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Admiral IceBlock
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Posted - 2006.01.29 12:15:00 -
[91]
Edited by: Admiral IceBlock on 29/01/2006 12:16:02
Originally by: Steppa
Originally by: Admiral IceBlock Edited by: Admiral IceBlock on 29/01/2006 00:44:42 Edited by: Admiral IceBlock on 29/01/2006 00:41:44 my Whines...
Don't you hate it when people don't read the entire thread before commenting? Usually that's just annoying, but when one of the devs actually addresses an issue therein contained, it borders on stupidity.
did your ***** grow by an inch now? i have the right to comment on anything, and i did say that those are my whines, meaning thats what i think is wrong. i know some of it has been whined about before, but that doesnt mean i cant whine about it...
"We brake for nobody"
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Ithildin
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Posted - 2006.01.29 12:59:00 -
[92]
Originally by: Admiral IceBlock Edited by: Admiral IceBlock on 29/01/2006 00:44:42 Edited by: Admiral IceBlock on 29/01/2006 00:41:44 my Whines,
#1 - Carriers is too small, if they are suppose to be that small they should get agility boost. If that is not the case then make the Carriers larger and by all means make it so that a Frigate cant bump me to hell.
#2 - My Fighters stopped following my target, they just sat in distant space idling, not very funny when each Fighter costs around 15m-20m.
#3 - Fighters are really not THAT powerful for that price, either they should be made cheaper (10m each) or they should be upped in usefullness in any way.
#4 - Takes ages for Fighters to return to drone bay, sucks tbh.. :\
#5 - Too small Corp Hangar, its suppose to be a bit "mobile ship" isnt it?
#6 - And last, max. 2 frigs in Ship Hangar? I dont even have words for it...
thats my view on it... :\
1. The Archon is on the small side, but it's impressive enough. The Thanatos is quite small. Size could be increased by a factor of 1.2 to 1.4 I think. (Size being the model size, right?)
2. No experience. Forgot/didn't dare try this yesterday.
3. Fighters are powerful enough, really. I think the price is mostly a discouragement from using them as throw-aways. I think a Thanatos at max skills can push 300 dps (volley damage 1575) from each one (the other carriers get 2/3 that damage at max skills). They suck against frigs, though.
4. Yup.
5. Corp hangar is a refitting bay. 5k is plenty enough for most modules and such, although it's not really enough to resupply ammunitions.
6. Getting fixed (i.e. upped to 20 frigates or 4-5 cruisers). It's too bad that ships in ship maintainance array aren't treated as repackaged for size purposes
P.S. a hidden advantage for the Minmatar is that their ships are generally much smaller than the other race's ships. Thorax takes 115,000 metrics while a Rupture takes 96,000 metrics.
WTB: Gall/Amarr faction BS (Hint: no such thing) Visit the MC |

Admiral IceBlock
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Posted - 2006.01.29 13:41:00 -
[93]
yea was thinking of the model. another thing that is just annoying is that the model animation is too slow, dont know if thats due to lag or not, but i seem to warp sideways. :P
also noticed i can fitt 5 x Procurer, mobile mining base anyone? :P
"We brake for nobody"
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MOS DEF
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Posted - 2006.01.29 14:45:00 -
[94]
Originally by: Admiral IceBlock yea was thinking of the model. another thing that is just annoying is that the model animation is too slow, dont know if thats due to lag or not, but i seem to warp sideways. :P
also noticed i can fitt 5 x Procurer, mobile mining base anyone? :P
Dreadnoughts warp sideways since they were introduced so don't hold your breath for a fix.
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Miri Tirzan
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Posted - 2006.01.29 15:37:00 -
[95]
Originally by: Admiral IceBlock yea was thinking of the model. another thing that is just annoying is that the model animation is too slow, dont know if thats due to lag or not, but i seem to warp sideways. :P
also noticed i can fitt 5 x Procurer, mobile mining base anyone? :P
Freighters too. It would appear that is a new feature for all the BFS.
svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed."
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Manira
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Posted - 2006.01.30 02:03:00 -
[96]
reminds me,
Advanced Drone Interfacing
when is this skill comming out?? 
EVE-Base.net |

Arabian Goggle
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Posted - 2006.01.30 03:57:00 -
[97]
Originally by: Manira reminds me,
Advanced Drone Interfacing
when is this skill comming out?? 
