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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP TerrorShark
C C P C C P Alliance
2
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Posted - 2012.05.02 15:46:00 -
[1] - Quote
Hello,
My name is CCP TerrorShark and I have been working day and night alongside my super talented team to bring you a fully functional revised missile system. The new effects are visually so good that the developers here at CCP have been suffering eyesplosions! (eyes exploding at the epic nature of the explosions) So I hope you can all handle it because today we are bringing this to you, the faithful players of EVE.
This thread is devoted to all the feedback and issues you can muster in and around the smokey haze of detonated warheads. What we ask from you all is to use and view the missiles in every situation possible and take keen notes.
When you find something please try and be as specific as possible, the more information the faster we can get to the source of the issue. As you can imagine the possible combinations of ships, launchers and ammunition is vast so note them in your defect. Screen shots are also excellent and encouraged.
If you could all prefix the title of your submitted bug reports with GÇÿMissile:GÇÖ so it would read GÇÿMissile: Heavy Launchers on the Nighthawk changed my life for the betterGÇÖ for example. Well maybe not but you get the idea and I will be able to filter them faster.
Above that have a great fight, keep your eyes peeled for the unexpected and get in the mood for some GÇÿsplosions!! |
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Thomas Gallant
Eyes In The Dark Lunar Industries Partnership
2
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Posted - 2012.05.02 16:24:00 -
[2] - Quote
Nice, I'll be sure to test the missiles on my drake well and offer feedback/bug reports, been looking forward to this :) |
Lapine Davion
Outer Ring Applied Logistics
310
|
Posted - 2012.05.02 17:02:00 -
[3] - Quote
I look forward to seeing how the missile launchers on the drake are positioned now. Don't worry about posting with your main! -áPost with your brain! "Never attribute to malice that which is adequately explained by stupidity." |
Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
104
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Posted - 2012.05.02 17:03:00 -
[4] - Quote
yeeeey! awesome!!!! |
Grukni
Shimai of New Eden
49
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Posted - 2012.05.02 17:14:00 -
[5] - Quote
what is the ETA? |
Morgan North
The Wild Bunch Electus Matari
75
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Posted - 2012.05.02 17:18:00 -
[6] - Quote
never! :o
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craidie
Tolerance Training Academy En Garde
4
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Posted - 2012.05.02 17:28:00 -
[7] - Quote
Grukni wrote:what is the ETA?
SoonGäó |
000Freedom Fighter000
Red Federation RvB - RED Federation
1
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Posted - 2012.05.02 17:28:00 -
[8] - Quote
Grukni wrote:what is the ETA?
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Altrue
Exploration Frontier inc
3
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Posted - 2012.05.02 18:23:00 -
[9] - Quote
I'm waiting for this since your vid+¬o on youtube !
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Ocih
Space Mermaids Somethin Awfull Forums
158
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Posted - 2012.05.02 18:33:00 -
[10] - Quote
Just when we thought they couldn't make the Damnation look any smexier? |
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varoc506
Team Airdash
0
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Posted - 2012.05.02 18:42:00 -
[11] - Quote
the next masstest, IT WILL BE A MISSILE FEST!
HALO TIME DILATION |
Father Snuggles
GoonWaffe Goonswarm Federation
20
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Posted - 2012.05.02 19:05:00 -
[12] - Quote
So, any specific ETA we can work with for the changes on sisi going live tonight? |
Xyfu
Love From Above
6
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Posted - 2012.05.02 19:50:00 -
[13] - Quote
Alx Warlord wrote:yeeeey! awesome!!!! let's try all possible bugs!!! I wonder how a abbadon using a citadell would looks like... Can't undock and hasn't been able to for like a year. Kill yourself pls. |
Xercodo
Disturbed Friends Of Diazepam Dark Matter Coalition
1065
|
Posted - 2012.05.02 20:12:00 -
[14] - Quote
Xyfu wrote:Alx Warlord wrote:yeeeey! awesome!!!! let's try all possible bugs!!! I wonder how a abbadon using a citadell would looks like... Can't undock and hasn't been able to for like a year. Kill yourself pls.
It could use normal torps though.....WHICH I WILL USE AS AN ARGUMENT TO MAKE AN ENTIRE LINE OF T2 KHANID BATTLESHIPS.
Also, I think I'll be the first to ask to please nerf missiles so that existing missile boats like the raven could fit 8 of them and be win without being OP.
VOTE FOR T2 KHANID ABBY The Drake is a Lie |
IronXs
The Forgotten Navy Gentlemen's Agreement
3
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Posted - 2012.05.02 20:25:00 -
[15] - Quote
So is the Sisi sever actually online yet? Haven't been able to log on all day. |
Missile War
Vita Aequitas Veritas The Paganism Alliance
24
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Posted - 2012.05.02 20:30:00 -
[16] - Quote
IronXs wrote:So is the Sisi sever actually online yet? Haven't been able to log on all day.
not yet... *getting impatient...playing supreme commander didn't take long enough*(now i actually know how to win quickly xD) |
ThisGamesHard Arg
TenTon Inc Malicious Rage
0
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Posted - 2012.05.02 20:33:00 -
[17] - Quote
Also, I think I'll be the first to ask to please nerf missiles so that existing missile boats like the raven could fit 8 of them and be win without being OP
I'm hoping they're more powerful because im getting annoyed that i cant deal enough dps with my missile boats in PVP. They could just let you fit 8 without weakening them. |
Kai LienChow
PREDATORS S E D I T I O N
1
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Posted - 2012.05.02 21:01:00 -
[18] - Quote
I think the missle launchers, explosions and realistic flight paths for missles will be a great improvement over the mysterious puff of smoke below my ship when I unleash the fury on my prey.
something else that would be rather neat *(yep i said neat), is IF the number of missle launcher spots were not dictated by the size of the ship, rather that the size of the launcher somehow adjusted the number of launchers a ship can handle. If there was some ratio that said for instance, if a Raven - can handle 8 Cruise, perhaps it could handle 15 heavy, if so desired to fit to your Raven. Or turn that around, a Drake could fit 3 or 4 perhaps 6 Cruise or Torps vs the 7 or 8 Heavies. Now that would be cool.
Limited Quantities, Results may vary, In participating stores only while supplies last |
Xonus Calimar
CaeIum Incognitum
4
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Posted - 2012.05.02 21:04:00 -
[19] - Quote
Looking forward to trying out rockets and new stealth bombers. Will update this post with feedback. |
Mayda Junichiro
Vascerum Maximus Inc.
4
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Posted - 2012.05.02 21:19:00 -
[20] - Quote
Kai LienChow wrote:I think the missle launchers, explosions and realistic flight paths for missles will be a great improvement over the mysterious puff of smoke below my ship when I unleash the fury on my prey.
something else that would be rather neat *(yep i said neat), is IF the number of missle launcher spots were not dictated by the size of the ship, rather that the size of the launcher somehow adjusted the number of launchers a ship can handle. If there was some ratio that said for instance, if a Raven - can handle 8 Cruise, perhaps it could handle 15 heavy, if so desired to fit to your Raven. Or turn that around, a Drake could fit 3 or 4 perhaps 6 Cruise or Torps vs the 7 or 8 Heavies. Now that would be cool.
Limited Quantities, Results may vary, In participating stores only while supplies last
Thumbs up for Ravens fitted with a bajillion rocket launchers! |
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Markus Reese
Debitum Naturae ROMANIAN-LEGION
156
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Posted - 2012.05.02 21:24:00 -
[21] - Quote
Posting for being able to list bugs consecutively. Logging into sisi now. All bugs I will report in this threads as edits with date and time, as well as report ID if any comes up. Really looking forward to this.
2012/04/02 21:26 Sisi is down, so no testing XD |
Kai LienChow
PREDATORS S E D I T I O N
1
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Posted - 2012.05.02 21:25:00 -
[22] - Quote
Markus Reese wrote:Posting for being able to list bugs consecutively. Logging into sisi now. All bugs I will report in this threads as edits with date and time, as well as report ID if any comes up. Really looking forward to this.
Seriously - SISI works, but the Singularity server that is another story all together. |
Markus Reese
Debitum Naturae ROMANIAN-LEGION
156
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Posted - 2012.05.02 21:27:00 -
[23] - Quote
Yeah, just noticed that when logging in. Oh well, time to stare at the forums and hit refresh/connect button |
Kai LienChow
PREDATORS S E D I T I O N
1
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Posted - 2012.05.02 21:55:00 -
[24] - Quote
While I am sitting here unable to connect to the SINGuLARity server, My mind wanders to things i wish could be. Like Missles that deploy warp disruption bubbles. Perhaps missles that explode, zero out a ships capacitor. How about damage specific DPS, for instance- you are not just shooting shields, armor and infrastructure...perhaps you could as a result of getting a hit - randomize the area damaged. OH NO you took out my Microwarpdrive, or Dern, 3 of my turrets are damaged.
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Tarn Kugisa
Space Mongolian Pinked
75
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Posted - 2012.05.02 22:04:00 -
[25] - Quote
Finally my Tengu will be as awesome as the Raingu I Endorse this Product and/or Service [url]https://forums.eveonline.com/default.aspx?g=posts&t=16580[/url] |
Missile War
Vita Aequitas Veritas The Paganism Alliance
24
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Posted - 2012.05.02 22:10:00 -
[26] - Quote
Kai LienChow wrote:While I am sitting here unable to connect to the SINGuLARity server, My mind wanders to things i wish could be. Like Missles that deploy warp disruption bubbles. Perhaps missles that explode, zero out a ships capacitor. How about damage specific DPS, for instance- you are not just shooting shields, armor and infrastructure...perhaps you could as a result of getting a hit - randomize the area damaged. OH NO you took out my Microwarpdrive, or Dern, 3 of my turrets are damaged.
I've noticed several times now that when your structure gets hit your modules take damage sometimes.(I nearly lost my damage control because of that on my hull tanked moros last mirror) |
Russell4
Moonshine Industries The Last Chancers.
3
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Posted - 2012.05.02 22:13:00 -
[27] - Quote
Missile War wrote: I've noticed several times now that when your structure gets hit your modules take damage sometimes.(I nearly lost my damage control because of that on my hull tanked moros last mirror)
Its always happened as far as I know, the more time you spend in structure the more chance the next hit will damage a module. although if your hull is barely anything, you wont notice the damage as you will probably be in a pod by then ^^ |
Kai LienChow
PREDATORS S E D I T I O N
1
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Posted - 2012.05.02 22:31:00 -
[28] - Quote
Russell4 wrote:Missile War wrote: I've noticed several times now that when your structure gets hit your modules take damage sometimes.(I nearly lost my damage control because of that on my hull tanked moros last mirror)
Its always happened as far as I know, the more time you spend in structure the more chance the next hit will damage a module. although if your hull is barely anything, you wont notice the damage as you will probably be in a pod by then ^^
I will need to pay attention - next time. I have never noticed that I always thought mod damage came from overheating only. But like you said, if you are that far gone, probably in a pod - modules are gone anyhoo.
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Kai LienChow
PREDATORS S E D I T I O N
1
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Posted - 2012.05.02 22:32:00 -
[29] - Quote
Singularity is ONLINE - shows 32 on. |
Russell4
Moonshine Industries The Last Chancers.
4
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Posted - 2012.05.02 22:33:00 -
[30] - Quote
Kai LienChow wrote:Russell4 wrote:Missile War wrote: I've noticed several times now that when your structure gets hit your modules take damage sometimes.(I nearly lost my damage control because of that on my hull tanked moros last mirror)
Its always happened as far as I know, the more time you spend in structure the more chance the next hit will damage a module. although if your hull is barely anything, you wont notice the damage as you will probably be in a pod by then ^^ I will need to pay attention - next time. I have never noticed that I always thought mod damage came from overheating only. But like you said, if you are that far gone, probably in a pod - modules are gone anyhoo.
I think module damage happens around 40% structure, could be wrong though |
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Silly Slot
Phoenix Evolved Part Duo
1
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Posted - 2012.05.02 22:43:00 -
[31] - Quote
ya its sorta like bleed through from the shields , but theres no skill to prevent it lol |
Talon SilverHawk
Patria o Muerte
53
|
Posted - 2012.05.02 23:15:00 -
[32] - Quote
Just logged on and had a quick go with missiles before bed. Loving your work.
