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  1. New Guns: we need (especially for a cop) a standard 12 guage with a wooden or composite stock. these are the ones u see in the cop cars dash. please reference the Remington 870. Also a standard medium revolver as police carried in the past. we have a snub nose 2-inch and we have the magnum 6-8 inch. We need a 4 inch revolver, please reference the Ruger Security-6 with a 4inch. Also in a raging city you would see more small pistols, a .22 or a 25 pocket gun and or a zip gun, a homemade gun used in the riots. Please reference Slamfire or zipgun. ya know a thread just on gun suggestions may be needed. but I assure you the others have asked for the same shotgun skin, there is an extended stock version, but it is a folding metal stock. not what police carry. Thank You for your efforts.
  2. Most likely not as this tweak is meant to help APB put some assets in RAM that would otherwise go into a HDD/SSD. APB has no choice as to use the HDD/SSD because it is limited to <4GB RAM due to being a 32 bit application. Most other games are either 64 bits already or don't have issues with the 4GB limit to begin with, if they are older games. For those asking whether this will eliminate every stutter, garbage collection stutters are (as has been said already) not affected by this, but unfortunately GC is only one of the multiple causes of stutters. I have collected some GC times to prove this. On all 4 runs, I logged into the same character, went to social and idled a bit in front of the clothes shop to cause the maximum possible disk load: Spinner/ HDD without ramdisk Line 6645: 13:43:38 - DevGarbage: 71.101600 ms for realtime GC Line 6914: 13:43:59 - DevGarbage: 57.993300 ms for realtime GC Line 9494: 13:45:02 - DevGarbage: 71.593300 ms for realtime GC Line 11535: 13:45:07 - DevGarbage: 61.530200 ms for realtime GC Line 11970: 13:45:07 - DevGarbage: 60.692800 ms for realtime GC Line 19820: 13:47:07 - DevGarbage: 68.735400 ms for realtime GC HDD plus ramdisk Line 6645: 14:15:57 - DevGarbage: 70.825400 ms for realtime GC Line 6914: 14:16:14 - DevGarbage: 58.260500 ms for realtime GC Line 9429: 14:17:16 - DevGarbage: 71.052600 ms for realtime GC Line 11313: 14:17:20 - DevGarbage: 60.997500 ms for realtime GC Line 11748: 14:17:20 - DevGarbage: 59.838800 ms for realtime GC Line 17087: 14:19:20 - DevGarbage: 64.772400 ms for realtime GC NVMe drive without ramdisk Line 6645: 13:54:22 - DevGarbage: 72.887600 ms for realtime GC Line 6905: 13:54:30 - DevGarbage: 59.166000 ms for realtime GC Line 9476: 13:55:38 - DevGarbage: 72.855800 ms for realtime GC Line 11541: 13:55:43 - DevGarbage: 61.931400 ms for realtime GC Line 11988: 13:55:43 - DevGarbage: 60.429500 ms for realtime GC Line 19900: 13:57:43 - DevGarbage: 67.482200 ms for realtime GC NVMe plus ramdisk Line 6645: 14:02:13 - DevGarbage: 70.539800 ms for realtime GC Line 6904: 14:02:19 - DevGarbage: 58.487600 ms for realtime GC Line 9232: 14:03:09 - DevGarbage: 70.705000 ms for realtime GC Line 11278: 14:03:11 - DevGarbage: 60.021700 ms for realtime GC Line 11713: 14:03:11 - DevGarbage: 59.999700 ms for realtime GC Line 18967: 14:05:12 - DevGarbage: 67.676100 ms for realtime GC Relevant specs: i9 9900k @ 4.9Ghz, 2x8GB DDR4 3800-CL16, Samsung 970 EVO Plus 500GB NVMe drive, a "desperately slow" 5400rpm Seagate 2TB HDD and Windows LTSC 2019 (version 1809). These values reflect that GC is done in RAM, so all configurations perform mostly the same within a small margin of error. Notably, GC times are not worsened by using the RAM disk despite the higher amount of reads/writes to RAM. As for HDD/SSD access, the game just crams everything into the AssetCache folder ("everything" being mostly other players' models and cars) until either: - The game is closed and contents of AssetCache are cleared. - Disk space runs out, causing the game to crash. That means that there is no GC being done periodically, unlike with main RAM, as the game simply assumes that storage space won't run out. GC times aside, even though I did not measure framerates, the "HDD without ramdisk" setup created some very noticeable irregular stutters whenever characters loaded in, plus it also took longer for characters to load. Using a RAM disk greatly improved framerate stability even when the game's install remained on the spinning HDD. The performance difference between a high-end SSD and a RAM drive is minimal to nonexistent, but using a RAM disk will also reduce wear on SSDs and prolong their usable life. So therefore I strongly recommend this tweak to anyone using a spinning HDD or a pre-2014 SSD who has enough RAM at their disposal. The RAM drive can be set as dynamically allocated so memory is freed up again once the game closes. Of course, this will not be necessary when the new engine arrives as it will be able to use as much RAM as it needs, being a 64 bit executable.
  3. Hi everyone, Today I had to make a tough call. Both yesterday and today, our internal network had massive problems causing long outages at a time which prevent staff from making a lot of progress on their work. This includes Customer Support, Quality Assurance, and Development. We had a number of last minute bugs we wanted to address that might have made tomorrow a bit smoother, but only one of them got addressed. The Open Beta final build has been released. Everyone should try to patch now. Against my better judgment, I'm sticking withtomorrow's test as planned, because I said we'd do it. So we're doing it. Details here: http://gamersfirst.com/apb/news/2020/6/22/legendary-beta I don't recommend anyone stream this build. There are bound to be lots of problems. It just isn't the build I had hoped for. Please also check the Known Issues here: Lastly, we will be doing more of these as regularly as we can. Sorry, Matt Edited to clear up questions.
  4. R7 200 Radeon. 55/60 fps Top Quality, but now dropped at 22 max (driver all updated)
  5. Good chance Console-servers are handled by Sony and Microsoft, so upgrading them should be more straightforward. But for PC-servers, some upgrades/changes can surely prove to be beneficial due to servers having similar trends to client-demand (core-clock rather than multi-thread). Current APB servers are confirmed to be single-threaded: "The clear winner here is the SoftLayer 1270v3 at 3.9Ghz (TURBO). That's a bit surprising, since technically it's the "smallest" of the three processors types (AWS C3 is a E5-2680v2 with 10 cores at 2.8Ghz, and the SoftLayer E5-2690v2 is an 8 core 3.0Ghz processor) and by far the cheapest. However, Unreal eats processor clock for breakfast, and does not properly use multiple cores for its processing tasks. So the smaller processor actually wins out. For the 1270v3 even with each district at full 100 capacity, frame rate remained close to 30 FPS, and dropped only very occasionally to 25 FPS. This is higher than the current servers’ frame rate of 25 FPS under the best conditions (down to 18 FPS at 80 capacity), and actually better than the US based Overkill servers which run closer to 22 FPS under the same 100-player load!" Which makes sense because servers receive information from clients, so there have to be some similarities. Because of this, there is also a good-chance cheaper servers were used because having more threads at the moment doesn't matter. Luckily though, multi-threaded CPUs are now very affordable for servers compared to the past. I remember it to be more lively (till players block-roads on purpose with green planet trucks)
  6. So I am leaving on June 12th for Basic Training (United States Army), for nine weeks. During AIT (Advanced Individual Training), which lasts 22 weeks, I wont be able to have my desktop with me but I can have a laptop, I am giving myself a $1,000 USD budget so I don't overkill but I still get something decent. Anyone have any laptops they have used (preferably for APB), or any good ones they know about. Maybe a few reasons why too, so I can compare. Thanks, Divine.
