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Obecnie trwa remont. Proszę uważać na głowy i patrzeć pod nogi.

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Kuba018

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Kuba018 last won the day on December 27 2015

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About Kuba018

  • Rank
    Technik
  • Birthday 12/15/1995

Informacje profilowe

  • Płeć:
    Mężczyzna
  • IGN:
    RockinForever
  • Battleframe:
    Tigerclaw

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  1. Konkurs na koniec roku

    2016 nadejdzie za 121 godzin, a już teraz można powoli rozpocząć podsumowanie mijającego, 2015 roku. Z tego też powodu przygotowałem mały konkurs. Wystarczy, że do godziny 20 dnia 30 grudnia napiszesz w tym temacie co podobało się Tobie najbardziej w ciągu tych ostatnich ~360 dni w Firefallu lub w jakikolwiek inny sposób nawiążesz do niedalekiej przeszłości/przyszłości gry. Dla autorów dwóch najciekawszych odpowiedzi przewidziałem odpowiednio 300000 kredytów w gotówce i 150000 kredytów w przedmiotach. Osoby te wybiorę 31 grudnia z rana. Nie wykluczam, że jeśli pojawi się trochę odpowiedzi, to będę sugerował się plusikami.
  2. 1 rok firefalla.

    SqueekinOrka organizuje 8 sierpnia o 10 rano czasu PST (20:00 naszego czasu o ile się nie mylę) event z tej okazji. Więcej informacji: http://forums.firefall.com/community/threads/1-year-anniversary-celebration.6772921/ Dodatkowa informacja:
  3. Aktualizacja v1264 (Test Levels 1-20)