The Missile trails though from the cruise launchers need to be scaled down a little bit IMHO, and I like the blue light when the cruise launched but again maybe dial it down a little seemed to be a bit too cartoony.
Tengu and launchers look great,
P.S Is that the Golem's new colours if so great.
Tal
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Nathaliee
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2012.05.02 23:36:00 -
[33] - Quote
AMAZING EXPANSION GJ EVERYONE AT CCP love absolutely everything in this expansion
Missile launcher effects problems ? (very early observations while under influence of alcohol): - when you are almost max zoomed in on the target you are hitting with missiles , gpu melts down (ATI 5870, max settings ,not zoomed in on the target - gpu usage = 37% , zoomed in jumps to 90% and fps drops from constant 60 to even 10fps) , fps is fine (60 fps)if camera is more than 1 000 m away from target. I can't imagine what will happen if there will be fleet fight with missile smapage and someone zooms in on the target a bit too much :P - cruise missiles when hitting target closer than about 2000m don't explode when they should hit the target (tested on jettisoned can), torps in comparison work fine at this range.
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Steve Ronuken
Fuzzwork Enterprises
392
|
Posted - 2012.05.02 23:40:00 -
[34] - Quote
Having some problems with some ships not displaying when I undock. They show up fine when docked.
With the Tempest: If I have heavy missile launchers in slots 1 and 8 (or just 1 and 2 with nothing else fitted. haven't tried any others), the ship doesn't show up. If I take them off, it does. If I jump while the ship doesn't show up, the 'cloak' shader shows up
Hurricane does the same with the hmls in the last two slots.
FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
Missile War
Vita Aequitas Veritas The Paganism Alliance
26
|
Posted - 2012.05.02 23:58:00 -
[35] - Quote
i tested all the missile kinds(mostly T1 tho) exept capital cruise.
all missiles look quite great, especially EM/expl damage, therm/kin not so much in my eyes. torps i love the most capitals torps are crap, they lag the **** out of my laptop(GT 555m 2gb nvidia 8gb ram quad core i7...) altho their effects are cool. |
Ines Fy
Heroes of the Past Goonswarm Federation
39
|
Posted - 2012.05.03 00:01:00 -
[36] - Quote
just tested the new manticore, with 3 torpedoes lanchers and a bomb launcher.
I just target the station I was on and fired the torpedoes, nice effect, they hit the structure in the place closest to me intead of looking to the center of the station that was nice to see. Trails are good. Impact explosion effect not good, I was disapointed , I expect more since that was a torpedo but just looked like a small missile impacting a hull and that is it, I was expecting a big hull explosion since that is a big missile, a TORPEDO.
Next I tried the bomb, first problem, no trail at all, nothing, you just see the tag following the torpedo, nothing more, then the explosion, small like any other missile, I was expecting something huge, an effect even bigger than a smart bomb were we can see a wave going ftom the center to the limit of the blast,... disapointed.... sorry
launchers are good in the ship, but the manticore we barelly can see its details in 0.0, they are so dark, my settings were all max and all ON, and I barelly could see the launchers mounted in the ship.
Resume: impact explosions doesn't seem to be has big and epic has the type of ammo used, at least I was expecting more. Bombs trail effect missing. ...
Another problem I've seen, I used a target painter on the station and first problem is that if you inside the docking radius of the station but not close to the hull, instead of painting the hull it paints the station docking radius, so the red beam goes in the other direction of the station hull and hits the point were the station docking radius ends!
Then the effect starts a couple meters above the manticore instead of the hull of the manticore and crosses the hull if necessary to hit something in the other side instead of starting in the other side.... you really have to make a special turrent just for target painters, that is a bad effect. |
Ines Fy
Heroes of the Past Goonswarm Federation
39
|
Posted - 2012.05.03 00:03:00 -
[37] - Quote
double post ignore... |
jonny330
Ivy Mike's Munitions Expulsion Services
13
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Posted - 2012.05.03 00:13:00 -
[38] - Quote
So far everything looks pretty good. A couple of things I have noticed:
-When you fire the heavy missiles (on my drake at least) the missile comes out of one of the 'barrels' but the smoke effects appear on the other one.
-The explosion effects for the torpedoes seem to have been drastically reduced in size. I thought the 40km wide shockwave from torps was pretty cool myself |
Shish Tukay
Caldari Provisions Caldari State
2
|
Posted - 2012.05.03 00:14:00 -
[39] - Quote
Bug with new inventory system: it's so nice, going back to regular old TQ makes me sad |
Maximus Aerelius
PROPHET OF ENIGMA
18
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Posted - 2012.05.03 00:34:00 -
[40] - Quote
On a Drake the missiles only fire from the Left Hand Side launchers. Nothing is coming from the right
Right Hand Side launchers have kicked in when I went onto the right flank!
Fantastic effects though!!! Maximus Aerelius Chief Executive Officer Prophet of Enigma
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Kai LienChow
PREDATORS S E D I T I O N
1
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Posted - 2012.05.03 00:38:00 -
[41] - Quote
So far so good -
1. some target side damage not occuring, and sometimes it works. 2. the launchers on the DRAKE are all wrong - sorry - it was a missile boat already. I am not sure what the effects on the side of the ship have been for all this time but I ASSUMED they were "missile" launchers. Apparently not ...apparently they are airconditioning vents because the launchers are randomly placed on top of my ship. Honestly not a very integrated solution for the one ship that should have had it. 3. Integrated on the Raven is so nice....love the ICBM like effects
4. I LOVE the new ship inventory menu.
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Jayrendo Karr
Suns Of Korhal Terran Commonwealth
80
|
Posted - 2012.05.03 00:40:00 -
[42] - Quote
missile hardpoints are graphically too small on many ships. |
Shish Tukay
Caldari Provisions Caldari State
2
|
Posted - 2012.05.03 00:49:00 -
[43] - Quote
Maximus Aerelius wrote:On a Drake the missiles only fire from the Left Hand Side launchers. Nothing is coming from the right Right Hand Side launchers have kicked in when I went onto the right flank!
That's how pretty much all modules have always worked -- when you install one weapon module, you get two (or three?) weapon models attached to your ship, and then only those that are pointing in the correct direction at the time are fired |
Maximus Aerelius
PROPHET OF ENIGMA
18
|
Posted - 2012.05.03 00:51:00 -
[44] - Quote
Shish Tukay wrote:Maximus Aerelius wrote:On a Drake the missiles only fire from the Left Hand Side launchers. Nothing is coming from the right Right Hand Side launchers have kicked in when I went onto the right flank! That's how pretty much all modules have always worked -- when you install one weapon module, you get two (or three?) weapon models attached to your ship, and then only those that are pointing in the correct direction at the time are fired
I knew that but never having missiles launchers visually it all got confusing with the excitement of the trails...the explosions...the launchers!!! lol. Maximus Aerelius Chief Executive Officer Prophet of Enigma
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iSwissMiss
Republic Military School Minmatar Republic
0
|
Posted - 2012.05.03 00:57:00 -
[45] - Quote
well done CCP its looking very promising. anyone else think that the missile trails should be lighter/brighter i.e. white smoke and trails? would be easier to see and more epic IMO (especially when flying towards your own ship).
also maybe have the trails stay for a bit (not long) go from white to grey to black and disappear so you can see where they came from, if its not too much to do/ask :) |
Lapine Davion
Outer Ring Applied Logistics
333
|
Posted - 2012.05.03 01:07:00 -
[46] - Quote
Some feedbacks. Missile launcher effects are generally really good. I'm not seeing any complaints on my end with the visuals. But... On shooting a station, the missiles don't want to connect with the station model itself. Instead it only goes so far as the hit box, then disappears. Not sure if that is a bug or what. Secondly, the sounds. They just don't seem up to snuff for what a spaceship missile launcher should be.
Another thing. I've had a few times where a bomb launched from a Bomber didn't go off. Have duds been programmed in? Don't worry about posting with your main! -áPost with your brain! "Never attribute to malice that which is adequately explained by stupidity." |
DeltaPhalanx
Hordes Of Belial
0
|
Posted - 2012.05.03 01:08:00 -
[47] - Quote
The Drake seems to use different mounting points for HAM and HML launchers. HAM launchers wind up placed on the Drakes 'mandibles' and along its spine, vs HML launchers over top the... eh... pre-modeled launchers I guess?
Seems to me they should mount in the same locations. |
Kai LienChow
PREDATORS S E D I T I O N
1
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Posted - 2012.05.03 01:08:00 -
[48] - Quote
In space there is no smoke |
Culmen
Culmenation
57
|
Posted - 2012.05.03 01:16:00 -
[49] - Quote
This might be a major one.
I noticed that Mjolnir Citadel Torps do not have any firing animation. IE you press fire, and you get a damage notificiation and nothing else.
All the other citadel torps fire fine.
Also is it intentional that the Torpedo Launcher only fires one missile?
Rockets and Citadel Torps all fire multiple missiles. And i see three missile in the model There is a fine line between a post and a signature. |
HARD STEEL
Caldari Capital Construction Company
12
|
Posted - 2012.05.03 01:28:00 -
[50] - Quote
the 3d view in my fitting window and any info 3d views i have open seem to launch missiles as well if my current ship is shooting ONLY THE HARD.-á ONLY THE STRONG. |
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Ampoliros
Aperture Harmonics K162
46
|
Posted - 2012.05.03 01:34:00 -
[51] - Quote
-The bomb effects are a bit small and underwhelming right now, it could use a bit more 'boom'
- the launchers on the bottom of the phoenix appear to be linked in the reverse order; firing on a ship to your right causes the left launcher to fire (along with the two right side launchers), whereas firing on a ship to the left causes the right side turret to fire. This causes the missiles to clip through the ship sometimes. Might not be that clear, so let me know if you need pics (too lazy right now) :P
- Hit effects look nice, although they need sound effects as well. I assume that's WiP though.
Nice job all around, though. Zipping around in my 100MN tengu was pretty awesome, watching the missiles peel off and seek after the target was excellent. The citadel torpedo barrages look amazing as well, props. |
Lapine Davion
Outer Ring Applied Logistics
334
|
Posted - 2012.05.03 01:40:00 -
[52] - Quote
Another thing, too. BOmbs still launch from the middle of a ship. They fly off, and only then does the launcher actually have the bomb disappear and it brings out another one. No firing animation or anything like that. Don't worry about posting with your main! -áPost with your brain! "Never attribute to malice that which is adequately explained by stupidity." |
Derth Ramir
Blue Republic RvB - BLUE Republic
23
|
Posted - 2012.05.03 02:19:00 -
[53] - Quote
Maximus Aerelius wrote:On a Drake the missiles only fire from the Left Hand Side launchers. Nothing is coming from the right Right Hand Side launchers have kicked in when I went onto the right flank! Fantastic effects though!!!
Did they remodel the drake? |
Jake Maverick
InterSun Freelance Moon Warriors
2
|
Posted - 2012.05.03 02:25:00 -
[54] - Quote
First let me say ...oh my god... the missiles and Amarr ships look amazing, and the little knight rider trace light on the prophecy and variants is SICK. Thank you for giving my Damnation and NightHawk a reason to come out of the station again
Second oh oh oh I found a bug! I found a bug! ::jumps up and down:: there's a bug with the layer Missiles are rendered on :D (sorry I'm a Software QA IRL so these things excite me)
Ok SO,
Steps:
1.) Get in a ship with lots of missile Launchers ( I used the Night Hawk and Heavy assault Launcher II's) 2.) GO somewhere (I went to an asteroid Belt) 3.) Fire the pretty missiles at all the things (I shot asteroid because F*** space rocks) 4.) Open a Ship item description and click the thumbnail to open the Ship Model Viewer (I picked the Drake duhh missile expansion) 5.) Expand the item viewer the full size of the screen
Expected results: Item View Window will be the topmost rendered on screen asset for the players gawking..err "viewing" pleasure
Actual Results: The Missile Effects are rendered a layer above the Item Viewer occluding the players view of the item/ship/player/npc etc
Not that I have any desire to cover up the gorgeous new missile effects in the first place.
Thx for letting us play with it early ^_^ <3 |
Ganthrithor
GoonWaffe Goonswarm Federation
282
|
Posted - 2012.05.03 02:45:00 -
[55] - Quote
Missiles look badass, the Nemesis and Manticore look fantastic, but the other two bombers (although obviously unfinished) don't look too promising-- the Hound looks just like a breacher without the top fin and the Purifier just looks... silly?