  7. In 2019, 134 police officers and K9's have died in the line of duty. I have provided a list of all the fallen officers and K9’s. May our hearts be with you and your families. Master Police Officer Joseph William Shinners Provo Police Department, UT EOW: Saturday, January 5, 2019 Cause: Gunfire Police Officer Dale James Woods Colerain Township Police Department, OH EOW: Monday, January 7, 2019 Cause: Struck by vehicle Police Officer Clayton Joel Townsend Salt River Police Department, TR EOW: Tuesday, January 8, 2019 Cause: Struck by vehicle Police Officer Natalie Becky Corona Davis Police Department, CA EOW: Thursday, January 10, 2019 Cause: Gunfire Trooper Christopher Lambert Illinois State Police, IL EOW: Saturday, January 12, 2019 Cause: Vehicular assault Sergeant WyTasha Lamar Carter Birmingham Police Department, AL EOW: Sunday, January 13, 2019 Cause: Gunfire Supervisory Deputy US Marshal Norman D. Merkel United States Department of Justice - United States Marshals Service, US EOW: Wednesday, January 16, 2019 Cause: Heart attack Deputy Sheriff Ray Elwin Horn, III Comal County Sheriff's Office, TX EOW: Thursday, January 17, 2019 Cause: Heart attack Police Officer Sean Paul Tuder Mobile Police Department, AL EOW: Sunday, January 20, 2019 Cause: Gunfire Lieutenant Robert "Bo" McCallister Susquehanna Township Police Department, PA EOW: Sunday, January 20, 2019 Cause: Gunfire Deputy Sheriff Joshua Bryan "LJ" Ryer, Jr. Glascock County Sheriff's Office, GA EOW: Tuesday, January 29, 2019 Cause: Automobile crash Community Supervision Officer Russell Dean Salazar Kendall County Community Supervision and Corrections Department, TX EOW: Thursday, January 31, 2019 Cause: Automobile crash Corporal Shane Michael Totty Baton Rouge Police Department, LA EOW: Friday, February 1, 2019 Cause: Motorcycle crash Detective William Lee Brewer Clermont County Sheriff's Office, OH EOW: Saturday, February 2, 2019 Cause: Gunfire Border Patrol Agent Donna Doss United States Department of Homeland Security - Customs and Border Protection - United States Border Patrol, US EOW: Saturday, February 2, 2019 Cause: Struck by vehicle Trooper Lucas Bartley Dowell Virginia State Police, VA EOW: Monday, February 4, 2019 Cause: Gunfire Police Officer Matthew J. Rittner Milwaukee Police Department, WI EOW: Wednesday, February 6, 2019 Cause: Gunfire Detective Brian P. Simonsen New York City Police Department, NY EOW: Tuesday, February 12, 2019 Cause: Gunfire (Inadvertent) Chief of Police David P. Hewitt Rising Sun Police Department, IN EOW: Wednesday, February 13, 2019 Cause: Automobile crash Agent Alfred Sanyet-Pérez Puerto Rico Police Department, PR EOW: Friday, February 15, 2019 Cause: Gunfire Lieutenant Daniel Duane Hinton Florida Highway Patrol, FL EOW: Tuesday, February 19, 2019 Cause: Heart attack Undersheriff Monty Thomas Johnson Pawnee County Sheriff's Office, OK EOW: Thursday, February 21, 2019 Cause: Automobile crash Police Officer Nicholas Scott Galinger Chattanooga Police Department, TN EOW: Sunday, February 24, 2019 Cause: Vehicular assault Sergeant Steve Hinkle Sullivan County Sheriff's Office, TN EOW: Tuesday, February 26, 2019 Cause: Gunfire Police Officer Nathan Hayden Heidelberg Midland Police Department, TX EOW: Tuesday, March 5, 2019 Cause: Gunfire Deputy Sheriff Jacob Howard Keltner McHenry County Sheriff's Office, IL EOW: Thursday, March 7, 2019 Cause: Gunfire Corporal Daniel H. Groves Colorado State Patrol, CO EOW: Wednesday, March 13, 2019 Cause: Struck by vehicle Deputy Sheriff Ryan Shane Thompson Kittitas County Sheriff's Office, WA EOW: Tuesday, March 19, 2019 Cause: Gunfire Police Officer Paul Thomas Rutherford Phoenix Police Department, AZ EOW: Thursday, March 21, 2019 Cause: Struck by vehicle Deputy Sheriff Peter Herrera El Paso County Sheriff's Office, TX EOW: Sunday, March 24, 2019 Cause: Gunfire Trooper Brooke Jones-Story Illinois State Police, IL EOW: Thursday, March 28, 2019 Cause: Struck by vehicle Trooper Gerald Wayne Ellis Illinois State Police, IL EOW: Saturday, March 30, 2019 Cause: Automobile crash Detective Benjamin J. Campbell Maine State Police, ME EOW: Wednesday, April 3, 2019 Cause: Accidental Deputy Sheriff II Spencer Allen Englett Forsyth County Sheriff's Office, GA EOW: Thursday, April 4, 2019 Cause: Duty related illness Sergeant Steven Lawrence Licon California Highway Patrol, CA EOW: Saturday, April 6, 2019 Cause: Struck by vehicle Deputy Sheriff Justin Richard DeRosier Cowlitz County Sheriff's Office, WA EOW: Sunday, April 14, 2019 Cause: Gunfire Police Officer Kyle David Olinger Montgomery County Police Department, MD EOW: Thursday, April 18, 2019 Cause: Gunfire Conservation Officer Eugene Wynn, Jr. Minnesota Department of Natural Resources - Enforcement Division, MN EOW: Friday, April 19, 2019 Cause: Drowned Special Agent in Charge Liquat A. "Leo" Khan United States Army Criminal Investigation Division, US EOW: Tuesday, April 30, 2019 Cause: Heart attack K9 Officer Jordan Harris Sheldon Mooresville Police Department, NC EOW: Saturday, May 4, 2019 Cause: Gunfire Police Officer Robert McKeithen Biloxi Police Department, MS EOW: Sunday, May 5, 2019 Cause: Gunfire Police Officer Anthony Neri Sanibel Police Department, FL EOW: Monday, May 6, 2019 Cause: Heart attack Trooper Matthew Elias Gatti Tennessee Highway Patrol, TN EOW: Monday, May 6, 2019 Cause: Automobile crash Constable Willie Houston "Hoot" West Lowndes County Constable's Office, MS EOW: Thursday, May 9, 2019 Cause: Automobile crash Sergeant Kelvin Ansari Savannah Police Department, GA EOW: Saturday, May 11, 2019 Cause: Gunfire Police Officer William Ray Buechner, Jr. Auburn Police Division, AL EOW: Sunday, May 19, 2019 Cause: Gunfire Police Officer Jesus Marrero-Martínez Manatí Municipal Police Department, PR EOW: Saturday, May 25, 2019 Cause: Gunfire Lieutenant Joseph P. Johnson Seminole Police Department, TR EOW: Thursday, May 30, 2019 Cause: Automobile crash Lieutenant Steven Dewayne Whitstine East Baton Rouge Parish Sheriff's Office, LA EOW: Thursday, May 30, 2019 Cause: Automobile crash Chief of Police Wayne Mark Neidenberg Lakeshire Police Department, MO EOW: Thursday, June 6, 2019 Cause: Heart attack Police Officer William James Leahy Port Authority of New York and New Jersey Police Department, NY EOW: Thursday, June 6, 2019 Cause: 9/11 related illness Police Officer Albert Ramirez Castaneda, Jr. Grand Prairie Police Department, TX EOW: Friday, June 7, 2019 Cause: Struck by vehicle Police Officer Esmeralda Ponce Ramirez Los Angeles Police Department, CA EOW: Sunday, June 9, 2019 Cause: Automobile crash Sergeant David Jones Fitzpatrick The Colony Police Department, TX EOW: Monday, June 10, 2019 Cause: Heart attack Deputy Sheriff Julius Jamal "Jay" Dailey Monroe County Sheriff's Office, AL EOW: Tuesday, June 11, 2019 Cause: Automobile crash Police Officer Steven James Brown Port St. Lucie Police Department, FL EOW: Wednesday, June 12, 2019 Cause: Heart attack Master Trooper William Moden Colorado State Patrol, CO EOW: Friday, June 14, 2019 Cause: Struck by vehicle Lieutenant Robert Jones Port Authority of New York and New Jersey Police Department, NY EOW: Saturday, June 15, 2019 Cause: Duty related illness Patrol Officer John David Hetland Racine Police Department, WI EOW: Monday, June 17, 2019 Cause: Gunfire Police Officer Tara Christina O'Sullivan Sacramento Police Department, CA EOW: Wednesday, June 19, 2019 Cause: Gunfire Trooper Jerry Louis Smith, Jr. Nebraska State Patrol, NE EOW: Thursday, June 20, 2019 Cause: Automobile crash Corporal Jose Luis "Speedy" Espericueta, Jr. Mission Police Department, TX EOW: Thursday, June 20, 2019 Cause: Gunfire Police Officer Michael Vincent Langsdorf North County Police Cooperative, MO EOW: Sunday, June 23, 2019 Cause: Gunfire Deputy Sheriff Troy P. Chisum Fulton County Sheriff's Office, IL EOW: Tuesday, June 25, 2019 Cause: Gunfire Detective Andrea Renee Jacqueline Rainer New York City Police Department, NY EOW: Tuesday, June 25, 2019 Cause: 9/11 related illness Detective Luis Alvarez New York City Police Department, NY EOW: Saturday, June 29, 2019 Cause: 9/11 related illness Deputy Sheriff Carlos A. Ramirez Kendall County Sheriff's Office, TX EOW: Tuesday, July 2, 2019 Cause: Struck by vehicle Deputy Jailer Michaela Elizabeth Smith Murray County Sheriff's Office, GA EOW: Wednesday, July 3, 2019 Cause: Training accident Police Officer John Ralph Anderson, IV Metro Nashville Police Department, TN EOW: Thursday, July 4, 2019 Cause: Vehicular assault Deputy Sheriff Omar Diaz Harris County Sheriff's Office, TX EOW: Saturday, July 6, 2019 Cause: Duty related illness Conservation Officer Shannon Lee "Opie" Barron Red Lake Nation Conservation Department, TR EOW: Sunday, July 7, 2019 Cause: Heart attack Deputy Sheriff Nicolas Blane Dixon Hall County Sheriff's Office, GA EOW: Monday, July 8, 2019 Cause: Gunfire Sergeant Michael Stephen Stone County Sheriff's Office, AR EOW: Thursday, July 18, 2019 Cause: Gunfire Detective Christopher Cranston New York City Police Department, NY EOW: Saturday, July 20, 2019 Cause: 9/11 related illness Deputy Sheriff Benjamin Nimtz Broward County Sheriff's Office, FL EOW: Sunday, July 21, 2019 Cause: Automobile crash Police Officer Juan Jose Diaz Los Angeles Police Department, CA EOW: Saturday, July 27, 2019 Cause: Gunfire Detective James J. Biello Atlanta Police Department, GA EOW: Sunday, July 28, 2019 Cause: Gunfire Correctional Officer Pedro J. Rodríguez-Mateo Puerto Rico Department of Corrections and Rehabilitation, PR EOW: Thursday, August 1, 2019 Cause: Assault Police Officer Raymond Harris New York City Police Department, NY EOW: Sunday, August 4, 2019 Cause: 9/11 related illness Correctional Administrator Debra Johnson Tennessee Department of Correction, TN EOW: Wednesday, August 7, 2019 Cause: Assault Sergeant Jeffrey Cicora New York State Police, NY EOW: Saturday, August 10, 2019 Cause: 9/11 related illness Officer Andre Maurice Moye, Jr. California Highway Patrol, CA EOW: Monday, August 12, 2019 Cause: Gunfire Deputy Sheriff Stephanie Schreurs Lyon County Sheriff's Office, IA EOW: Tuesday, August 13, 2019 Cause: Automobile crash Deputy Sheriff Carlos Cammon Orange County Sheriff's Department, CA EOW: Friday, August 23, 2019 Cause: Duty related illness Trooper Nicholas J. Hopkins Illinois State Police, IL EOW: Friday, August 23, 2019 Cause: Gunfire Deputy Sheriff Jose Luis Blancarte Kinney County Sheriff's Office, TX EOW: Friday, August 23, 2019 Cause: Heart attack Trooper Moises Sanchez Texas Department of Public Safety - Texas Highway Patrol, TX EOW: Saturday, August 24, 2019 Cause: Gunfire Deputy Sheriff Jeremy Voyles Chickasaw County Sheriff's Department, MS EOW: Wednesday, August 28, 2019 Cause: Automobile crash Undersheriff Stephen B. McLoud Cayuga County Sheriff's Office, NY EOW: Thursday, August 29, 2019 Cause: 9/11 related illness Detective Joseph Paolillo New York City Police Department, NY EOW: Monday, September 9, 2019 Cause: 9/11 related illness Investigator Dornell Cousette Tuscaloosa Police Department, AL EOW: Monday, September 16, 2019 Cause: Gunfire Police Officer Derrick Bishop New York City Police Department, NY