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Hellspawn01
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Posted - 2004.08.10 14:43:00 -
[1]
Sticky plz ---------------------------------------------
Eve is not game, it¦s a way of life! |

Hellspawn01
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Posted - 2004.08.10 14:43:00 -
[2]
Sticky plz ---------------------------------------------
Eve is not game, it¦s a way of life! |

Adrielle Firewalker
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Posted - 2004.08.10 15:03:00 -
[3]
Cannot enter items into labs anymore :(
It goes through the processes (selecting what you want to do, select the item, number of runs etc), but when you click ok, it just doesn't enter it :( ================
~Adrielle
Proud member of The People's Republic of Minmatar and Ushra'Khan |

Adrielle Firewalker
|
Posted - 2004.08.10 15:03:00 -
[4]
Cannot enter items into labs anymore :(
It goes through the processes (selecting what you want to do, select the item, number of runs etc), but when you click ok, it just doesn't enter it :( ================
~Adrielle
Proud member of The People's Republic of Minmatar and Ushra'Khan |

Latta
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Posted - 2004.08.10 15:05:00 -
[5]
Journal export results in an empty file... deleted the file but does not get re-created...
SOOO looked forward to this one!
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Latta
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Posted - 2004.08.10 15:05:00 -
[6]
Journal export results in an empty file... deleted the file but does not get re-created...
SOOO looked forward to this one!
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Mned Graydroggen
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Posted - 2004.08.10 15:09:00 -
[7]
Edited by: Mned Graydroggen on 10/08/2004 15:16:12 same as with the labs remark above, factories dont work either. Whole proces is there but the final ok results in ... nothing realy.
The new drone bpo's have the same icon as the Hammerhead, same goes for the infiltrator btw, not a biggy but is a pity.
btw request, now that the billing will morph over time, could we get a note added to the bill syaing for which slot number it is ? Would hate guessing the wrong one on unrenting <:)
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Mned Graydroggen
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Posted - 2004.08.10 15:09:00 -
[8]
Edited by: Mned Graydroggen on 10/08/2004 15:16:12 same as with the labs remark above, factories dont work either. Whole proces is there but the final ok results in ... nothing realy.
The new drone bpo's have the same icon as the Hammerhead, same goes for the infiltrator btw, not a biggy but is a pity.
btw request, now that the billing will morph over time, could we get a note added to the bill syaing for which slot number it is ? Would hate guessing the wrong one on unrenting <:)
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Hellspawn01
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Posted - 2004.08.10 15:15:00 -
[9]
- Guardian Vexor still in market list(not sure if it should)
- Special Ability: 5% to Medium Hybrid Turret Damage and (insert number here)Tracking Speed per level.
- Cloaking now has a 30 second reactivation delay after uncloacking but patch notes say only 10 seconds.
- Frigate contruction skill is under Mechanic but is actually an Industry skill. ---------------------------------------------
Eve is not game, it¦s a way of life! |

Hellspawn01
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Posted - 2004.08.10 15:15:00 -
[10]
- Guardian Vexor still in market list(not sure if it should)
- Special Ability: 5% to Medium Hybrid Turret Damage and (insert number here)Tracking Speed per level.
- Cloaking now has a 30 second reactivation delay after uncloacking but patch notes say only 10 seconds.
- Frigate contruction skill is under Mechanic but is actually an Industry skill. ---------------------------------------------
Eve is not game, it¦s a way of life! |
|

loladoll
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Posted - 2004.08.10 15:21:00 -
[11]
Originally by: Adrielle Firewalker Cannot enter items into labs anymore :(
It goes through the processes (selecting what you want to do, select the item, number of runs etc), but when you click ok, it just doesn't enter it :(
Just tried it, put in another BPO to research and everything works fine ______________________________________ live is tough and then you get a clone |

loladoll
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Posted - 2004.08.10 15:21:00 -
[12]
Originally by: Adrielle Firewalker Cannot enter items into labs anymore :(
It goes through the processes (selecting what you want to do, select the item, number of runs etc), but when you click ok, it just doesn't enter it :(
Just tried it, put in another BPO to research and everything works fine ______________________________________ live is tough and then you get a clone |

Enderweeks
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Posted - 2004.08.10 15:26:00 -
[13]
Edited by: Enderweeks on 10/08/2004 15:35:29
Originally by: loladoll
Originally by: Adrielle Firewalker Cannot enter items into labs anymore :(
It goes through the processes (selecting what you want to do, select the item, number of runs etc), but when you click ok, it just doesn't enter it :(
Just tried it, put in another BPO to research and everything works fine
I think its corp usage that has been affected - personal slots seem to be ok
The wallet export is on the journal page so don't you have to load some data first?
Edit
Yes it is Corp Slots that don't work - personal do
Export doesn't work whaatever is loaded
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Enderweeks
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Posted - 2004.08.10 15:26:00 -
[14]
Edited by: Enderweeks on 10/08/2004 15:35:29
Originally by: loladoll
Originally by: Adrielle Firewalker Cannot enter items into labs anymore :(
It goes through the processes (selecting what you want to do, select the item, number of runs etc), but when you click ok, it just doesn't enter it :(
Just tried it, put in another BPO to research and everything works fine
I think its corp usage that has been affected - personal slots seem to be ok
The wallet export is on the journal page so don't you have to load some data first?
Edit
Yes it is Corp Slots that don't work - personal do
Export doesn't work whaatever is loaded
|

