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FC.31.20140303.1 PTS Update

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  • stergasterga Posts: 2,353 Arc User
    edited March 2014
    laughinxan wrote: »
    Believe it or not, with the range of the mobs, I don't think movement speed makes it easier to kite the mobs, thats range when it exceeds the enemies.

    Kaizerin was commenting on how vehicles being slowed in combat would be the same as how our characters are slowed and therefore fair. My point is that TPs should be brought up to vehicle standard instead of vehicles brought down to character's while also acknowledging that it probably won't happen for the silly reason I mentioned.

    I'd actually be able to run far enough outside of Grav's death bubble to avoid the lag hit. My dream of tanking all of Grav with a Blade AT (+ pocket healer) and not be one-shotted by a bubble I'm not even in will finally come true. Maybe...
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    [at]riviania Member since Aug 2009
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  • crosschancrosschan Posts: 920 Arc User
    edited March 2014
    gradii wrote: »
    the nerf on the Incendiary is excessive. it costs too much energy to be simply 5 target. it should be 10 targets.

    and your comment on open world mobs makes me wonder if you've ever fought one on a vehicle.

    Uhm, your attempt to counter Bob on this point makes me wonder if you have to be honest(no offense meant). If you like I can hit PTS, swing on over to Kiga, Solo him with a vehicle that has no mods added to it except stock, and unless you use the same tactic...you're not getting aggro from me. Also, I'm not getting hit.

    By contrast, if I were to set up on my trusty lil hoverdisk with Sniper solo...I get one hit and then stuff is coming for me. Not to mention it's single target. The point here is that alot of the mob AI in the game simply has no idea how to react to an attack from more than 110f. They just derp out. All the target reduction to IR2 actually accomplishes is slowing down the speed of farming near the tanning beds in VB....not stopping it, mind you, slowing it down. :wink:

    The issue here, as I see it, isn't that they cut the targets. It's that they didn't touch the aggro gen and range.
    2s9bzbq.jpg
    Join Date: Aug 2009 | Title: Devslayer
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  • crosschancrosschan Posts: 920 Arc User
    edited March 2014
    The following tests were done on a LvL 40 toon with no PSS, SSS, Gear, or Talents. The Vehicle was a MK 1 Fire Ant stock(no adjustments or additions).


    Incendiary Round MK 2:
    20 energy cost, Targets foe(max 5)
    1s recharge time, 120 feet; 75 foot Sphere

    Deals 714-729 Fire Damage every 1 second and taunts affected targets for 10 sec. The damage over time effect stacks up to 3 times and is not refreshed by additional use of this power.
    Mental Storm:
    40 energy cost, Targets foe(max 5)
    1.83 sec charge time, 50 feet; 10 foot square
    0.67 activation time, 15 sec recharge

    Deals 59 ego damage every 1 sec for 16 sec to all targets and Paralyzes them for up to 12 sec based on charge time.

    When Mental Storm expires it applies Stress to the target. This power causes -6% resistance to Ego Damage for each stack of Stress. This effect stacks up to 4 times.
    Hex of Suffering:
    55 energy cost, Targets foe(max 5)
    0.67 activation time, 50 feet; 10 foot Sphere
    12 sec recharge

    Deals 73 Magic Damage every 1 sec for 6 sec to your target and foes within 10 feet of your target.
    Gas Arrow:
    48 energy cost, Targets foe(max 5)
    0.67 activation time, 100 feet; 15 foot Sphere
    15 sec recharge

    Creates a Gas Cloud at the targets location which deals 82 toxic damage every 1 sec for 12 sec. Foes in the Gas Cloud have their vision slightly impaired, giving them slightly reduced perception.

    I could keep this up but I think you get the picture. Still seems grossly worthwhile to me. :wink:

    P.S. I also noticed this while gathering data.
    BUG: Mouseover on vehicle weapons have changing damage numbers with nothing I can see that really affects them.
    2s9bzbq.jpg
    Join Date: Aug 2009 | Title: Devslayer
  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    I think what they're getting at is that it costs a 5th of your ammo to fire it(on a tank, they have just 100 ammo), 3/5ths to fire it to max stacks. Reloading is pretty slow, takes about 4-5 seconds. Where energy builders are relatively quick to regenerate energy.

    I did notice though, after having stayed on my bikes so long, that while they're very squishy; the extra ammo supply makes them so much more convenient, while the tanks may be MUCH more sturdy, they have to reload almost constantly between shots. I may end up tuning up just a couple of mine, and shelving the other 20 or so that I have decked out. Depending on how much the kits cost. I've already put about 100k G into my rides, I dunno how much more is worth putting into them. I suppose we'll have to see.

    The slowdown will definitely make the squishier types(bikes) require the shield to fare well. Which isn't a problem so long as you watch what you're doing. It will require people in sky carrier to man their positions mostly, instead of trying to move between the two(the slowdown will leave you too pokey to move between the positions fast enough).

    XS
    [NbK]XStorm
  • crosschancrosschan Posts: 920 Arc User
    edited March 2014
    Admitedly, I am not as invested(holy crap 100k?) as you are in this, NB. I just slapped a Quick Reload from the Q Store on my Fire Ant and it seems to do the job fairly well. I don't have a Gravity Pulse and, oh yeah, that reminds me...

