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Thread Statistics | Show CCP posts - 5 post(s) |
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2008.10.14 06:54:00 -
[61]
Originally by: Chainsaw Plankton
Originally by: Chribba Ok why the pirate did the carebears get shafted by not getting our Mining Lasers linked?...
I would assume that you could link mining lasers, if not that is ccp being lazy.
We can't, I already confirmed before posting. You cannot link mining lasers
Secure 3rd party service ■ Veldspar |
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Pliauga
Gallente Federal Defence Union
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Posted - 2008.10.14 08:20:00 -
[62]
...Hhmmm.... ...OZOM the unspikable is slowly mutating into MOZO the merciless... ...hmmmm... ..........
---------- DRONE love rulez!! 'mkay?! LONG range/"OUT OF SYSTEM" artillery |
Poreuomai
Minmatar Mirkur Draug'Tyr Ushra'Khan
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Posted - 2008.10.14 08:54:00 -
[63]
Originally by: CCP Ytterbium
Originally by: Bald Rikk Um \o/ When?
Soon(tm)
This feature allows players to group weapons together into one slot. From there you can swap all ammo at once without doing the current ritual of right-click gun 1, load ammo, right-click gun 2, load ammo again etc....
However, please keep in mind this is far from being final at the time being as we are still working on it. More details will be provided in an upcoming Dev Blog.
\o/
This change is most welcome.
\o/
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Hayman Wakefield
Caldari Trans-Stellar Salvage Shipping and Securities Ethikos Trade Alliance
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Posted - 2008.10.14 09:20:00 -
[64]
Edited by: Hayman Wakefield on 14/10/2008 09:20:46
Originally by: JOSEPHx Looks like a stealthnerf for people that like to press F1-F8 to me.
Paging ragequit players to this thread.
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They are nerfing my F keys /emoragequite - on
Seriously this is awesome and possibly the best addition I've seen in my years here woo CCP \o/
Originally by: Capt Harlock "I have a mouse with a green tail". It's tail may or may not be green. The car however is mating with a monkey".
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Adaera
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Posted - 2008.10.14 09:22:00 -
[65]
Originally by: JOSEPHx Looks like a stealthnerf for people that like to press F1-F8 to me.
Paging ragequit players to this thread.
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*Pant* we're here... sorry... big nano nerf thread to deal with. Now... what's this all about... OMFG WTF. NOW MY PLAYSTYLE OF MAKING MY ENEMIES GET WRIST CRAMPS IS DEAD ALL THOSE SKILLPOINTS WASTED /CANCEL ACCOUNT
Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. If you would like further details please mail [email protected] - Mitnal |
Sheriff Jones
Amarr Clinical Experiment
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Posted - 2008.10.14 09:35:00 -
[66]
If it removed f1-f8 possibility completely, i'd be mighty podded off 'cause i couldn't take on 8 rats at same time and pewpew them to death...but since it's an option...nothing to complain
My opinions represent the opinions of my corporation completely. I'm the CEO damnit. |
Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2008.10.14 09:40:00 -
[67]
Edited by: Shadowsword on 14/10/2008 09:41:37
Originally by: Nyphur
Originally by: CCP Ytterbium This feature allows players to group weapons together into one slot.
Is the server going to treat the weapons as one weapon or is this only a client-side effect? I know this would decrease lag significantly but how would it affect the tracking and damage calculations?
The simplest way (and easiest for the server calculations) to implement this would be to simply compute things for the first turret, then multiply the damage done by the number of linked turrets. If you miss, you miss. But if you wreck, zomg! It would also be a subtle boost for minmatar artilleries.
On average it would give the same dps than having to compute for each turret.
Originally by: Sheriff Jones If it removed f1-f8 possibility completely, i'd be mighty podded off 'cause i couldn't take on 8 rats at same time and pewpew them to death...but since it's an option...nothing to complain
Noob. :p ------------------------------------------
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Shevar
Minmatar A.W.M Libertas Fidelitas
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Posted - 2008.10.14 09:52:00 -
[68]
Originally by: Chribba Ok why the pirate did the carebears get shafted by not getting our Mining Lasers linked?...
