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Thread Statistics | Show CCP posts - 16 post(s) |
Max Tesla
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Posted - 2006.02.28 00:47:00 -
[91]
Mining drones!
Mining drones need fixing
If you are useing mining drones and mining lasers on a rock and the rock gets all mined out whilst the drones are still mining it then they return with nothing.
That needs to be fixed so that even when the rock is gone what ever was in the mining drones should be returned to the ship.
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Golan Trevize
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Posted - 2006.02.28 12:11:00 -
[92]
Do not crash with fighters deployed , silly buggers will follow you to safespot. When you log back in you, but not the fighters will warp back to where you crashed leaving fighters (that cannot be probe searched) in the safespot with no way for you to retreive them.
Golan
ps. Yeah it happened to me Petition pending :/
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships.
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Selak Zorander
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Posted - 2006.02.28 13:14:00 -
[93]
Originally by: Golan Trevize Do not crash with fighters deployed , silly buggers will follow you to safespot. When you log back in you, but not the fighters will warp back to where you crashed leaving fighters (that cannot be probe searched) in the safespot with no way for you to retreive them.
Golan
ps. Yeah it happened to me Petition pending :/
Yeah we had this happen to a carrier pilot as well. After several hours a GM was nice enough to move the carrier pilot (still in carrier) to the fighters so that he could scoop them up.
That is a pretty serious issue if you ask me. Even a carrier pilot with only lvl 1 skills is losing 6x 16 million isk drones to this that can not be found or retreived without spending a lot of time doing it. 1 million KM is a long distance to try and fly especially if there is no object on the other side to warp to.
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Golan Trevize
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Posted - 2006.02.28 18:50:00 -
[94]
Gm didnt have time but they told me that i would be reimbursed if i petioned , and i have filed a bug report.
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships.
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Baun
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Posted - 2006.03.02 21:01:00 -
[95]
Originally by: Baun
Originally by: BH Runner
6. Fighters always follow their targets into warp This is clearly by design, its why they have pilots, not semi-slaved AI systems.
Since they are manned by intelligent beings (/me is confused why we are giving RP explanations for game mechanics), should we not be able to tell them when to follow and when not to?
Just make it so following is toggleable somehow.
At the very least correct this known issue: Fighters can never hit a player before he gets back into warp. The only time following ever does anything is when they try to dock at a station without an insta bookmark. This is not an acceptable situation.
I would like to reiterate that this is not an acceptable situation and request a dev response.
The Enemy's Gate is Down
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moroti
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Posted - 2006.03.02 22:43:00 -
[96]
I'd bug report it but the bugs site isn't responding.
Can't add drones to dronebay when at a POS maint array, the right click option doesn't appear when clicking on a wasp in an ishtar or zealots cargo hold and the option to bind a keystroke to open dronebay was removed in the blood patch.
Not an ideal situation for a drone ship in 0.0
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Linia
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Posted - 2006.03.03 19:41:00 -
[97]
Originally by: moroti I'd bug report it but the bugs site isn't responding.
Can't add drones to dronebay when at a POS maint array, the right click option doesn't appear when clicking on a wasp in an ishtar or zealots cargo hold and the option to bind a keystroke to open dronebay was removed in the blood patch.
Not an ideal situation for a drone ship in 0.0
SO True, and secondly.. I dont think any bugs is fixed..
Well it LOOKS like the drone speed is, but can we see it? NO! You simply too the "no-shown-speed-on-overwiev" bug from testserver and brougt it here so we cant see what drones are flying at And Drones not going rogue.. Ehm.. I command em to kill battleship, they attack frigate instead.. eeh...
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Shadowfaxe
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Posted - 2006.03.03 19:49:00 -
[98]
Originally by: moroti I'd bug report it but the bugs site isn't responding.
Can't add drones to dronebay when at a POS maint array, the right click option doesn't appear when clicking on a wasp in an ishtar or zealots cargo hold and the option to bind a keystroke to open dronebay was removed in the blood patch.
Not an ideal situation for a drone ship in 0.0
Yes, tried too in vexor, its bugged
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moroti
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Posted - 2006.03.03 23:39:00 -
[99]
Ahh, I was going to check the drone speed thing earlier but forgot, I guess it was only known, not fixed as lickspittle didn't update that one on the OP's list.
