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Update 59 Discussion - April 03, 2008
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Jacked Out

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mantra777 wrote:

DARN you people!!! /SHAKEFIST! At least talk about this ORG ABILITIES when i'm at home and NOT @ WORK so i can test them out too... T_T

Oh and Vinia...

DRACOMET = 9MMFU i thought. SMILEY<img src=" /> =P


NoRepro = 9mmfu


Vindicator

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Zudrag wrote:
mantra777 wrote:

DARN you people!!! /SHAKEFIST! At least talk about this ORG ABILITIES when i'm at home and NOT @ WORK so i can test them out too... T_T

Oh and Vinia...

DRACOMET = 9MMFU i thought. SMILEY<img src= =P


NoRepro = 9mmfu


Ahh there ya go... My bad... thanks...

Just for you Zudrag :

  =P




Vindicator

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*heart attack*



Ascendent Logic

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YAY another almost full success out of the development roundtable!!!



Ascendent Logic

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GypsyJuggler wrote:
*heart attack*

Indeed. *CENSORED* area stun? It's like giving mech operatives clamors that shoot everyone in the area. The stun on clamor is already overpowered (*CENSORED* compare the state "stun" to all other states and then compare clamors to bedlams in regards of reuse and relative % ), stun on the org-ability is too.



Jacked Out

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GoDGiVeR wrote:
GypsyJuggler wrote:
*heart attack*

Indeed. *CENSORED* area stun? It's like giving mech operatives clamors that shoot everyone in the area. The stun on clamor is already overpowered (*CENSORED* compare the state "stun" to all other states and then compare clamors to bedlams in regards of reuse and relative % ), stun on the org-ability is too.
It only lasts 2-3 seconds tho and only works when u take dmg...


Systemic Anomaly

Joined: Aug 16, 2005
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GoDGiVeR wrote:
Indeed. *CENSORED* area stun? It's like giving mech operatives clamors that shoot everyone in the area. The stun on clamor is already overpowered (*CENSORED* compare the state "stun" to all other states and then compare clamors to bedlams in regards of reuse and relative % ), stun on the org-ability is too.
Nah. It takes a while to get a Stun to happen, and remember it's draining IS all the time, and quite rapidly too: you won't be able to fight as well as normal and wait for a Stun to happen.

Message edited by Procurator on 04/04/2008 01:50:25.



Jacked Out

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So... When's the hotfix coming? Obviously these weren't meant for proper release yet and Rarebit said they were going to be made unloadable (hopefully not permanently...)


Perceptive Mind

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Procurator wrote:
 Needing maximum repuation will stop some people org hopping, the fickle beggars.
*Laughs at all org switchers*
Technically this means that people who do switch orgs will never use some of the abs. As getting to max rep is near impossible, even when you've only ever been running missions for 1 org.



Systemic Anomaly

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Exactly. I love it! SMILEY I really, really hope these get implemented properly.



Clairvoyant

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Does SSR Gum lose its flavor on the bedpost over night?



Vindicator

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Rarebit wrote:
SolidRevolver wrote:

but accidently slipped them through this patch like Zen Master.

Apparently.

Oh the memories....Hey Rare:
Zen master(by accident) and then CR2...
Org abilities(by accident) and then CR3???????????????????????
O.o



Perceptive Mind

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TonyJaa wrote:
Rarebit wrote:
SolidRevolver wrote:

but accidently slipped them through this patch like Zen Master.

Apparently.

Oh the memories....Hey Rare:
Zen master(by accident) and then CR2...
Org abilities(by accident) and then CR3???????????????????????
O.o
Don't count on it...



Systemic Anomaly

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Procurator wrote:
Exactly. I love it! SMILEY<img src=" width="15" height="15" /> I really, really hope these get implemented properly.


Oh, if they ever do implement these LIVE, then the fact you need good org rep points is awesome!

What was mentioned about org abilites in the past was about their function, connected with active operatives (I believe).

One thing is clear, there is a BIG shift in buffs given and that most certainly needs to be addressed, if they are ever to be considered to be active, but yea it's awesome that you need to reputation to earn them and max rep for the top tier is a great thing too.




Perceptive Mind

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Aquatium. wrote:
Procurator wrote:
Exactly. I love it! SMILEY<img mce_tsrc=" width="15" height="15" /> I really, really hope these get implemented properly.


Oh, if they ever do implement these LIVE, then the fact you need good org rep points is awesome!

What was mentioned about org abilites in the past was about their function, connected with active operatives (I believe).

One thing is clear, there is a BIG shift in buffs given and that most certainly needs to be addressed, if they are ever to be considered to be active, but yea it's awesome that you need to reputation to earn them and max rep for the top tier is a great thing too.

What?
Personally I think the buffs are fine. I know that are are powerful, but there is a use and long re-use timers which balances them out. Also if lots of people are running around with them, then things are balanced as everyone has the power.

 
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