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Tau Ceti Intro & Part 1 #6

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Hydraxon

destroier6 said:
in PVE perceptronic skills are deals a bit less (like 20-30%) of dmg than Strong ones, for example OS, but they recharge twice fast (that means they deal more dmg), but in PVP i feel like they deal a lot less dmg, obvius they recharge twice fast, but they diference is quite high, idk if thats happens for the PvP balance of TC ships vs Sirius Obsidian (im runing TC obsidian), or its balanced, it just gave me the impression of it :sneaky: .
You think they do less damage? My Perceptron OS Definitely does more damage than I remember my Sirius Strong doing. Same with a Sniperblaster.
 

destroier6

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im talking in PvP, try to use a OS vs a myst, im making tests. In PVE they deal a lot more of dmg
 

Highway

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PVP is not perfectly in balance yet. We have some known issues with PVP but they did not block the Tau Ceti Part 1 release. We are looking into this on a later stage when PVP gets more relevant :)
 

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Do Perceptronic techs like Aim computer last longer than Sirius ancient?

And does Perce AB and Collector effect our ship in terms of collection speed and flight speed, since our armors are still 82?
 

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Okey Thx for the reply Highway :D
 

destroier6

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DanteK said:
Do Perceptronic techs like Aim computer last longer than Sirius ancient?

And does Perce AB and Collector effect our ship in terms of collection speed and flight speed, since our armors are still 82?
With Perce AB you fly a lot faster, Aim computer lasts the same as Sirius Ancient, and Collector obviously is the same, it collects faster
 

DanteK

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destroier6 said:
With Perce AB you fly a lot faster, Aim computer lasts the same as Sirius Ancient, and Collector obviously is the same, it collects faster
I hope a Developer would approve this. :arrowup:
 
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Hydraxon

destroier6 said:
DanteK said:
Do Perceptronic techs like Aim computer last longer than Sirius ancient?

And does Perce AB and Collector effect our ship in terms of collection speed and flight speed, since our armors are still 82?
With Perce AB you fly a lot faster, Aim computer lasts the same as Sirius Ancient, and Collector obviously is the same, it collects faster
Not sure if that's the case with Afterburner, I found my Siri Strong AB to have an initial faster speed, but the Perceptron one lasts a few seconds longer.
 

destroier6

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Yeah, but the difference in Speed is minimal and Perceptronic lasts 4 seconds more (like all Normal AB) in the game
 

destroier6

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DanteK said:
destroier6 said:
With Perce AB you fly a lot faster, Aim computer lasts the same as Sirius Ancient, and Collector obviously is the same, it collects faster
I hope a Developer would approve this. :arrowup:
Approve what? this is in-game lol
 

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Devs, i know this i not the focus of the patches or updates, but atm Conquest are really useless, if you add (for example) a 10% bonus cryonite in the system of the conquest planet for the fleet that won the conquest (while the fleet have the planet). This would really activate the conquests and give them a greater reward than the simple fact of the gravitons because no one (besides me) wants to perform conquests for the cryo that people losses and etc etc.
 

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A couple of things noticed [or please confirm that the following is correct]:

* Missions done in 'Pirate Mode' do not register as 'Whites', does this mean we have to do them all twice?
* The first 8 story missions (old missions from years ago) are green in the mission panel but not in the achievement list, so do we have to redo them again, please say no :confused:
* Is it correct that all NPC can now follow you to almost the next Star System, their range seems too insane to be treu, specially Death Squads
* The following 4 PVE achievements don't register: Mantis Interceptors, Raider Custodian, Pyro and Ressurector
* NPC keep repairing themself when returning to their area, even when you shoot them
* Our Mines do not seem to have this 'beam' effect with a hughe range (like Soris has too), we want that too :D
 

gonzaabel

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destroier6 said:
Devs, i know this i not the focus of the patches or updates, but atm Conquest are really useless, if you add (for example) a 10% bonus cryonite in the system of the conquest planet for the fleet that won the conquest (while the fleet have the planet). This would really activate the conquests and give them a greater reward than the simple fact of the gravitons because no one (besides me) wants to perform conquests for the cryo that people losses and etc etc.
This will be nice like the old CQs system.
 

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Vigilante said:
* Missions done in 'Pirate Mode' do not register as 'Whites', does this mean we have to do them all twice?
Check this list: https://forum.pirategalaxy.com/viewtopic.php?f=320&t=41564&p=193778#p193778
 

Vigilante

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HGus said:
Vigilante said:
* Missions done in 'Pirate Mode' do not register as 'Whites', does this mean we have to do them all twice?
Check this list: https://forum.pirategalaxy.com/viewtopic.php?f=320&t=41564&p=193778#p193778
Gotcha, thanks, seems things changed. Bit silly to call it 'abuse' if it was done in sq in past. Dev's never give any explanation so how are we suppose to know lol
 

Highway

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Vigilante said:
A couple of things noticed [or please confirm that the following is correct]:

1. Missions done in 'Pirate Mode' do not register as 'Whites', does this mean we have to do them all twice?
2. The first 8 story missions (old missions from years ago) are green in the mission panel but not in the achievement list, so do we have to redo them again, please say no :confused:
3. Is it correct that all NPC can now follow you to almost the next Star System, their range seems too insane to be treu, specially Death Squads
4. The following 4 PVE achievements don't register: Mantis Interceptors, Raider Custodian, Pyro and Ressurector
5. NPC keep repairing themself when returning to their area, even when you shoot them
6. Our Mines do not seem to have this 'beam' effect with a hughe range (like Soris has too), we want that too :D
1. Yes that was changed some time ago. But we noticed that it as well caused a bit of confusion when the achievements are counted when in pirate mode, squad etc. Lets see what we can do here
2. If you have finished these missions you might not need to replay them for the achievement when it progresses again. If not please send in a ticket and we can check that.
3. Death Squads on TC have currently a high aggression range, but we are working on this currently be able to reduce this. Other units should behave normally on other systems as used to be before the TC1 update
4. Already fixed and will be deployed in the next PG version.
5. Thats their normal behavior when a unit retreats to its base location after leaving combat.
6. Gladly this is just a visual glich we are looking into to get it fixed.

Traduction française par Fra_592 : Ici
 

destroier6

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Highway said:
Gladly this is just a visual glich we are looking into to get it fixed.
The effect that mines are doing its not a visual effect if im not wrong, because they attack the player that its attacking Minelayer, but need another player near to the mine to activate it ( and if you are not far enough from the mine it will go for you instead of exploding where it was, this happens since the update of Sirius 2 (When the soris was implemented and the mechanism of the mines changed)
 

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Vigilante said:
A couple of things noticed or please confirm that the following is correct
and the shield on the ship tau ceti how many armor will it have :) :?:
 

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Game Update June 27, 2018

Between 8:30 AM and 10:30 AM UTC+2, the game servers will shut down for a new game update to be deployed.

Update Changelog


IMPROVEMENTS

Improved enemy spawn behavior in missions "The Secret Pirate Base" and "No Mantis Land", which could sometimes spawn too many enemy units.

BUG FIXES

Fixed an issue with Mantis Minelayers that caused their names to not be properly displayed.





The bug fix is not fixed btw, the mantis minelayer at 72/72 on venar still shows as: $Alien.Mantis.Name.

Best regards Razzorkill
 
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