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Some ideas for psionics
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*Bastille* said:
I have level 1 terror ability, (240 psi skill), try using it on the last few confident vehicles at the rear, at point blank range (but within car, travelling at speed) while hitting them with heavy weapons, and they still laugh at me.


You just need to get out of the car and stand in front of them; then they'll run away...

:D
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Posted Sep 12, 2012, 12:23 pm
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*Bastille* said:
Does anyone use terror? it really does not seem to do much.

Ive heard that during testing this ability was way too powerful, enabling demoralization of half a squad in a 100m radius. I have level 1 terror ability, (240 psi skill), try using it on the last few confident vehicles at the rear, at point blank range (but within car, travelling at speed) while hitting them with heavy weapons, and they still laugh at me. Says more about us reds than anything I guess  :rolleyes:

Is this a common experience, could this skill be tweaked a bit?

Mind Mask seems to work just fine.
Pretty much dont bother with terror, the only abilites worth a crap are DE, Mind mast and Incinerate in that order.
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Posted Sep 12, 2012, 12:49 pm
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FireFly said:
*Bastille* said:
Does anyone use terror? it really does not seem to do much.

Ive heard that during testing this ability was way too powerful, enabling demoralization of half a squad in a 100m radius. I have level 1 terror ability, (240 psi skill), try using it on the last few confident vehicles at the rear, at point blank range (but within car, travelling at speed) while hitting them with heavy weapons, and they still laugh at me. Says more about us reds than anything I guess  :rolleyes:

Is this a common experience, could this skill be tweaked a bit?

Mind Mask seems to work just fine.
Pretty much dont bother with terror, the only abilites worth a crap are DE, Mind mast and Incinerate in that order.


Yes, terror has had no visible effect fo rme.
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Posted Sep 12, 2012, 1:01 pm
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Since I've not had any experience of Psi powers (my only psi character has a 2 skill points), these may already have been implemented, but here are my suggestions:

1) Detect Psi

The Force is strong with this one... - Gives a rough indication of the strength of the most powerful psi in the vicinity (excluding the user of the ability), with no defence.

2) Incapacitate Opponent

Vader-esque choke power, preventing target from performing any action, whilst ability in operation. Braking user's concentration would end the effect. Dramatically reduced effectiveness if user and/or target inside a vehicle

3) Bumpy Ride

Ability to reset suspension and tyre settings on target vehicle, for a number of rounds (or remainder of combat).

4) Laser Rangefinder

Accurately calculate the range and speed of travel of the target vehicle (or ped) to greatly increase the accuracy of any weapons fired at that target from the Psi's vehicle (by him/her or other gangers) for that turn only (unless both user and target remain stationary).
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Posted Sep 12, 2012, 1:47 pm
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JS said:
FireFly said:
*Bastille* said:
Does anyone use terror? it really does not seem to do much.

Ive heard that during testing this ability was way too powerful, enabling demoralization of half a squad in a 100m radius. I have level 1 terror ability, (240 psi skill), try using it on the last few confident vehicles at the rear, at point blank range (but within car, travelling at speed) while hitting them with heavy weapons, and they still laugh at me. Says more about us reds than anything I guess  :rolleyes:

Is this a common experience, could this skill be tweaked a bit?

Mind Mask seems to work just fine.
Pretty much dont bother with terror, the only abilites worth a crap are DE, Mind mast and Incinerate in that order.


Yes, terror has had no visible effect fo rme.


the testers say it was that powerful they would take out 20 cars in one hit, not sure what levels and skill they were using. Has anyone tried this since with a level 2 or 3 mind controller?

DE; I fail every time I use that, knock myself out all the time. only level 1, 50psi.

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Posted Sep 12, 2012, 3:14 pm
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*Bastille* said:
JS said:
FireFly said:
*Bastille* said:
Does anyone use terror? it really does not seem to do much.

Ive heard that during testing this ability was way too powerful, enabling demoralization of half a squad in a 100m radius. I have level 1 terror ability, (240 psi skill), try using it on the last few confident vehicles at the rear, at point blank range (but within car, travelling at speed) while hitting them with heavy weapons, and they still laugh at me. Says more about us reds than anything I guess  :rolleyes:

Is this a common experience, could this skill be tweaked a bit?

Mind Mask seems to work just fine.
Pretty much dont bother with terror, the only abilites worth a crap are DE, Mind mast and Incinerate in that order.


