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Renan Ruivo
Hipernova Vera Cruz Alliance
179
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Posted - 2011.10.19 06:59:00 -
[1] - Quote
quoting from myself on a thread i've opened a while ago on Issues forum:
Quote:Wonder if this is a known issue to the dev team, and how high on your priority list it is.
For example, i have 8 Mega Pulse Laser II turrets, grouped into 2 groups of 4. They all use scorch.
From times to times, the crystal in one of the turrets will break and the whole group will shutdown, reload and work again. However, more often than not, the crystal will break and the group will not reload, and will not fire even though the group icon shows as loaded. I have then to unload all the ammo for that group, and click on reload all then it will work.
And when one crystal breaks, more are soon to follow so every once in a while this bugs me throughout an entire battle and i have to micromanage my guns or else they just stop working.
Can you guys try to bundle that little something on the winter patch as well? And while you're at it.. can we get a proper damage indicator for the individual crystals? The damage shows when i put them in contracts, but thats the only way of knowing how much damage it has. At least as far as i can tell...
But the breaking and locking turrets thing is really annoying... would be so nice if you guys could fix it =) Sometimes the only difference between a budding genius and a blooming idiot is where they chose to take a stand. |
Herping yourDerp
Federal Navy Academy Gallente Federation
168
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Posted - 2011.10.19 07:04:00 -
[2] - Quote
expected troll, was disapointed
hasnt happened to me, but agreed if it does. |
Andski
GoonWaffe Goonswarm Federation
256
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Posted - 2011.10.19 07:17:00 -
[3] - Quote
Load crystals, clear the groups, undock, keep invulnerability and hover your mouse over the individual turrets. Chuck out the crystals that are about to go bad and go do whatever you were planning to do.
Or, you know, just sort your crystals into shuttles or something. |
Headerman
Quovis Shadow of xXDEATHXx
241
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Posted - 2011.10.19 07:26:00 -
[4] - Quote
When was the last time that happened to you?
Not had any problems with groupings and crystal breakage [img]http://i53.tinypic.com/bebnf8.jpg[/img] |
Mina Sebiestar
Mactabilis Simplex Cursus
11
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Posted - 2011.10.19 07:34:00 -
[5] - Quote
problem id have longish time ago was if i have 80 navy multy or scorch in cargo hold and i switch them often every time i reload used ones it will pick new ones creating used ones every time,sooner or later i will got almost dead one due to bug above and guns will stop shooting.
cargo container inside cargo hold was solution i use just so i don't get 80 used crystals in my cargo hold making pain in the *** to scroll to anything inside.
if they fix that one awesome and plz i expect to don't hear god damn scorch/mega pulse lazors when i zoom out make it happen. |
Ciar Meara
Virtus Vindice
165
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Posted - 2011.10.19 09:14:00 -
[6] - Quote
Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive). - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |
Apollo Gabriel
Mercatoris Etherium Cartel
69
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Posted - 2011.10.19 10:05:00 -
[7] - Quote
Ciar Meara wrote:Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).
edit: falloff and tracking should be improved also.
so make them projectiles? |
SMT008
Les chevaliers de l'ordre Goonswarm Federation
105
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Posted - 2011.10.19 10:39:00 -
[8] - Quote
Ciar Meara wrote:Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).
edit: falloff and tracking should be improved also.
"Nope".
Lasers should have easier fitting requirements though. Not being able to fit Tachyons decently, or having troubles fitting those Mega pulses should be a thing of the past. ACs and Artilleries have no fitting problems. |
Mekhana
Spiritus Draconis
202
|
Posted - 2011.10.19 10:55:00 -
[9] - Quote
I think Scorch should have 50% more range and Beams should do 25% more damage.
Also increase the armor resistances of Abaddon to 10% per level.
+1
As if Amarr ships needed a buff. They are flawless Armor ships. I honestly don't think you people ever flew a blaster boat before. |
Cpt Arareb
Ideal Machine THE R0NIN
0
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Posted - 2011.10.19 11:04:00 -
[10] - Quote
Renan Ruivo wrote:quoting from myself on a thread i've opened a while ago on Issues forum: Quote:Wonder if this is a known issue to the dev team, and how high on your priority list it is.
