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Старый 27.10.2010, 11:14   #1 
Mavritanic
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Sector 7

Пока на английском, возможно переведу позже.
оригинал

Missions

These come from either stuff in the ship, NPCs in the S7 gathering area or as a daily mission from the agency.


Unicorn Commander Rufus is missing
  • <Oct/11> You get it from the NPC standing up near the entrance of the S7 gathering zone (Unicorn Field Marshal Kurth).
  • <Oct/11> You can find Rufus in a room to the West of the large West room.
  • <Oct/11> Rufus is busy yelling for help which you hear when you enter the next room over.
  • <Oct/18> In the room with Rufus are two Kyr'Ozch Prison Guards. These mobs hit like they're armed with pillows plus have a low AR. They although can drop a prison cage on players that last ten seconds and prevent you from doing anything. They can do this often and stack them on top of each other on the same player but these mobs are more annoying than anything else.
  • <Oct/18> After the prison guards are dead use the blob in the North end of the room he's in to free him from his cage.
  • <Oct/20> Talk to Rufus and after he whines about his new green hair colour for a while you'll get a mission to take him to the exit of the ship. Some level 200 prison guard mobs will start to spawn at various points in the ship at this point and Rufus will go after all of them.
  • <Oct/18> After you get Rufus to the front door and he leaves the mission ends but three more prison guards pop up to fight you.
  • <Oct/20> Reward: 75k AXP.
  • <Oct/20> This apparently is meant as a one time only mission so you will not be able to pull it again and Rufus should not be inside the zone if no one in the team has this mission.
  • <Oct/23> Bug: One time even though I had the mission when the instance was started Rufus was not inside it. I sent more details along to a dev and both of us tried a number of times to repeat the error but it didn't happen.

Terminate the Alien Distress Beacon
  • <Oct/11> You get it from the NPC sitting down near the entrance of the S7 gathering zone (Unicorn Field Coordinator Owen).
  • <Oct/11> Use the bomb you are given on the Alien Distress Beacon (in a room West of the central corridors) this completes the mission and spawns four lvl 200 mobs.
  • <Oct/20> Reward: 75k AXP.
  • <Oct/20> For now at least this apparently is a one time only mission. Although the Alien Distress Beacon always spawns in a new instance.

Kill at least 30 aliens in Sector 7
  • <Oct/20> You get it from the NPC sitting down near the entrance of the S7 gathering zone (Unicorn Field Coordinator Owen) after you've completed the "Terminate the Alien Distress Beacon" mission.
  • <Oct/20> Reward: 20k AXP.
  • <Oct/20> This is repeatable and currently at least has no lockout.
  • <Oct/23> Bug?: Kyr'Ozch Prison Guards are not counted as kills used for this mission.

Missing Power Core
  • <Oct/11> There's an Empty Power Core Slot in a room to the East of the large East room. Right click it to the get the mission, this one has a timer attached to it of three hours.
  • <Oct/18> You get the three parts (Power Core Mainboard, Power Core Stabilizer & Inactive Power Core) from the three bosses in the North end of the zone. Put those parts together then use the completed Power Core on the Empty Power Core Slot.
  • <Oct/18> Doing this will cause the Kyr'Ozch Technician along with four towers to spawn and give you a new mission to kill the Kyr'Ozch Technician with a time limit of three hours.
  • <Oct/20> While I didn't go through the whole thing I was able to pull the mission again so it looks like it'd be repeatable.
  • <Oct/24> Reward: 20K AXP.

Parasite
  • <Oct/11> In the Kyr'Ozch Gene Pool room (near the North end in the middle) there's a device by the pool called an Alien Gene Bank. Use it and you'll be infected with a parasite and get a mission to see the medic near the Unicorns fighting outside the ship.
  • <Oct/11> While infected a lvl 200 alien parasite will spawn every minute or two. These give no XP/SK, AXP or creds from their corpse.
  • <Oct/20> This mission only lasts nine minutes. After completion you get a two hour nano put in your NCU that will prevent you from being infected again and can not be removed. Once that ends though you can do the mission again.
  • <Oct/20> Reward: 20k AXP.