Unfortunate side effect of how cool missiles look now: lots of gun effects look bad in comparison, capital blasters in particular.
What's the ETA on minmatar v3ing? Also, will you be V3ing pirate ships (the ones that have custom models rather than being re-skinned T1 hulls)? |
Karl Hobb
Imperial Margarine
141
|
Posted - 2012.05.03 03:08:00 -
[56] - Quote
Heavy launchers on the Stabber seem to be just a *bit* too big. They clip each other when two are placed in the mid mounts. Well, they seem a bit too big on pretty much any cruiser... +1 in local |
Ferria
Among the Shadows Ex umbra.
7
|
Posted - 2012.05.03 03:08:00 -
[57] - Quote
The seems to be an error with the cruise launchers, as they don't actually launch a missile they look like they spawn then fly off |
Orlacc
Pator Tech School Minmatar Republic
133
|
Posted - 2012.05.03 04:17:00 -
[58] - Quote
My Rattler cruise launchers show up and fire. |
Culmen
Culmenation
62
|
Posted - 2012.05.03 04:46:00 -
[59] - Quote
I noticed that there are no models for the missiles. Is this intentional, unfinished or broken? There is a fine line between a post and a signature. |
Atapine
Capital Industries Research And Development Fidelas Constans
2
|
Posted - 2012.05.03 05:03:00 -
[60] - Quote
Unable to blow up wrecks.
The removal of the inventory and ship button is totally unnerving.
Location of launchers on raven is illogical. On top of each other on the wing tip facing up and down.. would not fit in the ship.
Tengu looks great.
Drake... wth!!! Are all of those launcher looking modules on the side of the drake just scoops for gathering extra helium atoms as you zoom through space? Placing launchers all over the drake makes the side modules look totally dumb and duplicitous. The drake is a very streamlined tight warfighting platform. Now it looks all Sanford and Son.
Missiles look awesome in flight. Groups and streaming singles.
Ata |
|
Another Haitch
Center for Advanced Studies Gallente Federation
0
|
Posted - 2012.05.03 05:15:00 -
[61] - Quote
The meta colouring of some launchers seems to be screwy on some ships. Notably the Arbalest torps on the Manticore, they should be mostly black with some red highlights ala Kaalakiota, but seem to be brown camo ala Dread Guristas. |
Joyitii
Imperial Academy Amarr Empire
7
|
Posted - 2012.05.03 05:23:00 -
[62] - Quote
Ganthrithor wrote:Missiles look badass, the Nemesis and Manticore look fantastic, but the other two bombers (although obviously unfinished) don't look too promising-- the Hound looks just like a breacher without the top fin and the Purifier just looks... silly?
Unfortunate side effect of how cool missiles look now: lots of gun effects look bad in comparison, capital blasters in particular.
What's the ETA on minmatar v3ing? Also, will you be V3ing pirate ships (the ones that have custom models rather than being re-skinned T1 hulls)? I disagree and believe that the new Purifier model looks wonderful, a lot of the Minmatar hulls have already been V3'd, also have you not seen the new Macharel hull? |
Tarn Kugisa
Space Mongolian Pinked
75
|
Posted - 2012.05.03 05:36:00 -
[63] - Quote
Leviathans look badass with the Citadel Torps
Y U NO USE CITADEL CRUISE LAUNCHERS I Endorse this Product and/or Service [url]https://forums.eveonline.com/default.aspx?g=posts&t=16580[/url] |
Aglais
Liberation Army BricK sQuAD.
58
|
Posted - 2012.05.03 05:44:00 -
[64] - Quote
Explosive damage explosion effects are beautiful. So are thermal and EM.
Kinetic type explosions are lackluster, and honestly just look like a whole bunch of dust radiating out from a point. They start ok, but then they just turn into bright greyish yellow masses of stuff, and it's not that great.
Just thought I'd throw that out here. |
MotherMoon
Native Freshfood Minmatar Republic
593
|
Posted - 2012.05.03 06:40:00 -
[65] - Quote
Shish Tukay wrote:Maximus Aerelius wrote:On a Drake the missiles only fire from the Left Hand Side launchers. Nothing is coming from the right Right Hand Side launchers have kicked in when I went onto the right flank! That's how pretty much all modules have always worked -- when you install one weapon module, you get two (or three?) weapon models attached to your ship, and then only those that are pointing in the correct direction at the time are fired
This is how unfinished eve has been :/
|
Joyitii
Imperial Academy Amarr Empire
7
|
Posted - 2012.05.03 06:44:00 -
[66] - Quote
I'm sorry but why can't I open my cargo bay any more in space? |
Funless Saisima
Strange Energy Gentlemen's Agreement
12
|
Posted - 2012.05.03 06:48:00 -
[67] - Quote
Bombs need to launch, not just disappear from the ship. As in, drop the bomb and it head towards its target. |
Talon SilverHawk
Patria o Muerte
53
|
Posted - 2012.05.03 07:15:00 -
[68] - Quote
Dont know if it was my screen (i.e to dark) but could not see missiles being fired from a Tengu or a Knighthawk when zoomed out just 20k.
Tal
|
Galphii
Sileo In Pacis THE SPACE P0LICE
42
|
Posted - 2012.05.03 07:49:00 -
[69] - Quote
I had to turn off AA and bloom to see anything, as when I fired large yellow oblong shapes covered the screen. Sounds could use a little more bass if you ask me, but EvE has always been easy on my subwoofer
Otherwise it's all looking spectacular! The stealth bombers look great; as to the Hound, I think it needed the least amount of work to look decent, whereas the others were lacking (fixed).
Man, gun* effects sure look like crap compared to missiles now
* blasters, artillery and even AC's look very lacklustre. Rails and lasers are fine.
|
Mashie Saldana
Veto. Veto Corp
495
|
Posted - 2012.05.03 08:13:00 -
[70] - Quote
Bombs randomly fails to detonate. Out of five launches only two detonated at the expected range, the remaining three slowly left the grid.
I don't know if it's just me but the two hangar buttons at the bottom left are missing in my client. I had to use the merge with station services option to see my ships and items in station. Dominique Vasilkovsky Mashie Saldana Monica Foulkes |
|
Denuo Secus
47
|
Posted - 2012.05.03 08:16:00 -
[71] - Quote
Talon SilverHawk wrote:Dont know if it was my screen (i.e to dark) but could not see missiles being fired from a Tengu or a Knighthawk when zoomed out just 20k.
Tal
Same here.
As soon as I zoom out a bit I see no missiles or effects in space. Tho I really like the new missile effects the old ones were better in that regard.
In addition: the new missiles just don't feel 'powerful'. I guess this is because they have no impact sound anymore. Imho this impact sound is really important to make them feel massive. Please CCP, could you just re-add the old sound to the new effects?
The Drake looks kinda strange with missile launchers placed on top of missile launchers |
k4rpa
Chaotic Makers Legion of xXDEATHXx
0
|
Posted - 2012.05.03 09:13:00 -
[72] - Quote
Awsome Job, as usual..
I didn't manage to read all the pages but i think that nemesis graphically counts 2 pairs of torps..
can't find the third pair of them..
|
Andreus Ixiris
Mixed Metaphor Federal Consensus Outreach
835
|
Posted - 2012.05.03 09:36:00 -
[73] - Quote
Quite a lot of the launchers don't have the correct faction colouration when you mount them on your ship. Andreus Anthony LeHane Ixiris CEO, Mixed Metaphor
Animated Corporate Logos |
Boggy B'me
Order of the Encephalitic Melinae
0
|
Posted - 2012.05.03 09:47:00 -
[74] - Quote
Missile: Possible bug on MacOS?
Ships fitted with heavy missile launchers "don't appear" in space. As if never loaded. the UI just centres over empty space. Ships become visible again when the launchers are removed.
Tried this with a Drake and a Raven, only seems to happen with heavy missile launchers.
Could just be my client but I thought i'd mention it. Bug was persistant though client restarts, several dock/undock cycles and ship swapping cycles.
Awesome work! Thanks. |
Severian Carnifex
176
|
Posted - 2012.05.03 10:14:00 -
[75] - Quote
Some problems found:
No launch animation for bombs at all. (it just appear in front of ship and bomb is always under the ship like it never launched) Sometimes missiles (torps in this case) just disappear before hitting the target (all at the same distance). Missiles sometimes don't come from launchers (missile and lunch animations are shifted in regard to launcher) Explosions are just underwhelming (they are too small and hard to see) and for some weapons (big ones) people expect really nice explosions but there is almost none. |
|
CCP TerrorShark
C C P C C P Alliance
7
|
Posted - 2012.05.03 10:28:00 -
[76] - Quote
Thanks for all your quick feedback people! Sorry it took some time to get the server up it took a while to get the build all hooked up correctly.
I'm gonna take a sort through this thread and the submitted bugs, will speak to the guys this afternoon. I see a lot of things we know about and a lot of new stuff so keep it coming. Sound hookup is very work in progress right now as is the kinks in performance, they are a focus right now!
Remember and be specific about ship/launcher/ammo |
|
Andreus Ixiris
Mixed Metaphor Federal Consensus Outreach
836
|
Posted - 2012.05.03 10:35:00 -
[77] - Quote
Haha, hey CCP, I found a really awesome bug that I'm kind of depressed is actually a bug and not a feature. I already submitted a bug report on it but I'll make a post here too. All of you test server pilots out there, try this as well! It's funny!
Whenever you're in space and shooting missiles (or getting missiles shot at you - it works both ways), open a preview window on a turret, launcher or ship. You'll be able to see those missiles in the preview window as well, at angles and velocities accurate to the actual position of the ships that you are firing at or are firing at you. For maximum lulz, do this while flying a ship that fires very large missiles, and preview a Hulk.
Suicide gankers, watch out! It's the Hulk's revenge! Andreus Anthony LeHane Ixiris CEO, Mixed Metaphor
Animated Corporate Logos |
Steve Ronuken
Fuzzwork Enterprises
392
|
Posted - 2012.05.03 10:45:00 -
[78] - Quote
Boggy B'me wrote:Missile: Possible bug on MacOS?
Ships fitted with heavy missile launchers "don't appear" in space. As if never loaded. the UI just centres over empty space. Ships become visible again when the launchers are removed.
Tried this with a Drake and a Raven, only seems to happen with heavy missile launchers.
Could just be my client but I thought i'd mention it. Bug was persistant though client restarts, several dock/undock cycles and ship swapping cycles.
Awesome work! Thanks.
Got the same with Windows 7.
Hurricane and Tempest (didn't try any others).
Take off the launchers and they show up. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
|
CCP Choloepus
C C P C C P Alliance
96
|
Posted - 2012.05.03 11:12:00 -
[79] - Quote
Andreus Ixiris wrote:Haha, hey CCP, I found a really awesome bug that I'm kind of depressed is actually a bug and not a feature. I already submitted a bug report on it but I'll make a post here too. All of you test server pilots out there, try this as well! It's funny!
I'm sorry, this one's been internally fixed already. I was in favour of leaving it as a feature! |
|
Blue Harrier
50
|
Posted - 2012.05.03 11:18:00 -
[80] - Quote
Test on my laptop; Dell Inspiron CPU Intel Dual Core T4500 GPU ATI Radeon HD 4330 4 Gigs RAM
Patched fine with a nearly 1 Gig download. Logged in fine as normal.
Tested with my Drake, launchers looked odd while in dock, as like others, I thought the protrusions on the side were the launches and not it seems some sort of ram scoops. Could you make the new launchers fit or blend with them it would look so much better.
Undocked and no ship, the station rendered fine as did everything in space but the ship did not appear, it was like flying cloaked without a cloak.
Tried firing the missiles but without a ship everything looked odd so re-docked.
Changed to my Nighthawk, what a contrast, the launchers looked awesome, it bristled with armament and really looked the business, if the Drake looked half as good as this it would be superb.
I love the new Inventory system even if the GÇÿCargoGÇÖ button also opens it (took me by surprise). The layout is super, and itGÇÖs a real GÇÿOne Stop ShopGÇÖ for everything I need to know. I could even look at my Corpmates hangers and see what was in them (I assume this only applies to the station I am in, (have not checked this yet), and CEOGÇÖs and Directors with the correct rolls).
