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  • Jmanis's Avatar
    Today, 6:25 AM · 18 replies and 551 views.
    Government types (except anarchy) might not impact, but security status definitely does. High security systems the cops respond very quickly, which is great to know if my hauling ship gets interdicted... i just tank the damage till they show, help out and get a 200k bounty bonus. As opposed to low security where you've got almost no chamber of cops showing.
  • RedWizzard's Avatar
    Today, 4:37 AM · 9636 replies and 971682 views.
    I didn't mention that because I've got no idea what portion of the playerbase has access. It is what I'll be doing though.
  • Jmanis's Avatar
    Today, 3:27 AM · 20 replies and 464 views.
    Sounds like a standard combination of reverberating cascade and a bad fitting. I haven't seen your fitting, but you say "Keep in mind this an a fully engineered Python that got blow up literally in a few seconds." ... this doesn't mean it wasn't poorly fit. Did you have any HRPs fitted, for starters? A python without HRPs, even with engineered military armour is paper-thin without shields Bear in mind an Asp can also fit six mine launchers... considering they're low-success, high-impact weapons, this is gonna hurt a lot if you just ignore them. I mean... if you were facing down an Asp with six railguns, would you think it would be OP if you simply decided not to dodge the shots, and your powerplant got one-shot?
  • RedWizzard's Avatar
    Today, 1:44 AM · 9636 replies and 971682 views.
    Yeah, they're just another pair of trade CG when they should have been something special. They're also pretty pointless given that we know we're getting the new gear because if we don't then there's no conflict. Who really cares about availability? We'll just use eddb or whatever to find out where to get what we want. What I would have done is given the CGs an unlimited time frame and only awarded the gear when a CG reached the top tier. They could have made the requirements really high (whether or not they included regular goods). That way the CGs would generate urgency as the longer they took the more time the thargoids would be effectively invulnerable for.
  • Jmanis's Avatar
    Today, 1:42 AM · 8639 replies and 679984 views.
    Yeah... it's harder to hurt an enemy without assets (especially if they typically have black markets available)
  • Han_Zen's Avatar
    Yesterday, 10:55 PM · 247 replies and 3940 views.
    I agree with this. I just think it should be limits to the builds to make it a bit less nerdy. Vanilla fighs are cool and I personally still use CQC from time to time. All these activities involves deciding to PvP before taking off. That's the reason I rarely do any of them. JB says he likes to be rewarded for for specialization. The problem is that in reality, he is punished for it. The punishment is so hard that most players don't bother. Zero reward, potential loss, ship with singular use and a huge grind with RNG on top. It's not a chart topper, is it? limitations in the right places makes it easier to build a meta PvP ship and less inconvenient to use one The Elite experience is still needed at the controlls.
  • Han_Zen's Avatar
    Yesterday, 9:58 PM · 247 replies and 3940 views.
    Not talking about traders. Good PvP pilots have quit the game because of the extra demands from engineering. Plenty chose PvE combat over PvP because of the build requirements. People that are PvPers avoids fights, when not in a PvP ship. All examples of things that reduces PvP activity and pushes it further in to obscurity.
  • Han_Zen's Avatar
    Yesterday, 7:02 PM · 247 replies and 3940 views.
    It's not that black and white. Lots of people skip PvP because it's to expencive and to inconvenient. If you make PvP like F1, there is only going to be a few people doing it. If you make it like Rally, a lot more will do it. The best driver/car combo will win in both cases, but one is more excusive than the other.
  • Han_Zen's Avatar
    Yesterday, 6:25 PM · 247 replies and 3940 views.
    It's usually quite effective to aim right at the hollow triangle. It makes it hard to interdict you and you get time check sub systems and charge the FDS. Often the other guy will jump out. :)
  • Han_Zen's Avatar
    Yesterday, 6:14 PM · 9636 replies and 971682 views.
    Cool pic. I have an engineered Sidewinder in Maia, in case it's needed to sneak in and science. :)
  • Han_Zen's Avatar
    Yesterday, 6:09 PM · 247 replies and 3940 views.
    And still you don't want a better life for it. :D
  • Han_Zen's Avatar
    Yesterday, 6:02 PM · 247 replies and 3940 views.
    Your uber FdL is a boring ship. It can hardly jump. It doesn't have a fuel scoop or cargo space and limpets for pirated goods. If there were restictions on defensive modules, your FdL would still be the best of the best in combat, but you could also have some extra goodies. In adition your duels would not last as long. TTK would go down. On top of this, you could If you wanted to, use this FdL to haul cargo for a CG and kill all the attackers. Looks like a win, win, win to me.
  • Han_Zen's Avatar
    Yesterday, 5:46 PM · 247 replies and 3940 views.
    I agree with all of this and find it equally silly that we currently can boost defenses a 1000%. We don't need it. It should have been kept in check like the other aspects.
  • Han_Zen's Avatar
    Yesterday, 1:10 PM · 150 replies and 3694 views.
    Is animal cruelty and support for crime syndicates pare of the PF agenda now? :p
  • Jmanis's Avatar
    Yesterday, 11:29 AM · 8639 replies and 679984 views.
