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Thread Statistics | Show CCP posts - 3 post(s) |

sonofollo
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Posted - 2005.11.14 22:02:00 -
[1]
cant log in log in screen comes up and freezes at 100% loaded
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sonofollo
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Posted - 2005.11.15 00:51:00 -
[2]
mmmm the warp in changes will make it much more random and kill instas (some wotn like it esp if u are trying to outrun a pirate camp and coem in at 15km anyway) though pirates will get a boost and not a total nerf because the odd player is going to get the shaft in terms of the randomness and get right in the middile of a gate camp.
The 0m option also works for stations - i think before we had a 3km as it stands now randomness in insta jumps - so this is a bit more to the left but i guess it also is a pretty good middle ground - making use of youre own corp and hiring of scouts to scout ahead for pirate camps is a good thing - the offset are the new stealth modules which reduce youre sig radius making it harder for others to lock u (this works well iwth the new warp in changes even if u are far out and have 3 stealth modules stacked its going to take longer to lock u up. These changes are for testing so can be altered in future if its to oen sided in any one regard
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sonofollo
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Posted - 2005.11.15 10:55:00 -
[3]
its on TQ for testing im more interested in the new rats and their super abilitieis having a covret ops NPC decloak right next to me could be interesting mmmmm
Jump clones can theif marking - everything aimed at lag minimization
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sonofollo
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Posted - 2005.11.15 11:58:00 -
[4]
well as it stands the SISI build at the moment is very buggy (will be worked on quite rapidly im guessing) otherwise this thread is about the stacking changes (why CCP didnt start a general RMR thread including instas and new NPC changes etc is beyond me but ah well) so is anyone testing the stacking changes ? to reduce lag by encouraging players to have more specific setups instead of having 1 of each little thing ?
Seems the lag busting business is moving ahead much quicker than i thought with other featuers possibly making the cutting room floor for a janurary or feb or kali patch. Interesting tiems ahead 0 the main issue is larger slower ships more exposed by random warp in at 0km - what id like to see is those ships with larger sig radius and slower base speeds have a reduced margin of out extreme ie maxiumum of 5km from gate isntead of say 15km for frigs and 12km for cruisers (this will still make these large ships useful in 0.0 and low sec and wont mean frieghter trips to 0.0 taking 12 hours isntead of 3 hours as they do now
Either that or give us mini freighers with 40,000 m3 - 75000 m3 but still maintain reasoble speeds.
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sonofollo
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Posted - 2005.11.15 12:00:00 -
[5]
just a thought stacking overdrives will now give a higher speed bonus add a afterburner or microwave drive to that and things could actually give a bigger speed boost for industrials (hope that is left in due to the insta nerf) how about overdrives that give a speed boost to frieghers if the insta changes arent tied in with sig radius the bigger the sig radius the closer the 0km to gate feature will work
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sonofollo
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Posted - 2005.11.15 12:14:00 -
[6]
SISI is really a a buggy setup but thats the idea of SISI is to test new features get bug feedback then the devs can get to work its still 4 weeks approx before RMR comes out enough time to throughly bug test the product the SISI was very buggy and after dt its taking forever to log into TQ as well. Another node crash looks likley within 24 hours.
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sonofollo
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Posted - 2005.11.15 23:12:00 -
[7]
ship size the larger and more exposed speed wise the closer on average they should land at the gate i had a thread going last night with that idea so frieghters wouldnt end up totally borked by a lag reducing insta nerf. Lets hope its considered
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sonofollo
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Posted - 2005.11.16 02:38:00 -
[8]
well the & symbol looks like a 6 i was about to say skills 6 accessories. ?? realised it was and the font was the confusing part
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sonofollo
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Posted - 2005.11.16 06:20:00 -
[9]
dont forget they give out cruiser sized damage now (the new and improved ones) and hence they are easier to hit. Its overall looking a bit weaker unless u have the special drones or t2 heavy combats but heh if it reduces lag so be it - same as insta nerf. If a few more low sec pilots loose their ships going solo so be it
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sonofollo
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Posted - 2005.11.16 09:03:00 -
[10]
leave em as they are then they need to be easy to hit with only 5 deployable they need this extra nerf boost to make them have a case of Totally f***ing useless syndrome
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sonofollo
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Posted - 2005.11.16 13:39:00 -
[11]
u keep saying that the 0km warp in should be 0km - not going to happen though 22km seems a bit strange u would think ti would be within 15km purley because the instsa allow that now and the closest warp in is arleady 15km.
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