Yes, and what about the Capital Armor/Shield/Energy transfer mods and skills?
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Nebuli
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Posted - 2006.01.30 04:07:00 -
[98]
Think it would also be good to have pretty much all mods in a X large version, Nos for example, smart bombs all that kinda thing.
I know some people think capital sized Nos is a bad thing, but if its a bad thing in capital ship size that surely must mean its also a bad thing scaled down, a BS can suck a cruiser and frig dry, cruiser can suck a frig dry, and bs given enough cruisers ofc and/or time, why cant a capital ship suck a BS dry? heh
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Rawne Karrde
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Posted - 2006.01.30 11:03:00 -
[99]
ok a few new ones for me atleast.
drone durability and drone sharp shooting don't seem to affect the fighters, atleast when you show info on them. Don't know if that is intended or not but they are drones....
this next one is a ship breaker for me atleast, launching drones makes my modules all disappear. only ejecting and boarding fixes this. Imagine going into pvp and launching your fighters only to now not be able to turn on your shield or armor repairers etc..
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Gilbert Drillerson
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Posted - 2006.01.31 01:06:00 -
[100]
Originally by: TomB Ship Maintenance Bay will get increased by 10x for the Blood patch.
does anyone know when we are going to get that patch ?
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Stratosfear
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Posted - 2006.01.31 01:26:00 -
[101]
Originally by: Gilbert Drillerson
Originally by: TomB Ship Maintenance Bay will get increased by 10x for the Blood patch.
does anyone know when we are going to get that patch ?
Even CCP doesn't. Looks like end of March, that's my guess.
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Tas Devil
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Posted - 2006.01.31 05:41:00 -
[102]
Edited by: Tas Devil on 31/01/2006 05:42:52
Originally by: TomB
Originally by: The Enslaver #3: Can't put repackaged ships into maintenance bay. This means that in a carrier, you can only put two frigates in it. Two frigates. Or perhaps one destroyer if you prefer...
This is getting adressed, until then just get a titan you can store way more than two frigates in it 
man no offense but you probably want to keep the sad humour about using a titan instead of a carrier to yourself... After putting out such a sloppy patch as RMR, I would go away silently and work on the bugs pronto rather then try and be Mr clown ....
The best Laught ever ... Credit goes to TheKiller8 for this :) |

Tas Devil
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Posted - 2006.01.31 05:45:00 -
[103]
Originally by: Azuriel Talloth Good news on the fixes. Please get the QA team to actually test new ships and features in future, thanks.
Actually send the QA team to the pub ...since they work for CCP things have gone from bad to worst from the point of view of bugs reported being addressed and simple patch features being tested before release...
The best Laught ever ... Credit goes to TheKiller8 for this :) |

Dukath
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Posted - 2006.01.31 07:17:00 -
[104]
On Lets see what I think of the carriers so far.
1) They look too small. A machariel battleship is as big as a gallente carrier? Please make the models at least twice as big as they are now. I know they might look a bit silly at stations but still.
2) hanger and shipyard: Thanks for increasing the shipyard array \o/ I don't really think the hanger array should be bigger otherwise the carrier would simply replace all the logistics. But please fix them so you can access from inside a station. (or alternatively make them unable to dock, this would fix the double size sillyness at stations too). Also the display is a bit bugged as mentioned before, but i wouldn't be too angry if all the important bugs were fixed first and this one delayed, its not game breaking
3) The drone interface on the right, for some reason they don't keep my settings. I close the drones in bay tab but open drones in space. As soon as some fighters warp of my drones in space suddenly collapses, or drones in bay expands. Its almost impossible to keep one closed while the other 2 remain open. I keep have to reopen or close different parts of the GUI.
4) gallente having more damage while the others have better resistance? You do realise that carriers will become primary targets? 10% resistance is much more usefull for ships with such hitpoints and tanking than a bit of extra delayed damage. Especially since its 10% also counts for each repaired hitpoint.
5) finally of course the lack of capital module skills. I know they are ingame and work since event people have them.
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ProphetGuru
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Posted - 2006.01.31 07:23:00 -
[105]
Originally by: Admiral IceBlock
#3 - Fighters are really not THAT powerful for that price, either they should be made cheaper (10m each) or they should be upped in usefullness in any way.