So, itGÇÖs looking good, will test on my main gaming machine later today, well done so far.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |
|
Jake Maverick
InterSun Freelance Moon Warriors
3
|
Posted - 2012.05.03 11:36:00 -
[81] - Quote
Blue Harrier wrote:Test on my laptop;
Changed to my Nighthawk, what a contrast, the launchers looked awesome, it bristled with armament and really looked the business.
My Nighthawk did indeed "Look the business" with all those HAL II's Thank you for this phrase, I almost fell out of my seat laughing. |
Severian Carnifex
176
|
Posted - 2012.05.03 11:39:00 -
[82] - Quote
Some people started one more thread with this subject, and there are some gooood responses and defects listed, so i am writing here to show it to DEVs: https://forums.eveonline.com/default.aspx?g=posts&t=104224&find=unread |
bornaa
GRiD.
219
|
Posted - 2012.05.03 11:47:00 -
[83] - Quote
You zoom out a little and you cant see anything, no trails and no missiles. That Ain't Right |
Duchess Starbuckington
Starbuckington Manor
185
|
Posted - 2012.05.03 12:44:00 -
[84] - Quote
The citadel torp launchers fire 4 missiles each. That's it, I don't care how bad it is, I'm getting a Phoenix. |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1317
|
Posted - 2012.05.03 12:45:00 -
[85] - Quote
With missile effects turned off, there is no indication of missiles in space at all.
With missile effects turned on, my laptop freezes before I can finish clearing the first room of "Smuggler Interception" L4 vs Angel Cartel. Of course it took me a while to realise what had happened, I was too busy drooling over the effects and explosions.
I guess it really is time to upgrade to that new computer with the better video card ;)
Current laptop is a Medion MD96970 with nVidia GeForce 9300M G.
|
Milo Caman
Anshar Incorporated
34
|
Posted - 2012.05.03 13:33:00 -
[86] - Quote
Markus Reese wrote: All missile launchers have the red highlights
Also picked up on this, WTB Missile launchers with blue lights.
Also Rockets look fantastic. Are there plans for missiles to peter out or explode prematurely when they don't hit? |
|
CCP Choloepus
C C P C C P Alliance
96
|
Posted - 2012.05.03 13:41:00 -
[87] - Quote
Mara Rinn wrote:With missile effects turned off, there is no indication of missiles in space at all.
With missile effects turned on, my laptop freezes before I can finish clearing the first room of "Smuggler Interception" L4 vs Angel Cartel. Of course it took me a while to realise what had happened, I was too busy drooling over the effects and explosions.
I guess it really is time to upgrade to that new computer with the better video card ;)
Current laptop is a Medion MD96970 with nVidia GeForce 9300M G.
This might actually be due to a bug that was causing absurd peak memory usage in some circumstances, which should be fixed in the next Singularity build.
Although the new effect do exercise the hardware a bit more, please let us know if things are a bit better after the new build goes up. |
|
Bloodpetal
Mimidae Risk Solutions
616
|
Posted - 2012.05.03 14:06:00 -
[88] - Quote
Launching a bomb didn't "Despawn" it after it exploded. It kept going and going and going and going.
Is the bomb supposed to come off the launcher when deployed? It hangs statically on the bomb launcher ( I imagined it's supposed to launch off).
Mimidae Risk Solutions Recruiting |
Maurck
Hellion Evolution
0
|
Posted - 2012.05.03 14:25:00 -
[89] - Quote
Hey, I noticed on the hound that when you launch torps, the animation of the missiles being fired are moving in the hull before ejecting from the launcher. Don't know if that's just client side on my end. Currently running with an i7 alienware M15X. |
Talon SilverHawk
Patria o Muerte
55
|
Posted - 2012.05.03 14:48:00 -
[90] - Quote
Maurck wrote:Hey, I noticed on the hound that when you launch torps, the animation of the missiles being fired are moving in the hull before ejecting from the launcher. Don't know if that's just client side on my end. Currently running with an i7 alienware M15X.
I noticed when flying the Tengu at speed and firing missiles there was a disconnect between the the missile launcher animations and the ship as well,
Tal
|
|
Kyoko Sakoda
Veto. Veto Corp
82
|
Posted - 2012.05.03 15:36:00 -
[91] - Quote
I hope you guys get the chance to split up the missile firing when the launchers are grouped. I also hope that you get to take a look at some of the launchers and their color schemes against the attached hull, for instance the Manticore with its Torpedo Launchers are a bit weird looking as it's a slightly different shade for a Lai Dai ship. |
Keras Authion
Science and Trade Institute Caldari State
94
|
Posted - 2012.05.03 16:00:00 -
[92] - Quote
Some things I have noticed:
Missiles spawn at odd directions from launchers. You don't notice it while moving, but try to stop a HML drake and start firing. The missiles fire backwards from the launcher a bit and then start homing on the target. Also the launcher doesn't track the target in the time from pressing fire and the missile actually launching, snapping in the right direction when firing. Works at least on the first round fired.
The larger missile effects are pretty demanding from close up, especially the EM. My computer is getting a bit old though, so that might be partially responsible.
If you unload a launcher in space, it still shows missiles loaded on the model. Works at least on heavy launchers.
Opinions:
The smoke trails are quite excessive on cruises. Looks too much like primitive combustible liquid propellant instead of a good high-tech propulsion system. Smaller missiles are fine here.
Rockets would look better when fired as a (very) short burst rather than the shotgun approach it has now.
Some small missiles can detonate pretty far from the target, as in barely in range if at all. It looks ok with vs frigates (they could be speedtanking) but when a rocket practically misses a cruiser, something very wrong is happening. The previous post was rated "C" for capsuleer. |
Markus Reese
Debitum Naturae ROMANIAN-LEGION
160
|
Posted - 2012.05.03 16:23:00 -
[93] - Quote
Milo Caman wrote:Markus Reese wrote: All missile launchers have the red highlights
Also picked up on this, WTB Missile launchers with blue lights. Also Rockets look fantastic. Are there plans for missiles to peter out or explode prematurely when they don't hit?
Well, the main point was how turret skins change colour with what they fit on. So hybrids are different on amarr and minmatar, or T2 variants. At least with standard ones. Know my guristas are brown on my proteus. The part I was wondering its all launchers at current show as Kaali colors it seems. I expect as we approach release, we might see the different shader colors so they properly match the hulls. On the pheonix for example, their launchers are big and black and look like moles on the hull.
|
OlRotGut
17
|
Posted - 2012.05.03 17:22:00 -
[94] - Quote
Bloodpetal wrote:Launching a bomb didn't "Despawn" it after it exploded. It kept going and going and going and going. Is the bomb supposed to come off the launcher when deployed? It hangs statically on the bomb launcher ( I imagined it's supposed to launch off).
I noticed the same thing. the "Bomb" doesnt come off the launcher; and never reloads like we saw in this video Dev Blog Escalation Vid @ 4:20
Curious, if we are seeing a lesser build than from what was displayed on the video
|
Dierdra Vaal
Veto. Veto Corp
178
|
Posted - 2012.05.03 17:42:00 -
[95] - Quote
Culmen wrote:Rockets and Citadel Torps all fire multiple missiles. And i see three missile in the model
I have this too. 3x T2 rocket launchers on a crow, not grouped. Each launcher will fire (what looks like) 3 rockets. All launchers firing launches a cloud of 9 rockets.
It looks awesome but it seems a bit confusing. Is this by design?
Veto #205 * * * Director Emeritus at EVE University * * * CSM1 delegate, CSM3 chairman and CSM5 vice-chairman |
Sirinda
Lead Farmers Academy Kill It With Fire
85
|
Posted - 2012.05.03 17:47:00 -
[96] - Quote
Rocket launchers have a model artifact in between the launch tubes and the launcher base. It's only visible staring at the business end, not the exhaust vents.
Other than that, geometry wise some of the new stealth bombers do funny things with loaded cruise missile and torpedo launchers, most notably the Purifier and Manticore. :P
Also what I posted about several other launchers here. |
Nikki Rhal
Z0MBIELAND Double Tap.
0
|
Posted - 2012.05.03 17:49:00 -
[97] - Quote
Flash the server already, i cant get in |
Bellame Shouna
Escadron leader La League des mondes libres
0
|
Posted - 2012.05.03 17:52:00 -
[98] - Quote
I can't get too
before patch it was good
already clear all cache
|
Croniac
Thunder Chickens
14
|
Posted - 2012.05.03 19:33:00 -
[99] - Quote
Simply awesome! I'm late getting back to work because I was sitting here watching how cool they look. |
Gevlin
Universal Might DSM FOUNDATION
137
|
Posted - 2012.05.03 20:02:00 -
[100] - Quote
fired heavy Missils from a Caracle found the Exhaust was coming out of the oposite missile batteries fromt vs the Rear of the same side as I would expect. The Goons are Coming, The Goons are Coming Jita the April 28, Hulk a geddon April 29 for a month. The Best Tears are the Geifer's Tears. just hope the new crime watch system is in place by then.... oh the chaos will rain!!! |
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bornaa
GRiD.
219
|
Posted - 2012.05.03 20:22:00 -
[101] - Quote
Why cruise missiles don't have loop when they are launched??? It looks stupid when they have zig zag sharp edged trajectory. That Ain't Right |
Lennox Sinclair
PonyWaffe Test Alliance Please Ignore
0
|
Posted - 2012.05.03 21:54:00 -
[102] - Quote
First off, the new turrets, effects, and bombers look awesome. Good job.
Now, about these disappearing drakes... when I first logged in to check out my drake I was only able to see one of the heavy missile launcher turret models mounted on my drake while in the hangar, despite having a full rack mounted. When I undocked, my drake was completely invisible. Could still see the missiles and effects when firing at rats, though.
I removed all modules and repackaged the ship, then assembled it and replaced the modules. Problem persisted. I went to another hangar and tried another one of my drakes, same problem.
I then went and bought and fit out one of the seeded drakes and fit it with seeded modules and the problem corrected itself. All turrets were modeled properly in the hangar and upon undocking my drake was fully visible.
I concluded that pre-existing drakes were broken but newly purchased drakes are good to go. (possible alternative: the first two drakes had meta-2 HMLs fitted whilst the new drake was fitted with meta-4 HMLs... so could have been the specific launcher modules)
Anyway, keep up the good work.
PS - New inventory window is interesting, haven't played with it much though |
Ephraim Faide
Black Thorne Corporation Black Thorne Alliance
1
|
Posted - 2012.05.03 22:53:00 -
[103] - Quote
Missile animations and coloration (hue, contrast, etc.), look really great.
Until I minimize EVE to desktop, and then I jump back in again (playing eve on a non-windowed version, so I need to ctrl+esc to get to desktop). Then I notice that all of the new missile animations are very dark (dark smoke, animations and explosions...dark grey to the point of barely being able to discern it).
Running WIndows VIsta, NVIDIA 1GB card (cannot tell you what it is atm, as I am away from my home-computer).
Otherwise, I find the new animations and FX to be working rather great! No slowdowns that I can see, and the sound effects, are awesome. Finally, my Hawk looks menacing :).
Cheers, Faide |
Kolvin Trask
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.05.03 23:16:00 -
[104] - Quote
Very pretty flight effects.
Each missile from a given volley spiraling around the axis of flight is very anime-ish ... good job.
For an even better view of the missiles in flight, click on the eye icon to move point of view to your target, and then spin the camera around to stare towards your ship. Very menacing when viewed incoming. |
Rynnik
Agony Unleashed Agony Empire
12
|
Posted - 2012.05.03 23:35:00 -
[105] - Quote
The HAM launchers overlap on the Sacriledge right now. |
Cptn Bagel
Vanguard Venture R and D Vanguard Venture Alliance
1
|
Posted - 2012.05.04 00:08:00 -
[106] - Quote
While this has already probably been said, since you added animated structures for every launcher, you need to remove all of the stock launcher structures from the ship's frame. The best example of this is the drake, which comes stocked with 8 launchers on either side of it. Once you equip launchers, the game currently just stacks the animated launchers on top of the launchers attached to the ship, which looks pretty stupid.
The new inventory interface is also bulky, and annoying to use in combat when you are watching your ammunition supply. The old one did it's job better, in my opinion. Keep the new interface for in station use only. |
Rick Nackson
Aura of Darkness Nulli Secunda
0
|
Posted - 2012.05.04 00:53:00 -
[107] - Quote
OMG effects are epic. AWESOME JOB CCP!!!
