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Originally Posted by SWBgHz
not only are accel values measured in such minor numbers that a percentage based debuff is likely to be unnoticeable
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That's not true. If you have a Defiant outfitted for 20 max speed, it takes 30 seconds to reach 90% speed. Apply a 30% accel debuff and it takes 42.9 seconds. More importantly, it creates a disparity between the ship's acceleration and deceleration. The greater the disparity between those values, the more speed and maneuverability the ship loses. On a Capricieux, those numbers would be 10.9 and 15.6 seconds respectively. Acceleration values are scaled, thus a percentage debuff has a big effect at all speeds. For the lowest accel value ships, Run Them Down adds around 30 seconds to their 90% speed accel times.
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Originally Posted by Aderena
Could you explain exactly what experts do for FT's (or where this is located because I've never found it)?
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Look for the Freetrader Career skills under help. It lists what they do.
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Originally Posted by NameTry2468
Oh, Taelorn, while you're at it, could you PLEASE make it so that Sanctioned Piracy, the privateer's class-defining skill, isn't buried behind 4 really lackluster and completely useless-in-PVP abilities? I'd rather not choose between being able to initiate PVP and being competitive in it.
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No restructuring yet. We're planning/discussing future changes that will involve some restructuring, replacing skills and other things that would lead to a respec. I have a big list of skills I want to replace, and that'll eventually get prioritized and sorted out.
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Originally Posted by Seabaron
I'm a solo red zone hunter and the Run Then Down change seems like a big negative especially coupled with the ability for NO's to nullify my turning and speed debuffs.
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Removing the speed debuff requires using the repair skill. That has huge implications, and it means that reckless players will get themselves killed with poor timing on their repair.
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Originally Posted by Seabaron
Hoping theres more combat boosts to our career thats not listed.
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As noted in the devlog, this is just a sample of the skill changes. A huge portion of the skills changed, and most of them were buffs. Run Them Down got the only real significant nerf, but it'll improve in the future once we have better support for how we can handle the skill.
Pirates received a variety of buffs.
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Originally Posted by De Uhnoly
At least consider making it Only usable in PvP zones
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We don't have that technical capability. I want to get it, and when we do it'll get some more changes.
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Originally Posted by AJRimmsey
theres something devs seem to be forgetting...
us PRIVATEERS !!!
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What? Why do you say that? Around 28 Privateer skills are changing in 1.2. There's no way I could list every detail in a devlog.
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Originally Posted by P. Pete
like the battle prep line, only 2 of those are battle preps and they don't stack with each other which means one is useless [who'd give up 5 damage resistance to everything when privateers have rice paper ships to begin with?].
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The Battle Prep skills are on the list of ones I want to change, but that didn't make 1.2.
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Originally Posted by P. Pete
also now that unpredictability defense is changed, will evasion still over-write defense and defense 2 toggle skills ?
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No change to the stacking of defense and evasion. There's some extra defense in other places, though.
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Originally Posted by P. Pete
burst of speed....15 seconds....50 morale ....8 min reuse ....
why can a pirate, for example, dump guns constantly and then use a repair guns item to dump more OR if they are out of combat just keep using dump guns since it auto-repairs yet burst of speed is so expensive and limited?
I can't for example burst of speed while using unpredictability speed and tack up wind.
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Burst of Speed might change, but it's not slated for change yet. It's a speed boost, which means it hits your modified speed. So if your ship has a base 16 and a modified speed of 26, then +20% regular speed makes your speed 29.2. In the same situation, a 20% speed boost makes your speed 31.2. And it also can be used while attacking. Dump Guns is clearly superior for running, but it's not usable in many other situations.