Yes, terror has had no visible effect fo rme.


the testers say it was that powerful they would take out 20 cars in one hit, not sure what levels and skill they were using. Has anyone tried this since with a level 2 or 3 mind controller?

DE; I fail every time I use that, knock myself out all the time. only level 1, 50psi.



Yeah, DE that low is not very good, I have had the same expereince.  Around 100 it gets much better.

I don't remember where the cascading demo situation was when the testing was done.  Might have been stil in effect and perhaps that was some of the issue?  Maybe not.  Regardless of why, the terror skill seems ineffective.  There is a note about it workign better when the character is not in a car.  Good luck with that...
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Posted Sep 12, 2012, 4:07 pm
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lol, yeah, stuff that.
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Posted Sep 12, 2012, 4:54 pm
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Any psi is unreliable at 50 skill, the reason DE is the best one is because, well, it was actually worse the way I used it in the SCL than Pyro, with less outrage however.

As it stands, DE will negate and and ALL damage during the two turns it's active on a good roll, this means you can soak enough CC shells that would have breached you in 1 turns and still come out fine.

That's actually what I did with it (DE1, 100ish skill) against Joel in a match, not sure if the recording is still there but it basically allowed me to "Tank" his entire squad while my other two flanked, I can only imagine a stare in disbelief at that. As for as tactical versatility goes, Pyro had nothing on it.

Now here is the kicker, psi use is on a 4 turn cooldown if I recall, now what happens if you put 2/3 or even 4 DE guys in a fire engine? Yeah, tried against the AI, I thought about it but I didnt wanna sink low enough to use it in pvp. (yet)

Mind mask is another bucket of fun, able to attack allies without a penalty? Check... Guess I'll let my rare-farm secret out of the bag, must have mentioned it before but *Shrugs*.

Get to friend or above (100% truce) with a dangerous faction > Hunt their #### when the gang is at high bounty* > Truce if bad loot, if good > Mind mask, murder everything > Truce return while laughing > Repeat

Truth to be honest, I did that before the mind mask was in, it just required a crapton of killing evan reds in GW to maintain the mutant/anarchist rep, but in general it's worth it.

The true reason this is so effective is that you do 14 mile scouts, and you can send out your "Elite" party once per hour, even less if it's a gate encounter, if it's a truce it's only 3 minutes at most of active time so it's really time efficient. This also works much better with smaller elite squads as you can finish said events fast. (In my case, a pair of fire engines and interceptors)

Oh yeah, you need to figure out what maps give the best rewards to, the difference between the "Very dangerous" and "Kinda dangerous" maps is insane, one will throw lazors and engines at you at 3-6 times the rate of other, with little to no noticeable difference in standard enemy composition.

I never had a secondary crew, but I did have a secondary car in case the primaries needed repair downtime.

Ya'll see, I didn't actually grind as much as you think, I just got the time/reward ratio in my favor  :rolleyes:

So, that's why Mind Mask > Defensive Energy > Pyro > Everything else



*Mistake a lot of people make, not sure if it's a bug or intentional but Bounty is a way better indicator than fame is, High bounty = The good stuff. This is why you see better loot if you leave a 700-900 fame gang to "Grow" for a day or two, the bounty starts going up a day or so after they max fame.

Sign up for the firefly Tips & Trix newsletter today, at the cost of only half your soul you can game the system without cheating like the pro you deserve to be! and be lazy like you know you are...
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Posted Sep 12, 2012, 5:57 pm Last edited Sep 12, 2012, 6:00 pm by FireFly
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I got an idea for psionics...

DIE WITCHES!
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Posted Sep 12, 2012, 7:14 pm
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DE is extremely powerful in PvP. I felt it didnt have a place in SCL though....neither does pyro I am glad for no PSI in SCL.

In the wild...well since PvP is pretty much grabass only now, it doesnt matter.
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Posted Sep 12, 2012, 11:05 pm
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could be good time to check the balance of all this again

So....

DE is too powerful - needs to be damage reduction, rather than damage stop. Psi use in car needs to be as if one psi when many.