Another change I noticed earlier was after warping off leaving a couple of Wasps in a belt by mistake they didn't show as drones in distant space on overview, I was pretty sure they hadn't been popped and eventually found them in a belt.
Also the 'drone firmware update' mentioned in the patch notes appears to be buggy, while being targetted and jammed by a few dire guristas earlier I launched my drones only to have them sit happily round my ship rather than picking a target that had targetted their owner. Likewise after being told to go attack a battleship rat they got halfway before 4 of them decided the frigates made a far more attractive target, telling them what to engage again sent them in the right direction.
A corpmate mentioned Mephysto had been seen mentioning the maint array issue in the help channel today so thats good (bug reported earlir anyway).
btw, I like your sig Linia, though my love for them is slowly being worn down :)
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Gabriel Karade
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Posted - 2006.03.04 11:20:00 -
[100]
Edited by: Gabriel Karade on 04/03/2006 11:21:22
Originally by: Linia
Originally by: moroti I'd bug report it but the bugs site isn't responding.
Can't add drones to dronebay when at a POS maint array, the right click option doesn't appear when clicking on a wasp in an ishtar or zealots cargo hold and the option to bind a keystroke to open dronebay was removed in the blood patch.
Not an ideal situation for a drone ship in 0.0
SO True, and secondly.. I dont think any bugs is fixed..
Well it LOOKS like the drone speed is, but can we see it? NO! You simply too the "no-shown-speed-on-overwiev" bug from testserver and brougt it here so we cant see what drones are flying at And Drones not going rogue.. Ehm.. I command em to kill battleship, they attack frigate instead.. eeh...
Overview settings --> 'Apply to ships only'
Uncheck that tab and you can see drone speeds again
Edit: Drone navigation skill/Drone navigation computers still applying a boost to orbit speed - bug reported (again)
- Office Linebacker -
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Mnengli Noiliffe
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Posted - 2006.03.04 13:37:00 -
[101]
Some of the drones sometimes are still stuck near the ship on "return and orbit" order. Need to fly to them and scoop manually. However, I didn't have this problem when doing "return to drone bay", but maybe I was lucky.
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Tao Zero
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Posted - 2006.03.04 15:30:00 -
[102]
here is a drone bug.... Advanced drone interfacing skill needed to equip drone control links STILL hasnt been seeded.
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Zarch AlDain
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Posted - 2006.03.06 11:48:00 -
[103]
You can no longer move drones into your drone bay at a POS.
This makes drone-based ships useless in deep space as if you lose a drone there is no way to replace it.
(Fortunately I am not drone based, they are just support - but it's still hurting me and a heavy drone user is going to be crippled). -- Zarch AlDain The Bridgeburners Huzzah Federation
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Soulita
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Posted - 2006.03.07 03:41:00 -
[104]
Edited by: Soulita on 07/03/2006 03:45:06
From my testing experience on TQ (Ship used dominix):
1) Drone mwd orbit problem seems to be fixed. My light drones engage target using mwd, then circle target once or so before switching to non mwd mode. If they fall back too far from target they use mwd to reach it again. Huge improvement over how they worked before.
2) Drone Speed when traveling to target seems to be fixed as well. I have experimented with lights, meds and heavys - all use mwd correctly to reach their target.
3) Drones going rogue - havent tested this out thouroughly yet, but on the tests I did they behaved very well. Recognizeable improvement over how it worked before.
4) Faulty return to dronebay still exists. Especially when ordering the drones to return to dronebay on a moving ship they will stay at a certain distance behind the ship, following it without coming closer.
Overall I am very happy about the improvements.
Just hope the return to dronebay gets solved as well. And of course loading drones into dronebay at POS should be possible.
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Miklas Laces
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Posted - 2006.03.08 10:34:00 -
[105]
Originally by: Soulita
1) Drone mwd orbit problem seems to be fixed [..] 2) Drone Speed when traveling to target seems to be fixed [..] 3) Drones going rogue [..] on the tests I did they behaved very well.
Yup drones work just fine, great job I'm happy now
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Centurin
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Posted - 2006.03.08 15:22:00 -
[106]
Drones now attack gang and corp members who are using support mods on you (remote armor reps, shield transfer, etc). They will also attack your armor repair drones that attempt to repair drones you control. NOSing a drone you control will also cause the other drones to attack it. This is a serious issue that pretty much negates drones in fleet battles. Or was that the point?