EOW: Thursday, September 19, 2019 Cause: 9/11 related illness Captain Vincent N. Liberto, Jr. Mandeville Police Department, LA EOW: Friday, September 20, 2019 Cause: Gunfire Deputy Sheriff Christopher Michael Hulsey Meade County Sheriff's Office, KY EOW: Saturday, September 21, 2019 Cause: Heart attack Sergeant Tracy L. Vickers Florida Highway Patrol, FL EOW: Friday, September 27, 2019 Cause: Automobile crash Deputy Sheriff Sandeep Singh Dhaliwal Harris County Sheriff's Office, TX EOW: Friday, September 27, 2019 Cause: Gunfire Detective Brian Charles Mulkeen New York City Police Department, NY EOW: Sunday, September 29, 2019 Cause: Gunfire (Inadvertent) Border Patrol Agent Robert Hotten United States Department of Homeland Security - Customs and Border Protection - United States Border Patrol, US EOW: Sunday, October 6, 2019 Cause: Heart attack Trooper Peter R. Stephan Indiana State Police, IN EOW: Friday, October 11, 2019 Cause: Automobile crash Deputy Sheriff Matthew Ryan Jones Falls County Sheriff's Office, TX EOW: Friday, October 11, 2019 Cause: Struck by vehicle Captain Albert E. Torres Los Angeles Department of Recreation and Parks, CA EOW: Saturday, October 12, 2019 Cause: Heart attack Deputy Sheriff Jacob Otto Allmendinger Gallatin County Sheriff's Office, MT EOW: Saturday, October 19, 2019 Cause: Struck by vehicle Deputy Sheriff Brian Ishmael El Dorado County Sheriff's Office, CA EOW: Wednesday, October 23, 2019 Cause: Gunfire Detention Officer Gene Lee Maricopa County Sheriff's Office, AZ EOW: Wednesday, October 30, 2019 Cause: Assault Sergeant Joseph Brian Montijo Chattanooga Police Department, TN EOW: Friday, November 1, 2019 Cause: Heart attack Police Officer Jonathan Diaz Lemoore Police Department, CA EOW: Saturday, November 2, 2019 Cause: Gunfire Interim Police Chief Michael Knapp Lynden Police Department, WA EOW: Wednesday, November 6, 2019 Cause: Struck by vehicle Detective Jorge Rene DelRio Dayton Police Department, OH EOW: Thursday, November 7, 2019 Cause: Gunfire Deputy Sheriff Makeem Brooks Northampton County Sheriff's Office, NC EOW: Wednesday, November 13, 2019 Cause: Automobile crash Deputy Sheriff Stephen Michael Reece Cheatham County Sheriff's Office, TN EOW: Friday, November 15, 2019 Cause: Automobile crash Investigator Cecil Dwayne Ridley Richmond County Sheriff's Office, GA EOW: Tuesday, November 19, 2019 Cause: Gunfire Police Officer Rasheen P. McClain Detroit Police Department, MI EOW: Wednesday, November 20, 2019 Cause: Gunfire Sheriff John "Big John" Williams, Sr. Lowndes County Sheriff's Office, AL EOW: Saturday, November 23, 2019 Cause: Gunfire Detective Maureen M. O'Flaherty New York City Police Department, NY EOW: Thursday, November 28, 2019 Cause: 9/11 related illness Master-at-Arms Oscar J. Temores United States Navy Security Forces, US EOW: Saturday, November 30, 2019 Cause: Vehicular assault Sergeant Joshua Eli Voth Colorado Department of Corrections, CO EOW: Wednesday, December 4, 2019 Cause: Explosion Agent Billy Fred Clardy, III Huntsville Police Department, AL EOW: Friday, December 6, 2019 Cause: Gunfire Deputy Chief Vincent A. DeMarino New York City Police Department, NY EOW: Friday, December 6, 2019 Cause: 9/11 related illness Police Officer Stephen Paul Carr Fayetteville Police Department, AR EOW: Saturday, December 7, 2019 Cause: Gunfire Sergeant Christopher Charles Lewis Brewster Houston Police Department, TX EOW: Saturday, December 7, 2019 Cause: Gunfire Detective Joseph Seals Jersey City Police Department, NJ EOW: Tuesday, December 10, 2019 Cause: Gunfire Sergeant Kaila Marie Sullivan Nassau Bay Police Department, TX EOW: Tuesday, December 10, 2019 Cause: Vehicular assault Constable Eula Ray "Raye" Hawkins Panola County Constable's Office, MS EOW: Thursday, December 12, 2019 Cause: Vehicle pursuit Chief Deputy Bobby Wayne Jacobs Knott County Sheriff's Office, KY EOW: Monday, December 16, 2019 Cause: Heart attack Private First Class Michael Shawn Latu Marion County Sheriff's Office, SC EOW: Tuesday, December 17, 2019 Cause: Automobile crash Sergeant Anthony Oglesby, Jr. United States Department of Defense - Naval District Washington Police Department, US EOW: Wednesday, December 18, 2019 Cause: Automobile crash Sergeant Scott Johnston New York City Police Department, NY EOW: Thursday, December 19, 2019 Cause: 9/11 related illness Police Officer Jose Humberto Meza Burnet Police Department, TX EOW: Friday, December 20, 2019 Cause: Heart attack Detective Clifton Martinez San Antonio Independent School District Police Department, TX EOW: Saturday, December 21, 2019 Cause: Vehicular assault Deputy Sheriff Bryan Charles Pfluger San Jacinto County Sheriff's Office, TX EOW: Saturday, December 21, 2019 Cause: Automobile crash Deputy Sheriff Cooper Dyson Pierce County Sheriff's Department, WA EOW: Saturday, December 21, 2019 Cause: Automobile crash Master Patrol Officer Spencer Bristol Hendersonville Police Department, TN EOW: Monday, December 30, 2019 Cause: Struck by vehicle Police Officer Jerry Clyde Singleton Fairfield Glade Police Department, TN EOW: Tuesday, December 31, 2019 Cause: Vehicular assault Deputy Sheriff Chris Dickerson Panola County Sheriff's Office, TX EOW: Tuesday, December 31, 2019 Cause: Gunfire K9 Able United States Department of Justice - Bureau of Alcohol, Tobacco, Firearms and Explosives, US EOW: Saturday, January 5, 2019 Cause: Duty related illness K9 Haas Duluth Police Department, MN EOW: Sunday, January 13, 2019 Cause: Gunfire K9 Chucky Bexar County Sheriff's Office, TX EOW: Friday, January 25, 2019 Cause: Gunfire K9 Defender BNSF Railway Police Department, RR EOW: Thursday, February 7, 2019 Cause: Gunfire (Inadvertent) K9 Doby Fairfax County Police Department, VA EOW: Friday, February 22, 2019 Cause: Duty related illness K9 Biggie Florida Department of Corrections, FL EOW: Tuesday, April 30, 2019 Cause: Heat exhaustion K9 Eli Gwinnett County Police Department, GA EOW: Thursday, May 23, 2019 Cause: Heat exhaustion K9 Max Portsmouth Police Department, NH EOW: Thursday, May 23, 2019 Cause: Training accident K9 Assuan Marion Police Department, IN EOW: Thursday, June 27, 2019 Cause: Training accident K9 Cas Whitley County Sheriff's Office, IN EOW: Wednesday, July 10, 2019 Cause: Vehicle pursuit K9 Havoc Utah County Sheriff's Office, UT EOW: Tuesday, July 16, 2019 Cause: Struck by vehicle K9 Verro Paulding County Sheriff's Office, GA EOW: Friday, July 19, 2019 Cause: Gunfire (Inadvertent) K9 Jake Alabama Department of Corrections, AL EOW: Saturday, July 20, 2019 Cause: Exposure to toxins K9 Windy Riverside County Sheriff's Department, CA EOW: Thursday, July 25, 2019 Cause: Exposure to toxins K9 Ozzy Long Beach Police Department, CA EOW: Wednesday, August 14, 2019 Cause: Heat exhaustion K9 Rocco Vernal Police Department, UT EOW: Wednesday, August 14, 2019 Cause: Struck by vehicle K9 Rambo Greensboro Police Department, NC EOW: Friday, August 16, 2019 Cause: Struck by vehicle K9 Thor Vicksburg Police Department, MS EOW: Tuesday, September 3, 2019 Cause: Heat exhaustion K9 EJ New York State Police, NY EOW: Wednesday, October 2, 2019 Cause: Heat exhaustion K9 Hooch Alabama Department of Corrections, AL EOW: Thursday, October 10, 2019 Cause: Struck by vehicle K9 Rocco Tulare County Sheriff's Office, CA EOW: Wednesday, October 16, 2019 Cause: Struck by vehicle K9 Harlej Fishers Police Department, IN EOW: Wednesday, November 13, 2019 Cause: Gunfire K9 Cane Logan County Sheriff's Office, OH EOW: Thursday, November 14, 2019 Cause: Training accident K9 Chopper Davis County Sheriff's Office, UT EOW: Wednesday, November 20, 2019 Cause: Struck by vehicle K9 Koki El Mirage Police Department, AZ EOW: Friday, November 22, 2019 Cause: Gunfire K9 Bulder United States Department of Homeland Security - Customs and Border Protection - United States Border Patrol, US EOW: Tuesday, December 17, 2019 Cause: Gunfire K9 Jackie United States Department of Homeland Security - Customs and Border Protection - United States Border Patrol, US EOW: Sunday, December 29, 2019 Cause: Automobile crash K9 Niki Boyle County Sheriff's Office, KY EOW: Tuesday, December 31, 2019 Cause: Automobile crash ”To serve and protect with honor”
  8. Ok, have to admit that was a good one 8,5/10 This isnt the newest song of them, but my current favourite Even when the new one is getting that position XD Damn, cant wait for the new album on June 22^^
  9. Check the who list at different times of the day, the numbers are not that much higher than what is listed on steam. And of those on the who list are mainly PVE players. Not everyone that plays FE is a PVP nerd, some detest PVP. So will those that never PVP, will never ever PVP, get a zone to place harvesters with possibly a reduced output considering less risk? Will the questions already asked by the greater FE community that have been asked since May finally be addressed? Will the questions asked on old forum also be answered? Considering FEs low population, the fact it doesn't appeal to many gamers, why would LO spend valuable resources on updating FE? Does FE really have the potential to give LO a good return? For without a decent return the players couldn't be expected to invest their own time or money on FE. It is a catch 22 situation, without players spending on the game, it generates no income but without incentive to spend money, the players will not do so. Will the lag be reduced? When will stack splitting be returned? If you are putting FE onto a new engine, does this mean all maps will be ported over or will some content be removed? Matt had once hinted the game maps were too large so this seems a legitimate question. Some individuals (that most of us laugh at their absurdity) are asking for a game reset. On a new engine will people still have all their characters or will they have to start from level 1? Or will their be a reset of all accounts on FE as it currently stands? What time frame are we looking at before we will see anything change in FE? There has been talk of removing many things from FE, from clan vaults to all items that players have. Can you finally confirm or deny these rumors so they might be put to rest. We were told we would have new rules to govern us. I see them for the forums but not for the game itself. Is there a set of rules players are to follow and if there is, where? When will tickets finally be answered? Quite a few toxic players have been reported by many in FE, yet these toxic individuals continue to enjoy playing the game with no consequences. You even have people in FE claiming they know LO staff personally and will have other peoples accounts banned for disagreeing with them. When will LO finally act upon the tickets sent in about these people? They have made a few new and old players leave FE for good. Where are your player GMs? LO unbanned some of the worst offenders in FE with no oversight. Why does LO even communicate and seem to value the ideas of a player that showed total disregard for the contracts they signed with G1? Many of the community find this insulting. Lastly what is LO vision for FEs future and what direction are they going to take the game, if at all?
