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[FAQ
Forum Index » » Beta Testing Discussion » » New Engine and Defense Changes (1.674)
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 Author New Engine and Defense Changes (1.674)
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2039
From: Michigan
Posted: 2012-06-04 11:24   
Hey, wait a minute.....wasn't the cake a lie?
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µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2012-06-04 14:07   
Quote:

On 2012-06-03 21:08, Fattierob wrote:
Quote:

On 2012-06-03 17:56, Talien wrote:

All I have to say to that is it's about time.

One question though, what about all the ships that already have multiple Makkar stacked on them?



I'm writing some code that will check to see if a ship has duplicates of the same unique and just removes them and deposits it in the garage storage. This is why that particular change is taking so long





if you do that will it cost us credits when that script takes effect, the buying to remove prices i mean or will it be free
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2012-06-04 15:17   
Quote:

On 2012-06-04 14:07, µOmniVore wrote:

if you do that will it cost us credits when that script takes effect, the buying to remove prices i mean or will it be free




I would make it so it removes the enhancement from the ship and places it in the garage. It would be a "free" removal, in essence.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2012-06-04 15:43   
Quote:

On 2012-06-04 15:17, Fattierob wrote:
Quote:

On 2012-06-04 14:07, µOmniVore wrote:

if you do that will it cost us credits when that script takes effect, the buying to remove prices i mean or will it be free




I would make it so it removes the enhancement from the ship and places it in the garage. It would be a "free" removal, in essence.




What if your garage and cargo are full?
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2012-06-28 17:09   
Some new changes are going in. They are as follows:


UGTO Standard Armor:

Health: 39596 * (13,200) -> 40,000 * (13,000 * level)
Repair rate: 142 -> 120


UGTO Ablative Armor:

Health: 38,554 + (12,853 * level) -> 38,000 + (12,000 * level)


UGTO Reflective Armor:

Health: 39,000 + (11,500 * level) -> 38,000 + (12000 * level)


ICC Composite Armor:

Health: 36,250 + (10,792 * level) -> 36,250 + (11,000 * level)


ICC Aux Shields:

Health: 30,000 + (6,000 * level) -> 40,000 + (6,000 * level)
Note: I do not know what I want to do with ICC Aux shields yet.


ICC Skirmish Shields:

Energy Drain while recharging: .14 -> .12 per second


K'luth Chitin Armor:

Health: 35,000 + (19,500 * level) -> 35000 + (10,000 * level)
Special: Mass penality is increased by 50% compared to normal armors. Adds 2 signature

Chitin Armor is now replacable with Organic Armor and vice versa. AHR is no longer swappable with Chitin Armor and vice versa


I will update the main post when these changes are pushed into beta
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µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2012-06-28 17:31   
Quote:


ICC Aux Shields:

Health: 30,000 + (6,000 * level) -> 40,000 + (6,000 * level)
Note: I do not know what I want to do with ICC Aux shields yet.





i suggest making aux shield like an enhancement when you get only device and it add 1/4 of its health to all shield arcs or make it so it increases resistances and regen by amount

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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2801
From: United State of Texas, Houston
Posted: 2012-06-28 17:47   
UGTO - Can now replace their Proton Torpedoes with Ion Torpedoes, which don't do quite as much damage but have a slightly better range and more importantly, a rudimentry tracking capability!



So, I didnt see that the other factions get tracking torps. Is this another UGTO only buff?
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[ML]RogueAvengerTTV
Marshal

Joined: September 11, 2010
Posts: 299
From: England
Posted: 2012-06-28 18:37   
Quote:

On 2012-06-28 17:47, Azreal wrote:
UGTO - Can now replace their Proton Torpedoes with Ion Torpedoes, which don't do quite as much damage but have a slightly better range and more importantly, a rudimentry tracking capability!



So, I didnt see that the other factions get tracking torps. Is this another UGTO only buff?




aye i would think the sabbots of any would get a tracking capabilty i understand luth as there close range anayway they shouldnt need tracking to hit something 100gu infont of them

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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2039
From: Michigan
Posted: 2012-06-28 19:24   
Quote:

On 2012-06-28 17:09, Fattierob wrote:
Some new changes are going in. They are as follows:
ICC Aux Shields:

Health: 30,000 + (6,000 * level) -> 40,000 + (6,000 * level)
Note: I do not know what I want to do with ICC Aux shields yet.



If aux shields were full arc and they'd be pretty well perfect.


Quote:

On 2012-06-28 17:47, Azreal wrote:
UGTO - Can now replace their Proton Torpedoes with Ion Torpedoes, which don't do quite as much damage but have a slightly better range and more importantly, a rudimentry tracking capability!



So, I didnt see that the other factions get tracking torps. Is this another UGTO only buff?




Of course, they need something so their EADs and Command Dreads can combat smaller ships from a distance since point jumping is so unreliable.
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 442
Posted: 2012-06-28 23:26   
kluth armor has the lowest repair rate as far as i can see...(i see bit bad cuz i work night shifts)
i suppose it due to the ahr...? still it would be good to know what are repair rates with ahr then?
just wondering...
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-06-28 23:46   
Well, AHR appears to provide a repair rate somewhere between UGTO armor and ICC shields.

The fact they also repair hull is pretty significant, since its percentage based, a scout repairs just as quickly as a dread.
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Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2012-06-29 00:20   
This is proabably a redundant question, but do the new Sabot rockets for ICC have splash damage? just curious

[ This Message was edited by: Brutality *XO2* on 2012-06-29 04:52 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2012-06-29 11:56   
Try and keep other questions not related to the engine/defense changes out of the thread, please.

These changes have been pushed into beta already, and they need testing badly
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-06-29 12:21   
Quote:
On 2012-06-28 17:09, Fattierob wrote:
K'luth Chitin Armor:
Health: 35,000 + (19,500 * level) -> 35000 + (10,000 * level)
Special: Mass penality is increased by 50% compared to normal armors. Adds 2 signature


Please check if my comprehension is correct.
The mass from a Chitin gadget on Siphon will add: ( 35000 + 10000 * 7 ) / 125000 = 0.84
Since Chitin doubles mass penality, it will add 0.84 x 2 = 1.68 to the mass. Right?

Each Chitin gadget adds 2signature to the ship, doesn't it?

I'll join beta later.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2012-06-29 14:14   
Quote:

On 2012-06-29 12:21, chlorophyll wrote:
Please check if my comprehension is correct.
The mass from a Chitin gadget on Siphon will add: ( 35000 + 10000 * 7 ) / 125000 = 0.84
Since Chitin doubles mass penality, it will add 0.84 x 2 = 1.68 to the mass. Right?



Close. Theirs a hidden modifier used for ship hulls and your actual calculations are

(1.4 * (35,000 + (10,000*7))) / 62,500 = 2.325 additional mass compared to normally 1.17~ ish


Currently theirs some issues with getting organic armor to upgrade to chit armor and shields upgrading to skirmish shields. When they're fixed I'll make a post
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