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katz3
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Posted - 2006.03.08 15:24:00 -
[107]
Medium Drones cant return to orbit while i use AB on my Vexor (Speed: 381m/s with AB). They just fly behind me and its impossible to scoop them.
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Terradoct
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Posted - 2006.03.09 08:38:00 -
[108]
Valkiry TP-600 Do not use there mwd when ordered retur and orbit, they jsut crawling on orbit speed.
bug reported.
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Joshua Deakin
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Posted - 2006.03.10 21:47:00 -
[109]
Edited by: Joshua Deakin on 10/03/2006 21:47:43 It would be interesting to know whether the fact is by design or a bug that sentry drones need link augmentors to be able to engage further than what the skills dictate.
i.e. scout drone lvl 5: 45 km control range. Isn't that just that "control", the sentry drones are right beside me, but cannot engage the target I have a lock on (at 50km). It would be understandable if I moved farther away than that and not be able to control them and issue orders, but why the need link augmentors?
"Increases drone control range." It doesn't say "Increases drone's control range." Maybe hair splitting semantics... ;)
Normal combat drones needing the augmentors I'm fine with. Thank you for listening.
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Commander Kahn'Alzaor
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Posted - 2006.03.11 07:39:00 -
[110]
Originally by: Centurin Drones now attack gang and corp members who are using support mods on you (remote armor reps, shield transfer, etc). They will also attack your armor repair drones that attempt to repair drones you control. NOSing a drone you control will also cause the other drones to attack it. This is a serious issue that pretty much negates drones in fleet battles. Or was that the point?
On TQ my hammerheads started to attack me after i turned on a AOE jammer in a .3
I am trying to recreate it for a bugreport.
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Hawk Fireblade
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Posted - 2006.03.11 13:47:00 -
[111]
If a Players client crashes or disconnects there's no measures in place for carrier pilots for them to be able to recliam thier fighters.
This needs urgent attention, I've seen this happen once and it's going to be more frequent and will lead to a greater load on the GM's.
And at 17mil a piece well your gonna have alotta unhappy people.
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Liucinda
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Posted - 2006.03.15 09:21:00 -
[112]
when i do "Return to drone bay" or "return and orbit" with small / med drones, sometimes they stop moving at 2000m from me and i neeed to approch manually... very annoying
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ClawHammer III
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Posted - 2006.03.19 19:37:00 -
[113]
Originally by: Soulita Edited by: Soulita on 07/03/2006 03:45:06
From my testing experience on TQ (Ship used dominix):
1) Drone mwd orbit problem seems to be fixed. My light drones engage target using mwd, then circle target once or so before switching to non mwd mode. If they fall back too far from target they use mwd to reach it again. Huge improvement over how they worked before.
2) Drone Speed when traveling to target seems to be fixed as well. I have experimented with lights, meds and heavys - all use mwd correctly to reach their target.
3) Drones going rogue - havent tested this out thouroughly yet, but on the tests I did they behaved very well. Recognizeable improvement over how it worked before.
4) Faulty return to dronebay still exists. Especially when ordering the drones to return to dronebay on a moving ship they will stay at a certain distance behind the ship, following it without coming closer.
Overall I am very happy about the improvements.
Just hope the return to dronebay gets solved as well. And of course loading drones into dronebay at POS should be possible.
1 and 2 are fixed but 3 and 4 are still a problem.
3.) After a target is destroyed they will still split up and go for different targets. Please for the love of god make them choose the SAME target to attack next.
4.) This is most certainly still a problem. I addition, fighter drones will not return to the carrier at MWD speed and will instead craw back at orbit speed.
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Max Tekram
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Posted - 2006.03.23 04:00:00 -
[114]
3.... let them choose the same target...
No please not. The splitting up is just fine in all situations, where you can let them fly free. In all situations where you need them to concentrate on one target, it's usually also important to decide which specific target they go for - so you need to do it manually anyway.
If they do not split up you have a massive waste of fire power when 5 drones go for the same lowly target, i.e. 2 blow it up, while the other 3 just idly tag along. I really prefer having 5 t2 drones rip thru a bunch of frigates (or cruisers for that matter) by taking on one each.
