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blade6
Intermediate


Joined: 10 Feb 2008
Posts: 155
Location: Pennsylvania

PostPosted: Tue Jul 06, 2010 6:25 am    Post subject: Reply with quote

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Multiple Ways to Play

* Fight with faction-mates on a variety of different planets, each with differing objectives
* Go mercenary and work for the higest bidder
* Be a lone-wolf and play by your own rules

Pretty sure higest is suppose to be highest.
[/b]
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luckyzac
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Joined: 19 Mar 2009
Posts: 189

PostPosted: Tue Jul 13, 2010 11:25 am    Post subject: Reply with quote

When creating an Arena, you have the option of bidding on the arena. This makes it sound like we can bid on who is going to win. I think "Wagering" Would be a more accurate depiction of what one is actually doing.
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risu
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Joined: 24 Sep 2007
Posts: 648

PostPosted: Tue Jul 13, 2010 11:52 am    Post subject: Reply with quote

luckyzac wrote:
When creating an Arena, you have the option of bidding on the arena. This makes it sound like we can bid on who is going to win. I think "Wagering" Would be a more accurate depiction of what one is actually doing.


Or make it an "Required Ante," kinda like in poker.
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risu
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Joined: 24 Sep 2007
Posts: 648

PostPosted: Tue Jul 20, 2010 12:32 pm    Post subject: Reply with quote

Dragune44 wrote:
The Sixth sence acti still says its has 12 isstead of 10


When Deployed under the Status screen. Says 12 and then has 10 activations. Minor typo, but definitely made me furrow my eyebrows.
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gravy
Intermediate


Joined: 18 May 2007
Posts: 327
Location: Gensokyo, land of Illusion

PostPosted: Sat Aug 14, 2010 11:22 pm    Post subject: Reply with quote

just a typo report

Power-up Unit: Mod-Slot Add 4th
"Add forth mod-slot to unit"

fourth?
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Battalia
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Joined: 24 Sep 2005
Posts: 3052
Location: Canada, eh?

PostPosted: Sat Aug 28, 2010 7:29 pm    Post subject: Reply with quote

Python heavy hovertank:

Shield Regen ( [Activation] : 3): Repairs 50 Shields

Recharges?
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kunjuro
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Joined: 29 May 2008
Posts: 1629
Location: Philippines

PostPosted: Mon Sep 20, 2010 12:48 am    Post subject: Reply with quote

Compressed Cobalt Plating [Combat Drop]
By routing shield power back into the powerplant, the Shield Shunt provides additional speed.

The description for the CCP is from the shieldshunt Smile)
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Battalia
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Joined: 24 Sep 2005
Posts: 3052
Location: Canada, eh?

PostPosted: Mon Sep 20, 2010 1:14 pm    Post subject: Reply with quote

A couple of errors in the Combat Drop expansion:
All recomendations/edits are in red


Aegis:

AoE Shield: Any attacks on units in the same square as the Aegis have a 50% chance of hitting the Aegis instead

If the Aegis ends its turn in the same square as another unit or building with an AoE Shield its Shields will be set to zero


All 3 damage enhancers:

Using proprietary techniques, damage enhancers are able to increase the potential damage of base weapons.

OR

Using proprietary techniques, the damage enhancer is able to increase the potential damage of base weapons.

And just a little bit of clarification please, does the 1st damage enhancer effect 50%, then the second 25%, or since you have 2, both only do 25% etc.


Cluster missile pods:

Field trials of the >Cluster Missile Pod were cut-short after the weapon ignored a shut-down command and attempted to engage several visiting military advisors.

Don't know why there is a greater than sign in there, but it should come out.

If weapon re-targets it will hit a different enemy in the same sectors as the original target

Drop the s on sectors.

PS. I liked the description, we need more of these.


Cluster Missiles:

If weapon re-targets it will hit a different enemy in the same sectors as the original target

Drop the s on sectors.


Compressed Cobalt Armor:

Main page update post on the mod: "Compressed Cobalt Plating provides added shields for units at the cost of armor. This is an excellent Mod for smaller units looking for a bump in shields."

This is wrong, the mod does not affect shields, nor sacrifice armor.


Drop Ship Pad:

- Units deployed from the Dropship Pad experience Drop Shock: A large but decreasing penalty to-hit for 7 turns


EMP Ammunition:

(in the abilities box) - Ballistic weapons do 150% damage to Shields and 75% damage to Armor


EMP Missiles:

(In the ability box) - Missile weapons do 150% damage to Shields and 75% damage to Armor


Gyro Jet Longun:

If weapon re-targets it will hit a different enemy in the same sectors as the original target

Drop the s on sectors.