Gregor Romanov
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Posted - 2004.08.10 15:28:00 -
[15]
Missle damage seems broken mine are doing 2/3 to 3/4 less per missle.
Gregor
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Gregor Romanov
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Posted - 2004.08.10 15:28:00 -
[16]
Missle damage seems broken mine are doing 2/3 to 3/4 less per missle.
Gregor
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Waah
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Posted - 2004.08.10 15:30:00 -
[17]
- Auto scanner is still failing to properly update. Ships don't appear that should and things stay listed that shouldn't
- The graphics bug in which your ship is superimposed by a larger vessel like an indy or battleship seems to be occurring more regularly
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Waah
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Posted - 2004.08.10 15:30:00 -
[18]
- Auto scanner is still failing to properly update. Ships don't appear that should and things stay listed that shouldn't
- The graphics bug in which your ship is superimposed by a larger vessel like an indy or battleship seems to be occurring more regularly
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Latta
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Posted - 2004.08.10 15:31:00 -
[19]
Originally by: Enderweeks
The wallet export is on the journal page so don't you have to load some data first?
Yes, you have to load it... have you tried it?
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Latta
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Posted - 2004.08.10 15:31:00 -
[20]
Originally by: Enderweeks
The wallet export is on the journal page so don't you have to load some data first?
Yes, you have to load it... have you tried it?
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Darrin Tobruk
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Posted - 2004.08.10 15:32:00 -
[21]
Did NPCs get a damage resistance boost? I was shooting some Angels in my Caracal to try out the new missile velocity increase (didn't see much of a change there, tbh) and got these results: Your Scourge Heavy Missile I hits Arch Angel, doing 89.4 damage. (Sheilds) Your Scourge Heavy Missile I hits Arch Angel, doing 198.7 damage. (Hull)
And against a frigate: Your Scourge Heavy Missile I hits Angel Impaler, doing 33.3 damage. (Sheilds) Your Scourge Heavy Missile I hits Angel Impaler, doing 45.4 damage. (Armor) Your Scourge Heavy Missile I hits Angel Impaler, doing 60.5 damage. (Hull?)
I have Caldari cruiser and heavy missile skills both at level 4 and I have done the full 210 points of damage against NPC ship hulls in the past.
Is this new? _______________________________________________ Eris Discordia: On the scale of funny and constructive it scores low, real low. |

Darrin Tobruk
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Posted - 2004.08.10 15:32:00 -
[22]
Did NPCs get a damage resistance boost? I was shooting some Angels in my Caracal to try out the new missile velocity increase (didn't see much of a change there, tbh) and got these results: Your Scourge Heavy Missile I hits Arch Angel, doing 89.4 damage. (Sheilds) Your Scourge Heavy Missile I hits Arch Angel, doing 198.7 damage. (Hull)
And against a frigate: Your Scourge Heavy Missile I hits Angel Impaler, doing 33.3 damage. (Sheilds) Your Scourge Heavy Missile I hits Angel Impaler, doing 45.4 damage. (Armor) Your Scourge Heavy Missile I hits Angel Impaler, doing 60.5 damage. (Hull?)
I have Caldari cruiser and heavy missile skills both at level 4 and I have done the full 210 points of damage against NPC ship hulls in the past.
Is this new? _______________________________________________ Eris Discordia: On the scale of funny and constructive it scores low, real low. |

Schani Kratnorr
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Posted - 2004.08.10 15:32:00 -
[23]
Originally by: Enderweeks The wallet export is on the journal page so don't you have to load some data first?
Tried that, doesn't do any difference at all... -- "I am an expert in not caring. The trick is to stop giving a rat's ass about anyone else and start thinking about what YOU want, what YOU diserve, what the world ows YOU!" - Bender |

Schani Kratnorr
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Posted - 2004.08.10 15:32:00 -
[24]
Originally by: Enderweeks The wallet export is on the journal page so don't you have to load some data first?
Tried that, doesn't do any difference at all... -- "I am an expert in not caring. The trick is to stop giving a rat's ass about anyone else and start thinking about what YOU want, what YOU diserve, what the world ows YOU!" - Bender |

