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Team: Hot Shots
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I just had an idea that would help make up for the inherent weight problem without breaking bez and would allow a lot of tweaking until the admins found a good balance. Im not sure if this is codeable but why couldnt bez include a skill that takes anywhere from half to a quarter of the weapons weight off. even at 50% of the weapons weight we will still be much heavier than a gunner but not so bad that we cant move.


Fri Feb 22, 2008 2:10 pm
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Zerker gets +620% damage for +310% elec. Sniper gets about +180% DPS for +0% elec when still. Speed Demon gets +380% DPS for +190% elec when over 200 speed. Seer gets +350% DPS for +0% elec when striking from behind and unseen. Just some base stats for comparison.

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Fri Feb 22, 2008 2:17 pm
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We only have a 60% chance of getting that 350% DPS though :wink:

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Fri Feb 22, 2008 2:41 pm
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Nuromishi wrote:
Zerker gets +620% damage for +310% elec. Sniper gets about +180% DPS for +0% elec when still. Speed Demon gets +380% DPS for +190% elec when over 200 speed. Seer gets +350% DPS for +0% elec when striking from behind and unseen. Just some base stats for comparison.


What does Gunner get?


Fri Feb 22, 2008 2:43 pm
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yugioh124 wrote:
Nuromishi wrote:
Zerker gets +620% damage for +310% elec. Sniper gets about +180% DPS for +0% elec when still. Speed Demon gets +380% DPS for +190% elec when over 200 speed. Seer gets +350% DPS for +0% elec when striking from behind and unseen. Just some base stats for comparison.


What does Gunner get?


depends rly, 2 excoms will do far more damage with Mining Control 25 than most other weps

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Fri Feb 22, 2008 2:56 pm
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BAM5992 wrote:
yugioh124 wrote:
Nuromishi wrote:
Zerker gets +620% damage for +310% elec. Sniper gets about +180% DPS for +0% elec when still. Speed Demon gets +380% DPS for +190% elec when over 200 speed. Seer gets +350% DPS for +0% elec when striking from behind and unseen. Just some base stats for comparison.


What does Gunner get?


depends rly, 2 excoms will do far more damage with Mining Control 25 than most other weps


+284% DPS for +100% elec for mining weapons, but it gets a bit fuzzy due to the wide variety Mining Control can effect different mining weapons and the fact that their -20% target resists also beefs the damage output on allies using a similar damage type as well. Then you have to consider missiles once they are added: its an irregular DPS class in comparison to Sniper, Seer, and Zerker. While Seer is also a bit odd, its easier to calculate due to having hard percentages.

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Fri Feb 22, 2008 3:07 pm
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Quote:
Sniper gets about +180% DPS for +0% elec when still.


That's not entirely true. The sniper class gives +2.5% firing energy per lvl, 50% when maxed, so they are using extra elec for their weapons.


Fri Feb 22, 2008 5:29 pm
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phillyfan83 wrote:
Quote:
Sniper gets about +180% DPS for +0% elec when still.


That's not entirely true. The sniper class gives +2.5% firing energy per lvl, 50% when maxed, so they are using extra elec for their weapons.


They also get +50% recoil, resulting in the same electric cost per second.

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Fri Feb 22, 2008 7:34 pm
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Something about a engineer, wich has happened 2x in my team, on this day alone.

If we die, we lose 200 mill on GG if we are smart, if they die they loose upto 10 bill in armada drones.


Thu Feb 28, 2008 2:23 pm
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Nuromishi wrote:
phillyfan83 wrote:
Quote:
Sniper gets about +180% DPS for +0% elec when still.


That's not entirely true. The sniper class gives +2.5% firing energy per lvl, 50% when maxed, so they are using extra elec for their weapons.


They also get +50% recoil, resulting in the same electric cost per second.


Yes, but electric cost per shot goes up.

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Thu Feb 28, 2008 3:28 pm
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I should be able to be a merchant / base specialist and not be SHM / DM.


'Nuff said.


That's the real problem here.


Thu Feb 28, 2008 6:06 pm
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You do realize that trade skills are available from Free market right? If you really wanted, you could just train support focus to 20, get your trade skills and leave it at that. I don't see how anyone can possibly complain that you can get both trade skills and combat skills as well now?


Thu Feb 28, 2008 6:11 pm
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HAL wrote:
You do realize that trade skills are available from Free market right? If you really wanted, you could just train support focus to 20, get your trade skills and leave it at that. I don't see how anyone can possibly complain that you can get both trade skills and combat skills as well now?


There's a fundamental point here:

Station Management
Station Mastery -> old merchant skill
CA / EE
Have DD20 and never lay an offensive drone
Never want to heal anyone

See?

Merchants used to be able to focus in Station Mastery and then EE/CA. Now we're stuck being DMs or SHMs and choosing to:

a) have weak bases and CA / EE
b) have strong bases and no CA / EE
c) choose between DM cheese or SHM

You've removed base building chars. 'Nuff said. Heck, the fact that a SD / Sniper / DM can lay as good a base as myself is pathetic.

But hey, I suppose this is the Xbox generation, right? Cutting base specialisation was done for three reasons only:

1) Caly / Cael proved that it was impossible to level as a pure merchant / base specialist past 1k
2) Lazy combat chars complaining they didn't make uber credits with their adonis bases / peasent pumping issues (which I suggested were removed, ty for taking the suggestion onboard)
3) Lack of design into new classes

Basically, old merchant got removed due to balancing issues, and inability to make it count.


Cap ships are currently borked / unusable - there's a lot of scope for making them split off into a pure merchant / base based char:

e.g.

Architect Focus:

Defensive - base based, passive, cap ships used to lay assault platforms yadda yadda yadda
Offensive - base based, aggressive, cap ships used against bases.

I'm tired, but there's scope there, and cap ships need some purpose atm.


Thu Feb 28, 2008 6:36 pm
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CC, SS needs to grow and being just mastery without combat class is a thing of the past. Please just leave it in your memory. The skills now works perfectly fine and fixes many things.

Right now i would build on my main, cause it can be combat and can get up to 30 on station masteries instead of build in a level 300-500 alt and make it almost unkillable by high level players.


Thu Feb 28, 2008 10:29 pm
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Hokage wrote:
CC, SS needs to grow and being just mastery without combat class is a thing of the past. Please just leave it in your memory. The skills now works perfectly fine and fixes many things.

Right now i would build on my main, cause it can be combat and can get up to 30 on station masteries instead of build in a level 300-500 alt and make it almost unkillable by high level players.
not to mention bases now take 50% of skill bonus.
Quote:
-20% target resists also beefs the damage output


it got nerfed remember? its now -10% with all shots hitting

atm CC i could make a sniper station that gets a bit of the sniper bonus to damage,range,rof (if there is any XD) ect. the days of needing specialized alts are over. moving shit around is still a little difficult without Engineer but thats somthing to ponder over later. most higher lvl peoples have several alts they have trained for stuff. and many classes. i can enjoy a bit of everything and double dip as it were.. i have a DM (love dm so naturaly ill have one :wink: ) and a gunner. and if i wanted to both could lay bases. sure their station management skills arnt the same..but i could lay a nasty base on ether my gunner or my DM with better bonuses to EE or STM then the old classes because of their lvls. atm lvl 15 in any trade skill is as good as the old skill. anyone around lvl 500 can get this i belive. then you can get up to 30 if your lvl 3k. dont ask me what lvl you have to be to train up progressively...but its a working system and far better then the old one.

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Fri Feb 29, 2008 1:15 am
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