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

Princess Beefcurtains
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Posted - 2006.03.03 06:20:00 -
[1]
Hey, guess I was expecting the carrier bug fixes to be fixed in this last patch but its np, I'm a patient person I just wanted to write a list, that people can add to, of problemns they are having with their Carriers, as I still have a few and the pettitions seem to be taking a week plus to get replied to.
At the moment the probs are as follows on my Nid:
* Fighters do not seem to be getting 20% per lvl increase in dmg from fighters skill, more like 20hp wreck increase on 10% res. Not sure if this one is a bug or the math is just diff to what i expected.
* Corporate Hangar array shows as over full when it is empty (something like 5,200 of 5,000m3 full) and will not show any items in it to people accessing in space and also when accessing it myself in station (it simply appears empty)
* 50% remote armour repairer/shield booster range bonus does not work
* Ship gfx (though mah baby looks tasty) do not correspond with agility, ie: the ship goes into warp at a 45% angle or more.
I think thats all I've got at the moment, will add to list if I pick any more up and I hope other carrier owners will do the same.
Looking forward to when these beauts are fully shipshape 
Beefah
UNHAXXORABLE TECH II SIG OMGWTFh4xX0rPwn3dBBQ!!!111elevenone ~kieron |

Golan Trevize
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Posted - 2006.03.03 08:15:00 -
[2]
Archon still has shieldtransfer bonus.
Fighters do not mwd back to you.
If you crash with fighters deployed they are lost ,follow u to safespot when u auto warp but link to them is lost when u log back in and warp to the place u crashed, cannot be probe searched.
im sure i can think of some more when i have cooled down.
Golan
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships.
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Just Smith
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Posted - 2006.03.03 08:53:00 -
[3]
fighter drone hp bars do not change when you let somone else control the drones which is annoying when you want to take care of your fighter drones
normal drone bugs apply
fighters don't all ways follow the controler in to warp
Well you've come to the right place, then. There hasn't been a war run this badly since Olaf the hairy, King of all the vikings, ordered 80,000 battle helmets with the horns on the inside." |
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TomB

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Posted - 2006.03.03 11:07:00 -
[4]
The 50% remote bonus is working, but only for capital sized remote repairers/transferers which are getting seeded during todays downtime.
Amarr getting shield transfer range bonus is just a description error which didn't get fixed, so it does work as how you want it to work just doesn't say it correctly in the pretty text.
Gfx not correspond with agility when warping is issue with all huge ships, more is planned to get this fixed than a dirty "look ok" hack.
Can you be more specific on the corporation hangar bugs? Have not heared before that outsiders do not see any items in it.
. |
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Chain Gang
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Posted - 2006.03.03 11:09:00 -
[5]
Coporation Hanger Bug ....
Basically the items are not showing when docked ... even if the hanger is full.
As soon as you undock the items appear.
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Captain Evil
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Posted - 2006.03.03 11:26:00 -
[6]
Capital Shilebooster getting any effect from Crystal Implants now? |

Dan Grobag
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Posted - 2006.03.03 11:47:00 -
[7]
also you can put ships with their cargo hold not empty inside the ship maintenance bay when docked.
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Kunming
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Posted - 2006.03.03 12:17:00 -
[8]
Originally by: Captain Evil Capital Shilebooster getting any effect from Crystal Implants now?
NO, that would totally overpower shield tanking on capital ships, unless they bring out similar implant sets to boost armor repair amount or speed.
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djenghis jan
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Posted - 2006.03.03 12:18:00 -
[9]
Edited by: djenghis jan on 03/03/2006 12:19:09
Originally by: TomB
Amarr getting shield transfer range bonus is just a description error which didn't get fixed, so it does work as how you want it to work just doesn't say it correctly in the pretty text.
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?
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Pharuan
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Posted - 2006.03.03 12:24:00 -
[10]
If I fit the ship, fill the cargo bay, fill the hangar, fill the ship bay, and fill the drone bay and undock I get to sit and stare at a black screen.
As far as I can tell it only happens after you assemble the ship. I had to repackage it to get the stuff out of the hangar as per the above mentioned bug. So I stopped using the hangar for now, so I don't have to repackage the ship and I can undock normally.
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Princess Beefcurtains
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Posted - 2006.03.03 13:14:00 -
[11]
Edited by: Princess Beefcurtains on 03/03/2006 13:14:37
Originally by: TomB
Can you be more specific on the corporation hangar bugs? Have not heared before that outsiders do not see any items in it.
The bug is this:
When the corporate hangar is completely empty it sometimes shows as 5200/5000, the actual volume used seems to differ each time eg: at present, the hangars are empty yet is shows 3,750.5/5,000.0 M3 and when i put in 3750 isotopes that changes to 3,933.0/5,000.0 which also looks wrong for the ammount of iso in there 
Also, when someone in gang looks into the corp hangar in space it shows as empty (0.0/0.0 m3) (I usually have extra isotopes in there for jumping but they are not visible), also when that person puts something into the cargo they cannot see that. Along with that the hangars, if you are in a diff corp, have that corps tags (is this maybe related?)
On top of that, although you can open corporate hangars in station, you cannot view their contents. When you place an item in them it vanishes and is not visible until you undock and check.
hope this helps
UNHAXXORABLE TECH II SIG OMGWTFh4xX0rPwn3dBBQ!!!111elevenone ~kieron |

Princess Beefcurtains
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Posted - 2006.03.03 13:21:00 -
[12]
Edited by: Princess Beefcurtains on 03/03/2006 13:21:53
Originally by: TomB The 50% remote bonus is working, but only for capital sized remote repairers/transferers which are getting seeded during todays downtime.
btw homie, think they missed thee ole seeding Cap remote rep bpo = null points on le marche
UNHAXXORABLE TECH II SIG OMGWTFh4xX0rPwn3dBBQ!!!111elevenone ~kieron |

