|
Author |
Thread Statistics | Show CCP posts - 81 post(s) |

Vincent Athena
V.I.C.E.
996
|
Posted - 2012.09.20 15:38:00 -
[1] - Quote
CCP FoxFour wrote:Bienator II wrote:will FW NPCs receive special treatment? Special in what way? Why would we? An AI template just for them, different form the mission AI template. Mainly because the goal of an FW mission can be different than that of a normal mission, so the NPCs should be different to account for that.
I fly a Navy Domi in missions.I don't AFK them as I got a less than maximum tank (so I can fit drone damage augmentors). I control the aggro, and recall drones when I new wave hits so the drones do not catch aggro. Ill have to see just how bad this is for us drone users. Maybe Ill fit a RR to keep the sentries repped.
If you are a solo mission runner using turrets or missiles, this is a virtual non-change. It only impacts drone users and fleets. http://vincentoneve.wordpress.com/ |

Vincent Athena
V.I.C.E.
996
|
Posted - 2012.09.20 18:22:00 -
[2] - Quote
As this is a nerf to drones and fleets, maybe a balancing buff is needed for both. Suggestions:
Drones can already auto-aggro anything that is attacking me. Change it so I can order them to attack anything attacking me without the need to target lock. This would be good even if I do not get to select the target, just the ability to say "Pick one and go!" would be good.
Define my drones and members of my fleet to be "cooperative targets". They cooperate with me in getting a target lock, allowing me to lock my drones and fleet members faster. This would help with remote reps. http://vincentoneve.wordpress.com/ |

Vincent Athena
V.I.C.E.
996
|
Posted - 2012.09.20 18:38:00 -
[3] - Quote
Its been suggested that you should be able to set drone groups to a HUD button, like a weapon. Click it, that group launches.
Or you could define 3 hot keys: Launch currently selected drone group, move to next drone group, move to previous drone group.
But what would really be nice is a fast and easy way to recall just the drone that caught aggro. Maybe put the drone control buttons on the drone window. I would click on drone in question, click on recall button. You could also define "recall selected item(s)" key. Or alt-click on a drone recalls that drone. http://vincentoneve.wordpress.com/ |

Vincent Athena
V.I.C.E.
996
|
Posted - 2012.09.20 18:47:00 -
[4] - Quote
Aethlyn wrote:Vincent Athena wrote:As this is a nerf to drones and fleets, maybe a balancing buff is needed for both. Suggestions:
Drones can already auto-aggro anything that is attacking me. Change it so I can order them to attack anything attacking me without the need to target lock. This would be good even if I do not get to select the target, just the ability to say "Pick one and go!" would be good. Edit, or just change it so drones on auto-aggro do this when initially deployed. Right now they sit and wait until a new target attacks me.
Define my drones and members of my fleet to be "cooperative targets". They cooperate with me in getting a target lock, allowing me to lock my drones and fleet members faster. This would help with remote reps. This would open up a can of worms regarding griefing etc. I understand what you're trying to suggest. That's perfectly fine in a PvE environment. But how about people camping a gate with sentry drones? You wouldn't be able to get away, even if they can't lock you in time for you to warp out (the drones could, as you don't have to lock first). This could definitely screw over balancing regarding locking times, especially when using smaller drones to catch more fragile targets while being in a bigger ship yourself. The command would be "Attack something that is attacking me". So in the gate camp case above, the ship tying to escape is not attacking, so the drones will not auto aggro, and I cannot get them to.
Right now if you have drones out on aggressive, they will attack anything that starts to attack you without you locking first. But if the entire room is aggroed on you and you then launch drones, they just sit there despite being on aggressive. Im suggesting changing that: When I launch my drones on aggressive, they should attack, not wait for a new target to aggro me. http://vincentoneve.wordpress.com/ |

Vincent Athena
V.I.C.E.
996
|
Posted - 2012.09.20 20:15:00 -
[5] - Quote
Alexandr Archer wrote:CPP.How about module that repair drones/figthers on board of ship? Gel Matrix Biopaste! Make it able to rep drones! http://vincentoneve.wordpress.com/ |