For example, i have 8 Mega Pulse Laser II turrets, grouped into 2 groups of 4. They all use scorch.
From times to times, the crystal in one of the turrets will break and the whole group will shutdown, reload and work again. However, more often than not, the crystal will break and the group will not reload, and will not fire even though the group icon shows as loaded. I have then to unload all the ammo for that group, and click on reload all then it will work.
And when one crystal breaks, more are soon to follow so every once in a while this bugs me throughout an entire battle and i have to micromanage my guns or else they just stop working. Can you guys try to bundle that little something on the winter patch as well? And while you're at it.. can we get a proper damage indicator for the individual crystals? The damage shows when i put them in contracts, but thats the only way of knowing how much damage it has. At least as far as i can tell... But the breaking and locking turrets thing is really annoying... would be so nice if you guys could fix it =)
this this and this pls CCP do something about it, you know it makes sense ;) thanks
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Bane Loppknow
Aliastra Gallente Federation
0
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Posted - 2011.10.19 11:54:00 -
[11] - Quote
Mekhana wrote:I think Scorch should have 50% more range and Beams should do 25% more damage.
Also increase the armor resistances of Abaddon to 10% per level.
+1
As if Amarr ships needed a buff. They are flawless Armor ships. I honestly don't think you people ever flew a blaster boat before.
So because blaster boats are bad laser boats should suck it up? |
Vyktor Abyss
The Abyss Corporation
26
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Posted - 2011.10.19 12:02:00 -
[12] - Quote
SMT008 wrote:Ciar Meara wrote:Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).
edit: falloff and tracking should be improved also. "Nope". Lasers should have easier fitting requirements though. Not being able to fit Tachyons decently, or having troubles fitting those Mega pulses should be a thing of the past. ACs and Artilleries have no fitting problems.
Confirming this.... Fitting a full rack of 8 Megapulse should be easier on my Executioner. |
Alama Kota
Ministry of War Amarr Empire
0
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Posted - 2011.10.19 12:29:00 -
[13] - Quote
As a loyal servant of the Empire, lasers cause me no small amount of grief.
The cargo hold is a mess due to non-stacking faction/t2 crystals. Instead of comfortably dragging and dropping crystals onto the guns I have to use the cumbersome RMB menu with its tiny, barely readable font and general laggyness. As a consequence, half the time I select the wrong crystal and waste precious time while being shot to pieces by the enemies of the Imperium.
On the other hand, fitting 8 different crystals on an Abaddon and unleashing a rainbow-colored disco lightshow of death almost makes up for it.
ps: my 5mil sp character can't fit a full rack of tachyons on a bs either; please look into that while you're at it |
Deviana Sevidon
Jades Falcon Guards
56
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Posted - 2011.10.19 12:41:00 -
[14] - Quote
Buff lasers, again?
Sorry, lasers are fine, even bordering on becoming overpowered. |
Grimpak
Midnight Elites Echelon Rising
88
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Posted - 2011.10.19 12:45:00 -
[15] - Quote
SMT008 wrote:Ciar Meara wrote:Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).
edit: falloff and tracking should be improved also. "Nope". Lasers should have easier fitting requirements though. Not being able to fit Tachyons decently, or having troubles fitting those Mega pulses should be a thing of the past. ACs and Artilleries have no fitting problems.
indeed arties don't have any fitting problems, just look at my arty tempest filling all the hislots with no need of grid mods and rigs at all!
[img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |
Rhinanna
Brutor Tribe Minmatar Republic
16
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Posted - 2011.10.19 12:51:00 -
[16] - Quote
Oh come on, ACs/Arties finally get buffed to MATCH lasers in terms of effectivness and Amarr are already crying again.
You already have the widest envelope at which you are the highest damage dealers of all weapon types, excluding missiles.
You are still in optimal at the range ACs are at half damage due to fall-off.
You already have decent tracking AND can instantly switch crystals when needed.
Other than bug fixes, nothing is wrong with lasers. The fitting requirements are pretty much the same as ACs/Arties, maybe very slightly more, but try fitting 1400mm s.
