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

Mer88
Royal Amarr Institute Amarr Empire
8
|
Posted - 2013.09.03 16:39:00 -
[1] - Quote
i just noticed this since the new patch 1.1 . I am flya golem and after doing a few l4 missions, i noticed many battleships would at times not die with about 5% hull hp left sometimes i even shoot a volley or 2 at it and it still wouldnt die. This happens at random i say about 30% . But overall it is a pain to have to waste an extra volley just to finish that tiny 5% hull hp. i never noticed this before the patch. did they do something to the cruise missles or change the npc ?? btw these were all Angels. havnt tried other faction npcs. |

an3rew
Shrubbery Acquisitions
0
|
Posted - 2013.09.03 18:42:00 -
[2] - Quote
I am having the same problem. Battleships that usually die in 2 shots are surviving with 2 blocks of hull remaining, cruisers that usually die in 1 shot are surviving with 2 blocks of hull too. Missions are now taking twice as long. |

Mer88
Royal Amarr Institute Amarr Empire
8
|
Posted - 2013.09.03 20:07:00 -
[3] - Quote
an3rew wrote:I am having the same problem. Battleships that usually die in 2 shots are surviving with 2 blocks of hull remaining, cruisers that usually die in 1 shot are surviving with 2 blocks of hull too. Missions are now taking twice as long.
yeah cruisers are bugged to now it seems. missions are getting more dangerous i have to use more tank for harder missions since it takes longer than normal. |

Ern Saraki
Perkone Caldari State
0
|
Posted - 2013.09.04 14:04:00 -
[4] - Quote
"Mer88" wrote:i just noticed this since the new patch 1.1 . I am flya golem and after doing a few l4 missions, i noticed many battleships would at times not die with about 5% hull hp left sometimes i even shoot a volley or 2 at it and it still wouldnt die. This happens at random i say about 30% . But overall it is a pain to have to waste an extra volley just to finish that tiny 5% hull hp. i never noticed this before the patch. did they do something to the cruise missles or change the npc ?? btw these were all Angels. havnt tried other faction npcs.
"an3rew" wrote:I am having the same problem. Battleships that usually die in 2 shots are surviving with 2 blocks of hull remaining, cruisers that usually die in 1 shot are surviving with 2 blocks of hull too. Missions are now taking twice as long.
In addition to this it seems that if they regen even 1 hp of shields it will soak up ALL dmg from your volley without bleeding into armor/structure, confirmed this when fightings against guristas/rogue drones, probably happens with other factions as well. Don't know if it's cruise missile problem only, someone might want to check this out with lasers/hybrids/projectiles. |

Vihura
Rave Technologies Inc. C0VEN
44
|
Posted - 2013.09.04 14:36:00 -
[5] - Quote
Ern Saraki wrote:"Mer88" wrote:i just noticed this since the new patch 1.1 . I am flya golem and after doing a few l4 missions, i noticed many battleships would at times not die with about 5% hull hp left sometimes i even shoot a volley or 2 at it and it still wouldnt die. This happens at random i say about 30% . But overall it is a pain to have to waste an extra volley just to finish that tiny 5% hull hp. i never noticed this before the patch. did they do something to the cruise missles or change the npc ?? btw these were all Angels. havnt tried other faction npcs. "an3rew" wrote:I am having the same problem. Battleships that usually die in 2 shots are surviving with 2 blocks of hull remaining, cruisers that usually die in 1 shot are surviving with 2 blocks of hull too. Missions are now taking twice as long. In addition to this it seems that if they regen even 1 hp of shields it will soak up ALL dmg from your volley without bleeding into armor/structure while 2nd volley applies dmg as normal, confirmed this when fightings against guristas/rogue drones, probably happens with other factions as well. Don't know if it's cruise missile problem only, someone might want to check this out with lasers/hybrids/projectiles.
Does it work on players ships? ? |

Bunny Hops
Rinzler Rises
0
|
Posted - 2013.09.08 10:13:00 -
[6] - Quote
I have the same problem, it's a bug or a change in the mechanics of the game? |

BigSako
Burning Napalm Northern Coalition.
84
|
Posted - 2013.09.08 10:51:00 -
[7] - Quote
they said something like this on the patch notes, and I was confused in what it actually means.
from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay:
Quote:Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.
I was wondering whether this means that you can no longer volley a ship with e.g. a tornado? |