Scalor Valentis
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Posted - 2006.03.03 13:26:00 -
[13]
* Mimatar carrier getting only 60% default armor EM resistance, shuld be 70%
* Minmatarcarrier getting sub par stats and useless bonus
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Unholy Shadow
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Posted - 2006.03.03 13:31:00 -
[14]
Edited by: Unholy Shadow on 03/03/2006 13:31:43
Originally by: djenghis jan Edited by: djenghis jan on 03/03/2006 12:19:09
Originally by: TomB
Amarr getting shield transfer range bonus is just a description error which didn't get fixed, so it does work as how you want it to work just doesn't say it correctly in the pretty text.
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?
I dont understand it too! Is the Archon remote modul bonus SHIELD or ARMOR side??? i spend much skill training on shieldremote and i buy the remote shield bpo because the description said shield and not armor !i am very indignant
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ClawHammer III
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Posted - 2006.03.03 14:11:00 -
[15]
Well, it sucks that none of the listed bugs have been fixed, especially that I'll be flying a carrier in a couple weeks, but since this thread got a devĆs attention I'd also like to point out that the Advanced Drone Interfacing skill hasn't been seeded yet either.
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Sarmaul
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Posted - 2006.03.03 14:13:00 -
[16]
Originally by: Scalor Valentis * Mimatar carrier getting only 60% default armor EM resistance, shuld be 70%
* Minmatarcarrier getting sub par stats and useless bonus
the 70% should've been fixed  ______________________________________________ Hurrah I'm Unbanned \o/ |

Sarmaul
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Posted - 2006.03.03 14:20:00 -
[17]
Originally by: Acwron
Originally by: Sarmaul
Originally by: Scalor Valentis * Mimatar carrier getting only 60% default armor EM resistance, shuld be 70%
* Minmatarcarrier getting sub par stats and useless bonus
the 70% should've been fixed 
fixing it atm. Traning Gallente Battleship lvl 5: 32days, 14 hours, 18 minutes, 35 seconds.
??? Acwron = dev? ______________________________________________ Hurrah I'm Unbanned \o/ |

Acwron
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Posted - 2006.03.03 14:20:00 -
[18]
Originally by: Sarmaul
Originally by: Scalor Valentis * Mimatar carrier getting only 60% default armor EM resistance, shuld be 70%
* Minmatarcarrier getting sub par stats and useless bonus
the 70% should've been fixed 
fixing it atm. Traning Gallente Battleship lvl 5: 32days, 14 hours, 18 minutes, 35 seconds.
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Rawne Karrde
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Posted - 2006.03.03 14:29:00 -
[19]
no he mean he's fixing it buy training to use a thanatos instead.
I do want to know whats up with the advanced drone interfacing.
from other posts sounds like nothing was fixed. This really bugs me. The worst thing is that i went on the test server to help with make sure these could be fixed but guess what? not a single carrier on the test server to use, just some stupid free for all combat with devs and/or bug hunters spawning titans for people to hammer away at. Third times a charm though ccp, if you actually wanna do some testing on these I'm sure i'm not the only one who'd be there to actually test.
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Nafri
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Posted - 2006.03.03 14:42:00 -
[20]
Originally by: Sarmaul
Originally by: Acwron
Originally by: Sarmaul
Originally by: Scalor Valentis * Mimatar carrier getting only 60% default armor EM resistance, shuld be 70%
* Minmatarcarrier getting sub par stats and useless bonus
the 70% should've been fixed 
fixing it atm. Traning Gallente Battleship lvl 5: 32days, 14 hours, 18 minutes, 35 seconds.
??? Acwron = dev?
No, but he extra started gallente BS lvl5 to fly a decent carrier
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Sarmaul
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Posted - 2006.03.03 14:44:00 -
[21]
I don't need 2 people telling me how stupid I am ______________________________________________ Hurrah I'm Unbanned \o/ |