  10. Hey guys, I have to say I really gravitated towards the Q&A between MattScott, Nysek and the community today. I have some personal opinions and reflections to come from it, but first I'd like to sum up everything that was said for those who missed it and don't fancy an hour long stream. Thank you MattScott and Nysek for doing this- I finally feel like I can relax a bit knowing FE is in good hands. I'll be summarising each point into a small paragraph for the sake of this post- I may have missed some small and/or big points as I was trying to write as much as possible down during the stream, so let me know if I missed anything. The Interview 1. The situation with game code? There is an established team looking after this, but it's difficult due to the code and software being outdated. Unity is being introduced to host client-side models and a test server is being used to experiment with these models. "We are not trying to change the mechanics- this first wave of development is literally just taking the game we love and bringing it up to current standards." 2. Anniversary event? Something will be put together regarding FE's anniversary, but next year it will be made a much bigger deal. "I'm gonna try get on the server- hang out with players a bit on the anniversary." 3. Nysek's involvement? Nysek noticed the Q&A post went dark and decided to step it up to "get the information out to the community." He has been involved with small-time testing on the Private Test Server (PTS) and also helped to set up LO's Mixer. 4. Stacksplitting? It is returning. It will be back ASAP, but there's no specific time frame. "There is a core-level issue we're trying to address related to duping." 5. Clan vaults going away? No, nay, never. "It needs work but we wanna keep that." 6. Waves of unbans? LO need to figure out how to handle reports from players, related to unfair play, duping etc. They are aware that some people were unbanned that didn't deserve it. "It really came down to what was in the records- what we could look up and verify." The situation was dubbed a "complicated scenario". They are working towards unbanning everyone- anticheat will be established so that constant offenders will be rebanned. "Give everyone a second chance and if they mess up, re-ban them." They apologise for the absence of GMs- their tools are still being figured out since they weren't explained during the handover. 7. Tickets taking a long time? LO are overwhelmed with tickets. "They're being worked through- wait time with customer service is inexcusable." 8. Monthly rewards returning? Yes. Subscription model will be altered, but monthly rewards are difficult to establish due to the game's old software etc. 9. Possible change in marketplace? The economy situation needs to be looked at, but it will all be refreshed. "I have to be careful there a little bit." 10. Daily maintenance? It's a fix for lag. It's either daily lag or daily maintenance. This will not change until the server packets are changed. 11. Hazmat powers? There's no opposition to giving Hazmats muting powers etc, but there is a fear of abuse. 12. Faction system change? No changes will be made to core systems like factions, quests etc- not yet anyway. "I wanna preserve everything as it is- I kinda feel like that's a Fallen Earth 2 discussion." 13. PVP / PVE additions or changes? They'd like to address these things- some things need to be changed, but the situation needs to be- as Matt put it- surgically picked apart. This is to ensure the MMO feel is retained. 14. Potential wipe? What's that about? The game data is too broken to fix entirely, so in future when everything is set, there will be new servers but the old one will also be kept so you can continue on as you wish, if you don't fancy taking over. Progression and premium items will be carried over, but otherwise it's a fresh start. 15. Server stability currently? Working on current code base is kinda a waste of time, but the new system will be designed correctly. Some kind of PTS may be open to premium players. 16. Compatibility issues? The new system will actually be more supportive for low-end and high-end devices alike. It will run extremely well. 17. Will FE have a comeback? Yes. It's a unique game that shouldn't be discarded, "I think it's unique- (work on) making it viable again." 18. PVP / PVE mechanics? Both will still be very much applicable, unlike APB which is only PVP. "I don't think there's enough systems out there that do both." 19. Player housing? He sees it as a core, endgame mechanic. "I don't wanna rule it out- I love the concept." 20. Achievements, badges etc? They are a huge deal and will be addressed, "We should fix those- don't know if they'll be (fixed) for FE 2 or not (before then), it depends." 21. New player-friendly environment? Matt agrees that the controls etc aren't similiar to that of FE's larger counterparts. "It doesn't have standard shooter controls- it took a lot of external research for me to figure out what was going on there (regarding him investigating an in-game feature)." Work will be done on the tutorial and standard controls. 22. Still using the PTS? Yes. "I'm a big fan." 23. Is Tiggs still around? Give Tiggs a break- she loved the game dearly and contributed to it massively. "Tiggs has had a rough go of things- she's no longer with the company." 24. Gathering and crafting revamp? "This is a whole area- implement it as is." A new analytics system will be developed to better understand items and their features etc. "We don't want it (gathering and crafting) to be abusively grindy." 25. Online statistics rather than Steam chart? Population is low currently, but can't be counted confidently because some players don't use Steam to play. "(Other games) closed down at this level." The new objective is to attract players to the game. The mobile app may also be reintroduced, "expanding the platforms it's on in some fashion." 26. Crafting times / slot adjustment? They want to focus on fixing the bigger things first, then focus on these aspects. "How can we improve that experience?" 27. VOIP? Plausible in the future, sort of like APB. Possible private chat groups for friends, like parties on a console etc. 28. New rules to follow? Get more GMs on first to enforce the rules. Terms of Service and Code of Conduct were updated recently, so maybe implement a new usable reporting tool. 29. Is Blackjack coming back? "I don't know- I love the idea. (Love to) restore the Bunker Bars..." Possible new alternative to Blackjack, or using the ingame pool tables. 30. Will there be new furry pets? "(To Sloth pet) I'm gonna say no comment." New pets will be looked at. P.S: Keep an eye on Forums. Follow LO's Mixer and a reward may or may not be put together for the followers. Thank you. Ella Clinton. Director of Survivor's Refuge, Fallen Earth clan.
  11. FE's 9 year anniversary is approaching at the end of the month, and a few of us wanted to have an event to celebrate the many years (and hopefully many more to come!). So come pvpers and pvers, lets gather to celebrate a game we all want to see thrive! On Sept. 22, we will be having a gathering at Beau's Tavern in New Flagstaff, along with a few more events during the day. While at Beaus, we'll be placing instacrafts as they expire, and most likely at other points during the day. All players are welcomed regardless of level or faction! Beau's Tavern: /waypoint 4513480 5493226 Events Convoy: I will be hosting a convoy from Embry to Flagstaff prior to the gathering at Beau's. For any lowbies needing a vehicle upgrade, I have a bunch of spare motorcycle keys to hand out (requires 25 coord). I'll also be handing out a cosmetic fastback at some point during the convoy that has no level or stat requirement. We'll be departing from Embry at 12:45 PM EST. (5:45 PM BST) Timer TAO's Melee Fight Night: This will be the 9th annual fight night hosted by The Awakened Order. Players will be bracketed based on level, and anything goes in terms of equipment, skills, etc. if you'd like to participate, inquire with Mutare Nebula via mail. It will be located in the motel pool across from Beau's, and will start at 2 PM EST (7 PM BST) Timer Trivia: Trivia night was a series of events hosted by G1/Icarus GMs a few years back, and I feel like it's long overdue for another. I'll be asking questions related to in-game knowledge, first person to answer correctly wins a prize. Normally I do my raffles in region, but this will be in local chat only! Trivia will be throughout the day (especially at beaus!) Bosses: Following the activities at Beau's, Luka and I will be hosting several boss fights (Most likely GORE/Scav bosses) throughout Deadfall/TW. For this event, its suggested level 40+. If it's your first time, instructions for each boss fight will be given at the event, you can also view them prior on the wiki. Many of the bosses have a decent chance for keys, general books, vol. chems, gore books, and gore parts. We will roll for anything dropped! I do want to note that this is a community run event and all prizes, instas, tents, etc. are supplied by the hosts out of their own pockets. If you want to support the festivities, items can be sent to Lukasocz, Mutare Nebula, and Op Hooligan in-game. Thanks for the support!