Go to Sector 7
  • <Oct/11> You get this as a team daily mission from the mission agency.
  • <Oct/11> Go to the Kyr'Ozch Gene Pool room (near the North end in the middle), enter the pool and use (right click) the empty test tube item you were given when you got the mission to fill it. Return the filled tube to the alien agency NPC.
  • <Oct/23> AXP daily reward: Tokens (twice what a regular mission token would give) and in a fashion similar to other dailies gives an amount of AXP related to your current AI lvl. So long as it works you would get 100% to 10% of the AXP of your current AI lvl.

Дополнительная инфа

I am a bit pissed off that the "spawn/kill the techie" quest only updates for the person activating the core...
This is not the case. As long as you have taken the "The Missing Power Core" mission, it should update.
You get the mission "The Missing Power Core" by right clicking the Empty Power Core Slot.
Everyone in the playfield will get this mission resolved when the Technician is spawned.
When "The Missing Power Core" mission is resolved, you will get a "Kill the Kyr'Ozch Technician" mission. This mission will give you an axp reward upon completion.

[*]<Oct/23> Bug: One time even though I had the mission when the instance was started Rufus was not inside it. I sent more details along to a dev and both of us tried a number of times to repeat the error but it didn't happen.[*]<Oct/28> Bug: {New} After freeing Rufus I spoke to him while he was sitting down. After that I got the escort mission but Rufus would not stand back up and head out to allow the mission to progress. I tried different things but in the end I had to delete the escort mission and get the initial Rufus mission from the NPC (Unicorn Field Marshal Kurth) again.[*]<Oct/23> Bug?: Kyr'Ozch Prison Guards are not counted as kills used for this mission.

1: This should not be possible as long as Rufus were not spawned in the same instance earlier. He will only be spawned in an instance once.

2: This issue should be fixed in the next update.

3: This is intended as the Prison Guards are being spawned by a quest npc. Any npc spawned by a boss or a quest, will not add to the mission kill counter.

<oct/23> bug: it takes a while after an add is spawned before you can attack it, even after it has agged you it still can't be attacked yet. I've had a few detonation drones blow up beside me, they didn't seem to do any damage to me though.
<oct/23> bug?: the above effect and stun will hit you from anywhere in the ship. Even after the tower has dropped agg on everyone both will still fire off. The message about how you should try to avoid being hit comes right at the same time as when you get hit. So if you're not in the room with the tower you can't see the sequence that leads up to it, as a result there is no way to avoid it. This all means that if you decide to give up on that boss you need to get a new instance.
<oct/25> bug?: at times the leech may fire off another mind warp while the previous one is still running which causes the first to cancel out and be replaced by the new one so you'll be helplessly mind warped even longer. The will power nano kicks in after the first is canceled out so prevents you from being triple mind warped but not double mind warped. It's not uncommon for this to happen multiple times during a five minute fight.


1: The detonation drones should deal damage, I believe I fixed that in the patch right before we patched the live servers, if not it should be fixed with the next update. However it is intended that it's impossible to kill the detonation drones.

2: Any npc you fail to kill in combat, will regain all its health by the time you return. If the tower keeps healing itself after the team wiped, you should still be able to kill it when you return to the room. But yes, it is intended that you should get hit in the entire instance, as I didn't want to give melee characters a disadvantage. If someone in your team is not in the room to see the effect, you need to tell them what to do in the team channel.

3: This issue will be fixed in the next update.
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Последний раз редактировалось Mavritanic; 01.11.2010 в 22:23.
Старый 27.10.2010, 11:14   #2 
Mavritanic
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Re: Sector 7

Bosses

There are three bosses spawned at the North end of the zone and one more after you complete the Missing Power Core mission all of which are lvl 210.

