I hear the game is similar to EVE. Two things I hated about EVE was the automated, MUD like combat, and the insane 10-30 minute trips. I understand the travel time isn't like that in Perpetuum. How is the combat, though?
Travel time depends on where you're going. So far, there are no 30 minute trips. Most mission locations are closer than 10 minutes away.
Combat isn't based on any sort of random number generator, critical hits, etc. You pick your target(s), wait for a target lock, pick your primary target and fire everything you have. Hopefully you brought enough ammo for all your weapons to continuously fire. You can lower the amount of time it takes to get a target lock using extension points and a module on your robot. You're not necessarily picking skills like you would in a standard MMO...you're firing everything at once and hoping you have the right ammo loaded to do the max damage to your target. Lots of different ammo types, lots of different, potential build outs.
It's not like standard MMO combat or standard FPS combat. It's more like you're piloting a robot. Which makes sense since you're piloting a robot.
I can not remember winning or losing a single debate on the internet.
It seemed slow to me. You click a target to make primary target.
Then click to lock target, takes (depending on skills and equipment) 4-10 seconds to lock)
You can lock up other targets (again the number is dependent on skills, bot, and equipment) so the rest of combat after destroying first does not take the waiting for lock. After killing primary the others you had locked you just have to click target and make it primary to fire.
Then just click your buttons to fire. Your weapons have a timer on them as well on how long it takes to fire again as well as when you reload you have another timer. I am sure these can be lowered with skills and equipment as well.
You have other things you can do in combat, armor repair shielding, and e-war stuff as well.
Something that seemed to need alot of future work to me to make combat more fun.
Could really use a auto target when you are targeted option, and just make the first target in your list primary unless you change it, would both make combat seem faster and less clicking and waiting around to me.
I found it hard to make my hands realize that I could not dodge that missile flying toward me, since it's not twitch based.
A couple things bug me so far:
1. Objects that should shield you do not. A bush, a tree, or a mountain, will still allow missiles to fly through them and get you.
2. If you do not do everything in your power to reduce your lock time, you will spend a lot of time fighting for mission kills. The guy who gets the lock first will most likely always get the kill credit. Grouping up into a squad does nothing to remedy this (they may be working on the squad issue). This overall issue will probably kill the game for me.
Originally posted by grayknyght I found it hard to make my hands realize that I could not dodge that missile flying toward me, since it's not twitch based. A couple things bug me so far: 1. Objects that should shield you do not. A bush, a tree, or a mountain, will still allow missiles to fly through them and get you. 2. If you do not do everything in your power to reduce your lock time, you will spend a lot of time fighting for mission kills. The guy who gets the lock first will most likely always get the kill credit. Grouping up into a squad does nothing to remedy this (they may be working on the squad issue). This overall issue will probably kill the game for me.
I think this game is awesome, but I'm not a fan of the target locking system. It's functional, but not a whole lot of fun. It makes sense if we really were driving robots around though, the robots are going to get a target lock and then not really miss which is what you want. It's not as fun as the old MechWarrior style of fire everything you can until you overheat though. :-)
I can not remember winning or losing a single debate on the internet.
Originally posted by grayknyght I found it hard to make my hands realize that I could not dodge that missile flying toward me, since it's not twitch based. A couple things bug me so far: 1. Objects that should shield you do not. A bush, a tree, or a mountain, will still allow missiles to fly through them and get you. 2. If you do not do everything in your power to reduce your lock time, you will spend a lot of time fighting for mission kills. The guy who gets the lock first will most likely always get the kill credit. Grouping up into a squad does nothing to remedy this (they may be working on the squad issue). This overall issue will probably kill the game for me.
1) While it isn't visually appealing, it is intentional. Missiles as a weapon platform has lower DPS output but they never miss their target, they work as guided missiles.
It is a matter of weapon balancing.
2) If nothing has changed since beta, lucky for you that Assignment system is so badly implemented. There is little point in doing Assignments, just find NPC spawn and loot the kernels.
If the NPC buy orders did not change, it is still the best source of income and vastly outperform Assignments running.
Comments
Combat is great because there is little to no tanking(apart from some exceptions like group PVP).
Travel time depends on where you're going. So far, there are no 30 minute trips. Most mission locations are closer than 10 minutes away.
Combat isn't based on any sort of random number generator, critical hits, etc. You pick your target(s), wait for a target lock, pick your primary target and fire everything you have. Hopefully you brought enough ammo for all your weapons to continuously fire. You can lower the amount of time it takes to get a target lock using extension points and a module on your robot. You're not necessarily picking skills like you would in a standard MMO...you're firing everything at once and hoping you have the right ammo loaded to do the max damage to your target. Lots of different ammo types, lots of different, potential build outs.
It's not like standard MMO combat or standard FPS combat. It's more like you're piloting a robot. Which makes sense since you're piloting a robot.
I can not remember winning or losing a single debate on the internet.
Weapon damage has spread of about 15%, I don't remember exactly. Then you have critical hits and chance based ewar - ECM.
It seemed slow to me. You click a target to make primary target.
Then click to lock target, takes (depending on skills and equipment) 4-10 seconds to lock)
You can lock up other targets (again the number is dependent on skills, bot, and equipment) so the rest of combat after destroying first does not take the waiting for lock. After killing primary the others you had locked you just have to click target and make it primary to fire.
Then just click your buttons to fire. Your weapons have a timer on them as well on how long it takes to fire again as well as when you reload you have another timer. I am sure these can be lowered with skills and equipment as well.
You have other things you can do in combat, armor repair shielding, and e-war stuff as well.
Something that seemed to need alot of future work to me to make combat more fun.
Could really use a auto target when you are targeted option, and just make the first target in your list primary unless you change it, would both make combat seem faster and less clicking and waiting around to me.
Weapon damage has spread of about 15%, I don't remember exactly. Then you have critical hits and chance based ewar - ECM.
Gotcher. Those items exist, but they make less difference than the skills you've put points into and the equipment you've installed on your robot.
I can not remember winning or losing a single debate on the internet.
You have to factor the terrain and the plants. It makes PVP much more fun then in EVE. No more orbit and wait.
I found it hard to make my hands realize that I could not dodge that missile flying toward me, since it's not twitch based.
A couple things bug me so far:
1. Objects that should shield you do not. A bush, a tree, or a mountain, will still allow missiles to fly through them and get you.
2. If you do not do everything in your power to reduce your lock time, you will spend a lot of time fighting for mission kills. The guy who gets the lock first will most likely always get the kill credit. Grouping up into a squad does nothing to remedy this (they may be working on the squad issue). This overall issue will probably kill the game for me.
I think this game is awesome, but I'm not a fan of the target locking system. It's functional, but not a whole lot of fun. It makes sense if we really were driving robots around though, the robots are going to get a target lock and then not really miss which is what you want. It's not as fun as the old MechWarrior style of fire everything you can until you overheat though. :-)
I can not remember winning or losing a single debate on the internet.
1) While it isn't visually appealing, it is intentional. Missiles as a weapon platform has lower DPS output but they never miss their target, they work as guided missiles.
It is a matter of weapon balancing.
2) If nothing has changed since beta, lucky for you that Assignment system is so badly implemented. There is little point in doing Assignments, just find NPC spawn and loot the kernels.
If the NPC buy orders did not change, it is still the best source of income and vastly outperform Assignments running.