Nafri
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Posted - 2006.03.03 14:52:00 -
[22]
Originally by: Sarmaul I don't need 2 people telling me how stupid I am
safe is safe
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Captain Evil
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Posted - 2006.03.03 15:09:00 -
[23]
Edited by: Captain Evil on 03/03/2006 15:11:58
Originally by: Kunming
Originally by: Captain Evil Capital Shilebooster getting any effect from Crystal Implants now?
NO, that would totally overpower shield tanking on capital ships, unless they bring out similar implant sets to boost armor repair amount or speed.
Please remove the effect of other implants as well then... BH told me a few weeks ago that this was a bug. There is nothing in the description of either implants or booster that says it shouldnt affect capital version. So in that case, ill petition for removal of my implants and the handing back the 3bn I chucked out for them then and get slaves that are far more useful for PvP
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Scalor Valentis
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Posted - 2006.03.03 17:10:00 -
[24]
And for petes shake! (stupid expression)
Give minmatars something USEFUL, like dating mens or mining instead of 5% cykletime.
All other carriers get direct combat bonuses, minnie bonus can be used only for one thing. POS shield recharging.
preiod.
You wont see, i promise you CCP, you wont see ANYONE choosing minmatar carrier over other carrier, for ANY other reason exept they cant be arsed to train Galentte BS lvl 5!
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Acwron
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Posted - 2006.03.03 17:20:00 -
[25]
Originally by: Scalor Valentis And for petes shake! (stupid expression)
Give minmatars something USEFUL, like dating mens or mining instead of 5% cykletime.
All other carriers get direct combat bonuses, minnie bonus can be used only for one thing. POS shield recharging.
preiod.
You wont see, i promise you CCP, you wont see ANYONE choosing minmatar carrier over other carrier, for ANY other reason exept they cant be arsed to train Galentte BS lvl 5!
Because the Minmatar Carrier has the smallest Cap choosing it for support is actually pretty stupid...
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Scalor Valentis
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Posted - 2006.03.03 17:23:00 -
[26]
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 
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Sforza
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Posted - 2006.03.03 17:32:00 -
[27]
I'd concur with all the other carrier pilots regarding the bugs, especially the corporate hanger one. Currently I have 14000ms in my 5000m hanger on my Thanatos, with none of it visiable when docked.
I've had the same bug (which seems rarer) that the Jericho pilot has, that is putting a ship into the maintainence bay and then attempting to undock can lead to a black screen.
Doesnt happen all the time so it a bit harder to determine whats actually causing it. I've experimented with having ships going into the bay with stuff in their cargo bay, and it doesnt seem to be that. It does however seem to happen to me 50% of the time if a pilot puts a ship into the hanger, I dock, then I'll black screen on undock.
Sforza
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Acwron
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Posted - 2006.03.03 17:43:00 -
[28]
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!
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Scalor Valentis
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Posted - 2006.03.03 17:45:00 -
[29]
a they "fixed" it i see.
Way to keep End game minmatar players happy 
/me take a op and mop the dripping sarcasm
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j0sephine
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Posted - 2006.03.03 18:01:00 -
[30]
"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 ^^;;
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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
|
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
|
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
|
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
|
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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Shirei
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Posted - 2006.03.05 15:39:00 -
[61]
Originally by: Admiral IceBlock
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?
No, but the implants were designed with battleships in mind. 
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Ombranera
|
Posted - 2006.03.05 16:48:00 -
[62]
other bug:
- If other player on space use corporate hangar the pilot of carrier have 2-8 second of lag
- If lunch all fighter simultany, have 5-10 second of little lag ( not always )
- Cloaking device cause lost of all fighter, and decloaked not return to carrier.
- Fighter is slow to warp, normaly targhet warp first the fighter they catch up
- Fighter is really easy to kil, one cruiser kil fighter without problems
- On approach ( and 5-8 seconds after ) fighter miss all shot ( im suppose miss whit mwd is on )
- Skil advanced drone interfacing is on marked but not available
- Module Drone control unit, not is utilizable but required advanced drone interfacing ( really good on module constructible but inutilizable )
Ombranera
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Temi
|
Posted - 2006.03.05 17:01:00 -
[63]
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.
while i agree that crystal implants is well, nice , on capital ships, i find it incredibly unfair that only crystal sets shoudl not work on them. you say it would be imbalanced, but thats hardly true, first off all when you get shot at by something capable of killing you, you pretty mutch die instantly anyway(unless ofc you have slave implant sets, cause then you dont just die IN BETWEEN the repair cycles o_O)
if anything crystal implants may be imbalanced, but they are equally imbalanced for battleships, so you should rather say crystal implants are borked, and need a fix, than saying adding them to capital ships would be imbalanced Spelling errors ahoy.. |

Zaphina
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Posted - 2006.03.05 17:21:00 -
[64]
TomB - will u allow ppl that want to remove their implants and get their isk back to petition for that? Ppl got these without knowledge about it not being a bug. I even asked a BH about these things and he said it was a bug that would be fixed. All other implants work as they should, there is nothing in description of either the implants or the Cap Shieldbooster that says they wouldnt have an effect.
If you want to balance these things later on, thats fair enough, but as long as all other implants are working maybe you should just let the crystal ones do as well and then do a balancing run on these things later. Even with Crystal Implants affecting shield boosters I believe ppl would still fly the Thanantos due to the uber damage, but at least minmatar and caldari have an edge when it comes to surviviablity over the gallente one. until the cap runs out...
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Ombranera
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Posted - 2006.03.05 19:16:00 -
[65]
Originally by: Ombranera
other bug:
- If other player on space use corporate hangar the pilot of carrier have 2-8 second of lag
- If lunch all fighter simultany, have 5-10 second of little lag ( not always )
- Cloaking device cause lost of all fighter, and decloaked not return to carrier.
- Fighter is slow to warp, normaly targhet warp first the fighter they catch up
- Fighter is really easy to kil, one cruiser kil fighter without problems
- On approach ( and 5-8 seconds after ) fighter miss all shot ( im suppose miss whit mwd is on )
- Skil advanced drone interfacing is on marked but not available
- Module Drone control unit, not is utilizable but required advanced drone interfacing ( really good on module constructible but inutilizable )
Ombranera
and
-cloaking device work whit object on range, ship remain cloked
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Chain Gang
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Posted - 2006.03.06 06:40:00 -
[66]
Most Import (in my view)
The fighters are too slow ... they can't even catch a cruiser bouncing from warp to warp.
****** Must be able to see damage when they are in distant space ****** there getting destroyed and you can't even see there being shot at .... pathetic CCP.
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Aloysius Knight
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Posted - 2006.03.06 07:13:00 -
[67]
wtf u know u can armour tank a minmatar carrier  Haha can't touch this! |

