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Post Re: A rework of the Augmenter Tweaking skill
Someone please tell me that patch/steam is not being delayed for this.

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Sun Nov 27, 2016 11:21 pm
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Post Re: A rework of the Augmenter Tweaking skill
lrellok wrote:
Someone please tell me that patch/steam is not being delayed for this.


I would actually be glad if Steam was delayed for this. Too many new players enter the game and play for a long damn time before they realize that AT exists and or gets level of AT. All the AI *have* AT and thus means only the cheese classes of Fleet and Support have a half decent time as a low level.


Mon Nov 28, 2016 12:29 am
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Post Re: A rework of the Augmenter Tweaking skill
lrellok wrote:
Someone please tell me that patch/steam is not being delayed for this.


This is already done, it's a quick and easy change.

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Mon Nov 28, 2016 12:51 am
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Post Re: A rework of the Augmenter Tweaking skill
pontius456 wrote:
lrellok wrote:
Someone please tell me that patch/steam is not being delayed for this.


I would actually be glad if Steam was delayed for this. Too many new players enter the game and play for a long damn time before they realize that AT exists and or gets level of AT. All the AI *have* AT and thus means only the cheese classes of Fleet and Support have a half decent time as a low level.


i like cheese :3

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Mon Nov 28, 2016 12:05 pm
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Post Re: A rework of the Augmenter Tweaking skill
How will this affect the advanced Fleet sub skill "extra tweaked"? From the wiki:

(Fleet Focus) Extra Tweaked: Up to +20% Augmenter Tweaking (+40% for slaves), bonus tweaking is scaled (divided) by the number of equipped augmenters

Im hoping this doesnt just give +10% (20% / by 2 augs) to the new "luxury" AT skills, since those will be +5% max, so +20% to that is just .5 extra percent :/

Or will it just be a flat +20% bonus (divided by augs) working like the old AT would on the augs?


Tue Nov 29, 2016 2:26 pm
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Post Re: A rework of the Augmenter Tweaking skill
Since all aug stats have been double, the skills other than the ones explicitly listed now give half the bonus (resulting in the same end result).

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Wed Nov 30, 2016 1:43 am
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Post Re: A rework of the Augmenter Tweaking skill
SI wrote:
Since all aug stats have been double, the skills other than the ones explicitly listed now give half the bonus (resulting in the same end result).


I would put forth a suggestion then that you leave Extra Tweaked as is, and dont halve the bonus following the buffed augmenters.

If the goal is to move FC's away from being wild slave whores, then their regular slaves need a buff. I've already documented in another thread (http://forum.starsonata.com/viewtopic.php?f=3&t=62438&p=761431#p761431) how FC slaves currently are no better than zerk or SHM slaves, which is quite sad for a class that is suppose to focus on that and for a class whose player ship does very little.

Simply leaving extra tweaked as is with the buffed augs would help correct this somewhat without unbalancing other aspects since the part of the aug buff bonus that affects the player ship is trivial as most FC ships are just glorified damage soaks.

This decision would actually make it so FC's weren't basically forced into wild man to be effective. They could forgo that for something like Extra Tweaked in order to focus more on their real slaves.


Wed Nov 30, 2016 10:56 am
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Post Re: A rework of the Augmenter Tweaking skill
Abit late but how will Mentions and Diplomas be affected since this skill was a nifty way to get the mats to get IK20?

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Sun Dec 04, 2016 1:46 pm
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Post Re: A rework of the Augmenter Tweaking skill
NattoKilla wrote:
Abit late but how will Mentions and Diplomas be affected since this skill was a nifty way to get the mats to get IK20?


Already addressed, you'll still be able to get Diplomas and Mentions.

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Sun Dec 04, 2016 2:59 pm
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