  12. I was wondering if i will re-install but this is the 22 and we don't even know the time (work next day). Why not doing it the 21, this is saturday ?
  13. Hi all, We just made another change this morning. I wont go into the technical details, but it appears that when moving servers, one of the core libraries was left linking to the OS version. There was a slight difference in OS compared to where the servers were hosted. After fixing this issue, we did notice another significant improvement in performance. My hope is this will help clear up the Character Select / lag issues. Let us know. Thanks, Matt
  14. Something is screwed up between Path's nodes (ddos mitigation provider) and US-West servers. The majority of my shots do not register on players while aimed directly at them. Meanwhile, I got a few hits and then a kill when I smacked my keyboard with my mouse and fired a burst over 5 meters away from a player. None of those shots should have hit, but the server thought they did. District: Missions-Waterfront-1-US-West (205.220.229.52) In-game Latency: 60ms In-game packet loss: 0.00 latencytest district latency: 99-107ms CMD Ping to district IP Address: 67ms Traceroute to district IP Address: 1 <1 ms <1 ms <1 ms 192.168.1.1 2 1 ms 6 ms 5 ms lo0-100.CMDNNJ-VFTTP-325.verizon-gni.net [72.82.234.1] 3 6 ms 7 ms 7 ms B4325.NWRKNJ-LCR-22.verizon-gni.net [100.41.3.252] 4 * * * Request timed out. 5 6 ms 11 ms 11 ms &#10.0.193.152.in-addr.arpa [152.193.0.114] 6 69 ms 78 ms 66 ms ae12.cr4-lax1.ip4.gtt.net [89.149.128.174] 7 * * * Request timed out. 8 68 ms 64 ms 66 ms 205.220.229.52 Near perfect score for bufferbloat on Waveform: https://www.waveform.com/tools/bufferbloat?test-id=94f035ba-0819-4a2a-8c33-a4ba92ef8ec9 Where is the extra 30-40ms coming from in the /latencytest result for the district server? It's not much latency, but it's showing a problem. The server shouldn't be located that far from the node, considering the USA coverage Path has. Is traffic being routed to the wrong locations internally? I checked the packets with Wireshark. I don't see any packets arriving or leaving my network out of order, that's if the IP.ID is accurate. I cannot check if there's packet loss from client to server. The in game packet loss counter only counts packet loss from server to client. EDIT: Tested EU Server. There's a different problem on EU. My latency randomly goes from about 90ms up to over 300ms, and stays there for a while. However, despite the significant latency spikes, the hit registration is overall better. Most shots hit. The few that miss are edge cases where the bloom was a little high, or the player was about to get behind cover. District: Missions-Financial-2-EU-West (205.220.228.181) In-game Latency: 90ms average. 200ms spikes. In-game packet loss: 0.00 Latencytest district latency: 135ms CMD Ping to district IP Address: 95ms to 317ms Traceroute to district IP Address: Tracing route to 205.220.228.181 over a maximum of 30 hops 1 <1 ms <1 ms <1 ms 192.168.1.1 2 28 ms 17 ms 4 ms lo0-100.CMDNNJ-VFTTP-325.verizon-gni.net [72.82.234.1] 3 13 ms 7 ms 15 ms B4325.NWRKNJ-LCR-21.verizon-gni.net [100.41.3.250] 4 * * * Request timed out. 5 8 ms 12 ms 11 ms &#10.0.193.152.in-addr.arpa [152.193.0.114] 6 85 ms 93 ms 82 ms ae11.cr6-ams1.ip4.gtt.net [213.200.117.178] 7 * * * Request timed out. 8 145 ms 148 ms 147 ms 205.220.228.181 Trace complete. Tracing route to 205.220.228.181 over a maximum of 30 hops 1 <1 ms <1 ms <1 ms 192.168.1.1 2 15 ms 12 ms 10 ms lo0-100.CMDNNJ-VFTTP-325.verizon-gni.net [72.82.234.1] 3 11 ms 7 ms 15 ms B4325.NWRKNJ-LCR-21.verizon-gni.net [100.41.3.250] 4 * * * Request timed out. 5 8 ms 40 ms 20 ms &#10.0.193.152.in-addr.arpa [152.193.0.114] 6 115 ms 93 ms 100 ms ae11.cr6-ams1.ip4.gtt.net [213.200.117.178] 7 * * * Request timed out. 8 85 ms 86 ms 95 ms 205.220.228.181 Trace complete. I'm leaning on there being a problem with Path Network Inc. APB is configured improperly for their service, or their service sucks major donkey dong.
  15. Back Ally War - Criminal episode takes you deep into the criminal world Episode 22 of the Uncut series - Day 19/ 28 for the February daily Episodes. . Hit the Like , Share ❤ , Comment your thoughts - Please help me get the Channel to 1,500 Subscribers
  16. Hello Wastelanders, after long time Scavenger Bosses event will start on Saturday 22 January 2022 around 18.00 CET (12 pm EST; 5 pm UTC) as a small "celebration" that Fallen Earth is back at least in its classic state. Due to high level of Bosses, event is recommended for players on level 40+ but everyone is welcome. Main action on event is a Boss fight where each Boss has approx 30% chance to drop a key and 100% drop of random type of General book. Players will roll for these prizes. Location will be as usuallly - south of Foothills in Deadfall, waypoint X: 5620784 Y: 4873122. See you in Wasteland Lukaso
  17. i just ran across a perm-gold at rank 15 that was using a VOLCANO for crying out loud.. my guess is he bought the weapon for his cop character and is using the weapon of mass destruction as a FAST WAY to level up his contacts IN the Bronze Districts on Jericho. the 3 missions I played against him he had 22 kills each.Might have died at max 5 times.Players like him are un-playable against... You see these LEGANDARY WEAPS. don't have a Minimual rank to equip. @ rank 1 you can equip the VOLCANO,MEDUSA,and the TRUE OGRE SHOTGUN with an effective kill range of 100+ meters. Volcano-2 shot missile weapon MEDUSA- 1 Killing fast Light Machine Gun (no other gun is faster in this game that I have seen) TRUE-OGRE- the baddest/fastest SHOTGUN in this game that has an effective range of 100+ meters. any thing close your OBLITERATED before you can pull your own trigger.
  18. We do have issues with how things are currently, as almost nobody is using anything other than CA3, while it's a major upgrade from unmodded players, aswell as taking 15.2s to be able to survive the 2nd shot from a HVR. Matches where everyone are using CA3 gives everyone the same conditions, but that case isn't the same for new players that can't equip it. Mods shouldn't make you stronger than unmodded players, but rather focus you in a specific niche. I think we both agree that having 8s as default regen is what's ridiculous here. The gameplay works well and is enjoyable with low regen delay, hence why I think that should be the default as to make people's first impression be a better one, while I feel it would also benefit from having lower total regen time. This would of course not work with the current Clotting Agents, hence why I suggest reversing their benefits, as they can still be useful, instead of removing a mod from the game. Most importantly, it would make all the other green mods more viable, and make for an more interesting meta. - 3.74s before being able to survive the second shot from the HVR, enough to shoot twice more with the HVR. - It would take 9.12s (incl. the regen delay) to fully regen one HVR hit, enough to shoot five more times with the HVR. - There's only a few weapons where the effect is extra profound, and those are mainly the same ones as they are with the current Kevlar Implants 3. 33% bullet damage reduction isn't meant to be the same as 1300hp, and is intentionally meant to be an improvement, to make the mod both scale better and making it more viable. Here's an reference for how it would affect some of the weapons: HVR: 2 > 2 shots (1.75s > 1.75s TTK) +0s ACES: 15 > 22 shots (0.63s > 0.945s TTK) +0.315s Euryale: 10 > 15 shots (0.59s > 0.91s TTK) +0.32s Manic: 9 > 13 shots (0.64s > 0.96s TTK) +0.32s ALIG: 5 > 7 shots (0.72s > 1.08s TTK) +0.36s OCA: 8 > 12 shots (0.64s > 1.012s TTK) +0.372s ATAC: 8 > 12 shots (0.7s > 1.1s TTK) +0.4s Obeya: 5 > 7 shots (0.84s > 1.26s TTK) +0.42s Curse: 10 > 15 shots (0.77s > 1.19s TTK) +0.42s N-TEC 5: 6 > 9 shots (0.7s > 1.12s TTK) +0.42s STAR: 6 > 9 shots (0.75s > 1.2s TTK) +0.45s CAP40: 7 > 11 shots (0.7s > 1.16s TTK) +0.46s Raptor: 7 > 11 shots (0.75s > 1.25 TTK) +0.5s PMG: 5 > 8 shots (0.7s > 1.225s TTK) +0.525s Ursus: 5 > 8 shots (0.704s > 1.232s TTK) +0.532s N-ISSR-B: 4 > 6 shots (0.9s > 1.5s TTK) +0.6s Scout: 2 > 3 shots (1.75s > 3.5s TTK) +1.75s .45 AP: 5 > 7 shots (0.8s > 1.2s TTK) +0.4s ACT44: 4 > 5 shots (1.5s > 2s) +0.5s FBW: 6 > 9 shots (1.0s > 1.6s TTK) +0.6s RSA: 3 > 5 shots (1.7s > 3.4s TTK) +1.7s Again, keep in mind that with my suggestion, the Kevlar user would be as vulnerable to explosive damage as someone who isn't using Kevlar.
