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*** Vendetta 1.8.365

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Dec 11, 2015 meridian link
- Strike forces now include new "Power Seeker" NPCs, who fire energy-draining weapons.
- Tab-complete on mobile devices now work the same way as on PCs.
- Fixed issue with friendly IFF not getting set on turrets for conquerable station user keys when the station is first conquered.
- Fixed the text at the end of the Offline Training Simulator to reference free-to-play instead of trial accounts on mobile devices. If you created an account on a mobile device but see references to a trial expiration time, please let us know immediately so we can fix it. Thank you.
Dec 12, 2015 greenwall link
- Strike forces now include new "Power Seeker" NPCs, who fire energy-draining weapons.

\o/
Dec 12, 2015 lazypc link
First time I saw one I had a wtf moment... I thought there was no way that a seeker would be firing a blaster... then it hit me.
Dec 12, 2015 Sieger link
Good update for the Strike Force. Will make attacks on players in station sectors way harder.

On another thought... Can we disable station defense in Corvus stations now? On several occasions there I've had decent station fights. I haven't tried yet, but I imagine with the new defense measures, it will get even more boring as the strike force will just get everyone. Seeker A takes the powercell down, Seeker B kamikazes on the hull. Yawn!
Dec 12, 2015 abortretryfail link
Which wave of the strike force do these come out?
Dec 12, 2015 Dr. Lecter link
Because putting them on a station guard vulture would just be too easy? Way to go, you've effectively added a weaker but equally BS form of the training sectors' magic beams to the rest of the game :P
Dec 12, 2015 incarnate link
Way to go, you've effectively added a weaker but equally BS form of the training sectors' magic beams to the rest of the game :P

Eh? Not at all.

And putting them on a station guard vulture would have been mostly useless.

Which wave of the strike force do these come out?

All waves.

This is the first tiny bit of a lot of tinkering that's going to be happening.
Dec 12, 2015 Dr. Lecter link
And putting them on a station guard vulture would have been mostly useless.

Yes, because when giving NPCs and PCs the same set of tools fails to produce the desired results, magic beams is the right answer. Previously, seekers' unusual speed was pretty well balanced by their tendency to self-destruct...which isn't the case with PC blasters.

But whatever, you get your
right on.
Dec 12, 2015 Death Fluffy link
I look forward to testing more of your tinkering Inc. After about a 10 minute test with both the first and second waves of SF, I found the energy drain seeker to be ineffective. I think it might have shot at me once or twice, but it wasn't any more effective than the vults at hitting me. I flew various patterns around the station, to a jump point and back, attacked a couple of incoming convoys and the only thing that hurt me was one of the exploding seekers which got me to 8%, after which I flew around for I guess another 5 minutes or so before leaving the sector.

Is it just my imagination or are the seekers slower than before?

Anyway, this is coming from a mediocre pilot. Someone with a bit of skill would have no more difficulty evading the SF and doing damage to a target than they would have had prior to the change in my never humble opinion. :D

Edit: This was done in a vult 3 with fc power cell and neut 2's.
Dec 12, 2015 TheRedSpy link
I haven't had a chance to test the SF yet but death fluffy's comments aren't surprising. I've never had trouble with evading strike force and this won't change that. The main thing this change will do is be extremely punative to any trident pilots who have the misfortune of getting tempkos with shields down. Then again, if they have the Trident power cell maybe not, those things are pretty drain & resistant.

If you really want to make strike force hard, launch the WTD's first wave, if not, don't bother, its a perfectly legitimate decision to have the strikeforce shoot like imperial storm troopers.
Dec 13, 2015 incarnate link
Yes, because when giving NPCs and PCs the same set of tools fails to produce the desired results, magic beams is the right answer. Previously, seekers' unusual speed was pretty well balanced by their tendency to self-destruct...which isn't the case with PC blasters.

No. I tested these bots, they aren't that scary, like Fluffy says. Perhaps you could try playing, and give feedback from that, instead of criticizing me based on theory.

I wanted to try something with a seeker form factor. They are what I could bring online in a couple of hours this past week, and they're a little different.

They are not "magical". Actually, they'd probably be more effective as Vultures. At least those have a couple of weapon ports. Even if these hit you a bunch, with an ultra-charge battery you hardly notice, given their loadout with player-available drain weapons.