Mir0s
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Posted - 2004.08.10 15:38:00 -
[25]
Originally by: Darrin Tobruk Did NPCs get a damage resistance boost? I was shooting some Angels in my Caracal to try out the new missile velocity increase (didn't see much of a change there, tbh) and got these results: Your Scourge Heavy Missile I hits Arch Angel, doing 89.4 damage. (Sheilds) Your Scourge Heavy Missile I hits Arch Angel, doing 198.7 damage. (Hull)
And against a frigate: Your Scourge Heavy Missile I hits Angel Impaler, doing 33.3 damage. (Sheilds) Your Scourge Heavy Missile I hits Angel Impaler, doing 45.4 damage. (Armor) Your Scourge Heavy Missile I hits Angel Impaler, doing 60.5 damage. (Hull?)
I have Caldari cruiser and heavy missile skills both at level 4 and I have done the full 210 points of damage against NPC ship hulls in the past.
Is this new?
Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
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Mir0s
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Posted - 2004.08.10 15:38:00 -
[26]
Originally by: Darrin Tobruk Did NPCs get a damage resistance boost? I was shooting some Angels in my Caracal to try out the new missile velocity increase (didn't see much of a change there, tbh) and got these results: Your Scourge Heavy Missile I hits Arch Angel, doing 89.4 damage. (Sheilds) Your Scourge Heavy Missile I hits Arch Angel, doing 198.7 damage. (Hull)
And against a frigate: Your Scourge Heavy Missile I hits Angel Impaler, doing 33.3 damage. (Sheilds) Your Scourge Heavy Missile I hits Angel Impaler, doing 45.4 damage. (Armor) Your Scourge Heavy Missile I hits Angel Impaler, doing 60.5 damage. (Hull?)
I have Caldari cruiser and heavy missile skills both at level 4 and I have done the full 210 points of damage against NPC ship hulls in the past.
Is this new?
Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
|

Ebedar
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Posted - 2004.08.10 15:40:00 -
[27]
According to a player in another post, the missile changes have been implemented so that the amount of damage a missile causes is affected by the size of target it is hitting.
Firing missiles at frigates means you only cause a portion of the damage.
My life in pictures:
 |

Ebedar
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Posted - 2004.08.10 15:40:00 -
[28]
According to a player in another post, the missile changes have been implemented so that the amount of damage a missile causes is affected by the size of target it is hitting.
Firing missiles at frigates means you only cause a portion of the damage.
My life in pictures:
 |

Ky Vatta
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Posted - 2004.08.10 15:44:00 -
[29]
As mentioned above, nothing can be built in Corp factories...haven`t checked labs yet. This needs fixing fast!! Corp Chief Engineer |

Ky Vatta
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Posted - 2004.08.10 15:44:00 -
[30]
As mentioned above, nothing can be built in Corp factories...haven`t checked labs yet. This needs fixing fast!! Corp Chief Engineer |
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Marcus Davion
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Posted - 2004.08.10 15:52:00 -
[31]
Is it just me or have lock times for Battleships increased?
Yesterday with 1 sensor booster 1 I was able to lock a Cruiser in about 7 or 8 sec. Today post patch it's takeing me 10 - 11 sec.
Is this normal and I have just not noticed?
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Marcus Davion
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Posted - 2004.08.10 15:52:00 -
[32]
Is it just me or have lock times for Battleships increased?
Yesterday with 1 sensor booster 1 I was able to lock a Cruiser in about 7 or 8 sec. Today post patch it's takeing me 10 - 11 sec.
Is this normal and I have just not noticed?
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Darrin Tobruk
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Posted - 2004.08.10 16:04:00 -
[33]
Edited by: Darrin Tobruk on 10/08/2004 16:06:34
Quote: Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
 _______________________________________________ Eris Discordia: On the scale of funny and constructive it scores low, real low. |

Darrin Tobruk
|
Posted - 2004.08.10 16:04:00 -
[34]
Edited by: Darrin Tobruk on 10/08/2004 16:06:34
Quote: Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
 _______________________________________________ Eris Discordia: On the scale of funny and constructive it scores low, real low. |

Harisdrop
|
Posted - 2004.08.10 16:11:00 -
[35]
XML data is not updating the skillpoints. Is there a time lag or am I missing something? --------------------------
Garsh ma it soo cool killing people in there space thingies |

Harisdrop
|
Posted - 2004.08.10 16:11:00 -
[36]
XML data is not updating the skillpoints. Is there a time lag or am I missing something? --------------------------
Garsh ma it soo cool killing people in there space thingies |

Koronos
|
Posted - 2004.08.10 16:14:00 -
[37]
Originally by: Darrin Tobruk Edited by: Darrin Tobruk on 10/08/2004 16:06:34
Quote: Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.

Well said. Nerfing something due to a misguided idea of game balance so that the nerf makes things unrealistic is getting on my nerves. Why are they so dead-set on making it hard to kill a frigate with a battleship?? My Caracal is a designed frigate killer. A cruiser designed to kill frigates should be able to easily kill frigates. Now, it's going to be much more of a pain in the a$$. Argh.
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Koronos
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Posted - 2004.08.10 16:14:00 -
[38]
Originally by: Darrin Tobruk Edited by: Darrin Tobruk on 10/08/2004 16:06:34
Quote: Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.