Ravay Kanjus
Caldari Provisions Caldari State
2
|
Posted - 2013.09.09 07:18:00 -
[8] - Quote
Well now it's doing it with structures I normally 1 shot and destroyers, too. Flying a Tengu and I even buffed it's DPS recently. |

Sobaan Tali
Caldari Quick Reaction Force
178
|
Posted - 2013.09.10 00:23:00 -
[9] - Quote
BigSako wrote:they said something like this on the patch notes, and I was confused in what it actually means. from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay: Quote:Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely. I was wondering whether this means that you can no longer volley a ship with e.g. a tornado?
I may be mistaken, but I believe the answer is that you can still one-shot targets, albeit it might be more difficult as you now have to do legitimately enough damage to kill the target in that shot rather than nearly enough. This is, yes, an intended change in the mechanics. However, from what I've heard, CCP is aware of a different bug that invalidates a normally killing shot. I've seen people claim that it seems that on occasion (at least with rats), targets with very low remaining structure are not dying to what should be the last salvo. I've seen this as well on my own, where the damage from your weapons/drones suddenly drop off to some ridiculously low number or even to zero, forcing you to have to fire another salvo to finish off the target. Rats not dying to one-shot hits as frequently as they use to are fine, as CCP intended this change, but this other bug is actually more frustrating, making rats that should die in one/two salvos are in fact taking at least two additional salvos.
Golem (T2 CML, 2 RF TPs, 2 T2 Rigors) vs. Random BS rat (100% shields, armor, hull, doesn't rep only regen shields) Salvo 1: does 4500 damage, shields gone, armor down to say 45% Salvo 2: does 5000 damage (more from armor damage leaking into structure), armor gone, structure down to 8% Salvo 3: does 34 damage (no, I'm not kidding), structure remains at 8% Salvo 4: does 305 damage, remaining 8% collapses, rat finally dies |

Mer88
Royal Amarr Institute Amarr Empire
25
|
Posted - 2013.09.10 06:51:00 -
[10] - Quote
Sobaan Tali wrote:BigSako wrote:they said something like this on the patch notes, and I was confused in what it actually means. from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay: Quote:Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely. I was wondering whether this means that you can no longer volley a ship with e.g. a tornado? I may be mistaken, but I believe the answer is that you can still one-shot targets, albeit it might be more difficult as you now have to do legitimately enough damage to kill the target in that shot rather than nearly enough. This is, yes, an intended change in the mechanics. However, from what I've heard, CCP is aware of a different bug that invalidates a normally killing shot. I've seen people claim that it seems that on occasion (at least with rats), targets with very low remaining structure are not dying to what should be the last salvo. I've seen this as well on my own, where the damage from your weapons/drones suddenly drop off to some ridiculously low number or even to zero, forcing you to have to fire another salvo to finish off the target. Rats not dying to one-shot hits as frequently as they use to are fine, as CCP intended this change, but this other bug is actually more frustrating, making rats that should die in one/two salvos are in fact taking at least two additional salvos. Golem (T2 CML, 2 RF TPs, 2 T2 Rigors) vs. Random BS rat (100% shields, armor, hull, doesn't rep only regen shields) Salvo 1: does 4500 damage, shields gone, armor down to say 45% Salvo 2: does 5000 damage (more from armor damage leaking into structure), armor gone, structure down to 8% Salvo 3: does 34 damage (no, I'm not kidding), structure remains at 8%Salvo 4: does 305 damage, remaining 8% collapses, rat finally dies
Any news on when this is going to get fixed? i am at a point where i stop doing missions until they patch this thing out. It is very frustrating seeing npcs with a hair of hull left needing an extra salvo or sometimes 2 to kill it |