In addition to the listed drops all the bosses seem to drop either one random new NCU and two random new weapons or three random new weapons and no NCUs. (Weapons have been removed from the drop tables in 18.3.14.3 to be added in a later patch after adjustments to the weapons.)

Defense Drone Tower (West)
  • <Oct/11> Looks like a big nondescript tower, it was non-aggressive which doesn't seem right.
  • <Oct/20> During the fight mines will appear and eventually despawn in the room at various places. If you step on one you'll take some damage (I think) then be forced to run around randomly for a while.
  • <Oct/25> {Updated} Mobs can also spawn during the fight (nano voider, detonation drone & one of the pincer LE mission mobs (Rimah Corsuezo)). Sometimes you can go a while without seeing an add spawned, other times they show up non-stop. Nano voiders don't have much health so should be one hit kills. Detonation Drones have more health so it could take a few hits to kill them. Rimah Corsuezo use the DoT Viral Venom, are lvl 200 and have a good bit of health.
  • <Oct/23> Bug: It takes a while after an add is spawned before you can attack it, even after it has agged you it sill can't be attacked yet. I've had a few detonation drones blow up beside me, they didn't seem to do any damage to me though.
  • <Oct/23> During the fight you can be stunned and there's a sequence that starts out with some electricity bolting from the ceiling to the tower and ends with a wave coming from the tower. Before the wave and at the same time as you're hit there's a message that says "You should try to prevent being hit by this attack. It only hits the upper part of your body." If you sit down before that last bit you will avoid the effect. If you don't sit down you'll take about 1.5k-3k damage and the tower will be healed a modest amount.
  • <Oct/23> Bug?: The above effect and stun will hit you from anywhere in the ship. Even after the tower has dropped agg on everyone both will still fire off. The message about how you should try to avoid being hit comes right at the same time as when you get hit. So if you're not in the room with the tower you can't see the sequence that leads up to it, as a result there is no way to avoid it. This all means that if you decide to give up on that boss you need to get a new instance.
  • <Oct/23> Boss damage and perhaps AR was increased in 18.3.14.4, it now does some 800-1700 damage to me and the damage you can avoid by sitting down is far higher than it was.
  • <Oct/23> Comment: Ok in 18.3.14.3 this boss was a walk in the park. Now with the new changes they've gone too far in making it more difficult. Sometimes it stuns steady, can spit out spawns often and hits about as hard as the Control Leech. So instead of being a snore fest while I've come close to killing it some times, I can't seem to quite do it. Should take it down a notch or two, say by dropping the regular damage some and reducing the stun frequency.

    Detonation drones are also a bit unfair when the boss is busy dropping mines that fear you if you step on them and AoE stuns everyone frequently. Both of those mean you can't move around too well which is the typical tactic in avoiding those adds in other fights. Add to that how you can't even initiate an attack till it has come up beside you and pulsed a few times indicating it's about to blow and it's just not right.
  • <Oct/11> Dropped a Viral Belt NCU Slots and Power Core Mainboard.

Kyr'Ozch Maid (center)
  • <Oct/11> Looks like a small LE mission "Master of" type boss. There are three cocoons in the pool near it.
  • <Oct/25> {New} The Maid does about 400-900 damage to me.
  • <Oct/25> {Updated} After you attack it Kyr'Ozch Nurse and Kyr'Ozch Guardian mobs start spawning from the two pocket rooms on the West side. They seem to come in groups of two, maybe three at times. The frequency at which they are spawned seems at least semi-random. Sometimes you can go a while without seeing any, other times they get spit out rather frequently. Offspring can spawn from the cocoons at some points in the fight. All are lvl 200 mobs with a good bit of health.
  • <Oct/20> The Nurses heal the Maid while the Guardians nuke (Viral Pain) you and Offspring DoT you (Viral Venom).
  • <Oct/23> Comment: Guardians are overkill nuking for 2k-3.5k damage per hit (they increased the damage but didn't change the attack or recharge times) plus chain nuke since nuking is all they do. If you got two or more of those at once that can bring a quick end to the fight. The heal used by the Nurses also heal an astounding 20% per use.

