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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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I have messaged Dan and haven't received a response so my legionmates have pushed me to make this public. You all know those fab plants that end up with 5% health ever 3 people lock them? Guess what! It happens on base fights except on a much larger scale. The level 6 bases we are killing in 2-3 minutes are taking 100,000 - 150,000 EXTRA damage to kill. I add the total damages then subtract the base's shields, shield recharge for 4 minutes, and their hull. Here is today's example died in 2 minutes but lets say 4 minutes to give the base 4% shield regen - 6231 shield + hull + shield regen = 652,435Our damages = 803,06945861 44285 44270 44065 42959 40630 40013 35408 33503 32298 31429 30839 28183 25602 24932 22996 21758 21091 20369 19163 17662 16420 16228 16149 14244 14112 12716 10538 8927 8274 6925 4696 2093 1750 1352 1329
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Tue Apr 09, 2013 5:02 pm |
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Devastation
Joined: Tue Dec 06, 2011 3:17 pm Posts: 3632 Location: Gone.
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I think it's fine broken. You shouldn't be able to drop level six bases in two minutes...
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Tue Apr 09, 2013 7:30 pm |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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any chance of base ability used to repair the hull? per missing ability points not much ability repair done if any, so only probability is the base repair for credits - any info?
if no repair, then the game has delay in counting the damage on base until change the base status to disabled.
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Tue Apr 09, 2013 7:40 pm |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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XxDarthDexterxX wrote: I think it's fine broken. You shouldn't be able to drop level six bases in two minutes... It's called coordination and strategy. Flux wrote: any chance of base ability used to repair the hull? per missing ability points not much ability repair done if any, so only probability is the base repair for credits - any info?
if no repair, then the game has delay in counting the damage on base until change the base status to disabled. No repairs were made, AP didn't change during lock. Exo clamps weren't added. I have started watching this for the last week and it happens way to often for it to be a one time problem. I'll post more mistakes when I am on to see the base fight from start to finish.
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Tue Apr 09, 2013 7:52 pm |
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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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XxDarthDexterxX wrote: I think it's fine broken. You shouldn't be able to drop level six bases in two minutes... Lol... Have you seen their battle pact?
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Tue Apr 09, 2013 7:58 pm |
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KJReed
Joined: Mon Nov 21, 2011 1:08 am Posts: 3142
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can back tree up on this now. last base we just killed should have had a total of 566,465 damage to kill we did 628,255 thats an extra 10%
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Tue Apr 09, 2013 7:59 pm |
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Devastation
Joined: Tue Dec 06, 2011 3:17 pm Posts: 3632 Location: Gone.
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I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible.
_________________Devastation - Rank 1209 - Proud Officer of Imperium of Namalak
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Tue Apr 09, 2013 8:00 pm |
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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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XxDarthDexterxX wrote: I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible. Lol it's called high ranked players hitting at the same time, causing the base to crack faster. It's fair to say that EotS has the most 1k+ players in the game.
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Tue Apr 09, 2013 8:02 pm |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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KJReed wrote: can back tree up on this now. last base we just killed should have had a total of 566,465 damage to kill we did 628,255 thats an extra 10% This is what I was looking for! Thank you sir.
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Tue Apr 09, 2013 8:03 pm |
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KJReed
Joined: Mon Nov 21, 2011 1:08 am Posts: 3142
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ARustyTinCan wrote: XxDarthDexterxX wrote: I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible. Lol it's called high ranked players hitting at the same time, causing the base to crack faster. It's fair to say that EotS has the most 1k+ players in the game. id say so. theyve got 50 over 1k now
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Tue Apr 09, 2013 8:09 pm |
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Devastation
Joined: Tue Dec 06, 2011 3:17 pm Posts: 3632 Location: Gone.
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KJReed wrote: ARustyTinCan wrote: XxDarthDexterxX wrote: I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible. Lol it's called high ranked players hitting at the same time, causing the base to crack faster. It's fair to say that EotS has the most 1k+ players in the game. id say so. theyve got 50 over 1k now 50 exactly. Not bad.
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Tue Apr 09, 2013 8:12 pm |
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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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KJReed wrote: ARustyTinCan wrote: XxDarthDexterxX wrote: I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible. Lol it's called high ranked players hitting at the same time, causing the base to crack faster. It's fair to say that EotS has the most 1k+ players in the game. id say so. theyve got 50 over 1k now Anything below are either Slackers, Slow Rankers or soon to be Rank 1k
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Tue Apr 09, 2013 8:13 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Problem is, this is a lag issue. Repair nanos failing? Caused by the same thing. >P1 gets the base's current health >P2 gets the base's current health >P1 returns the base's health, minus however much damage he dealt >P2 returns the base's health minus however much damage he dealt, but using the old base health and so P1's damage is lost. Enter free bonus health. Nanos? Same thing. They get your hull, your hull is restored, they return a hull figure using the data they got before the nano was used. Now, there's a way to fix this. Yes indeedy. It'll lock out everybody from attacking that target until that P1's script is complete, meaning you're effectively attacking one at a time. So much for dropping in two minutes.
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Tue Apr 09, 2013 8:16 pm |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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Focus on the issue guys There are probably a few more base groups unknowingly experiencing this problem. Hopefully in a week we have a few more speaking up so we can really get Dan's attention.
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Tue Apr 09, 2013 8:17 pm |
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itsSoulPLayAgain
Joined: Thu Jun 23, 2011 4:30 am Posts: 4230
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To start this is an issue, secondly. you should be able to kill a base as fast as you can deal the damage. Time dose not matter.
_________________ RNG makes mistake one time, People blame it for life. Damn sucks to be it.
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Tue Apr 09, 2013 8:25 pm |
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Devastation
Joined: Tue Dec 06, 2011 3:17 pm Posts: 3632 Location: Gone.
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Tree7304 wrote: Focus on the issue guys There are probably a few more base groups unknowingly experiencing this problem. Hopefully in a week we have a few more speaking up so we can really get Dan's attention. This is the solution: thunderbolta wrote: Problem is, this is a lag issue. Repair nanos failing? Caused by the same thing. >P1 gets the base's current health >P2 gets the base's current health >P1 returns the base's health, minus however much damage he dealt >P2 returns the base's health minus however much damage he dealt, but using the old base health and so P1's damage is lost. Enter free bonus health. Nanos? Same thing. They get your hull, your hull is restored, they return a hull figure using the data they got before the nano was used. Now, there's a way to fix this. Yes indeedy. It'll lock out everybody from attacking that target until that P1's script is complete, meaning you're effectively attacking one at a time. So much for dropping in two minutes. You sure you want longer base battles?
_________________Devastation - Rank 1209 - Proud Officer of Imperium of Namalak
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Tue Apr 09, 2013 8:27 pm |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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277,437 extra damage
Base needed 605,539 damage to kill hull, shield, and 4% shield regen Our damage total was 882,976
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Wed Apr 10, 2013 2:40 am |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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59,463 extra damage
Base needed 696,263 damage to kill hull, shield, and 4% shield regen Our damage total was 755,726
This was during very quiet hours for most legions/players.
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Wed Apr 10, 2013 10:49 am |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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80,464 extra damage
Base needed 246,025 damage to kill hull, shield Our damage total was 326,489
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Wed Apr 10, 2013 9:01 pm |
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itsSoulPLayAgain
Joined: Thu Jun 23, 2011 4:30 am Posts: 4230
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Good gods. if we keep making banners for things to fix .. the clutter! what are we up to 15 things now?
_________________ RNG makes mistake one time, People blame it for life. Damn sucks to be it.
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Wed Apr 10, 2013 9:19 pm |
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