an3rew
Shrubbery Acquisitions
0
|
Posted - 2013.09.10 11:11:00 -
[11] - Quote
Mer88 wrote:Sobaan Tali wrote:BigSako wrote:they said something like this on the patch notes, and I was confused in what it actually means. from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay: Quote:Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely. I was wondering whether this means that you can no longer volley a ship with e.g. a tornado? I may be mistaken, but I believe the answer is that you can still one-shot targets, albeit it might be more difficult as you now have to do legitimately enough damage to kill the target in that shot rather than nearly enough. This is, yes, an intended change in the mechanics. However, from what I've heard, CCP is aware of a different bug that invalidates a normally killing shot. I've seen people claim that it seems that on occasion (at least with rats), targets with very low remaining structure are not dying to what should be the last salvo. I've seen this as well on my own, where the damage from your weapons/drones suddenly drop off to some ridiculously low number or even to zero, forcing you to have to fire another salvo to finish off the target. Rats not dying to one-shot hits as frequently as they use to are fine, as CCP intended this change, but this other bug is actually more frustrating, making rats that should die in one/two salvos are in fact taking at least two additional salvos. Golem (T2 CML, 2 RF TPs, 2 T2 Rigors) vs. Random BS rat (100% shields, armor, hull, doesn't rep only regen shields) Salvo 1: does 4500 damage, shields gone, armor down to say 45% Salvo 2: does 5000 damage (more from armor damage leaking into structure), armor gone, structure down to 8% Salvo 3: does 34 damage (no, I'm not kidding), structure remains at 8%Salvo 4: does 305 damage, remaining 8% collapses, rat finally dies Any news on when this is going to get fixed? i am at a point where i stop doing missions until they patch this thing out. It is very frustrating seeing npcs with a hair of hull left needing an extra salvo or sometimes 2 to kill it
I would like to know when this is going to be fixed too? I fund my PvP by doing missions and while this is not viable I might as well cancel my subscriptions until it's fixed. |

Christmas OnFIre
Team of Programmers Mildly Sober
10
|
Posted - 2013.09.13 16:07:00 -
[12] - Quote
Noticed this as well, gotta say its not the greatest addition to the game. |

Robbie Robot
Exiled Kings Enlightened Violence
16
|
Posted - 2013.09.13 19:35:00 -
[13] - Quote
Sobaan Tali wrote:BigSako wrote:they said something like this on the patch notes, and I was confused in what it actually means. from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay: Quote:Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely. I was wondering whether this means that you can no longer volley a ship with e.g. a tornado? I may be mistaken, but I believe the answer is that you can still one-shot targets, albeit it might be more difficult as you now have to do legitimately enough damage to kill the target in that shot rather than nearly enough. This is, yes, an intended change in the mechanics. However, from what I've heard, CCP is aware of a different bug that invalidates a normally killing shot. I've seen people claim that it seems that on occasion (at least with rats), targets with very low remaining structure are not dying to what should be the last salvo. I've seen this as well on my own, where the damage from your weapons/drones suddenly drop off to some ridiculously low number or even to zero, forcing you to have to fire another salvo to finish off the target. Rats not dying to one-shot hits as frequently as they use to are fine, as CCP intended this change, but this other bug is actually more frustrating, making rats that should die in one/two salvos are in fact taking at least two additional salvos. Golem (T2 CML, 2 RF TPs, 2 T2 Rigors) vs. Random BS rat (100% shields, armor, hull, doesn't rep only regen shields) Salvo 1: does 4500 damage, shields gone, armor down to say 45% Salvo 2: does 5000 damage (more from armor damage leaking into structure), armor gone, structure down to 8% Salvo 3: does 34 damage (no, I'm not kidding), structure remains at 8%Salvo 4: does 305 damage, remaining 8% collapses, rat finally dies I'm having the same issues. Because of this, I've ungrouped my weapons. It helps somewhat. |

Andrea Keuvo
Science and Trade Institute Caldari State
0
|
Posted - 2013.09.14 04:12:00 -
[14] - Quote
Ok devs, any comment on when this will be fixed? As much as I love having my ticks artificially lowered because my carrier needs to shoot an extra volley to kill the last 1% of a rat's hull, i'm over this one. |

John Ratcliffe
Sausy Sausages
209
|
Posted - 2013.09.14 22:08:00 -
[15] - Quote
Mer88 wrote:i just noticed this since the new patch 1.1 . I am flya golem and after doing a few l4 missions, i noticed many battleships would at times not die with about 5% hull hp left sometimes i even shoot a volley or 2 at it and it still wouldnt die. This happens at random i say about 30% . But overall it is a pain to have to waste an extra volley just to finish that tiny 5% hull hp. i never noticed this before the patch. did they do something to the cruise missles or change the npc ?? btw these were all Angels. havnt tried other faction npcs.
Having the same problem with both my RNI and my Arty Sleipnir. It is ******* annoying. CCP had better get it ******* fixed. It pisses me off when I can't one shot **** any more  Plus +ºa change, plus c'est la m+¬me chose |

bucegi
Firman AB
0
|
Posted - 2013.09.14 22:12:00 -
[16] - Quote
Guess the devs are not that interested in missions anymore. Playing since 08 and missions are pretty much the same. They are maybe balancing other things for null sector..... We will probably see missions balanced in the future but that doesn't mean for the better. |