    Pierwszy perk point do wydania dostaje się na 10 poziomie, razem z pierwszym perkiem. Na 40 poziomie będzie się miało 40 perk pointów do rozdysponowania pomiędzy 10 perków (w dalszym ciągu tylko tyle będzie można założyć jednocześnie). Zostaną wprowadzone 'Elite Ranks' (Elitarne Rangi ) - w sumie będzie można mieć 90 perk pointów (czyli 90 po absolutnym wymaksowaniu, a 40 po zdobyciu 40 poziomu), zaś sama ilość elitarnych rang nie będzie ograniczona. Typy obrażeń będą cztery: Thermal, Chemical, Kinetic, Cryogenic, Energy. Poniżej nie ma nic o Arsenalu, bo jeszcze na jego temat nic nie uzgodniono. Farraday Shackles - Achievement - Cost 1 When you inflict Energy damage, the target's firing rate is reduced by 10% for 5 seconds. Melding Corruption - Achievement - Cost 6 Weakens targets hit by Melding damage, causing them to take 10% more damage from all sources for 5 seconds. Chaotic Melding - Achievement - Cost 1 Increases Melding damage dealt by 10%, but increases damage taken by melding and chosen by 20% Trickster - Achievement - Cost 3 When you take damage while below 50% of your maximum health, you vanish in a cloud of bats, becoming invisible for five seconds. (Stealth effects end if you attack.) This effect cannot occur more often than once every 120 seconds. Agile - Achievement - Cost 1 Reduces the cooldown on grenade abilities and items by 1 second, and improves weapon reload speed by 10%. Chosen Hunter - Achievement - Cost 1 Increases damage dealt to chosen targets by 10% Big Game Hunter - Achievement - Cost 1 Damage dealt to non-humanoid, non-melded creatures is increased by 10%. Compact Munitions - Vendor - Cost 3 Increases magazine and total ammo capacities by 10%. Cryo Transmission - Vendor - Cost 3 When you inflict Cryogenic damage, the target's firing rate is reduced by 20%. Cryo-Cooled Magazine - Vendor - Cost 3 When you inflict Cryogenic damage with a weapon, the target's speed is reduced by 30% Offensive OS Daemon - Vendor - Cost 6 Offensive power system improvements increase damage dealt by 6% Smart Shrapnel - Vendor - Cost 3 When you inflict kinetic damage with a weapon, there is a 50% chance of triggering smart shrapnel from the target that damages nearby enemies. Holmgang Power Amp - Vendor - Cost 3 Power routing to the offensive systems increase damage dealt by 4% Electrolyte Supplements - Vendor - Cost 3 Superior biochemical nanite production increases your healing by 20%. Defensive OS Daemon - Vendor - Cost 3 Dynamic defensive energy routing increases your Bonus Health by 15% Magnetic Cooling Array - Vendor - Cost 3 Cryogenic weapons and abilities deal 10% additional damage. Machinist - Vendor - Cost 3 Increase your repairing by 20% Energeticist - Vendor - Cost 3 Energy weapons and abilities deal 10% additional damage. Extra Plating - Default - Cost 1 Additional layers of Battleframe plating increases your Bonus Health by 8%. Memory Alloys - Default - Cost 1 Increase your repairing by +10% SIN Acquisition Daemon - Default - Cost 1 Automatically acquires into SIN any enemy that you damage. Optimized Targeting - Default - Cost 1 Increases all damage dealt by 2% Materia Medica Database - Default - Cost 1 Increases healing dealt by 10%. Expanded Munitions - Default - Cost 1 Increases total ammo capacity by 20%. Antifreeze Nanogel - Default - Cost 1 Reduces all Cryogenic damage taken by 10%. Micro Melding Repulsor - Default - Cost 1 Reduces all Melding damage taken by 10% Fast Hands - Default - Cost 1 Increases reload speed by 20% Prototype Pistons - Default - Cost 1 Increases base movement speed by +0.25 meters per second. Sprinter - Default - Cost 1 Increases sprint speed by an additional 5%. Kinetic Absorption - Default - Cost 1 Reduces kinetic damage taken by 10%. Powered Armor - Default - Cost 1 Reduces energy damage taken by 10% Incalescent Armor - Default - Cost 1 Reduces thermal damage taken by 10% Neutralizer - Default - Cost 1 Reduces all chemical damage taken by 10% Get a Move On - Dreadnaught - Cost 1 Increases run speed by 10% when weapon is holstered. Knockout - Dreadnaught - Cost 3 +15% Melee Damage. Attacks with Brawling and Hammer-type Auxiliary Weapons now have a 25% chance to stun targets for 2 seconds. Deflection Plating - Rhino/Mammoth - Cost 6 Enemy bullets that hit you have a 33% chance to ricochet and also damage a nearby enemy. Hellbent - Rhino/Mammoth - Cost 9 Suffering damage causes your Battleframe offensive systems to go into overdrive, stacking up to +25% bonus damage. Back in Action - Rhino - Cost 1 Reduces respawn timer by 20% Self-Cleaning Servos - Rhino - Cost 3 Reduces all snare effects and durations by 50%. Stampede - Rhino - Cost 3 Sprinting snares nearby enemies. Targets within 4m have -50% move speed. Kill Stealer - Rhino - Cost 6 Increases damage against critical targets (Below 50% health) by 30%. Hero - Rhino - Cost 9 When health reaches zero, user becomes immune to damage for 5 seconds. Hero has a 15 minute internal cooldown. Harden - Mammoth - Cost 1 After taking damage, your armor hardens to reduce damage by 2% for 3 seconds. This stacks up to 5 times. Thick Skull - Mammoth - Cost 3 Reduces all headshot damage taken by 20%. Shields