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AntacroSS

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  • Location
    Russia
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    gaming since 1984
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    Navigator
  1. There is a nasty "enrage timer" = increasing spawns of elites. It's not a bug. Rule of a thumb - each pylon to be completed after 11 turnings MAXIMUM, provided that you are activating panels as soon as they become active. Personally, I still have to see a combination which requires 11 turns to solve, normally it's 8-10.
  2. I personally highly doubt that whatever patch will fix it, therefore I would like to share the counter-measure for that "pylon bug" : 1. Each step of SOUTHERN PYLON have to be completed 1-1.5 secs EARLIER than the same step of NORTHERN PYLON. That's totally eliminated "inactive control panels" for our raid in both Normal and Hardmode difficulties. To be specific - each time we had to COMPLETE each step of the puzzle, Ops leader counted 1,2,3,4,5 . On count "3" SOUTHERN PYLON controls were activated, on count "5" NORTHERN PYLON controls were activated. 2. All the post about SIMILTUANIOUS complition of steps are *rap. Period. Thats it. Enjoy.
  3. I dont really care. If one turret fires quicker - fine. Gives this warzone more tactical sense.
  4. the screenshot obviously is a fake. 360k dmg does not match 4 combat medals. Nice try though. P.S. please nerf marauders cc abilities and interrupts. it's insane...
  5. Confirming that my guildsman (sniper) can crit for roughly 9k dmg against pve-geared players by single shot (ambush).
  6. Well lets hear the word form bio-chems. I'm bio-chem. I do agree that as of now it seems that bio-chems got advantage because of reusable stims/adrenals/medpacs. However the drawbacks exists, and it's a lot of them. I'll pin-point it to you as you might very well overlooked them as you are NOT the bio-chems. 1. Gearing your companions. That is a major thing. As bio-chem you cant provide ALMOSTLY ANYTHING for them - the only exception are implants. And you spent a good 50% time with your companions even when you are level 50. It's not all the time flash-HM and ops. 2. Comparing to my expirience - bio-chem is just...boring. really. you dont get fancy looking items (orange), you cant upgrade your gear via mods as you dont make any. Look at the auction - section for bio-chem recepies. You will see 2 pages maximum, most of it for 21, 29 and 41 lvl implants. That's it. Live with it. 3. You are not able to take slicing as one of the professions. I speak of my own expirience. I'm playing on Chuundar, one of the most populated servers. There is close to NONE Bio-chem crafting materials on auction. Nevertheless if it is bio-analysis or diplomacy. Any other professions which uses Scavenging for example is free to take slicing - there is a TONS of scavenging materials for sale. As a bio-chem you tied to bio-analysis and diplomacy. period. 4. Damn it's costly. And due to absence of materials on auction - also time consuming. Just made a rough calculation : My guild-mate asked me for an implant for his healer (Agent). So, finally I got that prototype implant (blue) for + cunning + crit +alacrity (lvl 49 Implant). I spent roughly 60 000 credits worth of reagent/missions/materials in total to get it. Just for one blue tier 1 schematic. Make a calculations for "purples" yourself. 5. There are some minor points as well but I suppose that 1-4 is more than enough to think before you choose to be a bio-chem (just to spoil - bugged reverse engineering for bio-chems implants.) It' is true that bio-chems can earn a tons of creds while selling consumables, however every profession can do so. And slicers made a tons of creds without even bothering to craft something. And lion's share of credits you get from auction will be eated by bio-chem profession again to get new schematics. That's it. Discuss. P.S. I'm apologizing for mistakes, english is not my native. P.P.S. I played MMO's for about 10 years. Officials only. (just if you are asking, how big is my expirience with ingame economics/auctions etc is.)
  7. Quoted is NOT TRUE. Critical crafting for modifications works the same way as for Bio-Chem critical crafts of medpacks, stims and adrenals (not the implants!) . When you get a crit while crafting modifications - you get two mods instead of one. probably someone mentioned it before already, however I'm reposting it as the guide is obviously not fixed yet. I'm also lazy to read previous 50+ pages of this topic updated: made a crit description more precise.
  8. You can easily identify trolls as 90% of them are even not smart enough to set up their avatar. Besides, look at the wrmrstacrdwower . Highlighting helps.
  9. I'm totally against cyrillic as it is inevitably leads to "reservations". I had enough of this at WoW and Warhammer. if anybody interested: Yes, I do speak/write in russian fluently. Yes, I do spend a lot of time in Russia. Yes, localizations are ALWAYS worse than original. No matter even if it's done by 1C. No, I dont care if someone's english is below terrible. That's why you should attend to school. No, I will not look into this thread anymore. I posted there solely to express my opinion, feed backs may go to "deep forest" and die there. No, it wasn't trolling. update: allowing cyrillic in guild chats only seems to be the best solution, provided that the interface of the game stays totally in english.
  10. 1. Not all armor need mods. 1a. The ones that do not need mods are not worse than others, they just pre-defined. 2. Modding let's you keep your favourite looking armor set all the way through the game, while pre-defined armor (non-modable) potentially has better looks at the end-game content.
  11. To be honest, I'll consider myself happy even if I'll get a few hours of early access. That will spare me from the omgwtfrage emotions at starting locations while competing with 100500 new players for the same quest mobs/pick-ups/etc.
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