    Taming the nuke of the Guardians and heal of the Nurses down would be good, may also be good to knock their health down some. Then maybe have one random spawn (Guardian or Nurse) at a modest pace or two (one of both) at a slower pace spawn. Another option would be to link the spawn occurrences to the health level of the Maid.
  • <Oct/24> Comment: After the Maid loses agg on everyone (like after everyone has died) and is back to full health it would be good if all the remaining adds were to despawn. Currently as they don't despawn and more can spawn when you come back even without attacking the Maid if you don't finish the fight on the first go you may as well forget it and get a new instance.
  • <Oct/11> The Maid can't move around but will warp and root players to it.
  • <Oct/11> Dropped a Basic Belt and a Power Core Stabilizer.

Control Leech (East)
  • <Oct/20> Looks like an average sized squid like LE mission mob.
  • <Oct/23> Oh boy this sucker hurts! It seemed to use most to all damage types and melee was the weakest damage type hitting me for about 600-1k but the others could top out at about 1.8k (those weren't crits either) with a good AR as well.
  • <Oct/11> For added fun it apparently can force you to attack others in your team (Mind Warp) although if no one else is around it acts like a stun and forces you to break attack as well.
  • <Oct/25> {Updated} Bug?: At times the Leech may fire off another Mind Warp while the previous one is still running which causes the first to cancel out and be replaced by the new one so you'll be helplessly Mind Warped even longer. The Will Power nano kicks in after the first is canceled out so prevents you from being triple Mind Warped but not double Mind Warped. It's not uncommon for this happen multiple times during a five minute fight.
  • <Oct/20> After the Mind Warp nano times out you will get a Will Power nano that will make you immune to the Mind Warp one for thirty seconds.
  • <Oct/20> If you run it will chase after you and seems to do so better than it used to.
  • <Oct/18> It can be snared which can help teams that have a crowd control prof in them.
  • <Oct/23> Comment: It's sad but after the other two were beefed up and I brought my more heavily twinked MA to test this is now the only one of the first three I can take down. Although it's not a fun fight nor a sure thing and I can see most going splat against it, even in teams. This boss is like a combination of the pre-nerf versions of both the Master of PM LE mission boss and those squid like LE mission regular mobs. Although being Mind Warped is worse than discoed. So since both of those in intended team content got weakened it makes sense that this would too.

    A big improvement would be to make the Will Power nano take affect right when Mind Warp first hits rather than after it times out. Then increase the length of the Will Power Nano by the duration of the Mind Warp nano (ten seconds). This will at least prevent you from being Mind Warped repeatedly. Chipping its damage and/or AR down some may not be a bad idea either.
  • <Oct/18> Dropped a Viral Belt Control Component and an Inactive Power Core.

Kyr'Ozch Technician (Missing Power Core mission boss)
  • <Oct/18> The Kyr'Ozch Technician looks like a giant Zix which does not move from its spot but can warp and root people to its location.
  • <Oct/18> The four towers are all lvl 200.
  • <Oct/18> At first the Technician seems really weak and has no heal delta. You also notice that the towers at each of the four corners of the room don't do anything nor can be attacked.
  • <Oct/24> After you knock the Technician's health down to a certain point a tower will activate giving the Technician added abilities for at least as long as the tower is up. Some of those benefits persist after the tower is destroyed, just to a reduced degree from the looks of it. When a tower activates it attacks you and can be attacked as well both directly and with nukes (Viral Pain), or at least the Alien Charging Tower does, couldn't get past that. All the towers have a heal delta.