I like the idea of the new inventory system, but as said above it is slow to navigate. (Possibly due to not being used to it..) Either way, seems like just allowing selection of the old or new system would be a nice solution to me. |
Joelleaveek
Center for Advanced Studies Gallente Federation
41
|
Posted - 2012.05.04 02:13:00 -
[108] - Quote
I've noticed bomb launchers will have a bomb hanging out and ready even if there is none loaded and none in you hold |
Galphii
Sileo In Pacis THE SPACE P0LICE
42
|
Posted - 2012.05.04 03:48:00 -
[109] - Quote
Just noticed the heavy missile launcher firing animation seems to be on the wrong pylon - it's firing from pylon A while shooting the missile from pylon B and visa-versa |
Markus Reese
Debitum Naturae ROMANIAN-LEGION
161
|
Posted - 2012.05.04 05:31:00 -
[110] - Quote
Joelleaveek wrote:I've noticed bomb launchers will have a bomb hanging out and ready even if there is none loaded and none in you hold
A very good point. I wonder if it is possible for the "In warp" position of all modules to be applied during the reload cycle, especially on launchers. If there is no charge loaded, or it is reloading, it returns to storage position? |
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Caldain Morrow
Red Federation RvB - RED Federation
8
|
Posted - 2012.05.04 10:57:00 -
[111] - Quote
seems to be a bit of an issue with heavy launches at close range skipping the launch animation and going straight to the "hit" portion of the action. |
Avila Cracko
348
|
Posted - 2012.05.04 11:12:00 -
[112] - Quote
please DEVs, dont forget to look here for feedback too: https://forums.eveonline.com/default.aspx?g=posts&t=104224 truth, the whole truth and nothing but the truth. |
Babcja
Dutch People In Outer Space
3
|
Posted - 2012.05.04 12:08:00 -
[113] - Quote
i just tried a vengeance with rockets and found out the client freezes for the duration of the missile flight
i think the graphics aren't upto rocket speed yet tho tghe other's i tried look nice and i'm awaiting till it gets released on TQ |
Mindnut
Rockbiter Industries The Chaos Engine
6
|
Posted - 2012.05.04 12:51:00 -
[114] - Quote
Hi all, I love the changes to both inventory and missiles but few things bug me:
- The bomb sticking out of the bomber even though the launcher is not loaded. When fired the animation is poor too. The actual bomb is fired from the middle of the ship and soon after the model of the bomb just disappears. A new bomb is drawn out of the bay. It'd be great if we could have bombs that are unique to every bomb type and actualy fired not disappearing.
- The explosion fx is hard on my framerate when the view is close to the attacked ship. I'm running an Intel Core Duo (2,66 GHz) and GTX 560 OC with physics assigned to GT 430.
- The new inventory is a great idea but I don't like the fact that it's forcing everything into one window. A lot of resizing will be involved. I like having a big inventory window when in station and a small window for ship cargohold when in space. The old system remembered the sizes of the windows and position. That was especially useful when doing a mining op with the use of orca/rorqual corp hangars. When mining I had many inventory windows open all the time - mostly to view the filling process.
I think the new inventory should also remember the size, possition, filters and setting of the windows so that if you open the corp hangar in space it should bring up the window where you want it and not where the last one was open or where your current one is.
That's it for now, fly safe, Mindnut Today - The Power of Two Tomorrow - 2 Hulks and an Orca |
Drezzster
Caldari Provisions Caldari State
1
|
Posted - 2012.05.04 20:13:00 -
[115] - Quote
Minor issue, but it bugs me considering everything else looks so sweet:
The missile launchers on one of the raven's wings are falling off the edges. Looks kind of silly, especially considering the area is clearly large enough for the launchers?
Also: has anyone else noticed the raven model has been changed slightly? one of the towers is a little higher, there is a new spot light and there are a couple extra "lumps and bumps". |
Velarra
Ghost Festival Naraka.
58
|
Posted - 2012.05.04 21:17:00 -
[116] - Quote
OP might have been better in this thread however, I'll repost here too: https://forums.eveonline.com/default.aspx?g=posts&m=1246682#post1246682
[regarding different Hookbill launcher placement]
Wing mounts would be nice. Particularly on the bottom of the wing.
Suggestion Pictures to illustrate:
Default configuration currently, Letters A, B & C represent launcher mount points: http://eve-files.com/dl/254286
New Mount point suggestions:
View from Bottom: http://eve-files.com/dl/254287
View from Top: http://eve-files.com/dl/254288 |
Avila Cracko
348
|
Posted - 2012.05.04 21:29:00 -
[117] - Quote
About Raven launcher placement: https://forums.eveonline.com/default.aspx?g=posts&t=104706&find=unread
Logan LaMort wrote:I'm finding the Raven missile launchers to be placed in a pretty odd spot on the ship. Right now they'e fixed to the ends of the large two wings, which is also where the extra engines are placed. Not only are they sticking out from the model, but the placement itself just doesn't make sense as it looks like they're embedded into the engines. There's plenty of other good spots to place them on the Raven.
Please look at it... current placement just looks ugly. truth, the whole truth and nothing but the truth. |
Helen O'Malley
5th Battallion of Apocalypse
0
|
Posted - 2012.05.04 21:38:00 -
[118] - Quote
CCP may u better look at "simmetry" of launchers in the ships?
for example:
curse with 2 HML. one is in the middle of the ship, other is on the right side. would be super to keep simmetry. Its this possible?
thanks in advance |
Aubrey Addams
University of Caille Gallente Federation
14
|
Posted - 2012.05.04 21:58:00 -
[119] - Quote
Just fired some cruise missiles. The old firing sound was much better, this new firing sound is like you just shooting little firework rockets, i don't like. Add some bass pls!
FPS when there is no missile in space: 58 Missiles cut down it half.
|
Aloit Toma
Black Company Merc's The Aurora Shadow
0
|
Posted - 2012.05.04 23:18:00 -
[120] - Quote
Can someone please derect me to a post or/ help me get on duality...it gives me the "incorrect username or password" line but I read on a currently disabled post that this was just something that a member CCP would be able to fix for me if he were to be contacted about it.
Thank You and, sorry to disturb the missile feedback; I was only given this link in the duality log in screen |
|
Drezzster
Caldari Provisions Caldari State
1
|
Posted - 2012.05.05 00:43:00 -
[121] - Quote
Just noticed a BIG issue.
When mission running being able to see where your missiles are headed whilst zoomed out is very useful (makes volley counting easier).
The new effects are close to invisible at any sort of range, which as it stands will be real pain in the arse. |
Alice Katsuko
Terra Incognita Intrepid Crossing
107
|
Posted - 2012.05.05 01:55:00 -
[122] - Quote
Mindnut wrote:- The new inventory is a great idea but I don't like the fact that it's forcing everything into one window. A lot of resizing will be involved. I like having a big inventory window when in station and a small window for ship cargohold when in space. The old system remembered the sizes of the windows and position. That was especially useful when doing a mining op with the use of orca/rorqual corp hangars. When mining I had many inventory windows open all the time - mostly to view the filling process.
I think the new inventory should also remember the size, possition, filters and setting of the windows so that if you open the corp hangar in space it should bring up the window where you want it and not where the last one was open or where your current one is.t
You can Shift+Click or use the right-click context menu to open a folder in the inventory in a new window.
|
Alice Katsuko
Terra Incognita Intrepid Crossing
107
|
Posted - 2012.05.05 02:34:00 -
[123] - Quote
Missiles look awesome, but noticing a few minor issues.
(1) When undocking, for a few seconds I get the invisible ship with floating turrets bug.
(2) When an NPC defender missile intercepts a rocket, the rocket swarm effect still continues to run towards the target as though the rocket hasn't been intercepted, but the hit effect correctly doesn't show up.
(3) The missile explosions look awesome at a distance. But it is now no longer possible to track a missile's flight path. Would it be possible to have an option for players to see something like the old glowing missiles when zoomed out if they want to?
(4) The bottom-most torpedo in a torpedo launcher does not fire. Only the top two torpedoes are animated.
(5) Bomb explosion effect seems to be missing
(6) Bomb launcher needs a cycle timer.
(7) Bomb launcher reload animation doesn't work. The launcher shows a deployed and ready bomb even after a bomb is launched. The bomb launcher reload animation should cycle while the bomb launch timer is running. The bomb bay should remain closed if the bomber does not have a loaded bomb.
(8) Missile launchers such as torpedoes should be closed (as though the ship is in warp) if the ship does not have any missiles loaded. |
TheButcherPete
Specter Syndicate CORE Alliance
156
|
Posted - 2012.05.05 02:38:00 -
[124] - Quote
Seems like every time I launch a bomb, two bombs are created graphically. One bomb will appear next to the ship, the other will fly into space normally. The one next to the ship will detonate and display the effect (with no damage dealt) and the other will not show an effect.
Edit: New missiles. There are now heavy and light defender missiles.
Light can only be loaded into rapid light, and normal light launchers.
Heavy can only be loaded into Heavy and Heavy Assault launchers.
Loading the preview for Heavy Defender loads correctly, however the preview for Light is bugged. Light Defenders are also not seeded on Singularity. My moncole doubles as a cigarette lighter, a flashlight, a laser and x-ray goggles. If you haven't noticed yet, I'm in love with Punkturis. -á-á-á
|
Lost True
Paradise project
8
|
Posted - 2012.05.05 03:17:00 -
[125] - Quote
1. Citadel missiles flies directly from laucher to target, instead of flying some distance off the launcher and then allign. 2. Effect of citadel torp explosion(scourge, at least) - when looking at the target very close, multiple explosions causes a major FPS drop. Something like from 30-40 to 2. |
Cpt Arareb
Ideal Machine Many Reckless Corps
15
|
Posted - 2012.05.05 05:55:00 -
[126] - Quote
drake have launchers on top of launchers .. and dont come tell me that is launchpads cause I dont byte it.. anyway good job on overall with the new launchers and missile efects it looks awesome |
Galphii
Sileo In Pacis THE SPACE P0LICE
42
|
Posted - 2012.05.05 07:26:00 -
[127] - Quote
The arbitrator's 3rd turret slot is in a weird place - When adding the missile launcher in that third slot, it's kind of stuck to the front left hand side, whereas there's a perfectly good spot for a hardpoint in the centre behind the bridge. The current location just looks... wrong Wouldn't take much effort to move that hardpoint, no sir.. |
Avila Cracko
349
|
Posted - 2012.05.05 09:11:00 -
[128] - Quote
missiles are hard to see. you zoom out a little and they are gone. can you make theirs flairs brighter so that we can actually see them when they are rendered? cam you make that they render from grater distance? truth, the whole truth and nothing but the truth. |
Texty
State War Academy Caldari State
21
|
Posted - 2012.05.05 10:00:00 -
[129] - Quote
Alice Katsuko wrote:(3) The missile explosions look awesome at a distance. But it is now no longer possible to track a missile's flight path. Would it be possible to have an option for players to see something like the old glowing missiles when zoomed out if they want to?
Avila Cracko wrote:missiles are hard to see. you zoom out a little and they are gone. can you make theirs flairs brighter so that we can actually see them when they are rendered? cam you make that they render from grater distance?
^^These. I can no more visually notice how many volleys are on their way to the target at the moment. |
Ceptia Cyna
Federal Navy Academy Gallente Federation
34
|
Posted - 2012.05.05 14:25:00 -
[130] - Quote
Missle Launcher on Cruiser sized Ships:
Problem: Cosmetic
Type: HML and HAM
Description: The HML and HAM Launchers tend to look a bit akward when place on certain smaller Ships like the Tengu. They somehow ruin the overall Shipdesign.
Solution: Reduce the Size to a moderate level 75% 50% 25%? I dont really know what exact number would look appropriate but you might figure it out at the Designcomputer.