Aequitas Veritas
|
Posted - 2006.03.06 17:31:00 -
[68]
Originally by: Zaphina TomB - will u allow ppl that want to remove their implants and get their isk back to petition for that? Ppl got these without knowledge about it not being a bug. I even asked a BH about these things and he said it was a bug that would be fixed. All other implants work as they should, there is nothing in description of either the implants or the Cap Shieldbooster that says they wouldnt have an effect.
If you want to balance these things later on, thats fair enough, but as long as all other implants are working maybe you should just let the crystal ones do as well and then do a balancing run on these things later. Even with Crystal Implants affecting shield boosters I believe ppl would still fly the Thanantos due to the uber damage, but at least minmatar and caldari have an edge when it comes to surviviablity over the gallente one. until the cap runs out...
Any news for us Tomb? And im sure thet Minmatar stuff was ment as a pluss for min as you could actually shieldtank them as well....
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Shamis Orzoz
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Posted - 2006.03.06 18:04:00 -
[69]
Originally by: Golan Trevize If you crash with fighters deployed they are lost ,follow u to safespot when u auto warp but link to them is lost when u log back in and warp to the place u crashed, cannot be probe searched.
LOL, that's awesome...CCP 4TW. I hope their testers don't make much money.
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Rivek
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Posted - 2006.03.06 20:46:00 -
[70]
I'd like to know, before I invest the 34 days of training time into it, if the Thanatos will (or may) be nerfed or the other carriers buffed in terms of their damage output. Right now, anyone who wants to fly the best carrier overall is training for the thanatos. It's going to rather suck for them if the 50% fighter damage bonus gets changed to +50% drone bay or some other nonsense.
Who thought it would be balanced to have one of these ships do 50% greater dps than the others?
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LiNkIsMaXiMuS
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Posted - 2006.03.06 21:58:00 -
[71]
Here is another for you, i was in 0.0 and i had all my fighters out of the drone bay, next thing node crashes i disconnect. When i recconect ALL my fighters mysteriously disappeared , they were not in local or distant space, nor in max scan range. so if any1 has had this problem post up, cuz im curious to see if this has happened before to anyone. I sent petition, still awaiting a reply. 
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Rawthorm
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Posted - 2006.03.07 00:22:00 -
[72]
Originally by: Rivek I'd like to know, before I invest the 34 days of training time into it, if the Thanatos will (or may) be nerfed or the other carriers buffed in terms of their damage output. Right now, anyone who wants to fly the best carrier overall is training for the thanatos. It's going to rather suck for them if the 50% fighter damage bonus gets changed to +50% drone bay or some other nonsense.
Who thought it would be balanced to have one of these ships do 50% greater dps than the others?
Dont think it matters. To get that 50% takes about 3 months for the last level alone. 
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Rivek
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Posted - 2006.03.07 00:51:00 -
[73]
Originally by: Rawthorm
Originally by: Rivek
Who thought it would be balanced to have one of these ships do 50% greater dps than the others?
Dont think it matters. To get that 50% takes about 3 months for the last level alone. 
Ok, to appease you.. Who thought it would be balanced to have one of the ships do 40% greater dps than the others assuming a universal level 4 in the carrier skill?
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Temi
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Posted - 2006.03.07 17:07:00 -
[74]
Originally by: Rivek
Originally by: Rawthorm
Originally by: Rivek
Who thought it would be balanced to have one of these ships do 50% greater dps than the others?
Dont think it matters. To get that 50% takes about 3 months for the last level alone. 
Ok, to appease you.. Who thought it would be balanced to have one of the ships do 40% greater dps than the others assuming a universal level 4 in the carrier skill?
how conveniently you leave out the resist bonuses on other carriers  (well besides minmatars, cause they are really crap :s)
gallente is the drone race, so obviously they should be better with drones :o, tho the other races should get other bonuses to make up for it (like resist bonuses)
Spelling errors ahoy.. |

Scalor Valentis
|
Posted - 2006.03.07 17:32:00 -
[75]
Originally by: Temi
Originally by: Rivek
Originally by: Rawthorm
Originally by: Rivek
Who thought it would be balanced to have one of these ships do 50% greater dps than the others?
Dont think it matters. To get that 50% takes about 3 months for the last level alone. 
Ok, to appease you.. Who thought it would be balanced to have one of the ships do 40% greater dps than the others assuming a universal level 4 in the carrier skill?
how conveniently you leave out the resist bonuses on other carriers  (well besides minmatars, cause they are really crap :s)
gallente is the drone race, so obviously they should be better with drones :o, tho the other races should get other bonuses to make up for it (like resist bonuses)
Theese are fighters. so dont caldari deserve to get the bonus? as they are beter pilots.
Galentte shuld get 10% to mining yeald or daitting men, as shogaatsu once sed.
And give minmatars bonus worth using >__>
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Rivek
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Posted - 2006.03.07 18:52:00 -
[76]
The 20% resist bonuses on the Chimera and Archon are quite nice I agree, but they are not in the same league as a 40% damage bonus. Cutting the thanatos damage bonus in half would still arguably leave it as an overall better carrier than the others. The Nidhoggur's bonus is just a joke.
I just want to know if the Devs are aware of the imbalance and plan to act on it in some way in the future, or if they like things as they are and aspiring carrier pilots need to train for the thanatos.
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Rawthorm
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Posted - 2006.03.07 19:32:00 -
[77]
Btw accessing corp hanger on carrier from inside a station of which your corp has an office is bugged.
No contents apear.
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Alkad Mzu
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Posted - 2006.03.07 20:10:00 -
[78]
CCP, we need your feedback on this. There's simply too much training time and ISK involved in this for us to accept going into it half blind. Are you going with these stats? If so, I would like for you to argue the case of the Nidhoggur for the benefit of those that can't see it being anything but inferior to the other three choices.
While I trust your ability to spot what's rotten in the state of carrier stats, it would be good of you to share your thoughts on the subject.
Will sing for funny sig |