  19. AP augmentation is part of the new weapon system for the weapons attain from DT and Dome, the current "top tier" weapons. The reason being is that you can spend AP to strengthen these weapons in a few areas of choice. These weapon will cost you 300 AP in total (150 per 1h or 300 for a 2h), this can be from any AP attained on the character so do be mindful of spending to much AP when starting your weapon. There are three separate areas you can customize, please remember you cannot attain everything. Abbreviations HP : Health Points SP : Stamina Points GP : Gamma Points SPr/HPr/GPr : "X Point" Regeneration (Ticks every 6 seconds) 1H : One Handed Weapon 2H : Two Handed Weapon AU : Armor Use One Handed Weapons have half maximum benefits (per weapon) of 1 Two Handed Weapon. Thus they equal to the same total on buffs. Damage, unlike everything else, has it's costs cut in half for 1Hs. Stats Resources - Costs 2 AP per point with a maximum of 80. (In total) Health : Increases HP by 1 Stamina : Increases SP by 1 Gamma : Increases GP by 1 Regeneration - Costs 10 AP per point with a maximum of 16. (In total) Gamma Regeneration : Increases GP regeneration by 1 Stamina Regeneration : Increases SP regeneration by 1 Health Regeneration : Increases HP regeneration by 1 Stats - Cost 10 AP per point with a maximum of 16. (In total) Endurance : Increases HP by 4, HPr by .1, and Body Saves by .5 per point. Strength : Increases HP by 3, HPr by .1, and Body Saves by .5 per point. Dexterity : Increases SP by 3, SPr by .1, and Reflex Saves by .75 per point. Intelligence : Increases GP by 3, GPr by .1, and Mind Saves by .25 per point. Coordination : Increases SP by 2 and SPr by .1 Perception : Increases Reflex Saves by .25 per point Willpower : Increases Mind Saves by .75 per point It is strongly recommended to ignore Willpower, Coordination, and Charisma. You have been warned Skills - Weapon skills can go to +8 while Passives can reach +32 maximum. (In total) Weapon Skills Pistol : Increases Pistol by 1, costing 20 AP per point. Melee : Increases Melee by 1, costing 20 AP per point. Rifle : Increases Rifle by 1, costing 20 AP per point. Passives Armor Use : Increases Armor Use by 1, costing 5 per point. Power : Increases Power by 1, costing 5 per point. Precision : Increases Precision by 1, costing 5 per point. Dodge : Increases Dodge by 1, costing 5 per point. Escape Artist : Increases Escape Artist by 1, costing 5 per point. Damage - You may only put up to 10, in total, into damage types. 1H Weapons : Costs 1 AP per 1% into a damage type. 2H Weapons : Costs 2 AP per 1% into a damage type. Damage : +X% damage is based on weapon's original damage, if it has 100 damage and you have +10% it gets +10 maximum. If a weapon has 110 damage, this means you get 1.1 per upgrade. If you put 1 into each damage type, you will only get 10 into of 11 since the ".1" into those damage types will not count! This is the only time FE does not round up damage! Damage Types Primary : Sadly, unless you are a full on power build you won't maximize damage this way. Ballistic Crushing Piercing Slashing Secondary : Tertiary is better, but you're welcome to try these. Fire Cold Tertiary : Best option, period, as it will generally net you the best DPS on average. Disease Electric - Least possible to resist Poison Psionic - Second least possible to resist Sonic Recommended Setups Standard : +128 HP & 10% X Damage +80 HP +12 Endurance +10% "X" Damage Type Support : Good for "Medics" - Grants +80 HP, 12 into "X" Regenerations, and +10% damage +80 HP +12 into Stamina/Gamma (Can mix if you like) Regeneration +10% X Damage Type Crafter : Yes, this does increase your "Weight" limit - Gives +8 Kg to your maximum weight. +16 Strength Whatever else you want, doesn't matter Advanced Augmentation Armor Use It is possible to get to the next 1% in it's passive, here's an example below. 170 Base AU + 13 AU through augmentation = 183 : 14% Armor Use Passive (Please remember to check skills/mutations guide for scaling!) This does not mean you must scale by 13-14, there are players who even use +3 Armor Use to get 183 Armor Use on a build with no Coordination. Power Power is quite expensive to use with augmentation due to it's requirements, but for your power junkies out there it can easily mean another 1% to 2% armor penetration. Power Scales by 24.19 per 1%, please remember your weapon skill at 195 also gives .89% armor penetration. This means if your power gives you 5.11% armor penetration, your weapon skill puts it to 6%! Again, like Armor Use, this does not mean you must scale it by 24-25. You could even just put 1-5 into power to next your next 1% (Or more, depending on buffs) bonus. Escape Artist This is a godsend if you wish to try out the passive provide by Escape Artist, sadly it only works in PVP... but it's still fun. Please make sure to remember you need to multiple your Escape Artist by 2.25 (After 66 perception) of your opponent's Perception to reap it's rewards! Check Skills/Mutations Guide to understand scaling. 150 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 80 or lower Perception. 165 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 87 or lower Perception. 180 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 94 or lower Perception. 182 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 95 or lower Perception. 189 Escape Artist builds using spare weapons giving +32 Escape Artist can hide from players with 98 or lower Perception. Please remember that you can also use Creeper Serum, at "Average" tier it gives +54 Escape Artist. This means a build with 135 Escape Artist, +32 Escape Artist Weapon(s), and Average Creeper Serum (+54) can hide from players with up to 98 Perception. This does also mean if you run into this issue alot, you could make weapons to "scout" for toons using +Perception on spare weapons Precision Generally this option has been ignored, it is possible to get 3% extra critical chance. For example, I could get +3% critical chance on Nysek by adding 26 precision. (Mind you, this is if I'm not using Ablate which reduces Precision) 171 Precision : +17.274 Critical Chance 195 Weapon Skill : +2.189 Critical Chance Total : +19.463 Critical Chance (19% as FE passives only work in whole numbers) 26 Augmented Precision : +2.626 Critical Chance New Total : 22.089% Critical Chance (22% as FE passives only work in whole numbers) The above is an example, you do not have to do it that way but it shows how it's possible to be attained. Please check skills/mutations guide to understand how scaling works! Dodge Due to how dodge's passive isn't entirely important, it's generally recommended to ignore this unless you're already taking advantage of it with your current build. At 147 Dodge you can add 2 dodge (149) through augmentation to get 25% of it's passive. Please be sure to check if you have weapons or armor which effective your melee or range defense when attempting to increase your dodge! Please be sure to check the Skills/Mutations Guide to understand it's scaling.
  20. the game has become almost a private-server like community, with names you will see daily and then "all the others", the people who play once a week or month or year. getting this game out of that population zone is going to be extremely difficult, mostly because of the skill gap more than anything else. a silver will run out in the road with reckless abandon and not understand what's important about cover then get pissed when they die. repeat this 100 times and you have a player that just quit the game. this isn't even counting the people who load into the game, IGNORE the tutorial, then complain the game doesn't tell them how to do missions and quit. fixing the skill gap issue could be done by doing a better job with threat/matchmaking, but it's still gonna cause issues till the population increases. we're caught in quite a severe catch-22 currently that no one has offered a real resolution for. an ad campaign for a re-brand of the game might be a good start, paired up with the matchmaking changes with ue3.5, but again no one has a crystal ball and i think we'll just have to ride it out and see
  21. Yes its that time again. The anniversary is sept 22nd, so anyone wanting to do an event, post it here so we can all be on the same page working together. The Awakened Order Fight NIght Anniversary Event Tao clan will hold the 9th annual fight night club at the motel pool by Beaus tavern. Time will be determined by LO's activities and other groups events. If you wish to compete, please send Mutare a in game mail with the avatar you are competing with and what level you are. I will make brackets so you compete with your level. At the end we will have open fight call outs as usual. I have the short and tee shirts we made for the 1st years events, but we aren't making everyone play nekkid this time. This time anything goes, all armour, buffs, tents, mutations and heals are legal. Unless you opt as a competitor to wear the cute short and tee shirt set.
