No worries man! I just wanted to make sure I understood what you were saying before I responded. Yeah PP scan range got nerfed way the $#@! down for PP2, which was the original goal.Vortrog wrote:QUOTE (Vortrog @ Oct 13 2017, 08:41 PM) Please accept my apology then. Totally missed that. I get the dumbass of the month award
PCore013
Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
I believe everyone has the necessary files we're just waiting for BT to have time to put it and the new drac models onto the servers.
Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Can we have default loadout for every scout to contain nan, prox, ammo and probe in cargo. I'd have a lot easier time explaining beginners what to do because in 90% time they (and a lot of voobs) launch with bad loadout.
Thanks
Thanks
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That is going to be my favorite quote of the month.phoenix1 wrote:QUOTE (phoenix1 @ Oct 14 2017, 05:58 AM) No worries man! I just wanted to make sure I understood what you were saying before I responded.
current version r158 new beta as of jan 23 2012
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I admit I know next to nothing about core dev.
But if this core's release touched up the general pace, why dd you leave miner travel speed untouched?
But if this core's release touched up the general pace, why dd you leave miner travel speed untouched?
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
I don't think that's possible, but I'll look into it. I think there's code considerations there.DusanC wrote:QUOTE (DusanC @ Oct 16 2017, 01:26 AM) Can we have default loadout for every scout to contain nan, prox, ammo and probe in cargo. I'd have a lot easier time explaining beginners what to do because in 90% time they (and a lot of voobs) launch with bad loadout.
Thanks
Ah, the reasoning is fairly simple: I don't want to make attacking miners harder than it is. Right now in the time it takes for basic cons to plan 2 sectors away you can mine out your home and be finishing your second sector. By not increasing the walk speed or mining speed of the miners, they stay where they were for the first few minutes, but the other ships have an extended opportunity to disrupt that early mining.Senor NoirSol wrote:QUOTE (Senor NoirSol @ Oct 16 2017, 03:00 AM) I admit I know next to nothing about core dev.
But if this core's release touched up the general pace, why dd you leave miner travel speed untouched?
In this case it was a question of increasing the pace when it came to the things I wanted increased. I wanted more con movement and people less tied to con escort, but I *also* wanted more miner offense and defense.
Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.