    Alien Charging Tower
    1500 to all damages and 800 AAO.
    Alien Shield Tower
    Provides a sheild that blocks physical attacks and specials, not nano damage though.
    Alien Precision Tower
    75% increased crit chance.
    Alien Fuel Tower
    Gives the Technician a heal delta. A bunch of drones pop up then as well which do about 4.5k damage each when they blow up. The drones only show up once by the looks of it. I ran out to avoid death but the Technician completely healed up in that time. The tower then could not be attacked till I got the Technician back down to about three blobs of health.
  • <Oct/18> One thing I noticed was that I had to pretty much get right on top of the tower to be in attack range with fists as weapons. The Technician was still able to hit me from there but would warp and root me back now and then anyhow.
  • <Oct/18> Right before the very end I got turned into a little zix which prevented me from attacking or anything else I tried. Although this was just a "freindly" nano so I was able to right click remove it from my NCU and finish the fight.
  • <Oct/24> Comment: Wow, just wow. When I did this before the more recent changes it was a tough fight and I'd have gone along with some changes to the Charging Tower buff but other than that I thought it was just right. But now the Charging Tower went from buffing the Technician by 500 points for one damage type and 300 AAO to all damage types for 1500 and 800 AAO. Then oh what the hell, let's have the Charging Tower do damage as well and just for laughs and giggles nuke too (Viral Pain, 2k-3.5k damage, no defense check). Good chance the other towers can as well.

    Before I'd see the odd attack was a good bit above the others which gave me some oh crap moments, now, it's nuts. I couldn't last long at all once the Charging Tower activated. Then while I'd take the Charging Tower's health down some before running out or getting killed since it has a heal delta it'd be back to full not long after.

    At the start:
    Kyr'Ozch Technician hit you for 121 points of melee damage.
    Kyr'Ozch Technician hit you for 356 points of melee damage.
    Kyr'Ozch Technician hit you for 121 points of melee damage.
    Most attacks were misses.

    With the Charging Tower:
    Kyr'Ozch Technician hit you for 2728 points of melee damage.
    Kyr'Ozch Technician hit you for 1545 points of melee damage.
    Kyr'Ozch Technician hit you for 1851 points of melee damage.
    Alien Charging Tower hit you for 309 points of chemical damage.
    You were attacked with nanobots from Alien Charging Tower for 2362 points of energy damage.
    You were attacked with nanobots from Alien Charging Tower for 2149 points of energy damage.
    Kyr'Ozch Technician hit you for 1523 points of melee damage.
    Kyr'Ozch Technician hit you for 3240 points of melee damage.
    Missed about three times more than it hit but that was a big improvement over before. Just imagine if those were crits and if I wasn't an evades prof.
  • <Oct/24> Comment: Don't let the towers nuke and perhaps remove their heal delta. Would also be good to tame the buff of the Charging Tower down some, especially if it stays for the remainder of the fight.
  • <Oct/18> Dropped a Viral Belt Nanobot Power Unit and a Kyr'Ozch Storage Container (contained the protection ring).




General Comments on the Bosses:
  • <Oct/24> The regular mobs are weak so chars at any lvl in the 151-200 range should be able to manage them well enough. These bosses though seem to just get meaner and meaner each patch. It's like they're being made around the idea of you needing twinked lvl 200 chars in the usual doc, tank, DD plus maybe a crat arrangement to knock them down. Of course some of those providing feedback may be in teams just like that which would explain a lot.

    People have been complaining that most LE mission bosses are too much for chars around lvl 100-200 for years. That happened even more after the regular LE mission mobs were gimped not too long ago. S7 is more of the same and the bosses I think may be worse in S7 while the regular mobs are weak.

    Stuns or other things that prevent you from controlling your char for a time or can even force you to attack your team mates. Adds a plenty using heavy hitting nukes and DoTs you have no hope of resisting or other nasty stuff. All the bosses are being made to hit like a Mack truck with a good AR to boot.

