Best Of
Re: Scoundrel - Skill Feedback
I wrote a long post pointing out a lot of things that you overlooked in regards to interactions and it's gone. I really don't want to redo it.
I'll just do what I can remember without the fancy quotes.
Conceal allows you to bug rooms that contain players or sentient NPCs.
Wipetracks actually gives you a shroud like effect. They cannot see you enter or exit the room. Also might have hid a few other things that I now forget.
Eject doesn't lose you a reload. It gains you a reload ability. It sets your current bullets to zero. So you can fling an IED, which sets bullets to 8, then EJECT while off balance which sets bullets to zero, then you can immediately fling another bomb. It's perfect how it is and sets up combos, and will get better when they improve the glaring weakness of Improvisation as a whole.
Ironsights currently works perfectly as far as I'm aware. It's bread and butter in PvP.
You seem to have some confusion on IEDs. Shrapnel, Wiring, and Timer are all mods. Stickybombs is a reload ability (that sucks and should be reworked). Wiring functions how you want Timing to work. Wiring causes a bomb to repeat it's effect several times, albeit "weaker" on certain types. However it is effective with Pusher and Sleeper.
Timer is pointless, since the delay it adds is so random you can't really work around it.
Multibomb was a huge disappointment. No added damage or effect, it just spreads the effect to adjacent rooms. If it increased the effect and damage, it could be useful with Timer so you could flee the explosion. As it is now it has a separate cooldown from Trigger so in a pinch it could be useful to get off another Pusher.
Trigger doesn't hit you or targets behind cover. Also triggered pushers do not hit you even outside of cover, nor does Shrieker if you have no mind afflictions. If you have wiring on the pusher, subsequent ticks can hit you. Trigger has moderate use with Sleeper with Wiring.
Tripwire is a lot of fun, but it's current implementation leaves something to be desired. First of all, why do I trigger my own tripwires? How clumsy am I exactly to step on a tripwire I just placed? Not much of a Scoundrel, more of a bumbling idiot.
Secondly I feel tripwires should interrupt crashing. The balance on tripwire is so long that if I had the foresight to place one midcombat, I should be rewarded, not punished. As it stands now, they crash out, avoiding it, and when you follow you now trip your own tripwire, both being interrupted and taking the effect. You will trigger a tripwire if you crash into a room containing a tripwire, but you will not trigger one in the room as you crash out. This interaction feels weird.
Pusher bomb is pretty good in PvP. It's a shame they had to nerf it to no longer affect any NPC. But in PvP, it is useful for splitting up a gank squad of followers.
Wiring has some bizarre effects. If you Fling a wired bomb at someone, then they leave the room, subsequent ticks hit you (or another random target if you are not alone). This doesn't seem intended as Fling is supposed to be single target. Also if someone hits a tripwired bomb that has wiring, then leaves the room, again it starts hitting you.
Other than that, I mostly agree with you.
On another note, the syntax for making bombs should be IED CONSTRUCT <1-20> <Bomb Type> WITH <Bomb Mod>. As it stands now, making bombs is just a huge pain in the ass and time waster. I mean I'm going to prep them all anyway, except I have to waste 1-4 hours of my time a day not having fun. It just encourages AFK bomb crafting.
Also cover doesn't appear to be functioning as intended. As far as I've tested, using a melee ability or having a melee ability used on you, does not seem to bring you out of cover. I don't think this is intended at all. Especially when the HELP PROPS file seems to suggest that you cannot melee while in cover, and that being melee'd should break your cover.
I'll just do what I can remember without the fancy quotes.
Conceal allows you to bug rooms that contain players or sentient NPCs.
Wipetracks actually gives you a shroud like effect. They cannot see you enter or exit the room. Also might have hid a few other things that I now forget.
Eject doesn't lose you a reload. It gains you a reload ability. It sets your current bullets to zero. So you can fling an IED, which sets bullets to 8, then EJECT while off balance which sets bullets to zero, then you can immediately fling another bomb. It's perfect how it is and sets up combos, and will get better when they improve the glaring weakness of Improvisation as a whole.
Ironsights currently works perfectly as far as I'm aware. It's bread and butter in PvP.
You seem to have some confusion on IEDs. Shrapnel, Wiring, and Timer are all mods. Stickybombs is a reload ability (that sucks and should be reworked). Wiring functions how you want Timing to work. Wiring causes a bomb to repeat it's effect several times, albeit "weaker" on certain types. However it is effective with Pusher and Sleeper.
Timer is pointless, since the delay it adds is so random you can't really work around it.
Multibomb was a huge disappointment. No added damage or effect, it just spreads the effect to adjacent rooms. If it increased the effect and damage, it could be useful with Timer so you could flee the explosion. As it is now it has a separate cooldown from Trigger so in a pinch it could be useful to get off another Pusher.
Trigger doesn't hit you or targets behind cover. Also triggered pushers do not hit you even outside of cover, nor does Shrieker if you have no mind afflictions. If you have wiring on the pusher, subsequent ticks can hit you. Trigger has moderate use with Sleeper with Wiring.