Dan Grobag
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Posted - 2006.03.07 21:28:00 -
[79]
i was wondering if the thanathos was getting the 50% bonus on the base damage multiplier resulting in a far lower boost or after other bonus like carrier skill and drone interfacing..
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Aequitas Veritas
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Posted - 2006.03.07 22:11:00 -
[80]
Edited by: Aequitas Veritas on 07/03/2006 22:12:04
Originally by: Temi
Originally by: Rivek
Originally by: Rawthorm
Originally by: Rivek
Who thought it would be balanced to have one of these ships do 50% greater dps than the others?
Dont think it matters. To get that 50% takes about 3 months for the last level alone. 
Ok, to appease you.. Who thought it would be balanced to have one of the ships do 40% greater dps than the others assuming a universal level 4 in the carrier skill?
how conveniently you leave out the resist bonuses on other carriers  (well besides minmatars, cause they are really crap :s)
gallente is the drone race, so obviously they should be better with drones :o, tho the other races should get other bonuses to make up for it (like resist bonuses)
Thought, of course the Thanathos and Archon will have twice as much HP with full slave and that armor HP implant (8%) compared to a Caldari one... so thats like having a 30% bonus to hardening (50-20%) AND doing 40% more damage, while having scrambler and/or webbers and sensorbooster in med slots and a comparable tank that runs longer! WIN!!
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|

Da Ram
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Posted - 2006.03.07 22:45:00 -
[81]
Originally by: Cylynex 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...)
Quoted for importance to be clarified please !
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Da Ram
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Posted - 2006.03.07 22:51:00 -
[82]
Possible bug: A warp scrambled carrier cannot jump out using his jump drive.
I understand this is not supposed to happen.
Please help clearing this up too.
Thank you, Ram
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Juki Lee
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Posted - 2006.03.08 02:01:00 -
[83]
Originally by: Da Ram Edited by: Da Ram on 07/03/2006 23:03:30 Possible bug: A warp scrambled carrier cannot jump out using his jump drive.
I understand this is not supposed to happen.
Please help clearing this up too.
Definitive bug: 5 medium size ECM drones manage to jam the lock of a Thanatos after 20-30 seconds !
Thank you, Ram
Neither of these are bugs...
You're not supposed to be able to jump out if you're warp scrambled.
ECM jamming is chance-based now, not strength based. Each of those 5 drones has a small chance to jam you each cycle. Eventually one will get lucky, but it won't last long and I doubt they can sustain the jamming for long.
My biggest beef with fighters and drones in general: If you're already under attack when you launch the drones, they just SIT THERE. They won't fire, won't run to a target, nothing. They just orbit you and ignore all agressors because the agression has already taken place.
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Da Ram
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Posted - 2006.03.08 08:18:00 -
[84]
Originally by: Juki Lee
Originally by: Da Ram Edited by: Da Ram on 07/03/2006 23:03:30 Possible bug: A warp scrambled carrier cannot jump out using his jump drive.
I understand this is not supposed to happen.
Please help clearing this up too.
Definitive bug: 5 medium size ECM drones manage to jam the lock of a Thanatos after 20-30 seconds !
Thank you, Ram
Neither of these are bugs...
You're not supposed to be able to jump out if you're warp scrambled.
ECM jamming is chance-based now, not strength based. Each of those 5 drones has a small chance to jam you each cycle. Eventually one will get lucky, but it won't last long and I doubt they can sustain the jamming for long.
My biggest beef with fighters and drones in general: If you're already under attack when you launch the drones, they just SIT THERE. They won't fire, won't run to a target, nothing. They just orbit you and ignore all agressors because the agression has already taken place.
Juki: I read some time ago that a Dread could conveniently jump out when scrambled, so it'd be interesting if that is still possible - any Dread pilots can test this maybe ?
As to the jamming - Yes, I am with you but please lets try and do the math on 5 x strength 1 against the 76 sensor strength a Thanathos has.
I could reproduce this is every of three tries I did - in one occassion the drones only took 10 seconds.
Now - if someone can explain me why 5 times 1:76 happens that fast to be true and whether it really is ok I may say - yes this is no bug, but it feels very very wrong never the less.
Ram
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Terradoct
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Posted - 2006.03.08 08:32:00 -
[85]
Warp scrabler shouldn't stop you from jumping it's a bug and dev's still on the decision: leave it as it is, or fixing it for more that 3 month. As you could jump through the gate while been warp scrabled, if cap-ship is not able to jump while been warp scrabled, then no one should use gates other.
For preventing capitalship from jumping you should use jump scrabler not warp scrabler.
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Scalor Valentis
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Posted - 2006.03.08 15:06:00 -
[86]
Edited by: Scalor Valentis on 08/03/2006 15:07:44
Originally by: Aequitas Veritas Edited by: Aequitas Veritas on 07/03/2006 22:12:04
Originally by: Temi
Originally by: Rivek
Originally by: Rawthorm
Originally by: Rivek
Who thought it would be balanced to have one of these ships do 50% greater dps than the others?
Dont think it matters. To get that 50% takes about 3 months for the last level alone. 
Ok, to appease you.. Who thought it would be balanced to have one of the ships do 40% greater dps than the others assuming a universal level 4 in the carrier skill?
how conveniently you leave out the resist bonuses on other carriers  (well besides minmatars, cause they are really crap :s)
gallente is the drone race, so obviously they should be better with drones :o, tho the other races should get other bonuses to make up for it (like resist bonuses)
Thought, of course the Thanathos and Archon will have twice as much HP with full slave and that armor HP implant (8%) compared to a Caldari one... so thats like having a 30% bonus to hardening (50-20%) AND doing 40% more damage, while having scrambler and/or webbers and sensorbooster in med slots and a comparable tank that runs longer! WIN!!
not to mention the fact thanatos OBLITERATE all things faster than you can say gankk, it carries most drones too.
AND PLEASE! GIVE MINMATAR CARRIER SOME LOVE!
WTB: The Correct DreadÖ |