John Ratcliffe
Sausy Sausages
209
|
Posted - 2013.09.14 22:20:00 -
[17] - Quote
bucegi wrote:Guess the devs are not that interested in missions anymore. Playing since 08 and missions are pretty much the same. They are maybe balancing other things for null sector..... We will probably see missions balanced in the future but that doesn't mean for the better.
They need to rethink this particular issue because it's ******* BS. So annoying.
Plus +ºa change, plus c'est la m+¬me chose |

Vlalaan Osten
Deep Core Mining Inc. Caldari State
1
|
Posted - 2013.09.15 00:31:00 -
[18] - Quote
I guess I'll add my voice here as well. I'm experiencing the same thing in missions flying my RNI and Golem. I run rigors and 2 or 3 target painters depending on the mission and ship.
Ships that use to instapop, or die with 2 or 3 salvos now take an extra one. Also, sometimes I'll fire on, let's say a cruiser. I'll tear through his shields, armor, and leave him with like 5 units of hull. I fire another salvo and in the intervening time he's regenerated a few shield hitpoints. My group of cruise missiles slam into him again, and what happens? Does he die? NOPE. He's sitting there with a few units of hull again. Did he suddenly gain 99% shield resists?
Not sure what's going on, but it's making missions more tedious than they have to be. It doesn't help that the missile activation timers are still laggy as ****. |

Judge Deaf
Imperial Judges
2
|
Posted - 2013.09.15 07:42:00 -
[19] - Quote
Yuuup!
Same here, cruise missiles, and the puntters I shoot just wont die.
And weird as it is, the magic number seems to be 34, just as Sooban Tali posted... I mean, yesterday I started a mission, rolled in with launcer loaded with scourges. Started hitting the ships at 60km and...wtf...74...80...88...74... So, thought I had some kind of brainfart and loaded in mj+¦lnirs...135...155...150..140... Meanwhile, i double and tripple checked that I reload the scourges. Reloaded, and 250...275...250... they started to work. Until I got down to the last few ships that was down to the hull...34...34....34...40...34...
I cant see my sentries doing that kind of large variation when they apply damage. Have tried to look if they have this damage drop but they seem to be realatively consistent.
Missiles, not so much... |

SignOfTheWizz
Pentag Blade Curatores Veritatis Alliance
0
|
Posted - 2013.09.15 16:37:00 -
[20] - Quote
its happening in null sec anomalies as well, very annoying. |
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CCP SoniClover
C C P C C P Alliance
363

|
Posted - 2013.09.16 13:24:00 -
[21] - Quote
This is a known issue and we aim to fix it in the near future. This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage. This is being fixed and should be out in a patch in the near future (can't give you exact date, sorry). |
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Nicen Jehr
Brave Newbies Inc. Brave Collective
246
|
Posted - 2013.09.16 13:53:00 -
[22] - Quote
i suggest ungrouping your weapons, see if that is a workaroundCCP SoniClover wrote:This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage. does this mean that if I have 24% shield and 1% structure, and enough damage gets through my shields to bring me below 0% structure, that my modules will take damage? Little Things to improve GëíGïüGëí-á| My Little Things posts |
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CCP SoniClover
C C P C C P Alliance
363

