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Thread Statistics | Show CCP posts - 2 post(s) |

Conmen
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Posted - 2006.03.03 18:12:00 -
[31]
wow ccp you need to get on this |

Sarmaul
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Posted - 2006.03.03 18:13:00 -
[32]
Atomic Battle Penguins Interstellar Starbase Syndicate
wtf ______________________________________________ Hurrah I'm Unbanned \o/ |

keepiru
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Posted - 2006.03.03 18:13:00 -
[33]
Edited by: keepiru on 03/03/2006 18:12:58
Originally by: j0sephine "what does this mean? Do we need to train shield stuff or not. Is there an remote armor repair or a remote shield boost bonus here?"
It means Amarr carriers have bonus to capital remote armour repair, not capital remote shield transfers. The ship description stating otherwise is a bug. If i understand it right ^^;;
That would seem to be the case. ------------- Please fix the stacking algorythm, it's a disgrace!
Consider your house breached and your cAke and bree stolen - Wrangler We have the colours, resistence is futile. Now where did I have those flower signatures -Eris |

Rawthorm
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Posted - 2006.03.03 18:25:00 -
[34]
As of the blood patch you can no longer move drones to your drone bay using a carrier hanger array.
I assume this is a bug as we could 48 hours ago.
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LoxyRider
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Posted - 2006.03.03 18:28:00 -
[35]
Originally by: Acwron
Originally by: Scalor Valentis Edited by: Scalor Valentis on 03/03/2006 17:23:34 well. actualy minnies got fastest cap recharge rate. (cap/s)
but i think we shuld keep qite abau it or the devs nerf it too 
Would be nice if true but it isn't. Minmatar, Gallente and Amarr all have the same Caprecharge rate (14,417 cap/s) while the Minmatar has a lot less cap than Gallente and Amarr.
It's interesting that the Caprecharge of the Caldar Carrier is 15,385 cap/s while just a having a little smaller cap total than the Amarr one. Another fluke in the Carrier balancing?
Quote:
Nidhoggur: 35000 cap/2427,75s= 14,417 cap/s Thanatos: 40000 cap/2774,57s = 14,417 cap/s Archon: 43250 cap/ 3000s= 14,417 cap/s Wyvern: 42500 cap/2762,5s= 15,385 cap/s
So we have the Minmatar Carrier who can after locking the target (probably way longer than the boosting anyway) can blow out his cap the quickest. Great!
Wyvern is the caldari mothership, Chimera is the carrier. ----- LoxyRider * gives eris the evil eye for locking his press release :p Eris Discordia * sticks out tongue
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Acwron
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Posted - 2006.03.03 18:41:00 -
[36]
Edited by: Acwron on 03/03/2006 18:41:24
Originally by: LoxyRider
Originally by: Acwron
Originally by: Scalor Valentis Edited by: Scalor Valentis on 03/03/2006 17:23:34 well. actualy minnies got fastest cap recharge rate. (cap/s)
but i think we shuld keep qite abau it or the devs nerf it too 
Would be nice if true but it isn't. Minmatar, Gallente and Amarr all have the same Caprecharge rate (14,417 cap/s) while the Minmatar has a lot less cap than Gallente and Amarr.
It's interesting that the Caprecharge of the Caldar Carrier is 15,385 cap/s while just a having a little smaller cap total than the Amarr one. Another fluke in the Carrier balancing?
Quote:
Nidhoggur: 35000 cap/2427,75s= 14,417 cap/s Thanatos: 40000 cap/2774,57s = 14,417 cap/s Archon: 43250 cap/ 3000s= 14,417 cap/s Wyvern: 42500 cap/2762,5s= 15,385 cap/s
So we have the Minmatar Carrier who can after locking the target (probably way longer than the boosting anyway) can blow out his cap the quickest. Great!
Wyvern is the caldari mothership, Chimera is the carrier.
Thanks loxy already wondered about it since I did the calculations some time ago and than all Carriers had the same recharge rate.
Quote:
Nidhoggur: 35000 cap/2427,75s= 14,417 cap/s Chimera: 37500 cap/2601,16s= 14,417 cap/s Thanatos: 40000 cap/2774,57s = 14,417 cap/s Archon: 43250 cap/ 3000s= 14,417 cap/s
So all Carrier have a Recharge rate of 14,417 cap/s while the total capacitor is: Minmatar<Caldari<Gallente<Amarr.
But my comment stands. the Minmatar Carrier can kill his Cap the quickest (smaller total Cap= smaller "sweet spot" for cap recharge and "awesome" 2 seconds of the 10 seconds from remote repair duration).
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Baun
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Posted - 2006.03.03 19:09:00 -
[37]
Few more bugs:
1. Fighters always follow the targets (i.e following is not toggleable). I don't care if this is intended, its a dumb feature (partially because the following drones NEVER hit their target). Imagine if a ships turrets went offline when the target warp away. This is what drone following does to a carrier.
2. Fighter reaction when the carrier pilot crashes. They get stuck in a safespot instead of remaining where they are in space, so they are collectable or warping back to the carrier and redocking. This issue needs to be resolved somehow because of the HUGE cost of fighters.
The Enemy's Gate is Down
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Scalor Valentis
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Posted - 2006.03.03 22:15:00 -
[38]
Edited by: Scalor Valentis on 03/03/2006 22:19:42
Originally by: Acwron
So all Carrier have a Recharge rate of 14,417 cap/s while the total capacitor is: Minmatar<Caldari<Gallente<Amarr.
But my comment stands. the Minmatar Carrier can kill his Cap the quickest (smaller total Cap= smaller "sweet spot" for cap recharge and "awesome" 2 seconds of the 10 seconds from remote repair duration).
we need to start RABBLE RABBLE post abaut this, honestly. 
I dont enjoy devs screwing araund with they "RP first" attitude our end game pawnmobliles and doom devises.  Granted, you guyes are doing grate job on many things, but your overlooking many many crucial things in process.
I do get the point, where devs are trying to promote: Minmatar do most damage. It is well seen in minmatar dredd, to what you need to studdy gun and missile skills to be effektive. 
But i dont get the point behind making minmatars repair the most. It was NEVER in minmatar doctrine to promote this kind of thing, even if try to fit this to DPS/HP first doctrine. Pilots that trained for minmatar in hope of Damage first doctrine, had been disapointted big time. 
I strongly advise devs to rethink they line in this, before we get yet another case of "one carrier to pwn them all".
Right now, thanathos does all this beter than others.  Why? Cause there is no one alive after thanatos unleases its swarm on them. 
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VonKaplanek III
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Posted - 2006.03.03 23:38:00 -
[39]
Edited by: VonKaplanek III on 03/03/2006 23:39:45 Only probs i have is with the corp hanger bug, 31xxx/5000, and the fact that Chimera is same size as APoc? whats up with that??
** Why are people *****ing about their carriers, they all have special abilities that you have to adapt to. SO shush if your gonna complain how the other carrier is better than yours, work with the strengths of your ship and adapt...
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Stratosfear
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Posted - 2006.03.03 23:49:00 -
[40]
I am happy to see TomB visit this topic. These bugs need fixing.
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Nafri
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Posted - 2006.03.04 00:04:00 -
[41]
why not giving every carrier the repair bonus? and then give every carrier a bonus to their racial fighter, so we dont have so much thanatos with explsive fighters
viola, every carrier is balanced, and needed. No more: "omg, its not a thanatos, wasted money" stuff
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Scalor Valentis
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Posted - 2006.03.04 06:41:00 -
[42]
Originally by: Nafri why not giving every carrier the repair bonus? and then give every carrier a bonus to their racial fighter, so we dont have so much thanatos with explsive fighters
viola, every carrier is balanced, and needed. No more: "omg, its not a thanatos, wasted money" stuff
thats what i sed like, umm month ago, but no one lissens.
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Conmen
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Posted - 2006.03.04 08:11:00 -
[43]
Its a merc contract sar maul |

Helmut 314
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Posted - 2006.03.04 10:12:00 -
[44]
Well, thats a lovely collection of "mistakes" on carriers. Considering the months and months of effort involved in training for carriers and collecting the 2.5B isk you need to get into one, I had hoped that they would at least work as intended 2.5 months after the patch that introduced them...
Losing your fighters when crashing is unacceptable. 8 fighters x 16M = 128M isk for a crash. I sincerely hope that this bug is fixed with a REAL priority. ___________________________________
Trying is the first step of failure - Homer J Simpson |