Tok Nar
|
Posted - 2006.03.08 15:14:00 -
[87]
Originally by: Terradoct Warp scrabler shouldn't stop you from jumping it's a bug and dev's still on the decision: leave it as it is, or fixing it for more that 3 month. As you could jump through the gate while been warp scrabled, if cap-ship is not able to jump while been warp scrabled, then no one should use gates other.
For preventing capitalship from jumping you should use jump scrabler not warp scrabler.
Current functionality is not a bug, but i completely agree with the points made. Gate jumps and jump drives should revolve around the same principle.
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Kaylana Syi
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Posted - 2006.03.08 19:37:00 -
[88]
You cannot fit a repackaged BS in a Carrier... not 1.
Who cares about moving some frigs and cruisers....
Risk vs Reward... it cost isk to jump systems and atleast 2 people. If you could alteast carry a repackaged BS to a POS in a carrier that would be awesome, slow and tedious, but awesome. Without this ability a carrier is little more than a safespot biotch for fleet combat and a roaming POS for frigate pilots. Horray? Not!
Originally by: "Oveur" I don't react to threats any better than you do
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Rawthorm
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Posted - 2006.03.08 19:39:00 -
[89]
Btw dont know if its just carriers or all capital ships, but often after a jump the checking navigation bar does not go away and as such none of the ships modules apear (basicaly carrier is totaly defenseless)
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Juki Lee
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Posted - 2006.03.08 23:31:00 -
[90]
Originally by: Rawthorm Btw dont know if its just carriers or all capital ships, but often after a jump the checking navigation bar does not go away and as such none of the ships modules apear (basicaly carrier is totaly defenseless)
Just hit the escape key and the bar goes away. This has happened every time I've jumped, and I just close it by hitting escape immediately after the jump.
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Misses Gap
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Posted - 2006.03.09 08:44:00 -
[91]
Carrier pilots docking/undocking get a black screen, being forced to relog which then again makes them unable to use a Cyno field that has been opened by one of their gangmates before the relog.
It'd be great to learn when this rather critical bug can be adressed
Thank you in advance, Gap
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bUBbLeS
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Posted - 2006.03.09 15:32:00 -
[92]
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.
Errm
TomB this effecivly eliminates the minnie and caldarii carriers from the game
with the BEST kit in the game and if crystals worked(i've done generic math with "best officer" setups and leet skills) the caldarii carrier can tank 40 bships for about 7.5 minutes before they die due to no cap
the minnie for about 6 minutes
with slaves, and 2 cap armour reps the gal and amarr carriers can tank 30 bships for about 10 and 12 minutes respectivly
are you saying that the minnie and caldarii HAVE to armour tank cause you havnt had time to balance the ships with the tech 2 implants that have been in the game now for 6 months?
tbh even WITH crystals the caldarii and minnie carrier are getting the short end of the stick and seeing as they dont even work i guess they next to pointless..
can you fix this please?
the crystals are NOT over powered and do NOT make the sheild tank carriers uber
in fact they just about even the score
with crystals you can tank more, but for less time than and armour tanker
and tbh.. 2 dreds would pwn any carrier in next to no time...
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Hohenheim OfLight
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Posted - 2006.03.09 16:07:00 -
[93]
Wow readin these bugs make me think twice about continuing on for a mini carrier, just does not seam the point, if its's so crap compaeard to the other's.
About to start minmar bs lvl5 soon, and that alone wil take me 47 days unplanted.
After reading this i hardley think its worth the effort or the isk.
Please give the minmar carrier some loving  ----------------------------------------------
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Fi T'Zeh
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Posted - 2006.03.09 16:16:00 -
[94]
BS lvl5 is worth the time anyway. ....
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Al Haquis
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Posted - 2006.03.09 17:11:00 -
[95]
Guys , dont want to rain on your parade , but have you ever thought that carrier would make better hospital ships then super duber gank mobils.
Truth be told i think that will be the Minnies carrier strong side .
Park it at SS , assign fighters to the main battlegroup, Battle ships that take dmg jump to the carrier. Carrier remote reps the ship and the ship returns to the battle.
so in my simple mind , having the option to rep diffrent ships faster is good.
Or am i an idiot?
With love Al Haquis.
---------------------------------------------------------------------- Council Member, Tahiri Warrior Masuat'aa Forums

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Scalor Valentis
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Posted - 2006.03.09 17:22:00 -
[96]
Capital repper rep BS in very few cycles, 3 or 4 of them on carrier dont make any difrence on what carier theye are if you are repairing BS, the BS will be repard no mather what carrier before its re aligned back to battle.
And i wont trade 10% Damage for 2 seconds less repair time EVER; as its irrelevent in fleetbattles, and nothing that Rep-poch culd do with remotes, much cheeper witl sless SP investment.
Only thing in wich minnie carrier will "shine" is to repair (default lvl 4) some odd pos our outpost 20% faster than other carriers - whoope freking doo 
WTB: The Correct DreadÖ |