If blasters get a buff or (preferably) blaster boats get sorted to work with blasters instead of been exactly opposite of the type of boat you want to use with blasters, then all 3 weapon systems will be well balanced, so then whiners with ANY weapon system will be able to moan that they are underpowered ;) |
Sphit Ker
Dreddit Test Alliance Please Ignore
11
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Posted - 2011.10.19 12:52:00 -
[17] - Quote
Yes to better damaged crystals management. Because of **** like this:
http://i.imgur.com/u8USR.png
That's not even a large stash. Some of them are about to go pop. I've no idea which ones. Even if I did undock and "measure" them all, I still end up with a lot of identical items within a bunch of identical items. I guess I could use named containers/shuttles to classify them but then I'll have to deal with ugly clutter.
Show Info should display damage. Please sleep on this, ty |
Sphit Ker
Dreddit Test Alliance Please Ignore
11
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Posted - 2011.10.19 12:58:00 -
[18] - Quote
Deviana Sevidon wrote:Buff lasers, again?
Sorry, lasers are fine, even bordering on becoming overpowered.
I see your claim of overpowerness and raise you a perfectly predictable damage profile. |
SMT008
Les chevaliers de l'ordre Goonswarm Federation
111
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Posted - 2011.10.19 13:02:00 -
[19] - Quote
Rhinanna wrote: Other than bug fixes, nothing is wrong with lasers. The fitting requirements are pretty much the same as ACs/Arties, maybe very slightly more, but try fitting 1400mm
I fly Maelstroms since the beginning of the alphafleet doctrine, I know about 1400mms.
T2 1400mm => 3575 T2 Tachyons => 4125
Yeh it's only 550 additionnal PWG.
T2 1400mm => 47 CPU T2 Tachyons => 63 CPU
Oh, and 16 additionnal CPU. Not a big deal.
When you fit 8 of them (2 battleships out of 3 can fit a full rack of guns, in the Amarr battleship line), it suddenly becomes a problem. |
Minta Contha
Emergent Entity KONZERN
0
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Posted - 2011.10.19 13:06:00 -
[20] - Quote
Ciar Meara wrote:Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).
I know some of the physics in Eve is silly, but really... enjoy one of the few concessions to reality!
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DeBingJos
T.R.I.A.D
110
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Posted - 2011.10.19 13:20:00 -
[21] - Quote
SMT008 wrote:Rhinanna wrote: Other than bug fixes, nothing is wrong with lasers. The fitting requirements are pretty much the same as ACs/Arties, maybe very slightly more, but try fitting 1400mm
I fly Maelstroms since the beginning of the alphafleet doctrine, I know about 1400mms. T2 1400mm => 3575 T2 Tachyons => 4125 Yeh it's only 550 additionnal PWG. T2 1400mm => 47 CPU T2 Tachyons => 63 CPU Oh, and 16 additionnal CPU. Not a big deal. When you fit 8 of them (2 battleships out of 3 can fit a full rack of guns, in the Amarr battleship line), it suddenly becomes a problem.
You cannot compare Tachyons with 1400mm's. You have to compare them to Mega beam laser II's.
Tachyons are a class appart and perfect for marauders. If you do want to compare them to 1400mm arties also compare the damage output and not only the fitting cost!
dps calc: (base) damage mod / duration Tach's: 5.4 / 12.5 = 0.432 1400's: 12.807 / 40.163 = 0.319
Result :1400mm's have 74% of the damage output of tachs
Fix FW ! |
Rodj Blake
PIE Inc.