Best Regards and keep up the good Work! |
|
VLAD VIRONS
United Kings Test Friends Please Ignore
6
|
Posted - 2012.05.05 15:26:00 -
[131] - Quote
Just a question to Designers:
Guys you realy like how these launchers looks on ships like tengu, scorpion etc ? I just hope you are about to adjust its positions on ships, some of them like tengu would be enough to have only launchers that placed on wings (depend on sub ofcourse). We wanna Launchers but not so many at once on a single ship =)
And maybe that smoke, abit to much of it. |
Verite Rendition
F.R.E.E. Explorer EVE Animal Control
114
|
Posted - 2012.05.06 12:05:00 -
[132] - Quote
This is a low priority for sure, but snowballs could use some love. Besides the lack of a launcher model, the missile model is just that, a missile. It doesn't even begin to look like a snowball, particularly since it's leaving a smoke trail rather than an ice trail. |
Severian Carnifex
176
|
Posted - 2012.05.06 20:24:00 -
[133] - Quote
and again... launchers on BSs look so tiny... |
ELECTR0FREAK
24
|
Posted - 2012.05.06 23:53:00 -
[134] - Quote
Galphii wrote:Just noticed the heavy missile launcher firing animation seems to be on the wrong pylon - it's firing from pylon A while shooting the missile from pylon B and visa-versa
Was going to post this but decided to see if anyone else had already mentioned it.
That and my craptop (ASUS P50IJ) is displaying smoke trails but not the actual engine flare. This with the graphics turned all the way up. I tried out a Drake and rocket launchers, standards, assaults, HMLs and HAMs on it just to try out the effects... they don't look so hot when all you can do is see the smoke trails. I went on the YouTubes and got to see what I was missing out on.
I realize that this Intel GMA4500 video card is pretty crap but it sucks to miss out on the new awesome. Let me know if you need me to grab some screencaps or anything in the event this is something you guys can fix. Discoverer of CCP's original missile damage formula. |
iSwissMiss
Republic Military School Minmatar Republic
0
|
Posted - 2012.05.07 02:40:00 -
[135] - Quote
The missiles are looking very promising and great, however a few tweaks here and there will make it even more EPIC.
- one thing i noticed and kind of bugs me is that the trails from the missiles whip/flap around too much "like a sperms tail" quote from some people on sisi lol, i agree less flapping around of trail smoke will look less 'out of control', dont make it completely straight, just minimal flapping about.
- also fix the proportional size of missile explosions based on the missile size i.e. rockets small explosions, light missiles slightly bigger, heavy missiles bigger, cruise Big and torps BIG, bombs MASSIVE etc etc (some explosions look the same size for different missiles). and change size of launchers based on ship size too if you can do, would look awesome.
- also when some missiles fire the animations are wrong or not really good, some fire backwards like the HML i think, and the CML (cruise) the missile turns too quickly and snaps towards the target instead of smooth curve like the torp missiles do when launched.
- will we be able to see the actual missiles themselves? so far its just the flame i believe for most missiles (i think yes?) and click on them/look at or follow them to target?
- i also agree with whats been said about the adaptive armor hardener and it should reset resists to default after 1 or 2 cycles when no damage has been taken during that time and re-adapt to new damage while active.
if something is unclear just say so and i'll edit :)
thanks CCP! |
miiriiah
Republic Military School Minmatar Republic
4
|
Posted - 2012.05.07 09:46:00 -
[136] - Quote
Missiles are abit too hard to see when zoomed out(probably mentioned before) torps being "kicked" out of the launchers with flashy effects could use some work !!!!There is no shockwave from torpedoes!!!! I want my awesome shockwaves back, make them abit smaller if their size was a problem.
Launchers on BS look abit too small/badly positioned(Raven)
Abit OT: while you're at it, fix Tachyon lasers aswell http://www.youtube.com/watch?v=uspRNVCqmgk&feature=related This is a Tachyon beam laser, not the puny ms paint line they shoot now that happens to be the thickness of a frig laser, and it disappears way too quickly. |
TheButcherPete
Specter Syndicate CORE Alliance
161
|
Posted - 2012.05.07 11:10:00 -
[137] - Quote
miiriiah wrote:Missiles are abit too hard to see when zoomed out(probably mentioned before) torps being "kicked" out of the launchers with flashy effects could use some work !!!!There is no shockwave from torpedoes!!!! I want my awesome shockwaves back, make them abit smaller if their size was a problem. Launchers on BS look abit too small/badly positioned(Raven) Abit OT: while you're at it, fix Tachyon lasers aswell http://www.youtube.com/watch?v=uspRNVCqmgk&feature=related This is a Tachyon beam laser, not the puny ms paint line they shoot now that happens to be the thickness of a frig laser, and it disappears way too quickly.
xD nice ending to that video. I love how Tachyons are particles that move backwards in time, but CCP made them INTO A LAZER :3
This is a laser. My moncole doubles as a cigarette lighter, a flashlight, a laser and x-ray goggles. If you haven't noticed yet, I'm in love with Punkturis. -á-á-á
|
Futchmacht
TERRA CORE INDUSTRIES
0
|
Posted - 2012.05.07 11:29:00 -
[138] - Quote
Well I would like to say Great job so far!! the missle launchers look great!!!
The major problems i find are what some others have mentioned as well but i want to repeat them so it comes up as a "problem"
#1. Explosions - The size of the large missle types like cruse and torp are way to small.. i know your trying to move away from the current deathstar explosion radius. but before it was easy to se what kind of missle was hitting you based on the size of the BOOM!!!! now we cant. so please larger missiles make there effects larger based on size of missile.
#2. At range the missles no longer have a glow.. its funny how you get rid of the space dots.. cause they are lame.. and then we realize wow .. we use that stupid dot to guage distance and expected impact.. and for long range fights thats totally needed.. so you need to re add the dot effect as "flare" effect.
#3. Some of the missles when they fire out of the launchers have a jerky effect like a 90 deg turn then streight to the target. need to make the wide arc more fluid. (more of an view thing). the other 2 points actually effect game play and are more important!
Other then that you have done a great job.. the different looks for the effects for different type EMP KIN ect.. are easy to see the twisting trails ect all looks great!! keep up the good work CCP!! |
impli
Royal Guardians G00DFELLAS
9
|
Posted - 2012.05.07 13:18:00 -
[139] - Quote
Have only I the impression that there is no explostion sound at all ? The vissuall efects are awesome .. really like them .. but size them a little bit more with the missle size pls...
The new heat boom is cool .. do them more in foreground .. and the after boom efect a llitle bit longer / stronger if I shoot EM missiles on a taget it just lighten up and the em effect is to short .. (lightings)
But anyway .. just polish them a little bit more and add sound to the explosions.. :D
btw.. the bombs doesnt explode at all :( BUg ? |
Javelin6
28
|
Posted - 2012.05.07 17:06:00 -
[140] - Quote
I sent this as a bug report originally, I am posting it here as well for the community so they can add into or comment on it.
Quote:Launcher placement on Scorpion-class hulls Not sure if this a bug or by design. Its seems like there is a pattern for launcher placement, with "turreted" launchers (ie; rockets ect.) going to the "legacy" gun turret slots and "silo" launchers (ie; torps, ect.) going to new slots on the "bow" of the hull. However, Heavy Missile launchers (turreted) and Cruise Missile launchers (silo) are the exact opposite. Again not sure if this is by design or a bug, but it seems to me that those 2 launchers should follow the rest of them right? As you can see from my attached screenshots when the Heavy Missiles are placed on the hull they do not even look like they have room to pivot on there current locations on the "bow". Shouldn't Cruise Missiles be placed on the "bow" and Heavy Missiles be placed on the "wings"? https://bugs.eveonline.com/files/060551619451.jpghttps://bugs.eveonline.com/files/060551619462.jpg |
|
Talon SilverHawk
Patria o Muerte
59
|
Posted - 2012.05.07 18:00:00 -
[141] - Quote
New build today. So far
Good
Cruise missile launchers animation is now fixed, like
Could be improved
Missile launcher placement on Raven could moved to the central body of the ship, rather than the wings.
Please fix
Cannot see missiles at range at all. |
James Bullseye
FREE GATES HUN Reloaded
0
|
Posted - 2012.05.08 08:04:00 -
[142] - Quote
Hy guys!
To me those launcherers are simliar to the now days launcher that used in military like the "silo" launcher. |
James Bullseye
FREE GATES HUN Reloaded
0
|
Posted - 2012.05.08 08:15:00 -
[143] - Quote
Talon SilverHawk wrote:New build today. So far
Good
Cruise missile launchers animation is now fixed, like
Could be improved
Missile launcher placement on Raven could moved to the central body of the ship, rather than the wings.
Please fix
Cannot see missiles at range at all.
Or they stay on the wings and need to put there holes not turret type launchers...this is just a another possibility to the launchers. |
Sirinda
Lead Farmers Academy Kill It With Fire
91
|
Posted - 2012.05.08 18:33:00 -
[144] - Quote
370424 has apparently removed that rendering artifact on the rocket launcher turret and in the process also damaged the deployment cinematic. It's quite hilarious, you should watch it. |
Tobiaz
Spacerats
369
|
Posted - 2012.05.08 22:20:00 -
[145] - Quote
Sirinda wrote:370424 has apparently removed that rendering artifact on the rocket launcher turret and in the process also damaged the deployment cinematic. It's quite hilarious, you should watch it.
Indeed. Some of the polygons are stuck in the animation. Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |
PhyreFox CEO
Interstellar Security Corporation
4
|
Posted - 2012.05.09 03:35:00 -
[146] - Quote
The new central body launcher points for the now non-paired launchers on the Raven look alright and are in logical spots. Just a couple small observartions here...
- on the Raven Navy Issue the 7th launcher gets shoved, paired, onto the wing-ends unlike the other six. ( one would assume the same issue for 7 and 8 on the State Issue, if there are any left)
- You can't select what launcher goes in what slot from the fitting window like you could before. They just fill in in a set order.
- Not a big deal, but with the now non-paired launchers you end up with missiles flying through the ship model while flying towards the target when its above or below you. Just looks kinda wierd. |
|
CCP TerrorShark
C C P C C P Alliance
14
|
Posted - 2012.05.09 17:34:00 -
[147] - Quote
So first a quick sorry for not posting much in here, would you believe me if I said I had been working crazy hard getting all your missile concerns in game?! Because that would be the truth. A night and day missile labour of love is driving team Trilambda!
Big thank you to everyone who posted here and other threads, penned some epic bug reports or grabbed me on Singularity for a chat I appreciate your time and energy to raising the undiscovered issues that can only come from the hyper-knowledgeable EVE hive mind.
Since this thread went up we have shuffled a lot of locators on a mountain of ships, tweaked performance (still very ongoing), integrated and boosted sound effects, altered flight paths and speeds, made things glow more, made things glow less and colour matched launchers with hulls *breath.....* corrected animations, made more animations, worked on tracking, sexified bombs and yeah actually made bombs work correctly. The rest I either forgot or can't tell you.
Keep them coming at us. I just wanted to drop a note of appreciation and hope to see you all in the next mass test! |
|
Talon SilverHawk
Patria o Muerte
61
|
Posted - 2012.05.09 19:20:00 -
[148] - Quote
Like the new placement of missile hardpoints on the Golem.
My only big issue with missiles now is the lack of visibility of missiles in flight when zoomed out.
Oh and the Drake skin, although re-designing the ship as its not only the skin I think may take time (if done at all) but if you do, give it to who ever designed the new Manticore stealth bomber to do, that is the sexor
Tal
Great work though, love it : ) |
Silly Slot
Phoenix Evolved Part Duo
23
|
Posted - 2012.05.09 19:47:00 -
[149] - Quote
when will we get a draw distance for effects slider? as it is i can't zoom out much at all without loosing visibility on missles, trails, turrets etc... my PC CAN HANDLE MORE AT A TIME ITS BAD A$$, so why can't i set draw distance higher for effects?!?!?!? |
Dyniss
BloodLust Enterprises Apocalypse Now.
17
|
Posted - 2012.05.09 20:12:00 -
[150] - Quote
Moa Gila Oynx and Eagle hulls have major missile launcher clipping issues mainly with the port side launchers the placement is to close together causing them to clip one another. this is noticed most with heavy missile launchers |
|
DuGalle Khardula
The Black Legionnares SpaceMonkey's Alliance
0
|
Posted - 2012.05.09 20:36:00 -
[151] - Quote
i can see missile impacts and puffs on the launchers indicating missile launch, yet I can see a small black needle fly outward which is undoubtfully the missile, however the entire cool missile trail effect is missing, it seems that my missiles magically explode without emitting any trail whatsoever. really depressing cause i felt the effects were super cool |
Sirinda
Lead Farmers Academy Kill It With Fire
91
|
Posted - 2012.05.09 23:45:00 -
[152] - Quote
Eh, a lot of the cruiser sized ships have missile launcher clipping problems. Either reduce the size of HML et cetera accordingly or revamp the hardpoints on the ships in question.