|
Posted - 2013.09.16 14:20:00 -
[23] - Quote
Nicen Jehr wrote:i suggest ungrouping your weapons, see if that is a workaround CCP SoniClover wrote:This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage. does this mean that if I have 24% shield and 1% structure, and enough damage gets through my shields to bring me below 0% structure, that my modules will take damage?
Yes, that's true, but you tend not to notice this because when damage starts to seep through your structure to damage your modules is usually the same time your ship blows up. Waaaayyy back when (before the game came out) the chance of blowing up in structure was much less aggressive, so you could stay low in structure much longer. At that time module damage due to seeping had more relevance than it has today (and structure tanking was a thing, of sorts ) |
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Nicen Jehr
Brave Newbies Inc. Brave Collective
246
|
Posted - 2013.09.16 15:44:00 -
[24] - Quote
CCP SoniClover wrote:Waaaayyy back when (before the game came out) the chance of blowing up in structure was much less aggressive, so you could stay low in structure much longer. At that time module damage due to seeping had more relevance than it has today (and structure tanking was a thing, of sorts  ) Thanks. I have always wondered why non-overheatable modules had hit points (edit - oh yeah they can get bled heat dmg, durr) Little Things to improve GëíGïüGëí-á| My Little Things posts |

Seolfor
Caldari Provisions Caldari State
30
|
Posted - 2013.09.17 04:30:00 -
[25] - Quote
Just chiming in to confirm, this isnt limited to Cruise Missiles.
HAMs/HMLs are also affected, shooting extra volleys at ANGEL Cruisers/Battleships due to 2-5% Hull left is adding needless mission time and need for tank when waves begin. |

Tarunik Raqalth'Qui
Anomalous Existence
129
|
Posted - 2013.09.17 18:54:00 -
[26] - Quote
CCP SoniClover wrote:Nicen Jehr wrote:i suggest ungrouping your weapons, see if that is a workaround CCP SoniClover wrote:This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage. does this mean that if I have 24% shield and 1% structure, and enough damage gets through my shields to bring me below 0% structure, that my modules will take damage? Yes, that's true, but you tend not to notice this because when damage starts to seep through your structure to damage your modules is usually the same time your ship blows up.  Waaaayyy back when (before the game came out) the chance of blowing up in structure was much less aggressive, so you could stay low in structure much longer. At that time module damage due to seeping had more relevance than it has today (and structure tanking was a thing, of sorts  ) Confirming that I have seen hull bleed into modules before. Best way to see it is in a strenuous active armor tanking situation where you've been bleeding hull very slowly (say 500DPS incoming vs 495 or so tanked). |

War Kitten
Panda McLegion xXPlease Pandemic Citizens Reloaded Alliance.Xx
3577
|
Posted - 2013.09.20 12:21:00 -
[27] - Quote
Nicen Jehr wrote:i suggest ungrouping your weapons, see if that is a workaround
This sounds like a good plan.
Not only might it ease the pain of the situation, it'll increase the load on the servers and give incentive for a quicker fix on CCP's end. :)
Noise in the forums is one thing, but 6-8x more load from weapons cycling and missiles launching from the mission running population might actually get someone's attention.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Dalilus
Federal Navy Academy Gallente Federation
45
|
Posted - 2013.09.20 16:14:00 -
[28] - Quote
I am glad to hear that it was a 'bug' and not another intentional nerf to mission runners. 
|

Iam Widdershins
Project Nemesis
829
|
Posted - 2013.09.20 17:30:00 -
[29] - Quote
Back in the day, like 4 years ago, we actually saved my friend's Dominix in a sleeper site in such low hull that he took module damage without dying (against over a thousand DPS). This is how I learned that it was a real thing, not a visual artifact of losing your ship. Lobbying for your right to delete your signature |

The Spod
Center for Advanced Studies Gallente Federation
71
|
Posted - 2013.09.22 21:08:00 -
[30] - Quote
CCP SoniClover wrote:Nicen Jehr wrote:i suggest ungrouping your weapons, see if that is a workaround CCP SoniClover wrote:This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage. does this mean that if I have 24% shield and 1% structure, and enough damage gets through my shields to bring me below 0% structure, that my modules will take damage? Yes, that's true, but you tend not to notice this because when damage starts to seep through your structure to damage your modules is usually the same time your ship blows up.  Waaaayyy back when (before the game came out) the chance of blowing up in structure was much less aggressive, so you could stay low in structure much longer. At that time module damage due to seeping had more relevance than it has today (and structure tanking was a thing, of sorts  )
You had this beauty and scrapped it before launch?
Man tanking and disabling capital weapons through structure damage... the endless possibilities. Make structure hp 50x of what it is now and let this happen. Hot damn ships blasting each other in the HULL until all pride is decapacitated and stripped out. Progressively tearing off clothes from the gank victim. Want |
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