    Now I'm sure there are teams of twinks that can manage them well enough. Although it just seems the bosses have been taken too far. If it's meant as a zone for a single team of lvl 151-200 chars then why are these bosses so absurd while the regular mobs are so weak?
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Prof: Nanotechnician, lvl: 220
NT style // Нанотехник от 1 до 205. Большой гид
------
Когда я был моложе, я нашел эту планету остывающей. Со всей моей веселой яростью, я благословил её проклятием сказав «Пусть все, все, все получают то, что они хотят».
© Ньярлхотеп


Старый 27.10.2010, 11:55   #3 
Mavritanic
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Re: Sector 7

Loot

These items are drops, made or come as a combination of drops and a quest.
  • <Oct/18> A protection ring giving 200 NR, +7% XP and 50 RS. Comes from a Kyr'Ozch Storage Container and is nodrop unique. It also can not be worn with HH@B or the other Pand protection rings.
  • <Oct/21> A six slot belt that gives +5 to all base abilities, 20 NCU, 100 max health and 100 max nano while only requiring 1126 CL, level 151+ and the AI expansion to wear. The four base items to make it come from the four main bosses and don't have nodrop tags, but the belt does.
  • <Oct/11> Active and passive versions of most of the old RK buff items that go in deck slots (cost, range, etc...), all also give you NCU. Active versions give a better bonus but less NCU (42) while passive give more NCU (84) but a smaller bonus. None of the ones I looked at seem to give as much of a bonus as QL 200 versions of the old RK ones, which only had a bonus but no NCU. These are not nodrop or unique.
  • <Oct/11> Two new types of NCU memory items, one adding to XP gains (+2%) and another to damage (+5 to all) as well as 64 NCU for each. Both only go in slots three and four, are not nodrop or unique and have requirements of 501 CL and the AI expansion.
  • <Oct/18> Various special upgraded weapons. Were removed from the drop table in 18.3.14.3 so they can be modified.
  • <Oct/21> Two special boxes that you open to get something special. They are neither nodrop or unique.
  • <Oct/18> LE VP clumps.
  • <Oct/22> Viral Communications Larvae, this is the S7 Communication Relay. +25 to all nano skills when equipped plus on use hits you with a four hit nano that recovers 5% of your nano on each tick. Nodrop unique, goes in Util 3, requires 500 psychic to both wear and use (must be worn to use), the AI expansion and I think something else (some level of AI tech perked perhaps). Comes from the Kyr'Ozch Storage Box.
  • <Oct/26> {New} One other thing that people want (hint: old loot) and can be dropped by the Kyr'Ozch Technician if you're lucky, or at least used to. It's lead bots by the way.


Trade skills

<Oct/23> All the items for the core and the Power Core itself are unique.
  1. Power Core Stabilizer + Power Core Mainboard = Power Core Base Unit
  2. Inactive Power Core + Power Core Base Unit = Power Core

<Oct/20> The four items to make the belt are not nodrop but the final belt is.
  1. Viral Belt Control Component + Basic Belt = Belt with Control Component
  2. Viral Belt NCU Slots + Belt with Control Component = Viral Belt
  3. Viral Belt Nanobot Power Unit + Viral Belt = Viral Belt Component Platform

Note: For some reason belt parts gained in earlier patches do not want to combine.










Misc Issues
  • <Oct/20> If you get kicked out of the ship or logged out inside it you will find yourself on the wrong side of the door to the ship in the outside area.

    This apparently is an old issue affecting other zones as well to some degree.
  • <Oct/24> The S7 DoT (Viral Venom, 4x 1k damage) and S7 nuke (Viral Pain, 2k-3.5k damage) have no defense checks at all. These are not boss nanos but ones used by potentially multiple adds of a boss and rather strong combat nanos.
  • <Oct/23> This likely applies to all DoTs but after the mob that hit you with the DoT is dead your reflect shield no longer reduces the damage of the DoT.
  • <Oct/24> If you log out in the S7 outpost/gathering area it shows as "Unknown <4468>" in the log in window.
__________________
Халявная игра в Anarchy Online (Froob Account)
Anarchy online mass PvP//Каталог полезных статей//Тотальная война в Anarchy Online
AO: Molotoff C0cktail (RK1) Mavritanic, PvP Rank: Master
Prof: Nanotechnician, lvl: 220
NT style // Нанотехник от 1 до 205. Большой гид
------
Когда я был моложе, я нашел эту планету остывающей. Со всей моей веселой яростью, я благословил её проклятием сказав «Пусть все, все, все получают то, что они хотят».
© Ньярлхотеп