I would have preferred it to be possible to link any modules together.
For example why not be able of activating all hardeners with 1 button as well? Or smart bombs or mining lasers?
Oh well even guns alone is a nice change --- -The only real drug problem is scoring real good drugs |
Sheriff Jones
Amarr Clinical Experiment
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Posted - 2008.10.14 09:58:00 -
[69]
Originally by: Shadowsword
Originally by: Sheriff Jones If it removed f1-f8 possibility completely, i'd be mighty podded off 'cause i couldn't take on 8 rats at same time and pewpew them to death...but since it's an option...nothing to complain
Noob. :p
What? I said IF
My opinions represent the opinions of my corporation completely. I'm the CEO damnit. |
Quad'Jaran
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Posted - 2008.10.14 10:01:00 -
[70]
So will this mean that i can group remote shield/armor/cap modules and give huge boost with just one press of a button? Or does this function only apply to weapon at the moment?
also: ducks
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Sokratesz
Rionnag Alba Triumvirate.
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Posted - 2008.10.14 10:09:00 -
[71]
sounds good. will it work with smartbombs and hardeners as well?
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Mashie Saldana
Sharks With Frickin' Laser Beams
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Posted - 2008.10.14 10:36:00 -
[72]
Originally by: Quad'Jaran So will this mean that i can group remote shield/armor/cap modules and give huge boost with just one press of a button? Or does this function only apply to weapon at the moment?
also: ducks
It only works on turrets and launchers right now.
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Gneeznow
Minmatar North Eastern Swat Pandemic Legion
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Posted - 2008.10.14 10:38:00 -
[73]
woop woop ~!! this is cool
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CCP Ytterbium
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Posted - 2008.10.14 10:50:00 -
[74]
Some more explanations about this to quench your thirst.
"Nyphur: Is the server going to treat the weapons as one weapon or is this only a client-side effect? I know this would decrease lag significantly but how would it affect the tracking and damage calculations?"
Indeed, the point here was to treat them as one server side to ease calculations, which should affect lag if players start using it on a wide scale. I cannot give too many details here, but all attributes of the stack are equal to the sum of all of grouped weapons, so nothing will be technically lost in the linking process.
"Reithan: Assuming this will be applied to things like Smartbombs, Launchers, Hardeners & other fun stuff that I'd like to be able to activate all in one click?"
At the moment we are only going to focus on turrets and launchers; we do not exclude the possibility of adding new stuff in the future but this is not currently planned in this feature. |
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Carniflex
Caldari StarHunt Fallout Project
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Posted - 2008.10.14 11:09:00 -
[75]
Originally by: CCP Ytterbium
Originally by: Bald Rikk Um \o/ When?
Soon(tm)
This feature allows players to group weapons together into one slot. From there you can swap all ammo at once without doing the current ritual of right-click gun 1, load ammo, right-click gun 2, load ammo again etc....
However, please keep in mind this is far from being final at the time being as we are still working on it. More details will be provided in an upcoming Dev Blog.
YESSSS. At laaast! Finally a reason (perhaps) to use tech 2 missiles.
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Sheriff Jones
Amarr Clinical Experiment
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Posted - 2008.10.14 11:19:00 -
[76]
Oh oh oh! Oh! OH!
I got a whine!
Ahehem...
*clears throat*
With this upcoming boost to "change all ammo", will the cargobay of several ships be increased to a suitable size to hold all the different ammo? Because i for one won't stand idly while they add the possibility to carry all ammo for a reason, and not be able to carry that one module more in my lootz!
My opinions represent the opinions of my corporation completely. I'm the CEO damnit. |
Tykkis
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Posted - 2008.10.14 11:19:00 -
[77]
nice CCP. Simple change, but one mofo huge step for playability.
