Bio Engineer Archive
Thread: Dev Feedback To BE CU Issues
ArthurDentOnBria wrote:
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Question: What happened with pet stims? Was the reduction in usefulness of them intentional? Why don't pet stims made before the CU work?
Background: Before the CU, pet stims were useful because they allowed modest-sized heals to all three pools of the pet. Pet regeneration was slow, so they were useful both during and after combat. Now in the CU, the power of pet stims has decreased dramatically. That together with an extremely high pet re-gen rate and a much longer (60 sec) timer between heals makes pet stims completely useless in most people's eyes. There is also a problem where no pet stims made prior to the CU work.
Answer:
The original purpose of pet stims was to give CH field viability without a doctor or medic nearby. That basic premise has not changed. That being said, if you are finding that the stims are now now worthwhile because of the high regen rates, we will certainly look at it (added it to my list).
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Message Edited by ArthurDentO
Bria on 05-02-200502:48 PM
/groan ... this sounds very disturbing.
Regen is the only thing keeping tamed wild pets alive right now, as well as BE pets. Experimenting as a master BE/CH right now and I've tamed many high lvl pets. Testing how effective they are by taming a critter and then when it's full grown gone back and attacked the same type of animal and same cl to see how they do. All my pets cl50+ will fight and even fight with a critter of the same cl and type 1on1, losing as often as winning. If they reduce the regen rate of pets that will make them LESS than equal to a wild critter of the same cl and type unless they reduce regen rate of all animals/pets, hopefully increasing health of all to compensate.
hey every one i know im in the wrong catagory but im here to tell yall a lil bit about what us ch players r doing an having problems with.
1. all pets pre cu are being asked to re lvl or re stat them either making the pet totaly useless because its way to high a lvl or making it inefective to us because the stats drop so low
i have a rancor that b4 the cu was lvl 40s with 12k hp and 300s dmg an chose to change stats on it dropping it to a mesly 3500 hp with 130-240 dmg.
also ive had an angaler that was once in the lvl 40s that i choes to adjust the lvl on because it has 12k hp an 430-440 dmg making it a lvl220 creature now.
ive had a friend make me a kimo using the best quality dna possible an had a lvl 260 creature come of it so then he tried the worst possible dna an still got a lvl 160 creature from it.
***also on another note if any of yall play on ahazi rori eggs have an oq of 900+ as well as rori berries***
I will b loking for some bio creatures as soon as the devs fix your proff simply because a tamed creature is still no match to a wild one of the same and is certianly no match for a bioed 1.
Azyer Blade
Ahazi
ATF
Deep Water Glade, Rori
MCH/MBH/NSL
Rebel LCpl.
Imp Base Demolition Co.
"You find them. Well destroy them"
I see no problem in porting that little bit of code across so the critter remains strong but has a little more traning to make it useable by the not so talented