Scalor Valentis
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Posted - 2006.03.04 10:23:00 -
[45]
Not to mention the unbalance in usefuless of carriers.
we got 1 useless, no matter what the "support and repairing" inthusiast say: nigghoggur is useless with it current bonus as it does its thing only 25% beter with lvl 5, while thanatos does 50% beter with lvl 5
we got 2 usefull frontline carriers that can take some heat before collapsing.
and we got one carrier that owns em all in damage and drone capasity.
I know people say "others are good too" but take a quik look, how many thanatosses fly there, and how many others.
In BoB fleet, so far ive seen only thanatosses.
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The Wizz117
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Posted - 2006.03.04 10:57:00 -
[46]
Originally by: Scalor Valentis Not to mention the unbalance in usefuless of carriers.
we got 1 useless, no matter what the "support and repairing" inthusiast say: nigghoggur is useless with it current bonus as it does its thing only 25% beter with lvl 5, while thanatos does 50% beter with lvl 5
we got 2 usefull frontline carriers that can take some heat before collapsing.
and we got one carrier that owns em all in damage and drone capasity.
I know people say "others are good too" but take a quik look, how many thanatosses fly there, and how many others.
In BoB fleet, so far ive seen only thanatosses.
do slave implants/crystal implants effect carrier?
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Scalor Valentis
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Posted - 2006.03.04 11:32:00 -
[47]
Slave does, Crystal dont.
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The Wizz117
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Posted - 2006.03.04 12:00:00 -
[48]
Originally by: Scalor Valentis Slave does, Crystal dont.
i want that to be fixed to :P
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TomB

