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Joined: Fri Sep 27, 2013 11:37 am Posts: 400 |
Discussion topic for post: http://www.starsonata.com/patch_notes/s ... 0_15_2015/
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Wed Oct 14, 2015 5:26 pm |
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Team:
Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland |
Quote: *Beefed Fortified, Laconia and Demented Station kits to bring them more in line with ada kits at their tech level. Ada kits are still the best option but the gap has been reduced. Meh I had forgotten about this. I should had complained more. This change can make quantity over quality bvb strategy too OP. Impressive changes. There are some really nice changes to improve quality of life such as towing bug getting fixed and bases becoming team owned as default. Atmosphere Scrubbing manhours being a typo never even crossed my mind. Fail. >.< |
Wed Oct 14, 2015 8:03 pm |
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Dev Team
Team:
Rank: Officer Main: Jey123456 Level: 4359 Joined: Fri Sep 24, 2004 11:51 pm Posts: 3366 Location: who knows ? |
its not as intense as was suggested at first tho. I dont know the numbers, but i know that the patch include a revision that tuned it down.
_________________ One of the first and proud flight controller. Visit our website: http://www.ef-team.com |
Wed Oct 14, 2015 8:30 pm |
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Member
Team:
Rank: Main: Alpha2Omega Level: 6850 Joined: Mon Aug 11, 2008 2:36 pm Posts: 205 Location: behind u in the shadow |
Quote: Changes for next universe: +Changed lockout gate to check for the Giant Goblin spawner instead of asking for neuro keys in Biopsy. so till next uni we cannot go further than Biopsy? |
Wed Oct 14, 2015 9:23 pm |
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Dev Team
Team:
Rank: Officer Main: Jey123456 Level: 4359 Joined: Fri Sep 24, 2004 11:51 pm Posts: 3366 Location: who knows ? |
cant you currently get the key ?
_________________ One of the first and proud flight controller. Visit our website: http://www.ef-team.com |
Wed Oct 14, 2015 9:33 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
Jey123456 wrote: cant you currently get the key ? someone fixed it by removing the keysyncs _________________ Lemon/Meo |
Wed Oct 14, 2015 10:25 pm |
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Team:
Rank: Officer Main: number666.5 Level: 8923 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
Quote: *Fixed an issue mainly effecting HQ and outpost kits (any kit with a sticky aura) where when out of rations, they could not be fed. Reported this years ago to bageese... Takes to long to fix stuff. But, lots and lots of good fixes. Love you jey and the other devs! Btw, the empty capacitor slot shows always, even if searching for a different name. Not sure if this is intended, but its handy. _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Thu Oct 15, 2015 2:48 am |
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Member
Team:
Rank: Main: Alpha2Omega Level: 6850 Joined: Mon Aug 11, 2008 2:36 pm Posts: 205 Location: behind u in the shadow |
ELITE wrote: Jey123456 wrote: cant you currently get the key ? someone fixed it by removing the keysyncs I would say NO, since after patch it is still asking for a key, and DocGoblin won't drop keys. |
Fri Oct 16, 2015 6:59 am |
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Team:
Rank: Officer Main: Blazing Fire Level: 3755 Joined: Sun Aug 08, 2010 1:53 pm Posts: 98 |
Quote: *Fixed the first level of lion not having a lockout _________________ MasterTrader wrote: Breh that's all she says. Boop. Boop... Boop. Sometimes it takes a good fall to really know where you stand. Rachel Addams |
Fri Oct 16, 2015 8:05 am |
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Team:
Rank: Director Main: Danger Level: 7164 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1049 Location: TN |
The base resist change needs to be looked over again xp
-I think the soaks need to mirror the resist change. -The normal kits, Ie. Station Kit IV/V, has less vun than the fortified ones. -The IX fortified kit having 45% resist to all, thats a jump from 0 to 45% which is still a little uncomfortable for me, but I can't tell until I've seen it in action which is hard because no one wants to BvB me, and I am low on base slots qq. -Also these changes, have they change already layed stations? I'm about to test if their resistance has changed or not but would like to know if this can be verified. |
Fri Oct 16, 2015 3:13 pm |
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Dev Team
Team:
Rank: Officer Main: Jey123456 Level: 4359 Joined: Fri Sep 24, 2004 11:51 pm Posts: 3366 Location: who knows ? |
the resist should have updated on existing bases yes, since its obtained from the kit stats.
_________________ One of the first and proud flight controller. Visit our website: http://www.ef-team.com |
Fri Oct 16, 2015 8:29 pm |
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Team:
Rank: Peon Main: Evade Level: 5731 Joined: Wed May 26, 2010 7:51 pm Posts: 3829 |
Quote: *Fixed a bug with Super Intelligent mods not granting the full bonus when you had multiples of that item. This is also the case with Sleek and Evil modifications, they grant a larger bonus when in multiple stacks of one item compared to one stack of multiple items. Radioactive modifications does not seem to do this however, but I'm just going to advice you developers to actually look into all modifications when you make a change like this. It has been like this forever, and many players were aware of this and figured it was an intended feature. I haven't had the chance to test all passive modifications, but I'm sure there are others which have the same attributes as Sleek and Evil currently do. So if this is unintentional, then I ask of you to look at all other modifications as well while at it. |
Sun Oct 18, 2015 2:12 am |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
also where is halloween
_________________ Lemon/Meo |
Sun Oct 18, 2015 4:51 am |
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Team:
Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland |
andezrhode2a wrote: Quote: *Fixed a bug with Super Intelligent mods not granting the full bonus when you had multiples of that item. This is also the case with Sleek and Evil modifications, they grant a larger bonus when in multiple stacks of one item compared to one stack of multiple items. Radioactive modifications does not seem to do this however, but I'm just going to advice you developers to actually look into all modifications when you make a change like this. Umm I have tested with 9 radio weapons with same stack and 9 same radio weapons with different stacks. Different stacks is better for radio also. It is the case for int mods as well. |
Sun Oct 18, 2015 5:52 am |
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Team:
Rank: Peon Main: Evade Level: 5731 Joined: Wed May 26, 2010 7:51 pm Posts: 3829 |
Antilzah wrote: Umm I have tested with 9 radio weapons with same stack and 9 same radio weapons with different stacks. Different stacks is better for radio also. It is the case for int mods as well. Can you run your test again? In my most recent test with T15 weaponry the ship window and the GUI bar information gave me the same result in both scenarios. I guess the developers should look into the code either way. Now they have beefed Super Intelligent modifications, and if they are going to be consistent, all other modifications that work this way also needs to be beefed (lol). |
Sun Oct 18, 2015 6:12 am |
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