Other than that, I think the Raven has some variants that need another missile silo location while the Scorpion has now a few too many.
(On the topic of the Scorpion, as there is at least one hull variant with an odd number of launchers, would it be too much to ask to relocate one of these locations towards the middle of the ship? The same applies to the Raven, but as that ship's model is skewed as **** anyways...) |
Invisusira
The Rising Stars Academy
21
|
Posted - 2012.05.10 01:31:00 -
[153] - Quote
New missile turrets are awesome, my only concern is coloration.
Right now the turrets look nothing like the ship they're on, can I assume this just hasn't been implemented yet? (Speaking mainly from a Khanid point of view here.) (mainly: why is there red crap all over the launchers) |
drdxie
Federal Navy Academy Gallente Federation
84
|
Posted - 2012.05.10 02:02:00 -
[154] - Quote
I gave a few ships a try on sisi, and in general found the new effects great, but the placement of the launchers really do not look great.
Tengu - My favorite ship, has lost its sleekness as someone just stuck some lego pieces outside the wings and on the main hull. I would prefer to see them under the wings.
Phoenix - Didn't like it at all, would like to have seen 3 "big" holes open on the top and launch 1 BIG ASS missile from each. these 5(if I counted right) launched from odd looking mount points were really sad to see.
Drake - Once again, lego pieces just stuck ontop of the old image of a launcher, would look way better if the mount point was on the ship
Merlin - Has no launcher hard point :(
Kestral - For me would look better if all the launchers were underneath as apposed to underneath, on topa nd on the wings.
Also it would be nice for the launchers to "tuck in" as the turrets do.
But nice job so far, I really like the missile effects Missile enhancers.. https://forums.eveonline.com/default.aspx?g=posts&m=1235061& |
Invisusira
The Rising Stars Academy
21
|
Posted - 2012.05.10 12:01:00 -
[155] - Quote
drdxie wrote:Drake - Once again, lego pieces just stuck ontop of the old image of a launcher, would look way better if the mount point was on the ship Drake is now comedy hour; "yo dawg I herd you like launchers so we put launchers on yo launchers so you can launch while u launch"
I think the main problem is that the inherently boxy, uni-race launchers simply aren't able to look as natural on ships as turrets do. Again, another part of this is that the coloration is off (why are there huge red boxes on everything?). |
Sirinda
Lead Farmers Academy Kill It With Fire
91
|
Posted - 2012.05.10 17:06:00 -
[156] - Quote
Tobiaz wrote:Sirinda wrote:370424 has apparently removed that rendering artifact on the rocket launcher turret and in the process also damaged the deployment cinematic. It's quite hilarious, you should watch it. Indeed. Some of the polygons are stuck in the animation.
Launcher geometry has been fixed but the camera is still focused on a point above the actual turret in the current build.
You guys might want to revisit that again. :P |
Einar Matveinen
nXo Intrepid Crossing
15
|
Posted - 2012.05.10 17:35:00 -
[157] - Quote
I've tried some missile ships those days on sisi and i've seen a little bug in a crow interceptor: when you mount light missile launchers on a crow, one of the new launchers is over the "old" static launcher built in the crow 3D model.
There is something similar with Drake model and new heavy missile launchers mounted over the old "static" launchers.
New launchers, bombs and missiles are great, i like them ^^ |
|
CCP Vertex
C C P C C P Alliance
118
|
Posted - 2012.05.10 18:41:00 -
[158] - Quote
Thanks for all the feedback everyone, we have a new build up for tonightGÇÖs mass test and would appreciate the feedback to continue.
Issues that we are currently aware of:
- Bomb Launcher is not animating (fire/reload)
- Bomb does not travel forward and explodes behind your moving ship
For anything else, please file a bug report that includes details such as your ship, launcher type and missiles used. Screenshots of the issue and your graphic settings are useful. CCP Vertex-á | -áArt Quality Assurance-á |-á Team Trilambda
http://wiki.eveonline.com/en/wiki/Bug_reporting
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Malkshurr
CBC Interstellar Fidelas Constans
2
|
Posted - 2012.05.10 18:57:00 -
[159] - Quote
Bombs are flying forward, but the explosion animation is assigned to launchpoint
when the ship is not moving explosion appears on the ship who fired a bomb
in my opinion/observation |
Nova Fox
Novafox Shipyards
3851
|
Posted - 2012.05.10 19:11:00 -
[160] - Quote
At various angles the light missile launcher would spit out a missile side ways out of the tube instead of inline with the tube until sufficently cleared the launcher, most noticably when flying away from the target.
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Denuo Secus
51
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Posted - 2012.05.10 23:59:00 -
[161] - Quote
Just tried the latest Sisi build (371513). I checked a Nighthawk with HMs. Missiles are still not really visible at medium range when zoomed out a bit. Also too much smoke. Indeed at medium range I only recognized missiles by its smoke!
It's certainly a matter of taste but I for one don't like smoke on my space ship missiles. Not sci-fi. Caldari are THE high tech faction! IMHO it would be awesome if missiles just could glow like the old ones...only we have now several of them per volley! The old, glowing missiles were the only thing I saw when watching a battle at range. A cruise missile hitting a target @100km was perfectly visible. I really liked that. How amazing could this look now with individual missiles per volley!
Btw: sound is great now. HMs hitting with some kind of massive but still not overdone sound effect. Love it. |
Meolyne
los tabarnakos
2
|
Posted - 2012.05.11 01:12:00 -
[162] - Quote
Talon SilverHawk wrote:New build today. So far
Could be improved
Missile launcher placement on Raven could moved to the central body of the ship, rather than the wings.
I studied the raven for more than 2 years now and the only place missiles would go were on wing's extremities, with wings interior fully loaded with racks of missiles from cargohold. First placement by ccp i found it awesome, not just "good"
now it's just below the beast... might please a few, but doubt it's majority.
so now? what the wings are for? it's became useless. (visual+utility)
sad day |
Talon SilverHawk
Patria o Muerte
66
|
Posted - 2012.05.11 11:42:00 -
[163] - Quote
Logged a bug report about not seeing missiles in flight when zoomed out. Sadly got a response saying working as intended .
That's going to make zoomed out fights for PVP or even PVE really naff for missile pilots. Also fleet missile fight vids are going to be a thing of the past
Tal
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Denuo Secus
51
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Posted - 2012.05.11 11:45:00 -
[164] - Quote
Talon SilverHawk wrote:Logged a bug report about not seeing missiles in flight when zoomed out. Sadly got a response saying working as intended . That's going to make zoomed out fights for PVP or even PVE really naff for missile pilots. Also fleet missile fight vids are going to be a thing of the past Tal
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Meolyne
los tabarnakos
2
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Posted - 2012.05.11 13:11:00 -
[165] - Quote
Not more tears for caldari... ?
No more missiles view for caldari = more tears :D |
Pierced Brosmen
Priory Of The Lemon
75
|
Posted - 2012.05.11 22:59:00 -
[166] - Quote
After some testing I notice that the launch animation for citadel cruise missiles is very jittery... kinda like the missiles have spasms (lol) When firing Citadel Torps I see the animation of four missiles that launch from the launchers like they should, Plus an aditional 4 torpedoes launching from the centre of the launcher... the last four missiles turn around after launch and return to my ship and explode (not causing damage ofcourse).... Looks really weird.
[Edit] Also, for the launchers on the underside of the Phoenix, the launcher on the wrong side is firing. If you have a target on starboard the side launchers on starboard fires like they should, except for the underside launchers, where it's the port one that fires |
Sjach Kothar
Joined Brotherhood Holding Joined Brotherhood
0
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Posted - 2012.05.11 23:24:00 -
[167] - Quote
I feel very disappointed in the new torpedo explosion effect...
Rockets and torps are my preferred missile types and i love everything about the rockets, but torps seem to be largely lacking for the explosion visuals i have come to know and love seeing all day long everyday.. i seriously hope this gets a new look over
for the torps i like the launching and missile travailing effects so no complaints there but when it comes to the explosion effect i feel that there more like heavy missiles or cruise missiles.
If you can beef up the explosion by at least 500% or just keep the explosion effects the way they are im sure allot of people would be much happier with them
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Pierced Brosmen
Priory Of The Lemon
75
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Posted - 2012.05.12 00:02:00 -
[168] - Quote
Since the client is handling the animations for missiles in flight, could it be possible to make their flight path avoid objects that are in the way, if possible?
Like for example you have a target on the oposite side of a station, it would look a whole lot cooler if the missiles flew around the station and not through it. |
Bakuhz
luna Oscura Clandestina Armada Borg ImperiuM
6
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Posted - 2012.05.12 12:09:00 -
[169] - Quote
first thing i really like the new missile effects
but i found one thing the bombs dont work as they should they do not fly their aligned position when propperly aligned and launched but they hang in space were you launched it like if it is a mine with a timer on it the bomber did not get damaged after several tests so i think i found one of your little bugs there
i drop bombs for a living so bake me some bread in a working oven!
http://sigs.griefwatch.net/index.php?kb=BIMP&name=Bakuhz&template=stargaze |
Pro Versius
Ministry of War Amarr Empire
3
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Posted - 2012.05.13 00:17:00 -
[170] - Quote
So I was just on SIngularity with my Malediction checking out the T2 rocket launchers and I noticed, this thing only has 3 launchers but it's spitting out 9 rockets per salvo. Shouldn't it only be shooting 3 rockets per salvo? Otherwise it worked great, the launchers aquired targets, fired and left trails in space before hitting target.
I have also checked out the effects on the Drake and purifier and they too looked good as well. Didn't see any issues with them. |
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Pierced Brosmen
Priory Of The Lemon
77
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Posted - 2012.05.13 23:17:00 -
[171] - Quote
Pro Versius wrote:So I was just on SIngularity with my Malediction checking out the T2 rocket launchers and I noticed, this thing only has 3 launchers but it's spitting out 9 rockets per salvo. Shouldn't it only be shooting 3 rockets per salvo? Otherwise it worked great, the launchers aquired targets, fired and left trails in space before hitting target. No, I belive it's correct that the rocket launcers fire multiple missiles per salvo. It's the same with the Citadel Torpedo launchers for capital ships. They fire 4 missiles per salvo, as there are 4 torpedo tubes per launcher.
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Keras Authion
Science and Trade Institute Caldari State
94
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Posted - 2012.05.14 11:10:00 -
[172] - Quote
Missile launchers don't enter the reloading animation if it runs out of ammo and has to reload. They just twitch like they were about to start the sequence but continue to track the target. Manually reloading starts the animation normally.
Also the launchers look a bit siilly with missiles sticking out of them when they just fired the last round. It's particulary visible with the capital launchers when there's just one missile and a long cycle time. The previous post was rated "C" for capsuleer. |
Pierced Brosmen
Priory Of The Lemon
77
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Posted - 2012.05.14 11:34:00 -
[173] - Quote
I fully agree. In my oppinion, missile launchers should also go to the "parked" position (that you get when you warp) when they aren't loaded with any charges... same goes for turrets for that matter. |
Andreus Ixiris
Mixed Metaphor Federal Consensus Outreach
871
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Posted - 2012.05.14 22:38:00 -
[174] - Quote
I found a graphical bug.
Citadel torpedo volleys will turn on thier masters. Mane 614
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SV0B0DA
Serenity Engineering and Transport Company Fatal Ascension
0
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Posted - 2012.05.15 21:53:00 -
[175] - Quote
This will probably get overlooked, but I really would like to see the ball of flame that was always visible when you fired a volley of missiles to be at least somewhat visible regardless of zoom distance.
You used to be able to tell beyond a shadow of a doubt when someone fired missiles at you, however now you can only tell once they get close or hit you for the first time. |
Lord Melvinstar
Comtie Command Emission Generation
0
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Posted - 2012.05.15 23:17:00 -
[176] - Quote
I'm going to start this by saying I love the new effects. They are a huge improvements over the old ones.
However, I've noticed that the flare from the missile's "engines" tends to crap out after a while. I'm not sure if this happens when you alt-tab out or if it just stops working, but after a while the only way to see the missiles in space is by their smoke trail.