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Posted - 2006.03.04 12:39:00 -
[49]
Archon (Amarr Carrier) has a bonus to remote armor repairers - the description is simply wrong.
"Can't move drones to drone bay with ship maintenance array" - is getting hotfixed.
Corporate Hangar issues - i'll get these issues fixed, thank a lot for the feedback and my apoligies that this part didn't get enough testing before the ships got released.
Implants not affecting shield boosters and more capital sized modules - simply fixing it is out of the question unless it's the right thing to do, all capital ships were balanced with out the implants affecting them, it will eventually get fixed and prolly with some tuning.
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Scalor Valentis
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Posted - 2006.03.04 13:11:00 -
[50]
Well the Halo efekt sig radius, and thus decrease the Citadel torps damage done to them.
Also Slaves increase the armor HP.
Snakes do effekt the speed (whoope freking doo )
But crystals efekt nothing.
(the talisman efekt the nos, but as there is no capital nosses and prolly never be, thats irrelevent)
Can you give atlest passive shield regen bonus with cryustals for cap ships only?
or remove all pirate implant effekt from cap ships all together?
Right now, armor tankking Carriers are at huge advantage, the Amarr and Galentte ones.
Caldari one is somehow usefull, to a degree, prolyl cause the 30% and dredd guristas invu fields, but minmatar plaina nd simply suck donkeys, and nothing you or anyone say abaut it make it beter.
Its simpply not an option to use anykind of remote repairing in current EVE combat system due to MANY many difikulties, main ones being LAG, lock time and cycletime. not to mention proper support for such system in general.
Thus screwwing minmatars, yet again. 
and 2-3 apochs can do same thing that nigghogur can do with its yber bonuses with less skillpint/isk invesment, if we talk abaut POS/station shield recharge 
Balance? ahoy?
go figure
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Danitar
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Posted - 2006.03.04 15:50:00 -
[51]
Yep i had sum bug's in my carrier once too, them lil bastards where everywhere, running under your feet when yur flyin and such ,.pain in the arse they wur..not no moe ,/.no sir I called Intergallactic Space Bug Removel and they came and sprayed my ship ,,did a nice job too , no more bug's..thank goodness ,. they were getting to be a pain in the arse im here to tell ya' exspecially on them thar long flight's and such,, whooo hoo man they were bad..message me and ill get that thar number fur ya' to the space bug removel guy's ..then you'll be fixed right up in no time..
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Rawthorm
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Posted - 2006.03.04 20:15:00 -
[52]
In regards to the implant sets, is there any reason that the Crystal set shouldnt be allowed to work as normal?
Afterall the Armor tanking capital ships can run several armor reps constantly but the shield tanking vessels with a single booster run out of cap in quite a timely fasion. If anything the Crystal set levels the playing field a bit.
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The Wizz117
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Posted - 2006.03.04 20:43:00 -
[53]
Originally by: Rawthorm In regards to the implant sets, is there any reason that the Crystal set shouldnt be allowed to work as normal?
Afterall the Armor tanking capital ships can run several armor reps constantly but the shield tanking vessels with a single booster run out of cap in quite a timely fasion. If anything the Crystal set levels the playing field a bit.
i agree here, and the full crystal implant set is just as expensive as a dreadnought or small carrier.
also it does not double ur shield boost bonus, if u fit amplifiers (wich evrybody does).
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Baun
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Posted - 2006.03.04 21:18:00 -
[54]
Crystal implants should be changed to shield HP and then all would be balanced in the world (except for the people who already have them installed :/).
The Enemy's Gate is Down
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Cylynex
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Posted - 2006.03.04 21:52:00 -
[55]
Not sure if this is a bug or what. You cannot store ships packaged in the ship maintenance bay. When they are in there, they take up their full volume. This means in my Thanatos I can carry practically nothing in the ship maintenance bay. 1 Ferox alone takes up 140km3. There is no chance of stowing anything useful in there for long trips, as we planned on doing.
Can someone explain how the ship maintenance bay is supposed to work? Mainly because I just don't know if this is correct, or a bug, or I'm doing something wrong. As it stands I can't even get 1 BS into there (835km3 Tempest, 500km3 ship maint bay...)
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Aequitas Veritas
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Posted - 2006.03.05 00:07:00 -
[56]
Edited by: Aequitas Veritas on 05/03/2006 00:08:31
Originally by: Rawthorm In regards to the implant sets, is there any reason that the Crystal set shouldnt be allowed to work as normal?
Afterall the Armor tanking capital ships can run several armor reps constantly but the shield tanking vessels with a single booster run out of cap in quite a timely fasion. If anything the Crystal set levels the playing field a bit.
Fully agree with this... Its not like they affect them that much. Its like abit better than adding a third AMP and it allows you to fit a scrambler or webber. And the cost of these things... When ppl can tank their Thantaos with dual reppers running for 25 mins and have scrambler and webber in med slots its not like the caldari and minmatar carrier has much to balance them up against that.
At very least you could remove the effects of the other implants as well and not only leave the guys who invested 3 bn into crystal implants to be the only ones not benefitting from them... Also a change in description and possibly allowing ppl to petition to have the implants changed to something else would be in order? after all, Slaves are far more useful for any fleet movements...
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jide
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Posted - 2006.03.05 03:12:00 -
[57]
Is it normal that I can't fit even one battleship in the ship array ?
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Helmut 314
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Posted - 2006.03.05 09:29:00 -
[58]
I can confirm that getting disconnected with fighters deployed means that you lose them. I have petitioned it and Im hoping that Ill get a refund for this.
Theres also weird visual (?) bugs with the corp hangar, when I moved the things I had in it to my cargo hold the hangar suddenly showed 854m3 occupied when it was empty. The objects I had moved had a volume of 150m3 total...
___________________________________
Trying is the first step of failure - Homer J Simpson |

Aimee Black
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Posted - 2006.03.05 15:13:00 -
[59]
Yeah I still have a few bugs with my carrier also. I can confirm the not seeing anything in corp hanger when docked. I also get the bugs with the incorrect volume displayed in the corp hanger. I have also experienced the bug where I lose connection with my drones out and then lose them. I had to petition it as stuck and a GM moved my carrier out to them so I could scoop them, needless to say I don't keep the fighters out too much anymore. THe other bug I have thats annoying that I thought would be an easy fix is that templar drones orbit at about 1.9km around you, so you can't do an immediate scoop but hafta tell em to return to drone bay which is much slower. Well I think thats about it, I haven't tested any of the remote armor repers yet so don't know about any of them.
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Admiral IceBlock
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Posted - 2006.03.05 15:21:00 -
[60]
Originally by: TomB
Implants not affecting shield boosters and more capital sized modules - simply fixing it is out of the question unless it's the right thing to do, all capital ships were balanced with out the implants affecting them, it will eventually get fixed and prolly with some tuning.
so are you saying that e.g battleships where balanced with the implants?
by your logic they should'nt effect battleships either if the above is true, as battleships was balanced without the implants affecting them no...?

"We brake for nobody"
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