Tripwire is a lot of fun, but it's current implementation leaves something to be desired. First of all, why do I trigger my own tripwires? How clumsy am I exactly to step on a tripwire I just placed? Not much of a Scoundrel, more of a bumbling idiot.
Secondly I feel tripwires should interrupt crashing. The balance on tripwire is so long that if I had the foresight to place one midcombat, I should be rewarded, not punished. As it stands now, they crash out, avoiding it, and when you follow you now trip your own tripwire, both being interrupted and taking the effect. You will trigger a tripwire if you crash into a room containing a tripwire, but you will not trigger one in the room as you crash out. This interaction feels weird.
Pusher bomb is pretty good in PvP. It's a shame they had to nerf it to no longer affect any NPC. But in PvP, it is useful for splitting up a gank squad of followers.
Wiring has some bizarre effects. If you Fling a wired bomb at someone, then they leave the room, subsequent ticks hit you (or another random target if you are not alone). This doesn't seem intended as Fling is supposed to be single target. Also if someone hits a tripwired bomb that has wiring, then leaves the room, again it starts hitting you.
Other than that, I mostly agree with you.
On another note, the syntax for making bombs should be IED CONSTRUCT <1-20> <Bomb Type> WITH <Bomb Mod>. As it stands now, making bombs is just a huge pain in the ass and time waster. I mean I'm going to prep them all anyway, except I have to waste 1-4 hours of my time a day not having fun. It just encourages AFK bomb crafting.
Also cover doesn't appear to be functioning as intended. As far as I've tested, using a melee ability or having a melee ability used on you, does not seem to bring you out of cover. I don't think this is intended at all. Especially when the HELP PROPS file seems to suggest that you cannot melee while in cover, and that being melee'd should break your cover.
Re: The tips and tricks thread
Map capture means you splice away the space map / starchart map onto its own separate mini window, so that not all of it floods the main screen. Nexus already does this natively, I think, so it's nothing to worry about.
2
Re: Earth Media
Both overrated within the sci-fi genre.Rkansas said:Star Wars and/or Star Trek
Something is bound to have survived. It must, I don't think I could imagine a space future without them.
*ducks*

2
Re: Earth Media
Actually, I like Galaxy Quest too, but not near as much as the other two lol.Kax said:Just to spite you, @Rkansas, they're gonna say that Galaxy Quest survived but not those two.
1
Current Cosmpiercer Issues
@Tecton @Garryn
Currently, there is a...bug? where when you enter a guard room on a Cosmpiercer, the guards attack instantly. That's fine. The bug, is if you bring in more than one person. So if you're traveling with a group of five, the guards get FIVE extra attacks, EACH. This makes taking groups out essentially a death fest, period. Combined with the clone costs, people just don't want to do this.
On top of that, its honestly better to just take 1-3 max level people, and spread out one person a room to kill things. I can't imagine that the design intent is for nobody but max level people to do Cosmpiercers, and in small groups at that. Currently, the faction with the large Cap Level population is sitting on all the 'piercers and that isn't going to change so long as we can't take a group of people and go take it back as a faction project.
If the guard extra hits are intentional, please remove them. Gathering people together to figure out how to take the Cosmpiercer's as a group was fun. Please don't make it solo/small group high level only content.
Currently, there is a...bug? where when you enter a guard room on a Cosmpiercer, the guards attack instantly. That's fine. The bug, is if you bring in more than one person. So if you're traveling with a group of five, the guards get FIVE extra attacks, EACH. This makes taking groups out essentially a death fest, period. Combined with the clone costs, people just don't want to do this.
On top of that, its honestly better to just take 1-3 max level people, and spread out one person a room to kill things. I can't imagine that the design intent is for nobody but max level people to do Cosmpiercers, and in small groups at that. Currently, the faction with the large Cap Level population is sitting on all the 'piercers and that isn't going to change so long as we can't take a group of people and go take it back as a faction project.
If the guard extra hits are intentional, please remove them. Gathering people together to figure out how to take the Cosmpiercer's as a group was fun. Please don't make it solo/small group high level only content.
9
Re: Gear drop rates...Where are all the PIECEs?
Yeah, I feel as if I’ve gotten a decent spread of armor, but the PIECE in general has been tough since level 1. Unfortunately it’s the one item that I think makes a bit difference in a scoundrels ability to participate in different zones. 1-2 extra balances per mob can make or break a light-armor hunter it feels like. Looking forward to the tweaks Tecton has made.Kax said:I think a lot of the stuff is just RNG being fickle as always. I wore the level 1 waist item until level 17 or so and only got one or two kithblades in that same time, but I had a good spread of other equipment.
1
Re: Current Cosmpiercer Issues
I agree this needs to be fixed, but before that happens I kind of want to see it to be much easier to even start to defend cosmpiercers. The only reason we've seen any pvp is because people have been dying to cosmpiercers and defenders got lucky in guessing which one they were hitting, and managed to fly out before the attacking group found the control point.
3