Having this same bug with the autofire toggle not working, only in this case the there is no green highlight and it can't be toggled on. Will try your work around when I get home, thanks for posting it.
^This In general the EptX rotation is the only set of buffs I'd recommend putting on a spacebar keybind. Setting up an overly automated rotation makes you easier to read in 1v1, limits cross healing potential in team play, and can interfere with offensive timing depending on what you throw on spacebar. Not to say that the…
I'm pretty sure it still does, as there were a few times in a recent FvK where I was able to see a cloaked bop at larger distances than usual. At the time I wasn't sure why, but now that you mention this, I was scrambled each time it happened.
No need to feel useless when that happens, share the heals that you can with the tac doing the high dps and they will be able to do even more damage by playing more aggressive.
Team tactics is more than just focus firing on a target, it includes things like cross healing your teammates getting all the aggro too. The extra heals will usually keep the aggro holder alive and them staying alive and continuing to hold aggro keeps everyone else alive.
Even with tac buffs, a fully speced TBR isn't going to kill anyone by itself. However, it still can do decent damage and help finish someone off that is already low on hull if they are only getting shield heals or they RSP.
A fair point, though given the lack of KDF options compared to FED it would be somewhat limiting to not allow it. Also I just noticed that the Mirror Vor'cha is not on the list at all. It is in a similar situation to the Mirror Qin and it would be nice too see it included to offer some reduced cost options and a bit more…
Sounds like fun, I'd be in. I think the Mirror Qin should be allowed unless all Mirror ship are excluded and given that the Mirror ships are comparable to the RA ships I see no reason to exclude them. Also, some of us do still play KDF, at least when the queues allow it anyway. :(
The MVAM ability is far from useless, it's just that its utility has nothing to do with the pets, but is all about the benefits the different modes offer instead. I think this is a good thing though, because whatever the source, the last thing PvP needs is more numerous and/or more durable pets. Which gets back to the…
Yea, but it is pretty funny when you see an unexpected extend pop up and after looking around realize its the spam fleet support freighter throwing it. :eek: Not a big deal, though it would be nice if the extend graphic was a little more clear.
Another thing you can do with keybinds is to throw throttle on your mouse wheel, its makes it easier to adjust quickly with the finer increments and more importantly frees up q and e for keybinds you want quick access to. Also, you can save out all your current binds using "/bind_save_file filename", edit the file and load…
That's a pretty good summary of the initial testing, only thing that is not clear from the log excerpt as posted is that there was a small delay (0.1s) in the double proc, with the first occurring at 13:01:12:00:14:46.9 and the second at 13:01:12:00:14:47.0 according to the combat log. Also note that this double proc…
Sorry about the plasma proc related derailment. The shield/hull consoles are something I've been meaning to test as well, but haven't gotten around to yet. Probably going to try and test it this weekend though, and when I do, I'll post my results here.
They are linked, so don't know if I'd call them different, but each console will add one stack of plasma fire, at least they did when I tested it a few weeks ago. If you want it retested, feel free to message me in game and I'll set up a test. Also note that individually the plasma procs from the consoles are weaker than…
I'm not sure about the shield and hull procs, but the plasma proc for non plasma weapons does stack. Each plasma console adds an additional item on the weapon tool tip, but the procs are all linked along with the base weapon proc. If you watch the buff bar closely when it does proc you will see a plasma fire stack for each…
The best uptime that can be achieved for APO is 50%, because it has a 30s global cooldown. Doesn't matter how many copies you run or DOffs you throw at it, it will still be off at least as much as it is on. There is no near constant up time, rather there is a window lasting at least 15s after APO expires where it will not…
Well, I'm not going to speak for him, but I'd say that pretty much nails it. Epohh raising is a boring joke too, but at least it provides decent marks for the time required.
That's not what he is saying, he even provided the formula which clearly show he is using a fixed probability for the individual rolls, but that it is the net probability of receiving at least one proc that increases with number of rolls.
I don't think it was an example of how others should contribute, as much as it was a counter example to the idea that starbases are always about a fleet lead mooching off the rest of the fleet.
Thanks for providing a great example of how very broken they are in PvE, which is after all the reason they are being fixed. I've suggested this before as well. While its not a perfect fix, it would make things consistent with how other high damage projectiles are treated and force the tric bombers to actually employ some…
^This. With 5 stacks at 2%, combined with the option for [ResA] or [ResB] mod they already offer, the elite shields would still be the best in the game, they just wouldn't be so horribly OP. It would also fix things to fit with the general practice where other shield mods trade off strength against generality (i.e. 20%…
You mean like Tac Team, manual shield redistribution, or maneuvering, all of which make use of that extra shield cap from the other facings. If you don't even know about basics like this, I see why you want an OP crutch. Why the hell should a single passive come anywhere close to full on negating all incoming damage?…
At 1000/6 it would still be OP, since the 1000 is per face which translates to 4000/6 of actual regen. At 250/6 per facing you get a net of 1000/6, which is still powerful in terms of a passive. As a passive it really shouldn't be doing anything close to what an actual BOff heal does, since the BOff heal both takes up a…
I've noticed an issue where using the level filtering on mk xii gear doesn't work. Try redoing your search only using the very rare and ship weapon filters and it should work.
I think a mercenary mode queue would be fun. It also would provide a good opportunity to add another feature that has come up a lot, a cross-faction queue. Making the mercenary mode queue cross faction would also limit the number of new queues that need to be added and the resulting queue fragmentation. Besides, true mercs…
So after some additional testing, I am only getting 80-90 damage/sec per proc without buffs, however, the procs are linked so if you are running more than one of the consoles, they will all proc at once. So using 3 consoles did bring my total unbuffed damage/sec to something around the 266 mentioned earlier.
Was using 3 of the plasma burn embassy consoles with polarized disruptors for this test, so it was amusing to see all five procs go at once (polaron, disruptor, 3x plasma fire), but as was mentioned already its not a surprising result given how hybrid weapons have been known to work for some time. I think the more…