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Fennicus
Amarr Shoot To Thrill
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Posted - 2008.10.14 11:21:00 -
[78]
Please make sure this isn't bugged when you release it.
That means QA need to remember to check capacitor usage, tracking, ranges of mixed weapons, crystal volatility, pretty laser colours, all that sort of shebang.
Hate to say it but I can see one of these things being broken on release.
Kthxbye.
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Braaage
Ministry of Craft
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Posted - 2008.10.14 11:35:00 -
[79]
Originally by: Chribba
Originally by: Chainsaw Plankton
Originally by: Chribba Ok why the pirate did the carebears get shafted by not getting our Mining Lasers linked?...
I would assume that you could link mining lasers, if not that is ccp being lazy.
We can't, I already confirmed before posting. You cannot link mining lasers
WHAT!?!? Who fires all beams at the same roid anyway, that's just bad mining --
POSs, Outposts, Exploration, Mining, Invention, Boosters, EA EVE Database, Character Generator & more |
OhDaesu
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Posted - 2008.10.14 12:03:00 -
[80]
Originally by: CCP Ytterbium Some more explanations about this to quench your thirst.
"Nyphur: Is the server going to treat the weapons as one weapon or is this only a client-side effect? I know this would decrease lag significantly but how would it affect the tracking and damage calculations?"
Indeed, the point here was to treat them as one server side to ease calculations, which should affect lag if players start using it on a wide scale. I cannot give too many details here, but all attributes of the stack are equal to the sum of all of grouped weapons, so nothing will be technically lost in the linking process.
"Reithan: Assuming this will be applied to things like Smartbombs, Launchers, Hardeners & other fun stuff that I'd like to be able to activate all in one click?"
At the moment we are only going to focus on turrets and launchers; we do not exclude the possibility of adding new stuff in the future but this is not currently planned in this feature.
What happens with turrets of different types? Not like 125mm+150mm railgun; but 125mm Railgun I, and 125mm Railgun II.
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Mendolorian Girl
Caldari The Dead Parrot Shoppe Inc.
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Posted - 2008.10.14 12:45:00 -
[81]
how does this affect overheating? Do the grouped modules act as a single in that respect also?
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CCP Tuxford
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Posted - 2008.10.14 13:11:00 -
[82]
Originally by: Mendolorian Girl how does this affect overheating? Do the grouped modules act as a single in that respect also?
Well basically everything works the kind of the same as when you have linked weapons and when you don't. So for heat for example we actually do "roll the dice" for each weapon just as if they were not linked but the damage that is done to any linked module is accumulated and distributed evenly across the linked weapons.
As for hitting chance then that is done pretty much the same way. That is if we have 6 turrets linked we actually roll 6 dice and account for chance of wrecking for each individual roll. We can't really allow 8x wreckings
As for missiles and defenders then we accounted for that as well. Basically the hp of a "mega missile" is incrased and the damage done based on how damaged the missile is. Its a bit more complicated but thats the basic idea. _______________ |
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DrAtomic
Atomic Heroes
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Posted - 2008.10.14 13:17:00 -
[83]
OMG Tux sighting!!! - - -
Originally by: CCP Wrangler If you can understand our goal, disagree with our solution and offer a solution that is equal or better your opinion has a better chance of being heard...
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Reithan
Deep Core Mining Inc.
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Posted - 2008.10.14 14:11:00 -
[84]
Originally by: CCP Tuxford Well basically everything works the kind of the same as when you have linked weapons and when you don't. So for heat for example we actually do "roll the dice" for each weapon just as if they were not linked but the damage that is done to any linked module is accumulated and distributed evenly across the linked weapons.
Now, I'm no math major, but although the total amount of damage done is the same, I'd guess that would allow a player overheating all his weapons in a stack to maintain full damage from all 8 (or however many he has) MUCH longer than someone with unlinked weapons.