Up - Mammoth - Cost 3 Increases the Health of all shields by 20%. Thick Hide - Mammoth - Cost 6 Increases Bonus Health by 25% Health Surge - Mammoth - Cost 9 Activating an ability heals you for 15% of your max health over 10 seconds. Quick-Flexing Servos - Assault - Cost 1 Increases jump height by 3m. Plasma Enthusiast - Assault - Cost 3 Thermal weapons and abilities deal 10% additional damage. Invigorate - Tigerclaw/Firecat - Cost 6 Activating an ability invigorates the user and their nearby allies; increasing movement and attack speed by 15% Second Wind - Tigerclaw/Firecat - Cost 9 Rapidly killing 5 or more enemies when health is critical (Below 30% health) heals the user for 60% of their max health. Quick Hands - Tigerclaw - Cost 1 Reduces weapon switching time by 30% Plasma Scoops - Tigerclaw - Cost 3 After taking Thermal damage, grants bonus energy regeneration (80 energy/sec) for 4 seconds. This has a 10 second internal cooldown. Quick-Pivot Servos - Tigerclaw - Cost 3 Increases run speed by 0.25m/s a second and sprint speed by 5%. Eye of the Tiger - Tigerclaw - Cost 6 Reduces the cooldown of movement abilities by 2.5 seconds. Hunter - Tigerclaw - Cost 9 Repeatedly striking the same target increases damage +5% per hit. (Maximum of +20% increase). Searing Flames - Firecat - Cost 1 When you deal Thermal damage to a target, their damage is reduced by 1% for 5 seconds, stacking up to 10%. Epicenter - Firecat - Cost 3 Increases the damage dealt of PBAE abilities by 15%. Extinguisher - Firecat - Cost 3 On activating any ability, Extinguisher cleanses any hostile Thermal effects from you, your allies, and the environment within 10m for 2 seconds. Corpse Combustion - Firecat - Cost 6 When an enemy is killed, their corpse bursts into flames, damaging nearby enemies. Flame Buffer - Firecat - Cost 9 Activating abilities creates a fire shield that burns nearby enemies (5 hp/sec at level 1). After several seconds, the buffer explodes, dealing damage to nearby enemies (20 hp at level 1). Uses Immolates radius if it is equipped. Fuel Injectors - Engineer - Cost 1 Increases energy recharge rate by 20%. Resonating Shields - Engineer - Cost 3 Increases the duration of all shield effects by 2 seconds. Mounted Firepower - Bastion/Electron - Cost 6 Increases the damage of your deployables by 25%. Hyper Kinesis Surge - Bastion/Electron - Cost 9 When HKM is activated, the user gains a 130% speed boost and a 40% defensive bonus for 12 seconds. Hardware Genius - Bastion - Cost 1 Increases damage dealt to deployables, machinery and vehicles by 20% Resilient Alloys - Bastion - Cost 3 Increases health of your non-shield deployables by 15% Reactive Armor - Bastion - Cost 3 Reduces first hit of damage taken by 20%. This has a 10 second internal cooldown. Sentient Armor - Bastion - Cost 6 When hit, automatically adjusts battleframe armor to reduce damage from that damage type by 10% for 10 seconds. Sentient Armor has an internal cooldown of 12 seconds. Deployable Repulsor - Bastion - Cost 9 Applies a repulsor unit to all of your owned deployables. The repulsor unit will detect enemies in close proximity and knock them back. Combustion Boost - Electron - Cost 1 Adds an additional +40 Jet Energy. Augmented Shield Generators - Electron - Cost 3 Reduces the cooldown of shield abilities by 2.5 seconds. Magnetic Shielding - Electron - Cost 3 Reduces all Chemical and Kinetic damage taken by 10%. High Yield Capacitors - Electron - Cost 6 Activating your HKM instantly refreshes your cooldowns. Rapid Kinesis Assemblage - Electron - Cost 9 Increases the charge rate of HKM modules by 20%. Persistence - Biotech - Cost 1 Increases health regeneration by 10%. Bio Blending - Biotech - Cost 3 Increases damage dealt while at full health by 10%. Catalytic Poisons - Dragonfly/Recluse - Cost 6 Targets hit with chemical damage have additional damage dealt as a delayed burst (15 base damage at level 1) several seconds after being infected. Toxic Finale - Dragonfly/Recluse - Cost 9 Detonate a powerful chemical bomb when incapacitated. The cloud inflicts 20 hp/sec (at level 1) chemical damage in a 8m radius to enemies and healing to allies. Bio Reserves - Dragonfly - Cost 1 Reduces the cooldown of all Healing abilities by 3 seconds. Frequent Patient - Dragonfly - Cost 3 Increases healing received by 10%. Melding Converter - Dragonfly - Cost 3 Reduces all Melding damage taken by 10%. After taking melding damage, heal 5% of maximum health over 4 seconds. This has a 10 second internal cooldown. Combat Medic - Dragonfly - Cost 6 Reviving incapacitated players will restore them to full health. Additionally, increases the health regeneration of squadmates within 100m and other allies within 8m by +20%. Auto-repair - Dragonfly - Cost 9 Doubles base health regeneration when out of combat. Additionally, when greater than 25% of max HP is dealt to the player in one instance of damage, immediately applies the same regeneration bonus for 10 seconds. Necrotic Bite - Recluse - Cost 1 Increases damage done to Humanoid targets by 5% Virus - Recluse - Cost 3 Chemical weapons and abilities deal 10% additional damage. Ventilator - Recluse - Cost 3 On activating