Well said. Nerfing something due to a misguided idea of game balance so that the nerf makes things unrealistic is getting on my nerves. Why are they so dead-set on making it hard to kill a frigate with a battleship?? My Caracal is a designed frigate killer. A cruiser designed to kill frigates should be able to easily kill frigates. Now, it's going to be much more of a pain in the a$$. Argh.
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Kuggington
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Posted - 2004.08.10 16:16:00 -
[39]
Originally by: Darrin Tobruk Edited by: Darrin Tobruk on 10/08/2004 16:06:34
Quote: Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.

Agreed, would someone care to point that out to me in the patch notes?
Does the velocity bonus on the Caracal work? It was my understanding that increased velocity meant increased range, but my missiles don't go any farther.
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Kuggington
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Posted - 2004.08.10 16:16:00 -
[40]
Originally by: Darrin Tobruk Edited by: Darrin Tobruk on 10/08/2004 16:06:34
Quote: Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.

Agreed, would someone care to point that out to me in the patch notes?
Does the velocity bonus on the Caracal work? It was my understanding that increased velocity meant increased range, but my missiles don't go any farther.
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Korben Allahn
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Posted - 2004.08.10 16:29:00 -
[41]
Originally by: Darrin Tobruk Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
I suppose I'm biased, but I like this, considering my Corp depends heavily on fast, cheap frigates to facilitate our strikes and policing actions.
However, it seems everyone's using heavy missiles and siege missiles. They probably actually nerfed it so that you use Standard Missiles against frigs, and other missiles against larger targets.
I'm pleased though. A BS can still kill a frigate, but a blaster frigate now stands a chance of lasting against a Moa in mining configuration that has two missiles launchers.
Trying to hit a frigate with a cruise missile should be like trying to hit a gnat with ship-to-shore cannons.
I keep a teddy bear in my pod with me. A teddy bear with sharp teeth, massive claws, and a pinache for eating the flesh of podded corpses. I call him "Fuzzy". |

Korben Allahn
|
Posted - 2004.08.10 16:29:00 -
[42]
Originally by: Darrin Tobruk Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
I suppose I'm biased, but I like this, considering my Corp depends heavily on fast, cheap frigates to facilitate our strikes and policing actions.
However, it seems everyone's using heavy missiles and siege missiles. They probably actually nerfed it so that you use Standard Missiles against frigs, and other missiles against larger targets.
I'm pleased though. A BS can still kill a frigate, but a blaster frigate now stands a chance of lasting against a Moa in mining configuration that has two missiles launchers.
Trying to hit a frigate with a cruise missile should be like trying to hit a gnat with ship-to-shore cannons.
I keep a teddy bear in my pod with me. A teddy bear with sharp teeth, massive claws, and a pinache for eating the flesh of podded corpses. I call him "Fuzzy". |

Mynobe Soletae
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Posted - 2004.08.10 16:32:00 -
[43]
Originally by: Mned Graydroggen btw request, now that the billing will morph over time, could we get a note added to the bill syaing for which slot number it is ? Would hate guessing the wrong one on unrenting <:)
The request is pretty good, I'd like to see that as well, but I think you misunderstood the way they'll do bills. As a station fills up, ALL slots will cost more, not just the latest rented.
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Mynobe Soletae
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Posted - 2004.08.10 16:32:00 -
[44]
Originally by: Mned Graydroggen btw request, now that the billing will morph over time, could we get a note added to the bill syaing for which slot number it is ? Would hate guessing the wrong one on unrenting <:)
The request is pretty good, I'd like to see that as well, but I think you misunderstood the way they'll do bills. As a station fills up, ALL slots will cost more, not just the latest rented.
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Koronos
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Posted - 2004.08.10 16:38:00 -
[45]
Originally by: Korben Allahn
Originally by: Darrin Tobruk Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
.... Trying to hit a frigate with a cruise missile should be like trying to hit a gnat with ship-to-shore cannons.
Well, that's an excessive comparison, but I agree with the thrust of it. So, my argument is that in that case the change needs to be made to missile targetting, not to missile damange. But, maybe the idea is that you can't get as close to the frigate with your explosion so it won't do as much damage. Guess that makes some sense after all.
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Koronos
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Posted - 2004.08.10 16:38:00 -
[46]
Originally by: Korben Allahn
Originally by: Darrin Tobruk Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
.... Trying to hit a frigate with a cruise missile should be like trying to hit a gnat with ship-to-shore cannons.
Well, that's an excessive comparison, but I agree with the thrust of it. So, my argument is that in that case the change needs to be made to missile targetting, not to missile damange. But, maybe the idea is that you can't get as close to the frigate with your explosion so it won't do as much damage. Guess that makes some sense after all.
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Hue Jorgon
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Posted - 2004.08.10 16:52:00 -
[47]
Still get other ships subimposed over mine when warping from a gate at the same time as someone else.
This should be simple to solve. |