Do you plan on adjusting damage from a linked group based on grouped damage to compensate for this advantage? Or is this a planned 'feature' of weapon groups?
Also, if you have weapons like: Weapon | Offlined Mod | Weapon | Offlined Mod | Weapon | Offlined Mod | Weapon And then you group them up - how will THAT affect heat calculations on a group?
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CCP Tuxford
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Posted - 2008.10.14 14:29:00 -
[85]
Originally by: Reithan
Originally by: CCP Tuxford Well basically everything works the kind of the same as when you have linked weapons and when you don't. So for heat for example we actually do "roll the dice" for each weapon just as if they were not linked but the damage that is done to any linked module is accumulated and distributed evenly across the linked weapons.
Now, I'm no math major, but although the total amount of damage done is the same, I'd guess that would allow a player overheating all his weapons in a stack to maintain full damage from all 8 (or however many he has) MUCH longer than someone with unlinked weapons.
Do you plan on adjusting damage from a linked group based on grouped damage to compensate for this advantage? Or is this a planned 'feature' of weapon groups?
Also, if you have weapons like: Weapon | Offlined Mod | Weapon | Offlined Mod | Weapon | Offlined Mod | Weapon And then you group them up - how will THAT affect heat calculations on a group?
Good point and one I have thought about. What happens is that your modules all fail at the same time whereas if you have them not grouped they one by one start to fail. So while you can use all your weapons for longer period of time but with unlinked weapons they start to randomly fail over some period of time and your last weapon will fail later than the linked weapons.
Its not the same but its pretty close. _______________ |
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Lubomir Penev
Section XIII Tau Ceti Federation
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Posted - 2008.10.14 14:39:00 -
[86]
Originally by: CCP Ytterbium
Indeed, the point here was to treat them as one server side to ease calculations, which should affect lag if players start using it on a wide scale. I cannot give too many details here, but all attributes of the stack are equal to the sum of all of grouped weapons, so nothing will be technically lost in the linking process.
You'd better get technical wrt wrecking handling. If all guns wrecks you'll have 1400mm pest instapopping BS...
is a bug is a bug a buuuuuuuuuuuuug |
Grarr Dexx
Amarr The Cosa Nostra La Cosa Nostra Alliance
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Posted - 2008.10.14 14:43:00 -
[87]
Originally by: CCP Tuxford
Originally by: Mendolorian Girl how does this affect overheating? Do the grouped modules act as a single in that respect also?
Well basically everything works the kind of the same as when you have linked weapons and when you don't. So for heat for example we actually do "roll the dice" for each weapon just as if they were not linked but the damage that is done to any linked module is accumulated and distributed evenly across the linked weapons.
As for hitting chance then that is done pretty much the same way. That is if we have 6 turrets linked we actually roll 6 dice and account for chance of wrecking for each individual roll. We can't really allow 8x wreckings
As for missiles and defenders then we accounted for that as well. Basically the hp of a "mega missile" is incrased and the damage done based on how damaged the missile is. Its a bit more complicated but thats the basic idea.
Sounds like a good stealth boost for citadel torpedoes. Will their other proposed hp boost still go through fully? They might become a bit overpowered in that case.
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Dihania
Gallente SniggWaffe
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Posted - 2008.10.14 14:49:00 -
[88]
Yes please!
[hrhr]
Sniggwaffe is recruiting. Visit channel "join sniggwaffe" in game.
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Miyamoto Uroki
Caldari Katsu Corporation
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Posted - 2008.10.14 15:33:00 -
[89]
Nice for useability, but the "mega-missile" looks rather shitty tbh ^^
If you could just finally introduce missile launcher hardpoints like you do with turrets on the ship hulls
Originally by: Puupuu dude... your face
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Jvxta
Omega Fleet Enterprises Executive Outcomes
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Posted - 2008.10.14 15:43:00 -
[90]
How will the unstackable nature of amarrian T2 and faction crystals affect the possibility of reload on "linked"-weapons?
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