Kaylana Syi
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Posted - 2006.03.09 18:39:00 -
[97]
Originally by: Al Haquis Guys , dont want to rain on your parade , but have you ever thought that carrier would make better hospital ships then super duber gank mobils.
Truth be told i think that will be the Minnies carrier strong side .
Park it at SS , assign fighters to the main battlegroup, Battle ships that take dmg jump to the carrier. Carrier remote reps the ship and the ship returns to the battle.
so in my simple mind , having the option to rep diffrent ships faster is good.
Or am i an idiot?
With love Al Haquis.
That is their combat role. They have a logistics role as well. They are small mobile base of operations when not in combat.
Originally by: "Oveur" I don't react to threats any better than you do
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Da Ram
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Posted - 2006.03.12 02:42:00 -
[98]
Have the bugs mentioned in this thread been adressed or has everyone just lost interest in fixing ?
Ram
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Rawne Karrde
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Posted - 2006.03.12 10:56:00 -
[99]
seems they have forgotten about fixing these the blood patch seemed to make things worse. only thing that seemed to work was increasing the ship maintenance bay, everything else is still broke while adding some new bugs.
I was wondering if dread pilots are experiencing the stuck issue when undocking after cyno'ing or if that is just unique to carriers?
what gets me the most though about all this is, that when they said for this patch they were gonna fix carriers i went on the test server to help actually test to make sure these issues i was experiencing would be fixed. Sad that when i went on the test server there wasn't a carrier to be used to test with, and the bug hunters all seemed to keen just to insta spawn titans so everyone could blow them up. Great way to "test" whats broke. 
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Levin Cavil
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Posted - 2006.03.13 01:14:00 -
[100]
Originally by: Al Haquis Guys , dont want to rain on your parade , but have you ever thought that carrier would make better hospital ships then super duber gank mobils.
Truth be told i think that will be the Minnies carrier strong side .
Park it at SS , assign fighters to the main battlegroup, Battle ships that take dmg jump to the carrier. Carrier remote reps the ship and the ship returns to the battle.
so in my simple mind , having the option to rep diffrent ships faster is good.
Or am i an idiot?
With love Al Haquis.
Or field multiple carriers that can remote rep bs and other cap ships in the fight?
OMG NOES you might actually have to figure out a tactic that doesn't involve a 400 man blob jumping in and blowing something away.
People really need to stop crying about carriers ship capacity and bonuses, they are all very good, they just arent solo pwnmobiles IMAGINE THAT.
ź_ź |
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Da Ram
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Posted - 2006.03.13 11:34:00 -
[101]
Ok--thats all nice bickering about the hide of the carrier that hasnt been skinned yet.
The carrier - ship model is half broken. Why ?
Because sometimes when you undock from station the screen stays black. Nice huh ? Especially if an enemy fleet is waiting outside.
Because for any reason you have to relog (e.g. above) or you crash and cannot jump out to the cyno field that was already opened by your gangmate and is still open as you rejoin. Not so good.
Because your carrier is scrambled and you cannot jump out - no one is sure if this is as designed. Rumour was that Dreads could indeed jump despite scrambling.
Because you couldnt properly fill up your cargo and corp hangar bay as the former doesnt update correctly and the latter does not even show items that have been put in when in station.
The Developers sure have their hands full and CCP is a good provider, but with "just" 1B ISK cost the carriers will get more and more popular aka used by many.
It'd be very cool to have them work as smoothly as e.g. Battlecruisers, HACs and so many other ships do.
Ram
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Mercedes BZ
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Posted - 2006.03.13 21:47:00 -
[102]
Edited by: Mercedes BZ on 13/03/2006 21:56:06 Can we get some kind of response from the Devs about all these issues? I'm planning on training for one soon and it sure would be nice to know. Right now it's Gallente 4tw!
I just don't get how some of these issues are not caught during testing. Seems like some of these issues are so obvious you can spot it in seconds. For example, why are the Chimera so damn small? As someone mentioned, it is about the size of an Apoc? What the hell!!!??? And the obvious ones like balancing pirate implants and the carrier bonuses. Doesn't take much testing to see that some are overpowered while others are nerfed.
Then theres the whole other issue of what is intended to work a certain way versus what is not. Are capital ships supposed to be able to jump out when scrambled? Right now they supposedly can't but is it intended to be that way or a bug, would be nice to know.

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Khan IX
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Posted - 2006.03.14 11:25:00 -
[103]
This thread must not die
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Jurushy
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Posted - 2006.03.14 11:47:00 -
[104]
i have a crazy idee for ballancing minmatar carrier/motherships
give them turrets and allow them to fit 2 XL weapons like 1 gun and one missile so the carrier will follow the thpyoon style guns missile and drones 
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Da Ram
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Posted - 2006.03.14 14:01:00 -
[105]
Before even starting to discuss balancing the damn things should be bug free.
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Khirion El'Laputa
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Posted - 2006.03.18 20:48:00 -
[106]
Edited by: Khirion El''Laputa on 18/03/2006 20:48:43 Uh, i got a bit scared reading this. I'm buing my minnie carrier tomorow, and to be honest it doesn't look good. I compared my carrier with other races, and it is best in speed and signature (by a little)... uh. Worst in cap, worst in bonus... well, generally worst :P
I love minmatar ships, and it is only reason for getting one. Please give some love to minnie carrier ;] PS. I hope my next post won't be about bugs...
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ClawHammer III
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Posted - 2006.03.18 21:54:00 -
[107]
Originally by: Da Ram Before even starting to discuss balancing the damn things should be bug free.
I agree. Still waiting for that damn Advanced Drone Interfacing skill too...
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Scalor Valentis
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Posted - 2006.03.18 22:54:00 -
[108]
Edited by: Scalor Valentis on 18/03/2006 22:54:38 Bug free and balanced all in once is nice 
Right now only reason peopels are going for minmatar carrier is cause they cant be arsed training galente BS lvl 5 or are Minmatar RP junkies.
I belong to the "cant be arsed to waste 40+ days AND 400+m isk for the skill" just to go to the race that is actualy useful. And i do that in hope i dont need to run nakid without pants to demonstrate in nexst fanfest, as tomb will come to his sences and balance it out...
we can only hope
WTB: The Correct DreadÖ |