Vincent Athena
V.I.C.E.
996
|
Posted - 2012.09.20 20:18:00 -
[6] - Quote
agrajag119 wrote:Bagehi wrote:[ You should be able to range tank citadel torps though. That's what I've always done anyway. Pretty easy to keep out of range. Citadel Torps are really short range, and it shouldn't take a whole lot of effort to keep range on an outpost. It isn't like it is mwd'ing towards you. That would work except the acceleration gate lands you within web range of the station. So you warp in and are immediately webbed down to about 3 m/s. So your initial tank will take that first couple torps, and then you'd have to pray the logi can burn out past the 60KM range of the stations torp before it gets target switched. All while somehow having the logic magically tank all the NPC's that will switch to it, who won't be able to be ranged tanked. Of course this is doable, but now you come across the real kicker. You'll need 800-1000dps to break the tank on the station. Weapons systems with >60km range from one ship won't cut it. I assume more pilots could do these sites. Maybe we just need to accept that like high end W systems and incursions, these complexes are fleet content. http://vincentoneve.wordpress.com/ |

Vincent Athena
V.I.C.E.
997
|
Posted - 2012.09.20 20:57:00 -
[7] - Quote
aoeu Itonula wrote:Vincent Athena wrote:agrajag119 wrote:Bagehi wrote:[ You should be able to range tank citadel torps though. That's what I've always done anyway. Pretty easy to keep out of range. Citadel Torps are really short range, and it shouldn't take a whole lot of effort to keep range on an outpost. It isn't like it is mwd'ing towards you. That would work except the acceleration gate lands you within web range of the station. So you warp in and are immediately webbed down to about 3 m/s. So your initial tank will take that first couple torps, and then you'd have to pray the logi can burn out past the 60KM range of the stations torp before it gets target switched. All while somehow having the logic magically tank all the NPC's that will switch to it, who won't be able to be ranged tanked. Of course this is doable, but now you come across the real kicker. You'll need 800-1000dps to break the tank on the station. Weapons systems with >60km range from one ship won't cut it. I assume more pilots could do these sites. Maybe we just need to accept that like high end W systems and incursions, these complexes are fleet content. If they do this, they need to up the rewards significantly or they'll never be worthwhile to run (with a baseline being afk ice mining in hisec) But, if you bring more pilots you can kill the site faster, maybe not in proportion to the number of pilots, but it may not be so bad overall. As CCP requests, test it and report. http://vincentoneve.wordpress.com/ |

Vincent Athena
V.I.C.E.
997
|
Posted - 2012.09.20 21:18:00 -
[8] - Quote
BTW the Mac version for Duality seems to be broken. It updates fine, gives you a "play" button. Pushing that results in no log-in window. The client just sits there using CPU. If you select "about Eve" from the menu you get the expected window, so its not locked up. But.. no log in window ever shows up. http://vincentoneve.wordpress.com/ |

Vincent Athena
V.I.C.E.
1007
|
Posted - 2012.09.25 17:08:00 -
[9] - Quote
CCP FoxFour wrote:
Experimentation my good sir! :D Check the test server Duality this weekend. I will have more information soon.
Please poke whoever makes it work for Macs. I posted my issue (cannot get on Duci with a Mac) in the test server forum, but I still cannot get on Duci. I would like to test, but cannot due to this issue. http://vincentoneve.wordpress.com/ |

Vincent Athena
V.I.C.E.
1017
|
Posted - 2012.10.03 18:43:00 -
[10] - Quote
About gankers invading sites in low and null, and getting attacked by the NPCs:
Many are complaining about this because its removing a play style. Would it be possible to take advantage of the new AI ability to evaluate threats to retain this play style? That is:
Any ship beyond the first to arrive at a site is not considered a threat until it either targets an NPC, an NPC asset, or helps existing players already there.
Essentially the NPCs are saying "We don't know you. You may be an ally. So we will hold fire and see what you do."
Even better would be for the AI to look at corp, alliance, and standings of players arriving at the site. For example, if the player has high standings with the NPC, the threat is set to zero until there is hostile action, even if its the first ship on site. Another example: If the second arriving ship is in the same corp at the first, its considered a threat right away, no need to wait for hostile action.
CCP FoxFour, you are trying to make smart NPCs. Maybe that's all you need to do to fix this issue: Make them actually smart. http://vincentoneve.wordpress.com/ |
|
|
|
|