Gyro Jet Rounds:

If weapon re-targets it will hit a different enemy in the same sectors as the original target

Drop the s on sectors.


Hiveminder:

Drone Cover (CD: 4): One random drone in same square as the Hiveminder is destroyed, the Hiverminder takes 25% damage this turn

Point Defense System:

An important building for any forward firebase. Point Defense Systems are an effective tool at keeping enemy units at at distance during assaults.

Also lose one of the at's.


Scrapyard Meka:

Able to quickly salvaged destroyed units under battlefield contitions the Scrapyard Meka also boasts an impressive nanite-driven salvaging system capable of recovering even the most burned-out vehicle.

ehhhhh, there is alot of text just refering to the meka as "Scrapyard..." But since a scrapyard is something that exists, you should follow it up with "Meka" but thats your choice.


Tremor Sensors:

Althrough limited in range, Tremor Sensors are able to detect any near-by cloaked units through hyper-sensitive probes which are mounted underneath a unit.

OR

Lose the N on an in "detect an near-by..."


Wyvern Missile Platform:

Polarize Armor (: 8 ): Armor-hits do -8 damage


Should be

Takes 8 less damage per hit to Armor

for consistancy with other units descriptions within the game
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Nninty
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Joined: 26 Aug 2008
Posts: 1640
Location: Wouldn't you like to know

PostPosted: Tue Sep 21, 2010 2:39 pm    Post subject: Reply with quote

On the update page:

- Compressed Cobalt Plating provides added shields for units at the cost of armor. This is an excellent Mod for smaller units looking for a bump in shields.

This isn't what CCP does... CCP increases armor and decreases speed... this is the function of Photon Mass Generator...
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Battalia
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Joined: 24 Sep 2005
Posts: 3052
Location: Canada, eh?

PostPosted: Wed Sep 22, 2010 3:09 pm    Post subject: Reply with quote

Battalia wrote:
Compressed Cobalt Armor:

Main page update post on the mod: "Compressed Cobalt Plating provides added shields for units at the cost of armor. This is an excellent Mod for smaller units looking for a bump in shields."

This is wrong, the mod does not affect shields, nor sacrifice armor.


It helps to read past posts Wink
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Blair2
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Joined: 03 Nov 2009
Posts: 442

PostPosted: Fri Oct 08, 2010 6:34 pm    Post subject: Reply with quote

Quote:
Gladius Energy Weapon
Requires Faction Level - Research 4
A requirement for close ranged combat mekas, the Gladius provides a significant combat advantage to units conducting nose-to-nose fighting.

Effect: 0 35 1
CE Factor: 1.0 (Simple)

Gladius Energy Weapon Abilities:
- Receives no improvements from other Mods


On the modify units page and in library (when hovering over it) its shown as

Effect: 0 16 1
CE Factor 1.0
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Trerro
Council Member


Joined: 11 Mar 2008
Posts: 1351

PostPosted: Wed Oct 13, 2010 4:37 pm    Post subject: Reply with quote

From the Preserver escape pod description:
An Preserver Escape Pod also contains the core components of the unit and mods it is fitted to.

Should be "a"
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Bullseye55
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Joined: 11 Sep 2010
Posts: 242

PostPosted: Sat Oct 16, 2010 2:40 pm    Post subject: Typo: Balanced amm. Reply with quote

Balanced Ammunition
Designed to extend the range of standard ballistic loadouts, Balanced Ammunition trades range for damage.

Effect: +3 -3
CE Factor: 1.15 (Simple)


Image by: Gav
Construction Requirements:
Balanced Ammunition requires 90 Ore
Balanced Ammunition requires 2 Command
-----------------------------------------------------------------------------------
the error:it gives range and takes away damage.
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Trerro
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Joined: 11 Mar 2008
Posts: 1351

PostPosted: Thu Oct 28, 2010 7:47 pm    Post subject: Reply with quote

On the overload capacitor text:

- This Mod (unlike other Mods) takes effect after Faction and Merit Range bonuses

Since there's no faction range bonus, this should just say merit (or maybe even just Eagle Eye) to avoid newbie confusion.
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[quote="trumpetguy"]And if you double-integrate a BAIII does it become a BAV?[/quote]

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kooliam
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Joined: 19 Mar 2010
Posts: 446
Location: That Holy Hole

PostPosted: Fri Oct 29, 2010 5:02 am    Post subject: Reply with quote

[kooliam] activated a Advanced Targeting Laser!

shud be - [kooliam] activated AN Advanced Targeting Laser!

dont know if it was seen before , but i was using an ATL yesterday and this was still happening.

kool...
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