Hue Jorgon
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Posted - 2004.08.10 16:52:00 -
[48]
Still get other ships subimposed over mine when warping from a gate at the same time as someone else.
This should be simple to solve. |

Kivran Slangeorm
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Posted - 2004.08.10 17:49:00 -
[49]
Edited by: Kivran Slangeorm on 10/08/2004 17:52:28 I don't know who came up with this bright idea for the missile change, but this is a 'balance' change that needs to be backed out immediately.
My corpmate just tested all four torp types against a *cargo container* and all did 129.4 damage, so it is not just frigates that have become 'too manoeuverable' to damage. 
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Kivran Slangeorm
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Posted - 2004.08.10 17:49:00 -
[50]
Edited by: Kivran Slangeorm on 10/08/2004 17:52:28 I don't know who came up with this bright idea for the missile change, but this is a 'balance' change that needs to be backed out immediately.
My corpmate just tested all four torp types against a *cargo container* and all did 129.4 damage, so it is not just frigates that have become 'too manoeuverable' to damage. 
|
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Ravelin Eb
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Posted - 2004.08.10 18:01:00 -
[51]
Firstly as has been mentioned the ships models being stuck on you bug has become much worse. Only bright point is that it now happens so frequently that surely it must make it easier to debug. Just sit at any gate for a while and watch the ships models pile up on you. 
Cloaking, is it a bug that you can't jump through a gate whilst cloaked, even with a Covert Ops Cloak? Kind of ruins the stealth aspect if you have to decloak first. If it's deliberate then it's still bugged cos if you try to do it then de-cloak and try again it's no better than 50-50 whether you'll jump or not. Seems to get really messed up at times, first telling you that you can't jump then telling you that the jump is already in progess the next time you try.
On the same theme, I seem to be able to get right to a gate whils cloaked i.e. under the 2k de-cloak limit but try to cloak near a "Gas Cloud" (coming out of Vakir station in Pator for instance) and it'll stop you cloaking. What does or doesn't cause you to de-cloak or uncloak would be nice to know!
Ravelin Eb
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Ravelin Eb
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Posted - 2004.08.10 18:01:00 -
[52]
Firstly as has been mentioned the ships models being stuck on you bug has become much worse. Only bright point is that it now happens so frequently that surely it must make it easier to debug. Just sit at any gate for a while and watch the ships models pile up on you. 
Cloaking, is it a bug that you can't jump through a gate whilst cloaked, even with a Covert Ops Cloak? Kind of ruins the stealth aspect if you have to decloak first. If it's deliberate then it's still bugged cos if you try to do it then de-cloak and try again it's no better than 50-50 whether you'll jump or not. Seems to get really messed up at times, first telling you that you can't jump then telling you that the jump is already in progess the next time you try.
On the same theme, I seem to be able to get right to a gate whils cloaked i.e. under the 2k de-cloak limit but try to cloak near a "Gas Cloud" (coming out of Vakir station in Pator for instance) and it'll stop you cloaking. What does or doesn't cause you to de-cloak or uncloak would be nice to know!
Ravelin Eb
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Fenix UA
|
Posted - 2004.08.10 18:04:00 -
[53]
The second bonus of the Thorax is incorrect calculated.
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Fenix UA
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Posted - 2004.08.10 18:04:00 -
[54]
The second bonus of the Thorax is incorrect calculated.
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obscuroditus
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Posted - 2004.08.10 18:08:00 -
[55]
Edited by: obscuroditus on 10/08/2004 18:12:35 I'm afraid several secondary bonusess are incorectly calculated (read : not at all).
My caracal heavy missiles reach _exactly_ 45km, and not a shod more, despite having Level4 Caldari cruiser level.
This should be well into the 60-km range. Test was done using a cargo cannister and stop-still cruiser using scourges.
I just received a report from a friend that has a Exequrour that gets his calculated new 10% cargo bonus as it should be.
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obscuroditus
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Posted - 2004.08.10 18:08:00 -
[56]
Edited by: obscuroditus on 10/08/2004 18:12:35 I'm afraid several secondary bonusess are incorectly calculated (read : not at all).
My caracal heavy missiles reach _exactly_ 45km, and not a shod more, despite having Level4 Caldari cruiser level.
This should be well into the 60-km range. Test was done using a cargo cannister and stop-still cruiser using scourges.
I just received a report from a friend that has a Exequrour that gets his calculated new 10% cargo bonus as it should be.
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tritoch
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Posted - 2004.08.10 18:39:00 -
[57]
Anyone having problems with their thorax when cap is low? Ex. I have 400 cap left out of 1000, more than enough to activate a medium armor rep. When I try, it says I only have 124 cap and I need 160. Same for MWD, so I'm guessing it's a trax bug, namely with the new MWD bonus.
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tritoch
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Posted - 2004.08.10 18:39:00 -
[58]
Anyone having problems with their thorax when cap is low? Ex. I have 400 cap left out of 1000, more than enough to activate a medium armor rep. When I try, it says I only have 124 cap and I need 160. Same for MWD, so I'm guessing it's a trax bug, namely with the new MWD bonus.
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Korben Allahn
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Posted - 2004.08.10 21:21:00 -
[59]
Originally by: Koronos
Originally by: Korben Allahn
Originally by: Darrin Tobruk Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
.... Trying to hit a frigate with a cruise missile should be like trying to hit a gnat with ship-to-shore cannons.
Well, that's an excessive comparison, but I agree with the thrust of it. So, my argument is that in that case the change needs to be made to missile targetting, not to missile damange. But, maybe the idea is that you can't get as close to the frigate with your explosion so it won't do as much damage. Guess that makes some sense after all.
Also, the faster ship won't be within the blast zone as long as other, larger ships.
It can be simply RP'd away realistically as maneuverability + speed of explosion + size and shape of warhead.
I keep a teddy bear in my pod with me. A teddy bear with sharp teeth, massive claws, and a pinache for eating the flesh of podded corpses. I call him "Fuzzy". |