I also wish that the explosions could be a bit bigger or brighter, and definitely louder. With the current effects, you can see and hear even light missiles explode from a good distance away (at most zoomed out as far away as you can still see your ship on screen, and definitely with the camera in the "default" position.) Now, I can barely hear them unless I lock the camera directly on my target. |
RaMKNoT
Republic Military School Minmatar Republic
0
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Posted - 2012.05.16 07:40:00 -
[177] - Quote
Am i the only one that thinks turrets & launchers shall remain closed (offline graphically, tucked in wtvr u wanna call it) all the time , unless they have a target locked..
just sayin :S |
Spyker Slater
Blue Republic RvB - BLUE Republic
5
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Posted - 2012.05.16 08:52:00 -
[178] - Quote
LOVE the new effects!!
Small bug I found: I fitted a drake with 2xHML, 2xHAM, 1xLight missile, 1xRappid Light missile and 1xrocket The 3 small launchers ended up being placed at the top and bottom of the drake. I went to an asteroid belt and started shooting rocks which were to the side of the drake. The HMLs and HAMs on the side of the drake looked fine, but instead of the small launchers at the top firing the ones on the bottom fired which ended up firing the missiles and rockets through the side of the drake.
Also for future development: Please improve the wreckage of ships, I mean how can the wreckage of a battleship or even titan look the same as that of a frigate? |
Kyre Ikslawok
Federal Defense Union Gallente Federation
0
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Posted - 2012.05.16 10:59:00 -
[179] - Quote
missles barely visible in flight from close , if zoomed out a bit cant see flying missle at all . if its looks as it should its realy stupied idea. |
D'Kelle
Federal Navy Academy Gallente Federation
35
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Posted - 2012.05.16 12:54:00 -
[180] - Quote
The Drake looks totally Brill with it's missile set giving full and cool effect, however the Cruise launchers and Torp launchers are a bit feeble in comparrison it pops out or drops out depending upon location and dosnt give that feeling of the taget been locked up and tracked. If these were for planetary bombardment then the effect of them dropping out from underside silos of a Raven then streaking towards the planet surface below that would be somewhat different. So a little more work on the launch effect of those would be good. |
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D'Kelle
Federal Navy Academy Gallente Federation
35
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Posted - 2012.05.16 15:37:00 -
[181] - Quote
SV0B0DA wrote:This will probably get overlooked, but I really would like to see the ball of flame that was always visible when you fired a volley of missiles to be at least somewhat visible regardless of zoom distance.
You used to be able to tell beyond a shadow of a doubt when someone fired missiles at you, however now you can only tell once they get close or hit you for the first time.
Hmmm I think the ugly red flashy flashy guy on your monitor should hint a that long before you see the missile comming at you and unless youre in a speed tanking hot rod you can not evade them anyway |
Herod Esther
Cerberus Incorporate Tribal Dragons
0
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Posted - 2012.05.16 19:44:00 -
[182] - Quote
I looked on the test feedback thread, and there was one for the activation of accounts on SIngularity, but it was locked. Could someone activate me?
ANd when is the next mirror? |
DeltaAgent26a
0
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Posted - 2012.05.19 05:39:00 -
[183] - Quote
I would be very interested in giving feedback on the missle systems, however, I am still waiting for this and several other characters to be reactivated on the SISI server.
I am also interested in knowing when the next mirror will occur. |
Recoil IV
Gladius Veritatis Fidelas Constans
0
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Posted - 2012.05.19 07:48:00 -
[184] - Quote
just an ideea
remove t2 missiles penalty.why? compared to t2 turret ammo
hail has enourmous falloff these days,barrage has even more at the cost of only a few dps loss quake has been recently buffed (few month ago) has 1.25x more tracking (better than faction ammo) and all t2 long range ammo has been buffed for that matter. void/null has been buffed..
show missiles love,remove the t2 precision speed penalty,buff them |
Octoven
Lupus Draconis Dragehund
2
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Posted - 2012.05.19 14:02:00 -
[185] - Quote
To me it seems the smoke trail that follows the missile looks more like my ship shot out a huge stream of ink underwater rather than smoke. The smoke needs to be a little more constricted on the backside or at the very least have the trail long enough to make the width of the trail more consistent.
Which brings me to my next issue, I realize having long trails puts demands on the server, but perhaps make the trail stay in effect until the missile explodes. I would like for my target to see the streams of smoke as his ship is being destroyed. Essentially the smoke should show where the missile has been and right now it hugs the actual missile too close.
Launchers look and are running brilliant, torp blast radius actually is toned down properly and I noticed some improvement to bomb effects; however, imho bombs are still wayyy off from where they should be. A bomb should be able to give off a blinding light sort of like a nuke. It is a bomb, not a firecracker.
Heavy launchers look massive compared to cruise in relation to the ship they are on. The raven for example is much bigger than the drake; however, the cruise launchers against its hull look small compared to the heavies against the drake's hull. |
NOGC BLAST
Lions Of Judah Intrepid Crossing
2
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Posted - 2012.05.19 18:25:00 -
[186] - Quote
So Far I have tested heavy missiles both assault and regular, rockets, light missiles, torpedos.
However I was very exited to text the torpedos, because I wanted to see the new explosion effects you used, but quick enough I found them rather unexpectedly small and without any visual punch to them, they looked the same as a heavy missile explosion effect.
All I'm saying is, maybe amp up torpedo explosions a bit, make them bigger and more impressive in scale, make them feel like a real battleship killer. It should be noted this was from about a day or to ago, and I just finished patching again, I'll revised this post as needed.
But on a better note, no matter the torpedo effects, this has greatly enhanced the feel of missiles into something that at the very least FEELS worth using. |
C4rnag3
Liga Freier Terraner Ev0ke
3
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Posted - 2012.05.20 11:17:00 -
[187] - Quote
- add an option to disable smoke (smoke, fog is in EVERY game a huge performance killer) - add more awesomeness to Torpedo effects (maybe not in that scale as we have now) - all in all - good job CCP - quite happy |
Zylawy
Z3 Inc.
2
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Posted - 2012.05.20 16:14:00 -
[188] - Quote
I'm really happy about the changes, however the hookbill looks like crap with all the launchers where there are.
Any chance to move the launchers to on top and under the wings? |
Altrue
Exploration Frontier inc
3
|
Posted - 2012.05.21 06:05:00 -
[189] - Quote
Of course, CCP you've (again) done a great job. (I forgive you about Ishukone and Lai Dai V3 ^^) However, I'm not very at ease about kinetic missile effect. Compared to the other damage types, they look... quite unconsistant and weak. Like shooting with steam !... imho of course. |
impli
Tr0pa de elite. Against ALL Authorities
9
|
Posted - 2012.05.21 18:26:00 -
[190] - Quote
the missiles looking awesome .. Just some small design overwork maybe .. please see below the suggestions ..
1. kinetic at all look a little bit weak with effects ... right .. but what should be there for an "kinetic" effect .. I think there could be a little bit more light in the explosion.. white light explosion.
2. The torpedo explosions are still to weak I guess.. could be little bit larger explosion wave .. or something.
3. the sound of kinetic missiles explosion is way to .. lolig .. just a *pufffff* that's all .. might consider it like the star wars sonar bomb :D
But anyway .. Real nice work CCP .. The damage zones are nice too .. now it's just the damage impact animation (shield hit, amour hit, Structure hit) I miss .. than you really revamped EVE .. |
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infolex
The Scope Gallente Federation
4
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Posted - 2012.05.21 18:32:00 -
[191] - Quote
-í-¦-¦-+-¦-¦-é-¦ -ü-¦-¦-ç-¦-+-+-¦ -Ç-¦-¦-¦-é -+ -ü-+-¦-¦ -+-é -+-+-à -+-+-Å-Ç-ç-¦! -ò-ü-+-+ -+-Ç-+-¦-+-+-¦-¦-¦-ê-î -¦-+-Ç-¦-¦-+-î, -é-+-+-î-¦-+ -é-+-¦-¦-¦ -¦-+-¦-+-+ -ç-é-+ -Ç-¦-¦-¦-é-ï -¦-ï-+-¦-é-¦-+-+ -+ -+-+-+-¦-é-¦-+-+ -¦-+ -å-¦-+-+, -¦ -¦-ü-+-+ -+-é-¦-¦-+-+-é-î -¦-¦-+-¦-Ç-â, -é-+ -+-+-ç-¦-¦-+ -+-¦ -+-+-+-Å-é-+-+ -ç-é-+ -+-Ç-+-+-ü-à-+-¦-+-é -¦-+-+-â-¦-+-î-+-+! -á-¦-¦-¦-é -¥-ò -Æ-ÿ-ö-¥-P! |
Jon Hellguard
X-COM
4
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Posted - 2012.05.23 09:35:00 -
[192] - Quote
Sorry to post this on here, it's related to tranquility but probably also on singularity. But befor i start -> pretty ******* awesome effects. i can chill in belts shooting pointlessly around me watching the pewpew. Probably made POS sieging more fun again as well!
However i noticed two small things related to the new Missile effects. -> When taking a close look at the victim being hammered i notice the framerate lowering equivalent to my zoom in. Starting just a bit closer than the default "look at" (probably depending on size of object too tho) up to the maximum zoom in. Framerate ist solid at 60 FPS, then drops down to 10-20. Been shooting an asteroid with 7 HAM's from a drake.
-> Second, since the effects are on client side. i launched a volley of missiles, stopped my attack right after launch. Alt-Tabbed to my other account for a minute or two. Then switched back just to see how the missiles hit the target. Well... it doesn't take HAMs that long to go 15-18k so i retried extending the waiting time to an ovbious "you should have reached your target by now!". And again, i see them hit their targets long after they were fired. Can be kind of confusing and i can't imagine how exactly this is designed when dualboxing. But 2 retrocial questions here... how much confusing / annoying can it get for the player? ... and could there be an issue with missiles effect waiting / holding up too long until you switch back to let the effects 'continue'?
I'm running dual-screen, with nVidia GTX 550 Ti.
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Jon Hellguard
X-COM
4
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Posted - 2012.05.23 09:37:00 -
[193] - Quote
impli wrote: 3. the sound of kinetic missiles explosion is way to .. lolig .. just a *pufffff* that's all .. might consider it like the star wars sonar bomb :D
mate, if EVE lacks realism for you - turn off your sound when you undock. There's no sound in space. We are lucky we have those fight-sounds-syntheszers on board man! :)
but i agree. it's really just "pufff". |
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CCP TerrorShark
C C P C C P Alliance
18
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Posted - 2012.05.23 11:17:00 -
[194] - Quote
Another big thank you for all involved in this thread, you helped shape yesterdays release in a big way.
I spent a great day (and night) with the community yesterday on TQ collecting all the gripes, love and feedback chat channels had to offer. Discussion is already ongoing about how we can improve on things further. Not all your suggestions made it to Inferno 1.0 so stay tuned for more awesome, we where listening! |
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Pierced Brosmen
Priory Of The Lemon
87
|
Posted - 2012.05.23 11:23:00 -
[195] - Quote
I love how the launchers revert to the "docked" postion when reloading or changing ammo. However if you run out of ammo or if you unload your launchers they still have missiles sticking out of the bays... Could it be set so that when there are no charges in the launchers, they move to the "docked" position and stay there until being loaded again?
And would really like to see the same for turrets. |
Rrama Ratamnim
Phoenix Evolved Part Duo
26
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Posted - 2012.05.23 11:40:00 -
[196] - Quote
Pierced Brosmen wrote:I love how the launchers revert to the "docked" postion when reloading or changing ammo. However if you run out of ammo or if you unload your launchers they still have missiles sticking out of the bays... Could it be set so that when there are no charges in the launchers, they move to the "docked" position and stay there until being loaded again?
And would really like to see the same for turrets.
[Edit] Also (this goes for both launchers and turrets), when you destroy a target, the launchers/turrets stay in the direction of where the target was when it blew up, while they should automaticaly track to the next target even though you haven't actively selected it... It looks a bit funny that when you start firing at the next target the launchers suddenly just snapp to the direction of the next target and don't move fluently like they should.
I LOVE THIS IDEA !!! I mean they already know when there reloading obviously, and they know the client knows if it has missles or not, so it should be able to know to keep the turrets in, even if it doesnt work for other peoples ships, it would be good to follow this for your own ship |
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