    It's the same. And that gap can easily be closed. I nearly lost a war because of massacre-mission farmers, 20 of them decided to set up shop in the system I was trying to get. Massacre missions don't affect influence, but all the bonds handed in as a bonus along the way do. Don't forget as well, as soon as war-pending happens at the 60% mark, you can still do noncombat activities to drop the triggering faction's influence. I can single-handedly drop a high-influece faction by 20% in one tick under nonwar circumstances. Play your cards right and the triggering faction can already be losing when the war starts.
  • Jmanis's Avatar
    Yesterday, 11:08 AM · 9636 replies and 971682 views.
    Yup. Or made one CG a trade CG for the market commodities, and the other for the alien salvage. This setup is plain dumb. UA's occur in systems 135-150LY from Merope. That's the only known rule governing where UAs spawn. Has nothing to do with where US are.
  • Han_Zen's Avatar
    Yesterday, 10:40 AM · 247 replies and 3940 views.
    It does not have to be in ballace. It would be nice there was something other than defence in the game. There are four hit point adding modules, in adition to armor and the shield generator. All except the MRPs can be engineered. Why do players need all this defense? Who would be hurt if it was restricted?
  • Han_Zen's Avatar
    Yesterday, 9:23 AM · 247 replies and 3940 views.
    It's not on the same level. Defensive hit points can be raised by at least 1000% from engineering and module stacking. Speed is max 40% Jump range about 60% Firepower about 100% Easy way to ballance, is to limit the use of defensive modules and utilities.
  • Han_Zen's Avatar
    Yesterday, 9:06 AM · 247 replies and 3940 views.
    You can run empty slots. Explorers run empty slots, racers run empty slots traders may run empty utility slots. Tank builds are the only type that are allowed to fill up every slot to thier advantage. There is currently a massive bias towards defense in outfitting. This is a fact, not an opinion. You can just count the modules or look at the improval potential.
  • bitstorm's Avatar
    Yesterday, 7:45 AM · 5 replies and 145 views.
    It's not RNG, think about the scenario above. You say "a player should be able to throw only some players out of his experience without needing to resort to solo or a limit himself to a group", but you don't own the instance it's a shared space. Like think about you're in a pub, but you have a blocklist saying you don't want to see Dave cos he's a . Well Dave's mate walks in, all is well, no problem. But two hours later well here comes Dave, what happens??? Dave wants to be with his mate, his mate is waiting for Dave to arrive, but you don't like Dave. It becomes a conflict that has to be resolved somehow. If Dave was on his own then it wouldn't matter, the system could stick him in another pub, but he has friends that are not in your blocklist already there.
  • Jmanis's Avatar
    Yesterday, 4:16 AM · 150 replies and 14545 views.
    Indeed, it seems going and reading the post I linked is difficult for some. You might've even noticed the bit where I've twice submitted CGs for collecting this stuff. Shorter version... A CG for explosives and stuff is fine. Mixing it with a salvage CG and keeping tonne-for-tonne equivalence of contribution is dumb. It should've been one CG for the generic market materials, another for the Thargoid materials. That way the variations of contributions that can be made are consistent across the commodity types, and not rendered irrelevant by the fact you can get thousands of tonnes of one material type in the same time it takes to get a few dozen of the other types, which also happen to be the namesake materials in the CG title. But hey, next CG that asks for Minerals, maybe I can ship biowaste and get credit for it...
  • MottiKhan's Avatar
    Yesterday, 2:36 AM · 8639 replies and 679984 views.
    It comes down to timing. For the first conflict, the war, you might have lost the war on the final tick. There's another day of war that shows up in the news and stats, but it doesn't count. CZs will sometimes still be open and the war looks like it's continuing. But it was already decided on the tick before. Sometimes, the war shows to be active for two ticks after the deciding tick. In this case, the CZs generally go into a ceasefire. Yes, it's buggy, but we work with what we have. For the second conflict, the election, it's pretty close to the same thing. The deciding tick might have already happened and the controlling asset has changed hands. But the election shows to be continuing and the system map might not have been updated. There's always at least one extra day after a conflict is decided before the stats are completely updated. It wasn't always like this, but once again, we work with what we have. 2.4 will change some things. We don't know what, but new bugs will be...
  • Jmanis's Avatar
    Yesterday, 2:15 AM · 150 replies and 14545 views.
    Don't blame you. It's a joke.
  • Jmanis's Avatar
    Yesterday, 1:54 AM · 54 replies and 1301 views.
    Ever since being Hostile was made a pure punishment state (locked out of stations owned by that faction), I've always wanted to see being Hostile improved, which overlaps with PVE crime in that it generally involves going to the neighbouring system where the people you don't like are, and start being a nuisance.
  • Jmanis's Avatar
    Yesterday, 1:34 AM · 71 replies and 2894 views.
    OK, this is my last post to this thread since apparently I'm just some lunatic for thinking a CG called "Request for Thargoid Materials" would be primarily about collecting Thargoid Materials, not shipping human-ready tech. This guy has it nailed. And this guy.
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    Thanks for the Rep. Cheers!
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