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Shadowlands

PostPosted: Sun Jun 29, 2003 3:06 am
by Cogs
Guys and gals...there is some rumour that SL will be delayed for 2-3 weeks....now why am I all calm, cool and collected about this? Mayhaps as this is nothing new....and was quite expected, at least in my book :D

PostPosted: Sun Jun 29, 2003 2:47 pm
by Flameforge
Heh... yeah, I can't think of a single game that's been released "on time".

PostPosted: Mon Jun 30, 2003 11:10 am
by Volais
What about ET for the Atari? Or Every Army Man game....given those games sucked to no end but....they cam out on time!


But anyway....NOOO! I preordered!I wanna see my apartment (Though I HAVE been through the new apartments. Dunno if you can still do it...but in beta i could go through one...

PostPosted: Mon Jun 30, 2003 12:28 pm
by Indefatigable
I should really get round to pre ordering it....

PostPosted: Mon Jun 30, 2003 2:36 pm
by Wirecutter
well guess another reason for u to take it so calm and quiet is that it meansit won't be out until u comes back home from vacation :)

BTW have a good trip M8

PostPosted: Fri Aug 22, 2003 1:36 am
by Nij
Ok now that Funcom made some SL events public let me tell you abit them for all those who dosen't know.
Well first i should tell you that in SL will be added 2 more professions:
Shade and Keeper.To have an idea about what a shade or keeper is check the link below:

http://www.aodb.info/nanolist.aspx Actual and future nano-list

http://aovault.ign.com/preview/ Few prof. images

Also some changes will be made with actual professions, like Attack Rating nerf for some of actual weps like:

Pain of Patricia- 1050 AR
Diamondine Kick- 1200 AR
Manex December- 1475 AR
Enhanced QB- 1200 AR
Caterwaul- 1330 AR
X3- 1925 AR
MCS- 2250 AR
Ithaca- 1592 AR
For soldiers 1200 attack rating capped on the fury and spinners. 1150 on the boosted versions.
That means for all of you that don`t know that is no use having a higher attack rating if weppon can`t shot harder then its own AR.
For example lets take an soldier. a good one makes like 1,2k AR unbuffed and 1350+ buffed.If wep is capped to 1200AR then is no use to buf anymore up to 1350+ cause you won`t shot harder then you do unbuffed.Thats atleast for fury and spinners wep.Same happens with EQB enforcers, no use to chalange anymore to get 1400 AR when EQB is capped to 1200.
Hope they`ll add some new weps with higher AR for range professions other way you all have to use x3 manex or ithaca wich still can have nice AR.

So long for know RKFF, hope i shared some usefull things for you.

PostPosted: Fri Aug 22, 2003 2:05 am
by Selavi
Just like to add that AR also determines your chance of hitting something. And that has nothing to do with AR cap on weapons :wink:

On a sidenote I might add that there is a fixerperk available that if chosen to use, you wont be able to wear GA anymore... Not on Rubi-ka or anywhere. Trying to equip GA there will be a check if the fixer got the "Careful in battle" (or whatever the perk is called), if he/she does, then GA cant be equipped.

Selavi

PostPosted: Fri Aug 22, 2003 3:06 am
by Nij
Less AR on wep means less damage not less hit.Your Ar is still important for less miss.
And yes fixers have some new back armors wich can be wear with all ather normal armors.Wich i think will still be ok.Not as good as a ga but still look at last web spinner the MK X stats :

Modify Wearer AddAllDef 800

Modify Wearer NanoResist 215

Modify Wearer MaxNCU 85

Modify Wearer MaxHealth 380

Modify Wearer MeleeAC 1400

Modify Wearer EnergyAC 1400

Modify Wearer ProjectileAC 1400

Modify Wearer FireAC 1400

Modify Wearer ColdAC 1400

Modify Wearer ChemicalAC 1400

Modify Wearer PoisonAC 1400

Modify Wearer RadiationAC 1400

Modify Wearer MeleeDamageModifier 50

Modify Wearer EnergyDamageModifier 50

Modify Wearer ProjectileDamageModifier 50

Modify Wearer FireDamageModifier 50

Modify Wearer ColdDamageModifier 50

Modify Wearer ChemicalDamageModifier 50

Modify Wearer PoisonDamageModifier 50

Modify Wearer RadiationDamageModifier 50

+ other armors i would say thats realy ok.

PostPosted: Fri Aug 22, 2003 4:34 am
by BigSwede
Add all def is what a GA1 gives. So I guess that back armor alone is like an enhanced GA1. That isnt so bad actually considering you can use it with other armor

PostPosted: Fri Aug 22, 2003 5:31 am
by Selavi
Guess you forgot the insane castingcost on that thing.
Self SpaceTime >= 1420
Self BiologicalMetamorphosis >= 1430
Self MaterialMetamorphosis >= 1755
Self Level >= 220
And I would think that Atrox and Solitus will have a hellofa time getting into it as it needs over 800 in agi. Also it doesnt use MC, so that skill is now useless again :-? But hey, I have never complained about loosing GA in the first place, my main concern here is that we were promised that GA would work on Rubi-ka as normal, guess it wont after all... And its quite controvertial that one fixerperk makes a fixer item useless. But as long as the SL armour will work on Rubi-ka aswell as in SL then there wont be a problem, otherwise there will be lots of delearning of perks, at least from my part.

In either case, I am realy looking forward to SL as an expansion. The feeling of "been there done that" is slowly creeping up on me, and I am aching for new things to do. :D

PostPosted: Fri Aug 22, 2003 5:39 am
by Smacdevil
I'm really looking forward to the new engi bots, but I can't imagine how I'm supposed to get 2k+ in TS/MC for the top one :o

Time will tell...

PostPosted: Fri Aug 22, 2003 6:37 am
by Nij
Smacdevil wrote:I'm really looking forward to the new engi bots, but I can't imagine how I'm supposed to get 2k+ in TS/MC for the top one :o

Time will tell...


Yea the nano thing is a big question for me also, specialy that some ma nanos require 1,7k + at nano skills.Probably thats why they make Mochams to last 8 hours lol.We will depend on those i think. :P

PostPosted: Fri Aug 22, 2003 10:13 pm
by Flameforge
Thanks for explaining the AR issue. I was always under the impression the weapon AR caps affected both damage and "to hit" ability, but if it's only dmg then that's acceptable.

But it still really annoys me... the whole thing should be skill based! I mean, a new arrival in a backyard should be able to hold a Hellfury, but his skill should be so woeful, he'd end up missing every reet and instead take out low-flying aircraft. Same bloke should be able to be given a QB, but there's no way he has to strength or stamina to swing it or the skill to actually hit anything with it.

Just the same, that those with skill know how to make their weapons hit the "sweet" spots on opponents, how to make their weapons hurt.

I don't really understand why the damage ranges on the weapons weren't just altered (reduced) if FC wanted people to do less damage.

And, yeah, the amazingly high nanoskill requirements... I'm wondering if this has anything to do with one's Shadowbreed? I wonder what bonuses that might give.

PostPosted: Sat Aug 23, 2003 5:18 am
by Cogs
Yes...those nano skills.......atm the most nano expensive program we engies have cost 1025 ts/mc to cast....in SL we will be required to have 2039 mc/ts to cast our best robots....hmm. Kinda makses you wonder how you will aquire 8-900 new points in those 20 lvls we have to work with :)
./me awaits the future with open eyes

PostPosted: Sun Aug 24, 2003 3:17 am
by Nij
There will be a big boost cogs when sl releas.Thts all i can say :wink: