Joined: Thu Jun 29, 2006 12:06 am Posts: 4137
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This time I took out one first and then the other two, almost lost a drone but I managed to scoop it before it died.
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Thu Oct 18, 2007 2:29 am |
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yugioh124
Main: Nyarlathotep Level: 1854
Joined: Mon Aug 22, 2005 8:17 am Posts: 3978 Location: Classified
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What happened to the test server? WHen I log on, there are 2 galaxies, one station in both, nothing else, besides a few player bases in one gal and 3 Qa Quuu drones in the other that are set to attack everyone.
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Sat Oct 20, 2007 9:42 am |
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comp112
Main: MasterComp112 Level: 656
Joined: Thu Jul 07, 2005 12:06 am Posts: 0 Location: Beyond The Looking Glass
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muahaha! fear mine and gij's agro drones xD but..ya I was a tad curious on why its like that..but meh..its all gravy
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Sat Oct 20, 2007 10:58 am |
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saran
Team: Rank: Director Main: goldstar-stations Level: 6861 Joined: Sun Nov 13, 2005 12:54 pm Posts: 1174
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any way we cant get teh station mastery skill back? but instead of an all around make it purely defensive stats for drones?
and heres a crazy idea for RadX. since it will be able to cap a lot of ai when its fully setup..the ai you dont want people taking gear off make the gear sticky. or unequipable. it fixes the problem of people being able to take stuff off they shouldnt. might even be better then saying they cant dock them...since they loose their "wild slave" bonuses when they dock a slave. might as well make that a usefull feature and let em dock the slaves but not take anything off them whatsoever. give them an item that makes all items sticky or somthing like that.
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Wed Oct 24, 2007 10:11 am |
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77/77
Team: Rank: Operator Main: 80/80 Level: 1728 Joined: Sun Aug 13, 2006 3:20 am Posts: 1
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So is this coming soon, or more like next uni?
_________________ Winners compare their achievements with their goals, while losers compare their achievements with those of other people.
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Fri Oct 26, 2007 11:19 pm |
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Original Soulless
Team: Rank: Operator Main: Urqa Ki Aka Kusa Level: 5124 Joined: Sun Nov 26, 2006 1:38 am Posts: 6
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I still cant log onto Test 2!!!!!
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Sat Oct 27, 2007 7:49 am |
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The Voomy One
Team: Rank: Councilor Main: The Voomy One Level: 1337 Joined: Thu Jun 29, 2006 12:06 am Posts: 4137
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Test2 has been taken down for now.
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Sat Oct 27, 2007 7:53 am |
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77/77
Team: Rank: Operator Main: 80/80 Level: 1728 Joined: Sun Aug 13, 2006 3:20 am Posts: 1
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Would giving SDs 1% or 2% thrust to the speedy movement class be broken?
_________________ Winners compare their achievements with their goals, while losers compare their achievements with those of other people.
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Sun Oct 28, 2007 8:20 pm |
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BAM5992
Main: Goz Level: 1564
Joined: Sat Dec 17, 2005 9:39 pm Posts: 83 Location: Eredar US, Gozmatic (Horde)
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77/77 wrote: Would giving SDs 1% or 2% thrust to the speedy movement class be broken?
SD's are already hard to manuver, what we do ned is docking speed if permissiable, if it makes it too broken, then leave it as it is
_________________ 2nd place is just another way to say 1st loser.
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Mon Oct 29, 2007 10:06 am |
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Bluejayek
Team: Rank: Main: Bluejayek Level: 3919 Joined: Wed Dec 15, 2004 7:16 pm Posts: 1356
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The -0.1second firing vis for sniper doesnt seem to be working. I have stalking 20 and I still seem to be having about 2second firing vis.
Also sniper seems to be still getting a -visibility modifier rather than +cloaking.
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Sun Nov 11, 2007 8:12 pm |
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HubaHuba
Team: Rank: Main: Illuminaughty Level: 2232 Joined: Wed Nov 09, 2005 9:34 pm Posts: 39 Location: I'm Illuminaughty
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Blue, atm the vis increase is 3 seconds, so 2 seconds on test should be right.
_________________ Everyone ran in fear, because Illuminaughty was here.
*Staring at admins for C2 preview*
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Mon Nov 12, 2007 10:24 am |
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Bluejayek
Team: Rank: Main: Bluejayek Level: 3919 Joined: Wed Dec 15, 2004 7:16 pm Posts: 1356
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-0.1*20=-2. so 3-2=1s not 2s... Also I timed it aproximately, and there seemed to be no change between with sniper and without.
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Mon Nov 12, 2007 3:31 pm |
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HAL
Dev Team
Team: Rank: Director Main: HAL 9000 Level: 1002 Joined: Mon Dec 13, 2004 11:00 pm Posts: 1180
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The reduction in firing time hasn't been implemented yet, I could do it but personally I feel it would be overpowered as it is currently described, which may be why Jeff left it. The current firing visibility time is 2.5 seconds, meaning that -2 seconds would result in snipers only being visible for 0.5 seconds after shooting. A lot of AI and bases can't even lock onto their targets, let alone fire in that amount of time, making snipers practically invincible under certain circumstances.
I'll have to talk with Jeff about it the next time I get a chance, in the meantime just sit tight and it will be dealt with.
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Mon Nov 12, 2007 4:54 pm |
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