Korben Allahn
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Posted - 2004.08.10 21:21:00 -
[60]
Originally by: Koronos
Originally by: Korben Allahn
Originally by: Darrin Tobruk Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
.... Trying to hit a frigate with a cruise missile should be like trying to hit a gnat with ship-to-shore cannons.
Well, that's an excessive comparison, but I agree with the thrust of it. So, my argument is that in that case the change needs to be made to missile targetting, not to missile damange. But, maybe the idea is that you can't get as close to the frigate with your explosion so it won't do as much damage. Guess that makes some sense after all.
Also, the faster ship won't be within the blast zone as long as other, larger ships.
It can be simply RP'd away realistically as maneuverability + speed of explosion + size and shape of warhead.
I keep a teddy bear in my pod with me. A teddy bear with sharp teeth, massive claws, and a pinache for eating the flesh of podded corpses. I call him "Fuzzy". |
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Korben Allahn
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Posted - 2004.08.10 21:24:00 -
[61]
Originally by: Kivran Slangeorm Edited by: Kivran Slangeorm on 10/08/2004 17:52:28 I don't know who came up with this bright idea for the missile change, but this is a 'balance' change that needs to be backed out immediately.
My corpmate just tested all four torp types against a *cargo container* and all did 129.4 damage, so it is not just frigates that have become 'too manoeuverable' to damage. 
Last time I checked you couldn't kill secure cans anyway, so it's really rather moot. CCP made the missile change without spaghetti-ing with subroutines by lowering a global multiplier, looks like.
Smart programming because it's simple.
I keep a teddy bear in my pod with me. A teddy bear with sharp teeth, massive claws, and a pinache for eating the flesh of podded corpses. I call him "Fuzzy". |

Korben Allahn
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Posted - 2004.08.10 21:24:00 -
[62]
Originally by: Kivran Slangeorm Edited by: Kivran Slangeorm on 10/08/2004 17:52:28 I don't know who came up with this bright idea for the missile change, but this is a 'balance' change that needs to be backed out immediately.
My corpmate just tested all four torp types against a *cargo container* and all did 129.4 damage, so it is not just frigates that have become 'too manoeuverable' to damage. 
Last time I checked you couldn't kill secure cans anyway, so it's really rather moot. CCP made the missile change without spaghetti-ing with subroutines by lowering a global multiplier, looks like.
Smart programming because it's simple.
I keep a teddy bear in my pod with me. A teddy bear with sharp teeth, massive claws, and a pinache for eating the flesh of podded corpses. I call him "Fuzzy". |