    BUG: Gravity Pulse has been reported to cause headaches in some players(I am one of them) and other "issues" for epileptics(I am not epileptic so I cannot speak too much to that aspect) due to it's strobing effects. Please please please please fix this.
    2s9bzbq.jpg
    Join Date: Aug 2009 | Title: Devslayer
  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    Yeah, after about 14 hours straight of Invasion with 10xpulsers. I started to feel very, sick to my stomach, and looking away I felt like I was in a lightning storm when I closed my eyes. I think it really does need an fx adjustment. Another note. Can the fire cage in F & I be changed to an entity, instead of an FX? Often times there are so many things going on, that the cage is invisible. I have to be very, very careful where I step; often times stopping what I'm doing completely, until I can make absolutely sure there's not an invisible fire cage there.

    XS
    [NbK]XStorm
  • cyronecyrone Posts: 1,028 Arc User
    edited March 2014
    Seems I'm late to the party but: Nice to see some some changes to vehicles but I'd rather see stuff done with powers.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
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  • cyronecyrone Posts: 1,028 Arc User
    edited March 2014
    gradii wrote: »
    Damage numbers are irrelevant when the power is supposed to be wide aoe in the first place.

    since when has it been the weapon of choice for single target damage? you're getting it mixed up with plasma beam :rolleyes::rolleyes:

    Since regardless of whether the power is single target or AoE you can stack the DoT from it to achieve high damage. Think a little before you post. Just because a power is AoE doesn't mean you can't use it on Single Target, or have you forgotten that from your Cascade spam?
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
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  • cyronecyrone Posts: 1,028 Arc User
    edited March 2014
    gradii wrote: »
    That's not my point. the powers is INTENDED as wide aoe, and if the damage is a problem then fix it to work best on groups and not single target. we have plasma beam for that. (which is ALSO aoe) :rolleyes:

    Then I guess you're also suggesting that powers like Force Cascade, Typhoo, Hurricane, Epidemic (and more) be fixed to work best on groups and not single target? Since those powers are INTENDED to be used on groups as they are AoE but are still capable of dealing great damage to a single target.

    Please. Stop trying. Your logic makes no sense.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
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  • cyronecyrone Posts: 1,028 Arc User
    edited March 2014
    gradii wrote: »
    your logic isn't making sense. we apparently have a issue with incendiary, NOT force cascade and the like.

    hence, the discussion is on incendiary.

    if theres NOT a problem with incendiary (I think it was a tiny bit OP but this is NOT how to fix it)

    then why ask for a change?

    You're suggesting making an AoE ability less effective against single target and more effective against groups. I was merely applying that nonsense to other AoE abilities that are great against single target as well. So please, elaborate if you would, as to what exactly it is you mean as it seems you're okay applying that to just ONE AoE ability which would cause imbalances towards other AoE.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
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  • mrhinkypunkmrhinkypunk Posts: 1,569 Arc User
    edited March 2014
    laughinxan wrote: »
    I wouldn't compare it to the likes of sadness that is gas arrow, UGH, one of the weakest, most useless powers in the game. Anything with less than 100 damage/second is utterly useless. Besides a lot of other powers are equipped with challenging strikes and actually do some real damage and hit much harder.

    An Edit: Gradii actually doesn't like nerfs to anything, she's one of the good guys(most part).
    1. Gas arrow is actually meant as a debuffing / controlling power. It has an advantage that stuns and puts a perception debuff on, although perc debuffing no longer works on the bosses you can still use it on mobs to stop them from even seeing you before a straight shot hits them in the face.
    2. Mental storm is one of the best DOT's as it debuffs the target as well as interrupts them on tap or holds them on charge while also hitting more damage DOT wise than other tapped options. It's a very widely used power in PvP, I use it on my PvE debuffer and it's damage isn't that bad considering I just tap it then I can leave it on while doing other things.
    3. The best part of hex of suffering is it's root advantage IMO.

    Anyway that is very off topic. Just remember that various DOT's stack, 100 DPS x 10 is 1000 DPS. It clearly wasn't a troll attempt, you're just taking it wrong and almost being close to derailing this thread even more.

    Fact is I would like to see various other vehicle weapons made viable, I don't like the way none of the actual bullet powers are all that viable. I would also like to see a steam punk vehicle or something less sci-fi next time you guys make one to give more variation.

    The worst thing about incendiary rounds is that it is more than 100ft. Also crosschan I'm pretty sure all archery attacks are 100ft so gas arrow is 100ft not 50ft.
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  • eiledoneiledon Posts: 1,287 Arc User
    edited March 2014
    one of my peeves with gas arrow is when Devana Hawke uses it - it seems to do pretty effective damage against some builds, unlike the player version.

    on the vehicle weapons. I agree they should cap out at 100ft. Otherwise what was the point of changing the perception items to not affect cosmics and legendaries the other week?
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  • ashensnowashensnow Posts: 2,048 Arc User
    edited March 2014
    gradii wrote: »
    I think that's part of the reason you are so misunderstood here though, because when most people here say the word nerf (besides a few REALLY hardcore cry nerf people) they mean simply a change making something LESS powerful but not NECESSARILY useless.

    Could very well be.


    Originally nerf did mean render as harmful as a soft spongy version, the current common usage (from what I have seen) means less potent.

    Of course then you see, "nerf it into the ground," or, "nerfed into uselessness." All about degree of impact.

    'Caine, miss you bud. Fly high.
  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    BUG: Crashing on load of sky command causes you to receive no reward at all at the end, even if you return immediately after the crash.

    XS
    [NbK]XStorm
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    I'll change my previous bug report a bit.
    When changing teams in the PQ, to interface does not show you in the correct team until a new player joins the queue.
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  • dr490nbr347hidr490nbr347hi Posts: 260 Arc User
    edited March 2014
    Soooo, C-Store vehicles will actually be somewhat useful now?
    _____________

    @dr490nbr347hi / Playing since January 25, '11
    Display normal Internet behavior. Come and make fun (yes, make fun) of my PRIMUS page.
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