My comment on the station-guards was just that those are usually detonated pretty fast, so it'd be better to have the drain weapons on the actual fresh SF ships. Not like.. whether they're vultures or seekers. Seekers aren't special at much more than blowing up.

Anyway, I'll be continuing to tinker, across a wide range of things, until I think I've hit a reasonable goal of improvement. So, you can expect all kinds of wacky bot changes.
Dec 13, 2015 TheRedSpy link
Vultures would be more effective with the PCB blasters because they actually have decent spin torque. Anyone taking on strike force aerna seekers and the other seekers will probably notice they're pretty rubbish at turning.

Rest assured lecter that this update to the strikeforce is so completely minor in terms of their potency you should be criticising incarnate as to why he even bothered with it at all.

Query do the seekers drop PCB's?
Dec 13, 2015 abortretryfail link
Heh, when I read the patch notes, I was expecting an Aerna Seeker-style suicide bot with a power draining explosion instead, not ones equipped with PCBs.

No. I tested these bots, they aren't that scary,

Just how much did you play-test these...? These are positively terrifying if you're in a Trident. They fly straight to your blind spot and nail you down to cruse speed before you really have a chance to fire turrets at them.

Evading them with a smaller ship was a piece of cake. I was using an Atlas MkIII and had no trouble. Is the ultimate purpose of these to be capship killers? If not they need some tweaking.

Vultures would be more effective with the PCB blasters

No they wouldn't. The vultures aren't fast enough to get up in your underwear. The seekers do that pretty well...

Query do the seekers drop PCB's?

Yes they do, it's a chance drop like anything else, but i got a few off the ones I killed last night. Beats having to haul them from Sedina D-14 all the time.
Dec 13, 2015 incarnate link
No they wouldn't. The vultures aren't fast enough to get up in your underwear. The seekers do that pretty well...

Actually, that's a lot more dependent on the configuration of the bot, factors like "combat distance" (the distance at which the bot attempts to maintain engagement) and "combat position" (do they prefer to attack from the front/back/side) and the like. You guys are very used to bots that re-use certain numbers for mechanics that have been proven and replicated throughout the game. In the case of these Seekers, I configured them as something new and different.. on purpose, to see how it would go.

Rest assured lecter that this update to the strikeforce is so completely minor in terms of their potency you should be criticising incarnate as to why he even bothered with it at all.

The point is to experiment with the reality of evolving bot configurations, and see what ramifications they have, which are beyond what I may have the time to test. If anything, the point was to make sure the new bots weren't a completely massive change, so I can get useful feedback without screwing anything up too much (in the case of a strike force maybe not that likely, but it's a more generic consideration).

If I want to just make a certain thing "much harder", that's not that difficult for me to do.. without resorting to any of Lecter's concerns about "magical" weapons. But I'm more interested in making this "better", which is often a more nuanced issue. I'm aiming to improve a lot of different areas of the game.. way beyond just strike forces and things, so, for instance, knowing that a bot with a given combat distance and position will end up in a Trident blind spot is an interesting thing.

Just how much did you play-test these...? These are positively terrifying if you're in a Trident.

I only had a few hours to work on this, total, and a lot of that was spent debugging fundamental bot issues with Ray. I probably spent an hour play-testing bot configurations (flying around as KoS/vulnerable in station sectors). I did not test in a Trident, so that feedback is helpful.
Dec 14, 2015 thelazydj link
Even though it's really just the same thing you were doing yourself Inc, if you want to see me playing around with the new strike force it's pretty well all I did for filler during my interview with Galanoth/Voidance.

Insert shameless plug of Pew Chat Die #1 Here
Apr 03, 2016 qubert link
who suggested this? I quit until you drop down to one power seeker. or what ARF said.
Apr 03, 2016 yodaofborg link
There is only 1 power seeker per strikeforce, the other 2 are classic aerna seekers that explode you. Oh and threatening to quit isn't going to get you very far, I mean, do you really think you quitting will make that much of a difference? How about making a decent suggestion post, or you know, just dealing with the new defences and getting better? They really haven't made it that much harder to kill stuff.
Apr 03, 2016 Conflict Diamond link
Except... isn't the next Pew Chat Die episode #6?
Apr 03, 2016 Whistler link
Yes, this is from December of last year, when we all quit over this horrible game imbalancing problem.
Apr 03, 2016 Hoban-Wash-Washburne link
My Suggestion to add them by the way :)