Other stuff I can agree with, but this one. Maybe it's lack of skills in fighters or modules that aren't in game as of yet, but watched fighters MELT a dread the other day. If anything I think you will oneday... maybe not soon, but one day see fighters get hit with the nerfbat.
ps in my opinion as someone who has actually engaged carriers and a mothership in pvp, dropping/recalling fighters needs a cycle time.
Evolution..... Just when you thought you were winning.
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Ithildin
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Posted - 2006.01.31 08:16:00 -
[106]
Originally by: Dukath 4) gallente having more damage while the others have better resistance? You do realise that carriers will become primary targets? 10% resistance is much more usefull for ships with such hitpoints and tanking than a bit of extra delayed damage. Especially since its 10% also counts for each repaired hitpoint.
You'll find that some people have a much different opinion on this. You can tell your Fighters to go into control of a gang member.
Also, it's 5% resistance per level, not 10%.
WTB: Gall/Amarr faction BS (Hint: no such thing) Visit the MC |

Hawk Firestorm
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Posted - 2006.01.31 08:29:00 -
[107]
This is a persitant problem one of the main reason I think is that new content isn't open for test by ALL on the test server prior to release.
Bughunters do a great job however it's only till we the users get our grubby hands on em when the majority of the bugs come out.
Far more needs to be done to create a fun test enviroment that encourages people to get on and test as well as making it alot easier for people to test new higher content.
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CEO Pyrex
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Posted - 2006.01.31 08:55:00 -
[108]
Edited by: CEO Pyrex on 31/01/2006 08:57:52 I wouldnt say fighters require a nerf at all, if anything they are a little underpowered and rather easy to kill with the correct fire type.
They are supposed to be the XL drone so think of the difference between a tachyon laser and a giga beam laser, i wouldnt say there is the same leap of power in fighters as there are in the afore mentioned lasers.
Edit - I also heard that all capital ships were supposed to have a WCS of +4 so that it needed a sizable force to tie them down (and not some l337 ceptor dude screaming "YARRR WTFPWNED JOo").....seems ccp forgot to add it 
Carriers are such a nice idea, a shame that we couldnt get them and all the gear and things working in one go.....hey ho, its all eve aint it :)
(i got in my archon 5 days ago.....havnt stepped outside of it yet, just loving it)
CEO Pyrex Of the inbred kind
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Nafri
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Posted - 2006.01.31 10:30:00 -
[109]
Originally by: Ithildin
Originally by: Dukath 4) gallente having more damage while the others have better resistance? You do realise that carriers will become primary targets? 10% resistance is much more usefull for ships with such hitpoints and tanking than a bit of extra delayed damage. Especially since its 10% also counts for each repaired hitpoint.
You'll find that some people have a much different opinion on this. You can tell your Fighters to go into control of a gang member.
Also, it's 5% resistance per level, not 10%.
the guy who uses his carrier in the frontline deserves a big laugh. Carriers have 0% useness within the blob, thy are designed to stay at safespots and give your pilots control of the figthers.
10% damage is about 2047184% more usefull than the 5% resistances or even that damm remote repair **** the matari have.
I woner if we ever will see any other mothership then the gallente ones, ok execpt for the one BoB got through the championship
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Terradoct
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Posted - 2006.01.31 10:36:00 -
[110]
Originally by: Nafri
Originally by: Ithildin
Originally by: Dukath 4) gallente having more damage while the others have better resistance? You do realise that carriers will become primary targets? 10% resistance is much more usefull for ships with such hitpoints and tanking than a bit of extra delayed damage. Especially since its 10% also counts for each repaired hitpoint.
You'll find that some people have a much different opinion on this. You can tell your Fighters to go into control of a gang member.
Also, it's 5% resistance per level, not 10%.
the guy who uses his carrier in the frontline deserves a big laugh. Carriers have 0% useness within the blob, thy are designed to stay at safespots and give your pilots control of the figthers.
10% damage is about 2047184% more usefull than the 5% resistances or even that damm remote repair **** the matari have.
I woner if we ever will see any other mothership then the gallente ones, ok execpt for the one BoB got through the championship
I Will use it in fontline and BS\dread support right in the fight. No laught.