Последний раз редактировалось Mavritanic; 27.10.2010 в 11:55. Причина: Добавлено сообщение
Старый 27.10.2010, 11:56   #4 
Mavritanic
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Re: Sector 7

в целом впечатления от С7 положительные. Зона действительно сложная и требующая ОЧЕНЬ сыгранной команды. Лут - более чем годный (виралботы, апгрейды в пояс, причем не нодропные).
Но, опять-же, нужна хорошая тима.
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Когда я был моложе, я нашел эту планету остывающей. Со всей моей веселой яростью, я благословил её проклятием сказав «Пусть все, все, все получают то, что они хотят».
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Старый 27.10.2010, 13:00   #5 
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Re: Sector 7

поясок +5 позволит тл5 солдатам надевать ql300 офаб

если не ввели что-то до этого, что уже позволяло
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Старый 28.10.2010, 06:27   #6 
Plintys
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Re: Sector 7

вот че лично налутал:


Kyr'Ozch Nano Protection Ring
Wear:
Sense from 400
Psychic from 400
Level from 151
Modifier:
Run Speed 50
Nano Resist 200
% Add. Xp 7


Viral Belt Component Platform
Wield:
Comp. Liter from 1126
Level from 151
Modifier:
Free deck slot 6
Max NCU 20
Max Health 100
Max Nano 100
Intelligence 5
Psychic 5
Sense 5
Agility 5
Strength 5
Stamina 5


Viral Communications Larvae
Use:
Psychic from 500
Modifier:
Sensory Impr 25
Matt.Metam 25
Bio Metamor 25
Psycho Modi 25
Matter Crea 25
Time&Space 25
Description:
The energy can be released when needed and will regain 5% nano every 5 seconds for 20 seconds. You must equip this item to use it.


Active Viral CPU Upgrade
Wield:
Comp. Liter from 1126
Location: Deck5
Modifier:
Max NCU 42
% Add. Nano Cost -10


Passive Viral CPU Upgrade
Wield:
Comp. Liter from 1126
Location: Deck5
Modifier:
Max NCU 84
% Add. Nano Cost -5

Active Viral NCU Coolant Sink
Wield:
Comp. Liter from 1126
Location: Deck4
Modifier:
Max NCU 42
Decreased Nano-Interrupt Modifier % 66

Viral Memory Storage Unit (Damage)
Wield:
Comp. Liter from 501
Location: Deck3 Deck4
Modifier:
Max NCU 64
Add. Melee Dam. 5
Add. Energy Dam. 5
Add. Proj. Dam. 5
Add. Fire Dam. 5
Add. Cold Dam. 5
Add. Chem. Dam. 5
Add. Poison Dam. 5
Add. Rad. Dam. 5

Active Viral Computer Deck Range Increaser
Wield:
Comp. Liter from 1126
Location: Deck3
Modifier:
Max NCU 42
RangeInc. NF 100

Passive Viral Computer Deck Range Increaser
Wield:
Comp. Liter from 1126
Location: Deck3
Modifier:
Max NCU 84
RangeInc. NF 50

Добавлено через 45 секунд
+ ещё виралботы падают. даже 240+ могут.