any ability, Ventilator cleanses any hostile chemical effects from you and your allies and the environment within 10m for 2 seconds. Potent Toxins - Recluse - Cost 6 Weapons and Abilities that deal chemical damage reduce the targets' movement speed by 30%. Anatomy Lessons - Recluse - Cost 9 When dealing damage with your weapon, there is a 10% chance to enter a critical state for 5 seconds, increasing weapon damage by +50%. Head Hunter - Recon - Cost 1 Increases headshot damage by 10%. SIN Precision - Recon - Cost 3 Targets you place into SIN are visible behind walls. Tactician - Nighthawk/Raptor - Cost 6 When you inflict a headshot, there is a 20% chance of resetting your ability cooldowns. Cannot trigger more than once per minute. Energy Spikes - Nighthawk/Raptor - Cost 9 Activating an ability will deploy an energy spike trap at the users location. Enemies in the trap are snared (-60% movement speed) and take damage over time (10hp/sec at level 1). Spec. Ops - Nighthawk - Cost 1 Increases the duration of stealth abilities and reduces cooldown of teleport abilities by 2 seconds. Ballistics Expert - Nighthawk - Cost 3 Kinetic weapons and abilities deal 10% additional damage. SIN ICE - Nighthawk - Cost 3 When damaged or added to enemy SIN, tags your attacker in SIN. Sure Shot - Nighthawk - Cost 6 Damaging target has a 10% chance to trigger an +50% rate of fire boost for 3 seconds. Effect can only occur once every 7 seconds. Concussion Shells - Nighthawk - Cost 9 Headshots reduce enemy movement speed and attack speed to 25% of normal. Additionally, headshots have a 25% chance to stun targets. Grenadier - Raptor - Cost 1 Reduces the cooldown on grenade abilities by 2 seconds. Feedback Circuits - Raptor - Cost 3 Reduces all Energy damage taken by 10%. After taking energy damage, stores 20% of damage taken, this stored damage is unleashed on the next target shot with your weapon within 10 seconds. Physicist - Raptor - Cost 3 Increases weapon charging speed by 10%. Energy Shaping - Raptor - Cost 6 +15% Melee Damage. Attacks with Sword-type Auxiliary Weapons now deal +50% additional damage from behind the target. Arcing Bolts - Raptor - Cost 9 Energy weapons chain weapon damage to an enemy within 10m. Each arc inflicts 30% damage and may chain to additional targets. Passive Perks Dreadnaught Archetype (meaning Rhino and Mammoth get this as well) Resilient Plating - When below 35% health, the Dreadnaught automatically regenerates health (2% of max health per second). Additionally always grants 5% damage reduction to the dreadnaught, any squadmates within 100m, and any allies within 8m. Rhino Imminent Threat - Nearby enemies become vulnerable, increasing the damage they take by +10%. Mammoth Personal Shield - When activating an ability, the Mammoth briefly becomes Shielded, absorbing a small amount of damage (10% of max health). Assault Archetype Assault Nanites - Gain additional healing (25% of max health) when picking up or using health packs. Additionally always grants a 5% speed bonus to the user, any squadmates within 100m, and other allies within 8m. Tigerclaw Auxiliary Tanks - Grants the Tigerclaw bonus energy regeneration (40 energy/sec) whenever an ability is used. Firecat Incinerator - Targets that are hit by the Firecat's abilities or thermal cannon alt-fire are briefly set on fire, dealing damage over time (50hp/sec at level 1). Damage from the thermal cannon primary fire refreshes this effect. Engineer Archetype Repairing Nanites - Your deployables are equipped with self-repair nanites (regenerating 1% per second). Additionally always grants a 10% jet energy bonus to the user, any squadmates within 100m, and other allies within 8m. Electron Dynamic Relay - Dealing damage increases the strength of the Electron's shields (+10%), and applying shields increases the Electron's rate of fire (+10%). Bastion Overseer - All repairable deployables near the Bastion become shielded, reducing damage taken by 30%. Biotech Archetype Siphoning Unit - Siphoning unit heals the user for 5% of chemical damage or healing they inflict. Additionally always grants 5% maximum health increase to the user, any squadmates within 100m, and any allies within 8m. Dragonfly Rally - Dealing damage increases the Dragonfly's healing output (+10%), and healing increases the Dragonfly's damage output (+5%). Recluse Necrotic Poison - Applying a chemical based damage over time effect applies a necrotic poison that reduces the target's damage output by 20%. Recon Archetype Recon Nanites - Grants a short burst of health (10% of max health) after a kill or assist. Additionally always grants a 5% damage bonus to the user, any squadmates within 100m, and other allies within 8m. Nighthawk Ambush - While not acquired by enemy SIN, the Nighthawk's next shot inflicts +30% additional damage and costs no ammunition. Ambush has a 10 second internal cooldown. Headshots do not trigger cooldown. Raptor Conduit - Each hit of the Charge Rifle grants a stack of Conduit. Upon reaching three stacks, the next shot fired or ability activated becomes Empowered, gaining additional effects and consuming all stacks.
  4. Jak zdobyć nowego battlefram'a?

