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PSU: Just add water!
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[Ignore Me] #256 | |||
http://bit.ly/1dio87M Last tab, called "Infiltrator Goodies". Going to be doing some major rebuilding this week to get the user query module up and support all the new stuff I'm looking at - will not be necessarily responsive to requests. I apologize if you have something hanging fire further above - at this point I need to spend my limited free time on getting the Oracle to self-serve requests or I'll literally be pulling data all day. All questions that can be answered will be at some point. In the mean time, I can provide write access to the sheet to vetted parties upon PM request if people are dying for more slices in the mean time. Should also probably get a move to the SOE v2 API in there somewhere . . . Last edited by maradine; 2013-08-19 at 11:48 AM. |
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[Ignore Me] #257 | |||
Corporal
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[Ignore Me] #259 | ||
Private
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Here is the Liberator data based on the known faction weapon IDs. TR still has an edge particularly with the Dalton. Striker the most likely culprit. Looking forward to a full faction weapon ID map of the Liberator when Maradine has time.
https://docs.google.com/spreadsheet/...2QVdLV1E#gid=0 Last edited by Aarth; 2013-08-20 at 09:09 PM. |
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[Ignore Me] #261 | |||
Major
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The new shift to optimization isn't going to help either. Until the new "must have LOS to use" lock-on weapon system comes out then TR will never have to worry about enemy vehicles. You just can't keep anything alive in TR areas no matter how far you are. To attack you MUST be within the 500m range and expose yourself in order to do damage. It is painful as fuck to attack North Indar thanks to the open dead sea. I know why the Phoenix is limited to 300m thanks to the forced loading past that, but to give it 300m and the other 2 ESLs a 500m and 800m(?) range is pitiful. More so when you see that Phoenixes can't deal damage but once every 10+ seconds. You have to add travel time to reload time before any kind of DSP can be made. |
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[Ignore Me] #263 | ||
Don't know if I missed it, but can we get a breakdown of the explosives? C4, Betty's, Proximity, Claymore and Tank Mine? I'm betting that C4 is a bargin compared to the rest. Or, the rest need to have cost lowered, especially Tank Mines.
I guess you should have all grenade types on that list too, since they cost resources. Also, would be good to have all underslung grenade launchers on there too, since they do not cost resources.
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Last edited by EVILPIG; 2013-08-22 at 11:27 AM. |
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[Ignore Me] #264 | ||
First Sergeant
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Thanks again Maradine for the Oracle of Death.
Not sure if range between the killer/victim at the time of death is tracked. Wondering if we can sort kpu by say close, med, long range of said weapon. Might be interesting to see how weapons are actually performing at a given range instead of "how" they are suppose to be performing. |
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[Ignore Me] #265 | ||||
Last edited by maradine; 2013-08-22 at 11:27 AM. |
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[Ignore Me] #266 | |||
Staff Sergeant
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Also, O' Great one, would it be too much trouble for your highness to give us puny mortals an update on the most discussed performance stats on this thread (Vulcan, Striker, Prowler)? I'm interested to see if the pattern continues. |
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[Ignore Me] #267 | |||
I'm zero for two on requests so far. ![]() |
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