Mynobe Soletae
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Posted - 2004.08.10 21:54:00 -
[63]
Edited by: Mynobe Soletae on 10/08/2004 21:56:57
Originally by: Koronos My argument is that in that case the change needs to be made to missile targetting, not to missile damange. But, maybe the idea is that you can't get as close to the frigate with your explosion so it won't do as much damage. Guess that makes some sense after all.
I don't think they can make a change to missile targetting because one of the core mechanics they use is that weapons are always on target. The weapon may hit for 0 (which gets described in the log as a miss), but it's always on target, and the graphic of the laser beam or projectile is always shown to hit.
They would have to show missiles actually fly by and miss, which means that the flight can't be rendered on the client till the server decides whether it's a hit or a miss. And missile flight times can take up to a minute, so there'd essentially be a 1 minute lag with everything.
The way it is right now, the client renders the gun shooting and hitting, or the missile flying there and exploding, and you simply get a popup saying how much damage it was, or that it was a miss. One animation covers all possible scenarios.
I don't agree with shockwaves in space; there's no air to make a shockwave. You get the initial flash of radiation (which does the most damage) and then a bubble of expanding debris that travels very slowly, comparatively. There's no way to pack enough matter into a warhead to create the tons of hot expanding dust shown in most movie effects.
But whatever.
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Mynobe Soletae
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Posted - 2004.08.10 21:54:00 -
[64]
Edited by: Mynobe Soletae on 10/08/2004 21:56:57
Originally by: Koronos My argument is that in that case the change needs to be made to missile targetting, not to missile damange. But, maybe the idea is that you can't get as close to the frigate with your explosion so it won't do as much damage. Guess that makes some sense after all.
I don't think they can make a change to missile targetting because one of the core mechanics they use is that weapons are always on target. The weapon may hit for 0 (which gets described in the log as a miss), but it's always on target, and the graphic of the laser beam or projectile is always shown to hit.
They would have to show missiles actually fly by and miss, which means that the flight can't be rendered on the client till the server decides whether it's a hit or a miss. And missile flight times can take up to a minute, so there'd essentially be a 1 minute lag with everything.
The way it is right now, the client renders the gun shooting and hitting, or the missile flying there and exploding, and you simply get a popup saying how much damage it was, or that it was a miss. One animation covers all possible scenarios.
I don't agree with shockwaves in space; there's no air to make a shockwave. You get the initial flash of radiation (which does the most damage) and then a bubble of expanding debris that travels very slowly, comparatively. There's no way to pack enough matter into a warhead to create the tons of hot expanding dust shown in most movie effects.
But whatever.
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Imhotep Khem
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Posted - 2004.08.11 00:29:00 -
[65]
Well I though they would UNDO the reduction of 650 and 720 projectile range, then add the proper bonus. I've been unintentionally nerfed for a while waiting on what was supposed to be a bonus like everyone else's guns got.
Does not seem they have made the change at all. Though they did succeed in getting it into the patch notes at least 
I should be grateful they did not reduce the range further...
Note: I have 17500 for falloff of both of these guns. That is the same thing I had last week. ____ If your not dyin' your not tryin'. |

Imhotep Khem
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Posted - 2004.08.11 00:29:00 -
[66]
Well I though they would UNDO the reduction of 650 and 720 projectile range, then add the proper bonus. I've been unintentionally nerfed for a while waiting on what was supposed to be a bonus like everyone else's guns got.
Does not seem they have made the change at all. Though they did succeed in getting it into the patch notes at least 
I should be grateful they did not reduce the range further...
Note: I have 17500 for falloff of both of these guns. That is the same thing I had last week. ____ If your not dyin' your not tryin'. |