  22. You may Not Copy, Reproduce Or repost or Upload anything contained within this guide without including credit to it's owner Now I am sure I don't require to warn those involved, however this will be quite a wall of text. I will attempt to keep it detailed without killing your eyes, no promises tho. Also to make sure others know, I will use the term Gammina™ quite often. For those who do not know, it's a mixture of gamma/stamina. Thus why I will claim Nysek is made of pure Gammina™! All snares/stuns after fading provide immunity to all CC (Crowd Control) effects for 10 seconds, make sure to pay attention to not waste your snares/stuns. Skills Finding your skill/mutation cap for passives is as simple as adding the two stat modifiers together. For example, at 55 your max stats are 98 and thus your "cap" is 196. This does not mean 25% to 75% of the stat, this is the entire stat that is a modifier. This will be shown for passives constantly throughout this guide. Please remember ALL SKILLS/MUTATIONS ROUND TO THE NEAREST WHOLE NUMBER Modifiers for skills/mutations can be found under your "Attributes" menu : Default hotkey (v) Forumula : M1 + M2 = AP Example : "Primal" M1 = 98 Strength (75%) M2 = 65 Willpower (25%) Thus we need to remove 25% of strength and 75% of willpower to find out next totals Tradeskill - Is the only skill line that can scale with odd, instead of even, numbers. Please remember ALL SKILLS/MUTATIONS ROUND TO THE NEAREST WHOLE NUMBER Armor Use Do not invest more than numbers listed in this guide for % scaling, any higher/lower than the scaling listed will only result in loss. 1.1% is still 1% passive. Passive(s) Raising this skill-line will increase your character's resists to all damage types, depending on your maximum level. This scales from 1% to 15%. The way to find each percent increase is to divide the "cap" of Armor Use depending on your current level. At 55 this is 13.06 per 1% passive. This means at 55 you gain 1% at the following ranks 1% to 5% : 14/27/40/53/66 6% to 10% : 79/92/105/118/131 11% to 15% : 144/157/170/183/196 16% to 17% : 210 and 223 Must be attained with the new augmentation system. Forumula : E + C = AU/15 = AP Abilities You may only run one stance at a time. Dreadnaught Stance - You will apply a stance that will increase your primary resist spread, however you will be reduced in speed. Generally this is a "PVE" stance, I'd never recommend it in PVP as the last thing you need it something slowing your character down. The slower you are, the easier you are to hit. Soak Elements - You will apply a stance that will decrease your primary armor, however this will bolster your secondary/tertiary resists. This is great for countering Lunatic/Jackal users, however you will require to have Calibration or Green Paste to off-set it's negative effects.. otherwise you will only counter the Jackal's damage. I highly recommend only using this if someone is running Calibration in your group or you're using Green Paste as your food consume, unless you enjoy taking harder skillshots. Dirty Tricks Dirty Steel - Places a DoT on your next hit, can be dispeled up until rank 6. Stacks with all DoT's other than of course lower ranks of it. It also stuns NPCs for a short time. Kneecap - Snares your target for the next attack you make while activated, at rank 6 this ability is the hardest snare to remove in-game. You will require Shake it Off 6 to dispel Kneecap 6. Sabotage - Reduces your target's armor for a set duration which stacks with all other armor debuffs. If the target is an NPC their physical damage by the percent listed on it's skill. The percent reduction is applied before resists/dodge/etc. Thus it can be extremely powerful when used properly. Dodge Do not invest more than numbers listed in this guide for % scaling, any higher/lower than the scaling listed will only result in loss. 1.1% is still 1% passive. Unlike Armor Use you can get gear modifiers to maybe spend a few more AP to squeeze an extra %. Passive(s) Raising this skill-line will decrease your enemy's chance to land a critical hit on you and lower their armor penetration. By "reducing" armor penetration and critical hits on your character, this means based on their critical chance and total armor penetration %. So even with 36% passive, you'd reduce 196 precision (19.8% crit) by 7.128%. Or when considering power a 9.63% armor penetration build would be reduced by 3.4668%. Long story short, it's not worth investing into as a "main" source of defense. The way to find each percent increase is to divide the "cap" of Dodge depending on your current level. At 55 this is 5.44(repeating) per 1% passive. You can go over the 196 cap with equipment modifiers. This means at 55 you gain 1% at the following ranks 1% to 10% : 6/11/17/22/28/33/39/44/49/55 11% to 20% : 60/66/71/77/82/88/93/98/104/109 21% to 30% : 115/120/126/131/136/142/147/153/158/164 31% to 36% : 169/175/180/186/191/196 Forumula : P + C = D/33 = AP Abilities You may only run one stance at a time. Duck and Weave - This stance reduces 5% of all damage that hits you, this is calculated before any other increase/reductions you or your enemy have. So if your enemy's weapon does 100 damage, it reduces 5 of that. If they activate a skillshot on top of that for 140, it reduces 7 of that. Then your dodge and resist come into play and obviously your enemy's armor penetration. The only problem with this stance is it takes from 50% (maximum) down to 20% (minimum) of your maximum stamina, scaling down by 5% per rank until rank 5 which scales down by 15%. Escape Artist Passive(s) When crouching, prone, or walking you will become invisible to your enemy's radar in PVP. This means no indication on the mini-map showing your location for players not in your group. If a player selects you, passive doesn't work During this time your name, title, and faction bar will also be hidden. Obviously disabled for group members. Escape Artist scales in a odd manner. I will explain below. The numbers below are proven to promote complete radar immunity while prone/crouched while moving. Also other fun facts, isn't entirely impressive but nice to know the values. It seems to start at 2.26 and lower to 2.25. The values below are based off of no perception, 170 pistol/rifle skillcap, 185 pistol/rifle skillcap, and full on perception. Formula : P*(Ratio) = EA requirement for "stealth" effect 65 Perception - Escape Artist 147 required : 2.26 Ratio 72 Perception - Escape Artist162 required : 2.25 Ratio 87 Perception - Escape Artist 196 required : 2.25 Ratio 98 Perception - Escape Artist 221 required : 2.25 Ratio Fun facts Taking offensive action reveals you on the map for 10-11 seconds. Supportive skills/mutations will not reveal you. Taking damage does not reveal you on the radar. Abilities Dash - Increases your movement speed for 6 seconds while hitting 25% of your current stamina. This will also reduce your weapon skills by 50%, thus lowering your damage. It is recommended you do not use this when attempting to apply DPS to a target you are chasing. At rank 2 movement speed is increased by 35% and cooldown reduced to 90 seconds. Save Yourself - You increase your HP for a set amount of time, healing yourself for the increased amount compared to your "maximum" HP. You may wish to be careful as if you fall below the amount of HP granted from this ability your character will die. For example if you have 1000 HP and reach 1200 HP with it active, if you are at 200 or below when it wears off, you die. Think of it is imaginary HP. Misdirection - The most powerful ability in this skill-line, it will provide a boost to all resist type for 30 seconds with a 60 second cooldown. This single ability is amazing if you're able to afford spending AP into it, it will counter most (if not all) armor debuffs towards yourself. In some cases, give you 50% resists to every damage type regardless of enemy armor debuffs or penetration. Shake it Off - Removes snares and DoT effects on yourself, has a 1 second cast time, 30 second cooldown, and can be used while attacking. First Aid Resuscitation - This skill can be used to revive a target, during this time if you take any damage or shoot/swing it will be canceled. You can, however, use mutations. This is idle for if you're reviving an ally and require to heal another, thus empathic/nano heals can be used. Be careful tho, your fallen ally will not beable to act as soon as they get up, so be ready to give them a heal if someone can do harm to them. Renew - Single target snare and DoT remover with 2 second cast time, cancels if you attack, 40 second cooldown, and is a bit weaker than Shake it Off but is highly recommended to have this ability at least if you plan to PVP. Stanch Wound - The stronger mobile heal a player can cast on themself, however you cannot swing/shoot while using it. Be careful as you need to make sure you are targeting yourself or an ally (within 5 meters) as you can heal an enemy if you use it at the wrong time. Suck it Up - Dispels DoT's from your target, all snares are dispeled within 1 or 2 casts of this ability. As for DoT's I recommend only using it in combination with Preservation, meaning if you use Preservation and a DoT is still applied you hit SiU to finish the job. Group Tactics You may only run one aura at a time. Combat Endurance - Aura that increases your entire group's dodge (melee and range defense) starting at 10 with a maximum of 60. This will reduce enemy critical chance and armor penetration on your group and of course yourself. At the maximum rank you will get 11% of dodge's passive. Give Em' Hell - Aura that increases your team's power up to a possible maximum of +90, this translates to 2.78% armor penetration . I will explain armor penetration once we get to power. Offensive Coordination - Aura that increases your team's precision up to a possible maximum of +60, this translates to 6.06% crit chance. This also increases your stamina regeneration as well, all of which is effected by rank. Overwhelm - This ability reduces the targets armor and melee/range defense (dodge) depending on the rank, it will also mark the target in a white smoke so others notice as well. Think of it as a method of "target calling", especially for those that may not be on your voice comms. If you notice this is on an enemy, assume others are making an attempt to attack this target, take them out Heavy Weapons This skill tree unlocks at level 40 and you may train heavy weapons to 165 to 195 to use respective grenades or launchers accordingly. Grenades unlock at 150 to 180. Is not effected by power, precision, or rifle skill. Tested and proven 6/6/13! Requires LoS of targets hit, this means you cannot shoot around a corner and hit someone that you can't see. You must at least see "part" of the character's body to "land" the hit. Abilities Caltrops - Snares your target and any other targets (this can include yourself) in said radius. This snare is extremely hard to dispel. Soften Em' Up - Lowers your target's piercing, fire, and acid resists along with reducing reflex saves. This effect works the same as Caltrops in terms of AoE'ing players around your target as well, be careful please. This effect cannot be dispeled. Suppressive Fire - This stance gives 5% to 10% extra damage for your Grenades, Heavy Weapons, and Mutations. Sadly does not effect DoT's Melee Most weapons do have +X weapon skill and there is equipment you can also attain modifiers on. Passive(s) Depending on your weapon skill compared to the melee weapon you have, your weapon will do either less or up to full damage. This cannot go lower than .5%, supposively, but can result in 0 damage per swing. (This means you can still equip a weapon while having lower weapon skill, I'd write a complete guide on this but just find out the percent of AP missing to find out the amount of damage you lose per swing) Increases your armor penetration, with melee weapons, up to a possible .97% at skill cap. For those interested, at level 55 it's .485% per 98 into the skill. Increases your critical chance, with melee weapons, up to a possible 2.2% at skill cap. For those interested, at level 55 it's 1.1% per 98 into the skill. Did not list formula/scaling as I couldn't find a way to explain it easily to others reading this guide, sorry. Not to mention the fact it's only a huge deal end-game as you don't have to worry about leveling which will effect the skill cap. Abilities Charge - Increases your movement speed for a short time, if you shoot/swing during this ability it will dispel so be sure to reach your target before doing so. Has a 40 second cooldown. Provoke - Can taunt NPCs to attack you, is much more effective at