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Linia
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Posted - 2006.03.23 16:42:00 -
[115]
I like the thing with them choosing different too, quite neat in stupid missions with 10 cruisers, just send 5 ogre II and let em have a party with killin them.
Though in Vengeance with serpentis, I tried doing so with hobgoblin IIs, that attracted some other rats !WHICH SHOULD BE FIXED! and I lost a hobgoblin II on it, not much but it shouldnt have happened?
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ClawHammer III
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Posted - 2006.03.26 20:25:00 -
[116]
Originally by: Max Tekram 3.... let them choose the same target...
No please not. The splitting up is just fine in all situations, where you can let them fly free. In all situations where you need them to concentrate on one target, it's usually also important to decide which specific target they go for - so you need to do it manually anyway.
If they do not split up you have a massive waste of fire power when 5 drones go for the same lowly target, i.e. 2 blow it up, while the other 3 just idly tag along. I really prefer having 5 t2 drones rip thru a bunch of frigates (or cruisers for that matter) by taking on one each.
Thats all well and good untill they decide to fly half way across the grid and agro something you haven't yet. Not to mention spliting your fire in pvp is allways a bad idea. One drone isn't gonna do anything to anything fast enough.
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Terradoct
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Posted - 2006.03.31 09:37:00 -
[117]
Range bonus on small/medium/large remote armor/shield/energy trasfers are not applyed.
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Kaitana
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Posted - 2006.04.12 16:35:00 -
[118]
Fighters Overview: There are currently a couple issues I see with fighters. Taking in account that a single ship they are assigned to can only control 5, they need additional bonuses to make the carrier effective in battle. Because honestly, these things are more of a defense ship then an offensive ship(they cant follow thru gates). I have been training the drones and ship skills for a while and finally reached lvl 4 on all necessary skills. I have tested the drones extensively and came to the following conclusions to make these things more effective in defensive combat.
1. When engaging to a target, damage output increases as their speed increases. With the way regular turrets track, this should be opposite. A frigate sitting completely still gets no damage compared to one moving about at near max speed.
2. Warp speeds. Since the fighter is more of a cruiser class ship and really its own private class, they need quicker warp times. Id suggest about 2-3au/s faster then the fastest battleship in warp. This way, the distance at which they show up on the target no longer matters as they will more then likely be waiting for him when he shows up. On top of this, in big systems, you want fighters to show up at their assigned pilot in a rather quick fashion. This can even be the capital ship skill bonus, 5% to fighters warp speed per level.
3. Invulnerable to warp scrambler. Due to the problem of not knowing whats going on at your fighters location when they are engaged and the actual cost of the fighters, carrier pilots should not have to worry about their fighters getting warp scrambled by a third party. Interdictor bubbles and deployable bubbles can stay however. Id suggest something like adding a 2 point warp core stab on the fighters.
4. Activation range and Falloff. Due to the distance when warped in, it woudl also be a good idea to increase turret falloff by 2-3km and set activation range for fighting at an additional 5km past the falloff. This way people can continue to warp around, but eventually without a tank, they woudl die. Currently, it is very easy to elude fighters simply by warping long distances. A person doesnt even need a tank on whatsoever to simply wait for them to show up while aligning, then firing 1 savo of ammo(taking whichever fighter to 50% armor) then warping off before any significant shield damage is done. Usually all damage is naturally repaired by the time the pilot comes out of warp at the next safespot. Eventually the target wins and overcome the fighters.
just some ideas... |
Miklas Laces
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Posted - 2006.04.13 14:10:00 -
[119]
Drone bugs that I have experienced lately:
1) Drones that have been assigned to shoot at a not-hostile target (either structure or npc) will switch to another target.
2) Drones attacking a gang/corp member because he has destroyed a can. This is especially annoying when killing rats in a belt with a friend.
3) Return and orbit sometimes doesn't work, drones sit still outside scoop range.
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Steppa
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Posted - 2006.04.13 15:23:00 -
[120]
The Fighters 100% of the time return to the carrier at what seems like orbit speed. They attack properly and appear to orbit properly, but after its all over and I order them back, they take FOREVER. God forbid I'm moving at a whopping 90kpm...they then take Forever x Forever.
I have carrier IV and fighters IV and I have to say, I'm a bit underwhelmed by the damage.
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