Naal Morno
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Posted - 2004.08.11 01:53:00 -
[67]
Drone bug IMHO
When ordered to come back they don't MWD... THey should I think. Your Heavy Neutron Blaster II perfectly strikes Serpentis Chief Sentinel, wrecking for 660.4 damage.
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Naal Morno
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Posted - 2004.08.11 01:53:00 -
[68]
Drone bug IMHO
When ordered to come back they don't MWD... THey should I think. Your Heavy Neutron Blaster II perfectly strikes Serpentis Chief Sentinel, wrecking for 660.4 damage.
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Mynobe Soletae
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Posted - 2004.08.11 05:59:00 -
[69]
Here's a nice bug: if you switch the windowed session to full screen, and then back to windowed, it retains its "keep this window in the foreground" attribute. You can't see Internet Explorer, Office, any other application, because they're all behind the windowed EVE.
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Mynobe Soletae
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Posted - 2004.08.11 05:59:00 -
[70]
Here's a nice bug: if you switch the windowed session to full screen, and then back to windowed, it retains its "keep this window in the foreground" attribute. You can't see Internet Explorer, Office, any other application, because they're all behind the windowed EVE.
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Kenti Silvistrini
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Posted - 2004.08.11 06:16:00 -
[71]
I have noticed certain NPC ships (esp at gates) seem to be named incorrectly on the scanner eg 'Heavy missile' 'light missile' etc. unless i was drunk.
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Kenti Silvistrini
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Posted - 2004.08.11 06:16:00 -
[72]
I have noticed certain NPC ships (esp at gates) seem to be named incorrectly on the scanner eg 'Heavy missile' 'light missile' etc. unless i was drunk.
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Brisky T'Pol
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Posted - 2004.08.11 06:59:00 -
[73]
I ran into "Heavy missile" NPC before the patch too.
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Brisky T'Pol
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Posted - 2004.08.11 06:59:00 -
[74]
I ran into "Heavy missile" NPC before the patch too.
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Rilondan
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Posted - 2004.08.11 09:00:00 -
[75]
Drones don't always disable MWD when orbiting target.
Not all drones in a swarm behave the same - sometimes 1 will orbit at high speed, sometimes several.
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Rilondan
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Posted - 2004.08.11 09:00:00 -
[76]
Drones don't always disable MWD when orbiting target.
Not all drones in a swarm behave the same - sometimes 1 will orbit at high speed, sometimes several.
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ShyLion
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Posted - 2004.08.11 10:05:00 -
[77]
Drones still stuck into each other in pairs sometimes and flying at crawl speed. Drones do not return to mothership automatically after they finish last agressor.
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ShyLion
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Posted - 2004.08.11 10:05:00 -
[78]
Drones still stuck into each other in pairs sometimes and flying at crawl speed. Drones do not return to mothership automatically after they finish last agressor.
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Taumenka
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Posted - 2004.08.11 10:15:00 -
[79]
Originally by: Hellspawn01 - Guardian Vexor still in market list(not sure if it should)
- Special Ability: 5% to Medium Hybrid Turret Damage and (insert number here)Tracking Speed per level.
- Frigate contruction skill is under Mechanic but is actually an Industry skill.
Guardian Vexor is the first Faction ship and has been sold afaik at least 2 of em in Tash Murkon for 40 - 50 Mil each, afaik there where a 10-run Guardian Vexor BPC as reward for something someone did for ??? Gallente ???
Frigate Construction has always been under Mechanic.
Real Bug:
Drones start attacking other things then they should. I.e Friendly ships in gang. Other friendly drones. Astroids (this one is older then the random attack of other things bug)
Drink StarsiÖ Are you Caldari enough?
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Taumenka
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Posted - 2004.08.11 10:15:00 -
[80]
Originally by: Hellspawn01 - Guardian Vexor still in market list(not sure if it should)
- Special Ability: 5% to Medium Hybrid Turret Damage and (insert number here)Tracking Speed per level.
- Frigate contruction skill is under Mechanic but is actually an Industry skill.
Guardian Vexor is the first Faction ship and has been sold afaik at least 2 of em in Tash Murkon for 40 - 50 Mil each, afaik there where a 10-run Guardian Vexor BPC as reward for something someone did for ??? Gallente ???
Frigate Construction has always been under Mechanic.
Real Bug:
Drones start attacking other things then they should. I.e Friendly ships in gang. Other friendly drones. Astroids (this one is older then the random attack of other things bug)
Drink StarsiÖ Are you Caldari enough?
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Jullietta
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Posted - 2004.08.11 12:18:00 -
[81]
Would just like to say YAAAAAAAY thankyou CCP for finally nerfing Caldari missiles against frigates. Every other race has had to put up with large weapons no longer hitting small ships, so about time. Why should you be the only race left out , I laugh at you, then i laugh at you again, now go cry in your torpedo bay |

Jullietta
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Posted - 2004.08.11 12:18:00 -
[82]
Would just like to say YAAAAAAAY thankyou CCP for finally nerfing Caldari missiles against frigates. Every other race has had to put up with large weapons no longer hitting small ships, so about time. Why should you be the only race left out , I laugh at you, then i laugh at you again, now go cry in your torpedo bay |

obscuroditus
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Posted - 2004.08.11 15:59:00 -
[83]
Originally by: Jullietta Would just like to say YAAAAAAAY thankyou CCP for finally nerfing Caldari missiles against frigates. Every other race has had to put up with large weapons no longer hitting small ships, so about time. Why should you be the only race left out , I laugh at you, then i laugh at you again, now go cry in your torpedo bay
The reduced damage towards frigates slipped in from unfinished code, and is not representative for the performance in future patches utilising reduced damage techniques for calculation of hits / damage on smaller vessels then the weapon type used on them.
In other words : The missiles do regular damage now.
Besides this point, I think that missiles going 1200m/sec are hardly a threat for 80% of the frigates out there, and that missile users were at a distinct disadvantage to begin with, so I do not feel a need for the changes proposed (although I could understand where CCP is coming from, and would be able to adapt to for example a 50% reducement in damage to frigates)
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obscuroditus
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Posted - 2004.08.11 15:59:00 -
[84]
Originally by: Jullietta Would just like to say YAAAAAAAY thankyou CCP for finally nerfing Caldari missiles against frigates. Every other race has had to put up with large weapons no longer hitting small ships, so about time. Why should you be the only race left out , I laugh at you, then i laugh at you again, now go cry in your torpedo bay
The reduced damage towards frigates slipped in from unfinished code, and is not representative for the performance in future patches utilising reduced damage techniques for calculation of hits / damage on smaller vessels then the weapon type used on them.
In other words : The missiles do regular damage now.
Besides this point, I think that missiles going 1200m/sec are hardly a threat for 80% of the frigates out there, and that missile users were at a distinct disadvantage to begin with, so I do not feel a need for the changes proposed (although I could understand where CCP is coming from, and would be able to adapt to for example a 50% reducement in damage to frigates)
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