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Post Re: Server/Client Patch 10.28.2016
So im curious what was the reasoning in making the class augs hull locked?

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Fri Oct 28, 2016 1:48 pm
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Post Re: Server/Client Patch 10.28.2016
Also eta on the class rescalling?

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Fri Oct 28, 2016 1:51 pm
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Post Re: Server/Client Patch 10.28.2016
* All prawn drone blueprints are acquirable from Captain Kidd or random drop outside like NF, dging, some bosses possibly randomly.


Fri Oct 28, 2016 2:52 pm
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Post Re: Server/Client Patch 10.28.2016
Fyuryus wrote:
edit: game just lost $50/mo from me, gg.might be back in a week, idk gonna feel it out

Nice, devs will be very sad now and will second guess the garbage they add in the game. NOT xD


Fri Oct 28, 2016 3:48 pm
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Post Re: Server/Client Patch 10.28.2016
Fyuryus wrote:
Freez wrote:
The fuck are you crying about, you get free wild slaves and you still bitch? Get real slaves and shut up


Already have. Regardless I'm going gunner.
edit: game just lost $50/mo from me, gg.might be back in a week, idk gonna feel it out

Good, won't miss you


Fri Oct 28, 2016 6:03 pm
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Post Re: Server/Client Patch 10.28.2016
Freez wrote:
Fyuryus wrote:
Freez wrote:
The fuck are you crying about, you get free wild slaves and you still bitch? Get real slaves and shut up


Already have. Regardless I'm going gunner.
edit: game just lost $50/mo from me, gg.might be back in a week, idk gonna feel it out

Good, won't miss you


<3

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Fri Oct 28, 2016 6:15 pm
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Post Re: Server/Client Patch 10.28.2016
These changes seemed to have missed the patch notes:
* The rate of fire cap for userbases is now 500ms, rather than the standard 100ms for everything else
* Multiplied all base wep damage, energy, and recoil values by 5. DPS, DPE and EPS will be the same, but this should reduce the lag caused by high rof bases significantly.

And these just got hotfixed in
* Reduced the restriction in distance between attached bases by 40%
* Fixed non-Radiation Experts not getting wild bot slots
* Disabled wild slave stasis in "battleground" galaxies to prevent an exploit, while a fix is developed.
* Fixed the random artifact price variations on every load.

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Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd.


Fri Oct 28, 2016 7:48 pm
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Post Re: Server/Client Patch 10.28.2016
Antilzah wrote:
Fc would still be useful class even if bots would be completely removed from the game.

what? O.o i'm going to try to keep my class but its seems like ya got me too guys this is probably one of the worse patches i've ever seen i don't know who's idea this was but it was a very poorly thought out one. Seriously its like you just want people to just keep switching classes over and over why cant we just be happy with what we have? I guess ill just find the next thing that is "OP" and wait for you to nerf that thanks guys.

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Fri Oct 28, 2016 7:54 pm
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Post Re: Server/Client Patch 10.28.2016
Blizz says that because if you MC an FC all you care about is the Aura's/Amps.

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Fri Oct 28, 2016 8:53 pm
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Post Re: Server/Client Patch 10.28.2016
MasterTrader wrote:
Blizz says that because if you MC an FC all you care about is the Aura's/Amps.


Sat Oct 29, 2016 4:45 am
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Post Re: Server/Client Patch 10.28.2016
Could the Nerf Capacitor's be looked at? Not asking them to be removed, but a slight tweak on the -Damage?

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Sat Oct 29, 2016 11:48 am
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Post Re: Server/Client Patch 10.28.2016
I never was a fan of Wild Slaves, easy-to-get and cheap high-DPS

in games in general I'm not a fan of non-permanent boosts

if i cant do something without neurotweaks or without wild slaves i cant count it as actually doing it because if it uses a nonrenewable or non permanent boost then it isnt sustainable

A permanent bonus or permanent boost represents a sustainable setup independent of neurotweaks or wild slaves.

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Sat Oct 29, 2016 1:56 pm
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Post Re: Server/Client Patch 10.28.2016
Tomzta09 wrote:
These patch notes are quite messy. Some have just been repeated over and over.

Quote:
* Hantr, Raurava and Zarkara minibosses spawned by Gurujana Ekam no longer drop their respective augmenters.


God fucking damn it. That's two years of farming Hantr Psu's gone. Now my happiness in Subspace has been derailed. So, thanks a lot for that.


The augmenters are the same as they were before, and have the same source. Gurujana Ekam, the roaming Sas uber, will simply not have it's guards drop the augmenter anymore. This is to avoid allowing players to infinitely farm the augmenters. Unless you're admitting to having farmed Gurujana Ekam's guards for augmenters the past two years and you're upset this has been fixed?

(Edit: This also does not include the roaming guards, like random Zarkara's in sas space. Only the guards spawned by Gurujana Ekam's scripting.)

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Sat Oct 29, 2016 3:42 pm
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Post Re: Server/Client Patch 10.28.2016
You can't derail the past


Sun Oct 30, 2016 2:58 am
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Post Re: Server/Client Patch 10.28.2016
SI wrote:
These changes seemed to have missed the patch notes:
* The rate of fire cap for userbases is now 500ms, rather than the standard 100ms for everything else
* Multiplied all base wep damage, energy, and recoil values by 5. DPS, DPE and EPS will be the same, but this should reduce the lag caused by high rof bases significantly.

This is actually going to massively screw over BvB. With bases now being DPH based rather than DPS, it means ships being used to tank things (like enemy pulses) will just get 1 or 2 hit rather than being able to tank the damage. This is a really bad move.

It also massively screws over the balancing on base resistances. The soak on dampeners is now significantly less effective.

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