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Nafri
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Posted - 2006.01.31 10:46:00 -
[111]
Originally by: Terradoct
Originally by: Nafri
Originally by: Ithildin
Originally by: Dukath 4) gallente having more damage while the others have better resistance? You do realise that carriers will become primary targets? 10% resistance is much more usefull for ships with such hitpoints and tanking than a bit of extra delayed damage. Especially since its 10% also counts for each repaired hitpoint.
You'll find that some people have a much different opinion on this. You can tell your Fighters to go into control of a gang member.
Also, it's 5% resistance per level, not 10%.
the guy who uses his carrier in the frontline deserves a big laugh. Carriers have 0% useness within the blob, thy are designed to stay at safespots and give your pilots control of the figthers.
10% damage is about 2047184% more usefull than the 5% resistances or even that damm remote repair **** the matari have.
I woner if we ever will see any other mothership then the gallente ones, ok execpt for the one BoB got through the championship
I Will use it in fontline and BS\dread support right in the fight. No laught.
haha! 
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Nebuli
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Posted - 2006.01.31 11:08:00 -
[112]
Have to agree with Nafri, I see no logical reason why a Carrier should be on the front line, better serving its fleet sat in a POS bubble or in a SS as a warp to/repair/refit point than anything on the front lines, guess you could maybe remote repair another capital ship or something, but then youre just gonna be primary and die, other than remote repairing their is nothing a carrier can do on the front line it cant do at a ss.
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Selak Zorander
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Posted - 2006.02.01 16:08:00 -
[113]
have any of the fixes made it to the test server yet?
Last i looked they were not there (a few days ago so i will have to log in later tonight when i get home to check).
Also any word when these fixes will come live. Apparently the gang modules dont work on the carriers either (i have not tested this yet as I dont have the carrier to do it with and I have not spent much time on the test server lately since all my skills are horribly behind there).
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HatePeace LoveWar
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Posted - 2006.02.02 06:58:00 -
[114]
Im not going to say how Nafri, but Carriers will be in the front line.
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Gilbert Drillerson
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Posted - 2006.02.02 07:47:00 -
[115]
Bug #7, gang warfare link moduels does not work on carriers 
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Selak Zorander
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Posted - 2006.02.02 14:44:00 -
[116]
Well i updated my test server build last night and got in.
While i dont have the skills on the test server to fly carriers, i did notice that the ship hanger for the carriers has been increased from 50,000 m3 to 500,000 m3. everything else looked the same including the 5,000 m3 corp hanger, and the amarr one having a bonus to energy and sield transfer arrays.
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Scalor Valentis
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Posted - 2006.02.02 15:52:00 -
[117]
Originally by: Terradoct
I Will use it in fontline and BS\dread support right in the fight. No laught.
So wait, your gona repair dredd, that got like 10000 time beter tank a carrier can ever have. And we are not even shure that can you remote anything on dredd while its in siege?
Dredds are doing JUST dandy without carriers so far, and they will be doing same dandy after cerriers.
Now abaut remote repairing BS, righ, maybe in complex. In fleetbattle: you need to identify the target being shot, manage to lock him in time and pray that sycle of your reppys end before hes down. And top of that, you need to do that in a wonderfully laggy envoirment, where peoples that start taking damage are actualy allredy dead to EVE-O server
Now, im shure you get the point i am after with this wonderfull 5% remote repair bonus minnies have. Its like totaly nber 
not
Anyway, what nafri sed: Haha 
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ClawHammer III
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Posted - 2006.02.04 09:27:00 -
[118]
ItĘs a shame that there are so many bugs with the carriers but I guess thatĘs to be expected when only a handful of people get to test new ships. Hopefully all of these issues will be fixed before I hop in mineą
I have two nagging questions that I haven't seen answered yet though. Can carriers use normal drones, and if so, does the additional fighter per level of carrier skill bonus also apply to normal drones or just fighters?
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Golan Trevize
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Posted - 2006.02.04 10:14:00 -
[119]
Originally by: ClawHammer III
I have two nagging questions that I haven't seen answered yet though. Can carriers use normal drones, and if so, does the additional fighter per level of carrier skill bonus also apply to normal drones or just fighters?
It does , and you can swap one fighter for 5000 worth of dronebay....
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships.
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ClawHammer III
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Posted - 2006.02.04 11:17:00 -
[120]
Thanks... thats what I was hoping for. 
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