higher ranks. If you are not doing any damage to the NPC without refreshing this ability, the NPC will just continue to attack the highest DPS target. This will also block the target effected by this ability from using "Charge" of lesser ranks, based of investment (Rank 3 Provoke will block/remove Rank 1 Charge) while reducing their melee/range defense (dodge) for the duration. Bloodlust : This stance will increase your melee skill by a set amount, only one stance can be used at a time. If you lack any stance in your build it is strongly recommended to use this for a melee build just to save AP. Pistol Passive(s) Depending on your weapon skill compared to the pistol weapon you have, your weapon will do either less or up to full damage. This cannot go lower than .5%, supposively, but can result in 0 damage per shot. (This means you can still equip a weapon while having lower weapon skill, I'd write a complete guide on this but just find out the percent of AP missing to find out the amount of damage you lose per shot) Increases your armor penetration, with pistol skill weapons, up to a possible .97% at skill cap. For those interested, at level 55 it's .485% per 98 into the skill. Increases your critical chance, with pistol skill weapons, up to a possible 2.2% at skill cap. For those interested, at level 55 it's 1.1% per 98 into the skill. Did not list formula/scaling as I couldn't find a way to explain it easily to others reading this guide, sorry. Not to mention the fact it's only a huge deal end-game as you don't have to worry about leveling which will effect the skill cap. Abilities You may only run one stance at a time. Perfect Timing - Increases your Precision by a set amount for 6 seconds and will increase your critical chance for all attacks made during this time. Incendiary Strike - Will apply a fire DoT on your next attack. Desperado : This stance will increase your pistol skill by a set amount, only one stance can be used at a time. If you lack any stance in your build it is strongly recommended to use this for a pistol build just to save AP. Power Only DT and GORE pistols have decent modifiers. There is equipment you can also attain modifiers on. Power can continue to be increased by outside modifiers, please take these into account when maximizing armor penetration. Passive(s) Increases your armor penetration by up to 6.07% when at the cap for your level. At level 55 this scales by 32.2899 per 1%. Be warned that only whole numbers count when calculating total, so 5.5% is still 5% armor penetration until you get another .5%. Armor Penetration effects your targets armor percentage. If your target only has 60% after fully buffing, if you have 8% armor penetration, you will reduce it to 52. If the target is over-buffed which comes out to 64%, with the same 8% armor penetration, it acts like they had 60% so they will still be at 52% until armor debuffs are applied which will then factor their "overflow" armor as normal resists. This does mean if the target is at 0%, it will go into the negatives. This means at 55 you gain 1% at the following ranks 1% to 3% : 33/63/97 4% to 6% : 129/162/194 - I stopped here because 2 AP for .07 isn't worth mentioning. 7%+ : Continues scaling by 32.2899, do remember if you use a 195 weapon you passively get 0.6965% armor penetration. There is no "limit" to power. Please remember you get .7 armor penetration from 196 weapon skill. Example : To hit 6% armor penetration without stance, you may go 164 power and 195 weapon skill. (5.0789% via power and .9215% via weapon) Forumula : S + E = P/6.07 = AP Abilities Attack Posture - Stance that increases your power by a set amount while decreasing your precision. Obviously this will increase your armor penetration but reduce your critical chance if you have invested (or have gear) that increases precision. This does not mean to ignore precision while using this stance. Dent Armor - On your next attack you will reduce your targets armor, this will stun NPCs for 2 seconds as well. Stacks with all armor debuffs. Precision Precision can continue to be increased by outside modifiers, please take these into account when maximizing critical chance. Passive(s) Increases your critical chance by up to 19.8% depending on your skill cap. Critical Attacks increase you damage from 50% (Known minimum) to it seems a maximum of 80% (Requires further testing on 80%) This can be increased by gear/aura/stance/GTC/TC modifiers as well. Just like power, if you do not reach a whole number in percent you will only gain that amount. 19.8% is still 19% until you find another .2 crit chance. This means at 55 you gain 1% at the following ranks - 9.89 per 1% 1% to 5% : 10/20/30/40/50 6% to 10% : 60/70/80/90/99 11% to 15% : 109/119/129/139/149 16% to 19% : 159/169/179/189 19.8% : 196 Just like power, this does not have a limit and continues beyond 196. Make sure to scale by 9.89 per 1% and remember with 195 weapon skill you gain 2.185% critical chance passively. A good example of this is how I run 187 (18.89%) precision and 195 (2.185%) weapon skill for "maximum" critical chance on my sniper troll setup, as 188-196 doesn't give me my next 1% unless I use other buffs to push it farther. Forumula : D + P = C/19.8 = AP Abilities Concentration - This stance increases all weapon skills by an amount depending on rank, it also increases precision by the same amount. The downside to this stance is that it will decrease your melee/range defense. This allows alot of AP to be saved when used for multi-weapon builds, or just saving AP while going pistol. The only downside to this stance is that it reduces power Power is still extremely useful to have, but don't stress it to much unless you have the AP or at least are using equipment/auras to offset the power reduction. Precise Hit - Increases your damage for your next attack by a percentage, if you miss you do not get a second attempt, if you hit your attack gains the bonus damage for that single attack, and will also slow NPCs hit while this ability is active. Rifle Most weapons do have +X weapon skill and there is equipment you can also attain modifiers on. Passive(s) Depending on your weapon skill compared to the rifle weapon you have, your weapon will do either less or up to full damage. This cannot go lower than .5%, supposively, but can result in 0 damage per swing. (This means you can still equip a weapon while having lower weapon skill, I'd write a complete guide on this but just find out the percent of AP missing to find out the amount of damage you lose per shot) Increases your armor penetration, with rifle weapons, up to a possible .7% at skill cap. For those interested, at level 55 it's .35% per 98 into the skill. Increases your critical chance, with rifle weapons, up to a possible 2.2% at skill cap. For those interested, at level 55 it's 1.1% per 98 into the skill. Did not list formula/scaling as I couldn't find a way to explain it easily to others reading this guide, sorry. Not to mention the fact it's only a huge deal end-game as you don't have to worry about leveling which will effect the skill cap. Abilities Agonizing Wound - On your next attack you will slow your target. Bull's Eye - Increases your damage for your next attack by a percentage, if you miss you will lose this effect, but if you hit you will gain the bonus damage for that attack. Marksman : This stance will increase your rifle skill by a set amount, only one stance can be used at a time. If you lack any stance in your build it is strongly recommended to use this for a rifle build just to save AP. Social I do not have enough experience with social to understand it's scaling, as sell/buy price is also effected by an NPC's level. So you can infact sell items at top profit when it's much lower than your current level. So I cannot post a formula or scaling system. Passives Increase sell price of items to NPCs up to 35% Decrease cost of items from NPCs up to 40% (GTC will also stack with this effect) Abilities Diplomatic Immunity - Is a single target primary, secondary, and tertiary resistance buffer which also increases dodge (melee/range defense). It lasts 15 seconds with a 60 second cooldown. If used on self it will reduce the amount by 50% (If the buff claims to buff for 800 primary resists it will only do 400 on self) which is for all benefits of this buff. Inconspicuous - Reduces agro generated from NPCs towards you, must target NPC. Sadly I never found this skill useful either, easier to just stop DPS for a moment if I don't want agro from NPCs. (In a group, that is) You may only run one aura at a time. Motivational Speaker - Amazing aura that increases your entire team's healing by 3% to 15%. I only recommend going to 12% on PVP builds unless it has synergy with your build. Makes social amazing for PVP when done properly.
  23. Strog

    Battleeye Blocked FIX

    after the last update: 22:25:02: Installing BattlEye Service... 22:25:03: Successfully installed BattlEye Service. 22:25:12: Launching game... 22:25:25: Note: File blocks can be ignored if they don't cause problems with the game. 22:25:25: [INFO] Blocked loading of file: "C:\Windows\SysWOW64\LightFX.dll". 22:25:27: [INFO] Blocked loading of file: "C:\Windows\assembly\NativeImages_v4.0.30319_32\System\592fa17600c99e468ed4c2776d21c08e\System.ni.dll". 22:25:27: [INFO] Blocked loading of file: "C:\Windows\Microsoft.NET\assembly\GAC_MSIL\LightFX\v4.0_4.0.53.0__bebb3c8816410241\LightFX.dll" Is there any other way to solve the problem without removing it or do I need to delete this system files
  24. Event powered by Wave Lounge ! A new type of clan made to preserve citadel's community, and unite them ! learn more here. EPIC MEMER COSTUME CONTEST Kind of an unusual event you might say, welcome everyone to WaveLounge's EPIC MEMER costume contest ! This event is pretty simple, and straight forward, You guys will have up to this Sunday 23rd to design the best memer outfit you can pull off, note that themes, and loadouts will also be taken into account ! The event will happen the Sunday 23rd in Citadel EU at 22:00 CET Time (UTC+1 for people that prefer this) In Breakwater Marina1 (or 2 if the instance is up) We will all be meeting in that spot below: What can i win and how do i participate ? There is one currently unknown legendary weapon that will be given to the winner of this event, as well as 100 000 APB$ for every Legendary Donut that the winner gives me up to a maximum of 500 000$! What are legendary donuts you might ask ?, they are a form of loyalty reward that i give to people that participate to Wave Lounge's events ! You will get one if you participate to this event: Now! If you want to participate to this event, please leave a comment under this thread with the character name you're going to participate with ! There will be two (possibly 3) judges for this event, so be ready to stack up your memes ! You can click on the pepelaugh below to join our discord, and get warned when the event starts: See you guys Sunday
  25. for these higher threats...they(L.O.) can give a penalty for em killing and bashing in a district 2 threat levels BELOW their current 1s....based on your current skill lvl and gear levels to your opp in 1 match you can see as high as a 90% reduction in points/cash earned...and on your next battle you might be able to see a 20% reduction in points/cash earned.... for example...CHADCHASE a 255 rank CRIM w/ a MEDUSA in his 1st match is silver....no penalty needed.... in his 2nd match of the day he goes GOLD..again no penalty needed....(happens all the time)...Now hes considered a major threat to any 1 of low/now skilled players and new players in general in the BRONZE DISTRICTS... now match 3...CHAD here is a 255 GOLD MEDUSA USING PLAYER vs. a rank 22 Bronze ENF that still uses the STARTER gun.....lets call her Maggie.... you see Maggie dies 12 times a match gets 0 objs done and might get 3 kills if lucky for the assist....match maker is unkind to Maggie...now in this match CHAD should get a 90% reduction in points earned for killin Maggie...instead of 100 he should only get 10...if CHAD is on a DEFEND mission, he should get 1 point per minute while he's sitting on the obj...... Now for Maggie those points and cash earned should be doubled for doing OBJECTIVES and KILLING CHAD...instead of the normal 150 pts for breaking a door she should get 300...and again Maggie should get 200 pts for each kill on CHAD instead of the standard 100..... Lets increase the rewards to hunt and hurt bashers in the bronze districts while at the same time encourage the same bashers to play players of their own skill levels...not low skilled 1s..
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