Terror is too weak -

Pyro is nasty as all ####, basically, get car lost in 5 turns, but then anything less and it would not be fun/useful
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Posted Sep 13, 2012, 1:01 am
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If you want balanced psionics, limit the number of people each gang can have with the skill at one time and make it more common. The more it's used, the faster imbalances are found, the faster changes can be made. Not to mention that it's easier to balance something that everyone has access to rather than something that very near requires hire/fire tactics with a mutant gang.
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Posted Sep 13, 2012, 2:10 am
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I dunno mutants die young - I look at tinkers gang( a lot - he's trying to kill me with Latte) And he's scary guys are deteriorating fast. I use to have two (non mutant) Psi. One was about to die of old "age"(y46 drugs age you too), just before he died in a fire.

My other one... well I would probably never risk in PvP even on the last day of my Sub....

Plain truth: Sam needs to waste no more time on PvP balance in Wilderness. Flag says so, the dim witted plebs spoke and elected this Caesarean Ditka upon us. For what ...a couple grabass fights...who cares about balance for that.

Into the ruins...camp war--let sam work on this stuff dont waste his time with PvP balance...it's OVER. I dont really want to hear about PvP balance - waste of time like every change done to PvP in last 3 years.
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Posted Sep 13, 2012, 4:25 am
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eh-hem, PvP balance!

runs and hides behind a slow moving goat
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Posted Sep 13, 2012, 5:25 am
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Joel Autobaun said:
I dunno mutants die young - I look at tinkers gang( a lot - he's trying to kill me with Latte) And he's scary guys are deteriorating fast.  I use to have two (non mutant) Psi.  One was about to die of old "age"(y46 drugs age you too), just before he died in a fire.

My other one... well I would probably never risk in PvP even on the last day of my Sub....

Plain truth:  Sam needs to waste no more time on PvP balance in Wilderness.  Flag says so, the dim witted plebs spoke and elected this Caesarean Ditka upon us.  For what ...a couple grabass fights...who cares about balance for that.

Into the ruins...camp war--let sam work on this stuff dont waste his time with PvP balance...it's OVER.  I dont really want to hear about PvP balance - waste of time like every change done to PvP in last 3 years.


Mutants are a mistake in the long run.  I have a dozen or so that are wasting away at an epic rate.  Wish I had realized that earlier...
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Posted Sep 13, 2012, 5:30 am
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Mutants are fine, Ive had em had their arms and legs shot off and shattered brain by car cannon, all grown back by the end of the fight. Mutants are people too!
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Posted Sep 13, 2012, 5:37 am
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*Bastille* said:
could be good time to check the balance of all this again

So....

DE is too powerful - needs to be damage reduction, rather than damage stop. Psi use in car needs to be as if one psi when many.

Terror is too weak -

Pyro is nasty as all ####, basically, get car lost in 5 turns, but then anything less and it would not be fun/useful


DE is fine imo, i've used it extensively in pve , and have found it's limits even with a DE 4, it's just extra insurance

pyro is fine too

mindmask is strong, but it's sister terror is weak, does it balance out? not sure, agreed terror is pretty tame, perhaps needs more oumpf, but it's the hardest one of the lot to see if it's actually working, i have no idea how high levels influence stress, i've tested it in SCL by asking the target player to let me know, and if i remember right i had a terror 1 or 2, within 50 meters and used it, and his stress only went up 10 pts i think, it was long ago
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Posted Sep 13, 2012, 10:26 am
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Joel Autobaun said:
DE is extremely powerful in PvP.  I felt it didnt have a place in SCL though....neither does pyro I am glad for no PSI in SCL.


Bad idea imo, another example of players fking up a great game
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Posted Sep 13, 2012, 10:28 am
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Joel Autobaun said:
I dunno mutants die young - I look at tinkers gang( a lot - he's trying to kill me with Latte) And he's scary guys are deteriorating fast.


Not fast enough in my opinion, my guys have been in the gang 10 years, i recon they age twice as fast as regular humans, but the problem if you make em die out faster, fewer will get their 4th specs by that time
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Posted Sep 13, 2012, 10:34 am
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Serephe said:
If you want balanced psionics, limit the number of people each gang can have with the skill at one time and make it more common. The more it's used, the faster imbalances are found, the faster changes can be made. Not to mention that it's easier to balance something that everyone has access to rather than something that very near requires hire/fire tactics with a mutant gang.


I reckon sam balanced things pretty well, except maybe for terror, we only had a 2 week testing phase. I did the 50-150 range and FF did 200-400 i believe

Maybe a disciplined trustworthy player should do more testing for sam?
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Posted Sep 13, 2012, 10:38 am
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