    Jak najbardziej jest taka możliwość, musisz zdobyć jedną z klas 40 poziom, wtedy dostaniesz 10 Pilot Tokenów za które będziesz mógł kupić kolejnego battleframe'a. Możesz też kupić licencję na markecie, chodzą teraz po 10-11k kredytów.
  5. Amazońskie wypady codziennie o 20:30

    Niestety, te bossy nie stanowią żadnego wyzwania. Dostaje się za zabicie któregokolwiek z nich ponad 1000 reputacji z Crimson Storm, 200 lub 250 kredytów i 50k nikomu w Amazonie nie potrzebnego expa. Lootu też brak.
  6. Problemy początkowego gracza

    Tak, jest teamspeak. Wejdź na ts3.firefall.pl
  7. Problemy początkowego gracza

    Po wstępnym tutorialu zobacz w grze rób Ares Joby w Copacabanie, misje które bierze się z tablicy - Ares Board (są one zaznaczone na mapie żółtą ikonką). Zajrzyj też do http://firefall.pl/topic/1503-poradnik-nowego-gracza-firefall/ Najlepiej jakbyś podał swój nick, wtedy postarałbym się Tobie pomóc w grze
  8. Amazońskie wypady codziennie o 20:30

    Dobry pomysł, czekam z niecierpliwością, niestety nie mam tego warpainta
  9. Easter Eggi w Firefall

    Ukryte osiągnięcie nawiązujące do Władcy Pierścieni - wzorem hobbitów trzeba znaleziony pierścień wrzucić do lawy. Nie mogę znaleźć tego achievementa w grze, ale udało mi się go zrobić.
  10. Czyli jednak warto było kupować RB za kredyty ...
  11. Połączenie gry standalone ze Steam

    Próbowałem tylko w odwrotną stronę, to znaczy przekopiowałem pliki ze Steama do wersji z launcherem, a dokładniej foldery znajdujące się w Firefall/System: assetdb, maps, vg, vt. Bez żadnych problemów zadziałało i musiałem tylko pobrać brakujące 500 mb. A jeszcze przecież możnaby się pokusić o przekopiowanie większej ilości folderów by pobrać jeszcze mniej ...
  12. Pomysły na broń

    Okazało się że został mi przydzielony Assault więc jeśli ktoś jeszcze chciałby podzielić się swoim pomysłem prosiłbym by dotyczył on głównej broni tego archetypu
  13. Pomysły na broń

    Musiałem podać 3 archetypy dla których chciałbym stworzyć broń tak więc wybrałem Assaulta, Biotecha, Engineera (w takiej właśnie kolejności). Napiszę gdy będzie wiadomo coś więcej, ktoś z R5 ma się odezwać do końca tygodnia.
  14. Jak trafiłeś do gry ?

    Jakieś 3 lata temu natrafiłem na Firefalla dzięki którejś z angielskich stron zajmujących się grami MMO. Ciężko było wtedy o klucze, więc do gry trafiłem dopiero w lutym 2012 roku, po tym jak w dziale offtopic ktoś podzielił się ze mną kluczem.
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