319
|
Posted - 2011.10.19 13:25:00 -
[22] - Quote
Lasers should be changed so that the turret models look like sharks. Dulce et decorum est pro imperium mori. |
Astor Daeoli
Eye of God Moon Warriors
7
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Posted - 2011.10.19 13:35:00 -
[23] - Quote
Can we fix hybrids first? I crossed trained all weapons on my main (account has run out and I'm taking my time to reactivate it for some reason). Hybrids are the weakest link atm. I use lasers and like them, use projectiles and like em, hell I even use heavy missiles and like em, but I don't bother to use my t2 hybrids. |
AureoLion
Etoilles Mortant Ltd. Solyaris Chtonium
19
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Posted - 2011.10.19 13:40:00 -
[24] - Quote
Sure, 550 more PWG But an Abaddon has 25410 PWG to fit 8 his, where a maelstrom has 21000. And don't bring the t2/t3 work in, the Typhoon has much less grid (and fits missiles, but still) |
AureoLion
Etoilles Mortant Ltd. Solyaris Chtonium
19
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Posted - 2011.10.19 13:41:00 -
[25] - Quote
DeBingJos wrote:[quote=SMT008][quote=Rhinanna]
dps calc: (base) damage mod / duration Tach's: 5.4 / 12.5 = 0.432 1400's: 12.807 / 40.163 = 0.319
Result :1400mm's have 74% of the damage output of tachs
Yep, but 1400mms are alpha-based, not dps-based. And they're the correspective of Tachs, while megapulse compares to 1200mm |
DeBingJos
T.R.I.A.D
110
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Posted - 2011.10.19 13:45:00 -
[26] - Quote
AureoLion wrote:DeBingJos wrote:[quote=SMT008][quote=Rhinanna]
dps calc: (base) damage mod / duration Tach's: 5.4 / 12.5 = 0.432 1400's: 12.807 / 40.163 = 0.319
Result :1400mm's have 74% of the damage output of tachs
Yep, but 1400mms are alpha-based, not dps-based. And they're the correspective of Tachs, while megapulse compares to 1200mm No they are not.
1200 vs Dual heavy beam laser 1400 vs Mega beam laser nothing vs Tachyon beam laser
There exist 2 types of large artillery and 3 types of large beam lasers.
Fix FW ! |
Chum Tea
Steuerparadies San Matar
3
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Posted - 2011.10.19 15:24:00 -
[27] - Quote
To the OP's request: seconded!
This keeps bugging me as well. It has nothing to do with buffing/nerfing anything. Crystals need a damage indicator, preferably similar to the ammo count of other weapons systems (or some text overlay: 68%). If that's too much to ask, pretty please at least fix the reload issue. |
Sphit Ker
Dreddit Test Alliance Please Ignore
11
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Posted - 2011.10.19 15:27:00 -
[28] - Quote
AureoLion wrote:Sure, 550 more PWG But an Abaddon has 25410 PWG to fit 8 his, where a maelstrom has 21000. And don't bring the t2/t3 work in, the Typhoon has much less grid (and fits missiles, but still)
The joke is, you can fit Maelstrom with 1400s with very little fitting compromises, if at all. T2 1400s will require some help such a PDS, which boost your tank and cap anyway. Meanwhile, the T2 Tachyon Abaddon blows the grid over by 13.14%, minimum, and that's just the turrets. Have fun with 1600mm plates and heat sinks and the mandatory MWD and cap booster.
No, really. There's something funky in there. |
Alama Kota
Ministry of War Amarr Empire
0
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Posted - 2011.10.19 15:41:00 -
[29] - Quote
Wouldn't simply making crystals more like ammo already fix most of these issues? Instead of, say, a Scorch crystal being good for 1000 shots just turn it into 1000 charges. Reduce cost and weight accordingly. Voila, no more stacking/reloading problems.
Faction and T2 only ofc, T1 can stay like it is. |
Skeith Oumis
GoonWaffe Goonswarm Federation
31
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Posted - 2011.10.19 15:43:00 -
[30] - Quote
Reload issue crew reporting in.
I suspect the problem is tied to the way the auto-reload works, and how damaged crystals are treated. To explain, when you switch ammo, EVE seems to like using fresh crystals over damaged ones (Or maybe I just keep missing the "[Used]" option in the heat of battle, vOv).
Anyway, used crystals can't be stacked. This leads me to believe they're treated as different items on a code level, which probably also means when the reloader goes to look for "Scorch M" and it only finds "Used Scorch M" it says "Welp no more ammo!" and your guns become a flaming pile of useless until you either manually toggle ammo or drag a crystal on to the group.
As to why the ammo switching code doesn't exhibit this same bug, I have no idea.
Also while we're requesting fixes to crystal use, once auto reload is fixed it'd be great if the loader biased toward damaged crystals, so I don't keep getting holds full of crystals at 3% that can never be stacked again |
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