Добавлено через 2 минуты
Цитата:
Сообщение от Mavritanic Посмотреть сообщение
Но, опять-же, нужна хорошая тима.
в конце уже делали вчетвером - энф, док, энж, солд. все лвл 161-165

Последний раз редактировалось Plintys; 28.10.2010 в 06:27. Причина: Добавлено сообщение
Старый 28.10.2010, 07:49   #7 
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Re: Sector 7

ёлки палки это ж на всех твинков всё переделывать... я так и не понял с этими новыми лвлами на БС - на тв там народ из-за этого не начал повально менять лвлы твинков?
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Да что вы там на своих пивипи пивии сервервах знаете, у нас был Респ!
I am shade!
Старый 28.10.2010, 11:40   #8 
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Re: Sector 7

Убах лут какой-то. Не ебнет ли это в очередной раз по и без того шаткому балансу?
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Старый 28.10.2010, 11:48   #9 
Plintys
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Re: Sector 7

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Сообщение от adPasya Посмотреть сообщение
Убах лут какой-то. Не ебнет ли это в очередной раз по и без того шаткому балансу?
единственное, что может "ебнуть" - это мини ххаб. остальное не сильно влияет на баланс.
Старый 28.10.2010, 13:15   #10 
Rimor
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Re: Sector 7

да фиииг знает, очень уж вкусное. да и ещё один шажочек к одеванию 300 офаба тл5 твинками
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Да что вы там на своих пивипи пивии сервервах знаете, у нас был Респ!
I am shade!
Старый 28.10.2010, 14:24   #11 
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Re: Sector 7

Viral Communications Larvae
Use:
Psychic from 500

если патч уже вышел и оно не нодроп, одевайте на 1го лвл, будет уникальный чар )
Старый 28.10.2010, 17:38   #12 
Plintys
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Re: Sector 7

Цитата:
Сообщение от Gimpotech Посмотреть сообщение
Viral Communications Larvae
Use:
Psychic from 500

если патч уже вышел и оно не нодроп, одевайте на 1го лвл, будет уникальный чар )
не. чтоб одеть он тоже психику требует)
Старый 29.10.2010, 02:41   #13 
Geffest
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Re: Sector 7

На счет того что сложный - имо нет. Сделали в 4 человека(2 170 энфа, 165 док, 174 трейдер) с 1.5 раза - нюкающие шары вынесли одного из энфов и нам не хватило ДД на 3ем товере. Потом рашнули товер вчетвером и все прошло совсем без проблем. Правда все не плохо одеты.
Дроп частей на пояс и одного бокса судя по коментам друзей 100%; боты 1\4-1\5, про 240+ пока никто не говорил; CPU\Range\Interrupt Modifier хреней рандом с босов.

Впечатления о зоне очень хорошие - как раз то что нужно для этого лвл рейнжа. Хочешь - идешь в 4 твинка, нет - в 6 гимпов. Все доступно и не так тяжело делается.
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Старый 01.11.2010, 22:24   #14 
Mavritanic
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Re: Sector 7

обновил первый пост про миссии. Добавил каменты Genele к багрепортам.
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AO: Molotoff C0cktail (RK1) Mavritanic, PvP Rank: Master
Prof: Nanotechnician, lvl: 220
NT style // Нанотехник от 1 до 205. Большой гид
------
Когда я был моложе, я нашел эту планету остывающей. Со всей моей веселой яростью, я благословил её проклятием сказав «Пусть все, все, все получают то, что они хотят».
© Ньярлхотеп


Старый 03.11.2010, 23:46   #15 
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Re: Sector 7

могу добавить что куски на пояс не 100% дроп, 2 раза подряд с башни кусок не упал.

нцу на хр и +дд пока что тоже нам не падали.
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Старый 12.03.2012, 15:54   #16 
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Re: Sector 7

на английском и так хватает гидов, нет бы на русском запостить..
Старый 12.03.2012, 18:12   #17 
Geffest
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Re: Sector 7

Переведи и запости - народ оценит ;)
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Старый 12.03.2012, 21:18   #18 
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Re: Sector 7

А гугл транслейт подойдет?
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