Arch Revenant
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Posted - 2006.03.19 00:45:00 -
[109]
I was testing a corpmates tank with some fighters. I told my fighters to return and orbit when his armor started to get low. They continued to attack him despite my command. He lost his ship.
One of my fighters just disappeared when following a corpie in warp. It could not be found on the scanners.
Aside from that, my carrier is my reason for living! Thanks CCP! 
All Hail Spoon! Death to the Fork users! |

Denrace
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Posted - 2006.03.19 01:05:00 -
[110]
I dont own a Carrier.
This must be a bug. Please get me one asap.
/on a side note, good thread and keep it up chaps. ________________________________________
Replace the Nighthawk's Target Nav bonus with a ROF bonus!
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Scalor Valentis
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Posted - 2006.03.20 11:48:00 -
[111]
imortal tread bump
I found out from source(unconfirmed), that you are unable to use Fighters in 0.4.
You get Error message? Is that true? you cant use Fighteres everywhere carrier can go? Why dont let carriers have jumpgate capability 
WTB: The Correct DreadÖ |

Maggot
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Posted - 2006.03.20 13:40:00 -
[112]
Originally by: Scalor Valentis imortal tread bump
I found out from source(unconfirmed), that you are unable to use Fighters in 0.4.
You get Error message? Is that true? you cant use Fighteres everywhere carrier can go? Why dont let carriers have jumpgate capability 
You cannot assign them to others, but you can still use them.
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Bob ThePlumber
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Posted - 2006.03.20 19:23:00 -
[113]
im really wondering if CCP has really compared the carriers...
i compared the Nidhoggur (unanimously deemed the most unloved capital ship in the game) and the Thanatos. granted, the thanatos should get the drone bonus, its gallante, gallante should be better with drones, but the differences are so far out there that it isnt even funny.
Thanatos has: 7500 more structure 2500 more armor 5000 more capacitor 125 more cargo 10,000 more drone space 13km longer targeting range 8 more sensor strength 25 more CPU 125,000 more power grid and the awesome 10% drone damage per lvl bonus
the nidhoggur has the following over the thanatos: 2500 more shield 15m/s speed 10mm more scan resolution 35 less signature radius and it has a useless bonus because it cant hardly fit capital remote armor reps and shield transporters.
there is no way you "ballanced" these ships at all, much less with or without the crystal implant effects. i bought the low-grade implant set for the sole purpose of giving my minmatar capital ships the needed bonus that CCP wont give them, and i cant even use them. for 4 months i've trained for +2 bonus to my attributes instead of the +3s i'd have otherwise used and have probably lossed about a week of training because of it.
and all of this would be fine if they were going to fix it, but tomb basically told all shield tankers that they can go screw themselves and he's not going to help...this needs to be sorted out asap to be honest...
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Golan Trevize
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Posted - 2006.03.20 20:00:00 -
[114]
Niddhoggur Bonus should be changed to a good bonus like 5% cap rech pr lvl. Thanatos should be nerfed to a 5% drone dam , i mean why does it get 10% when the others get a 5% bonus.
Archon with 10% pr lvl to armor...... scary :)
Golan The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships.
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Scalor Valentis
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Posted - 2006.03.20 21:02:00 -
[115]
Originally by: Maggot
Originally by: Scalor Valentis imortal tread bump
I found out from source(unconfirmed), that you are unable to use Fighters in 0.4.
You get Error message? Is that true? you cant use Fighteres everywhere carrier can go? Why dont let carriers have jumpgate capability 
You cannot assign them to others, but you can still use them.
Then why not allow em in empire space?
Oveur made an impression that assigning em to others restickt em from empire as its potential "grief" source 
WTB: The Correct DreadÖ |

Hohenheim OfLight
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Posted - 2006.03.20 21:18:00 -
[116]
intresting, the minmar carrier needs some loving, why is that the minmar always get teh pointy end of the stick, and never get to do the poking? ----------------------------------------------
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Scalor Valentis
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Posted - 2006.03.20 21:24:00 -
[117]
because everyone who goes minmatar are either sertificated idiots, masochist or REALY good players who can actualy make use for the advantage minnies have
Minmatar is most brain intensive race there is.
WTB: The Correct DreadÖ |

Steppa
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Posted - 2006.03.21 05:25:00 -
[118]
Originally by: Scalor Valentis 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
Scalor, I'm not even going to read your remarks anymore until you learn how to spell. It's the visual equal of nails on a chalkboard.
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Scalor Valentis
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Posted - 2006.03.21 10:10:00 -
[119]
then dont read, but keep your comments for yourself, if they do not regard this topic
WTB: The Correct DreadÖ |

George X
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Posted - 2006.03.21 10:32:00 -
[120]
Edited by: George X on 21/03/2006 10:32:37
1st task: Keep this thread alive
2nd task: Gather intel about which skills classified under "Drones" have an effect on fighters besides the required ones and the "Fighters" skill itself. (not mentioning the missing advanced drone interfacing)
Primary task completed. Any actually tested intel on the secondary one?
...the ancients are coming back... |
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Da Ram
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Posted - 2006.03.21 21:16:00 -
[121]
*Bump*
There are sadly a lot of bugs that will kill a carrier or make it lose its fighter drones very easy.
At least the black screen after redock needs to be adressed to make carrier use somewhat viable please.
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Scalor Valentis
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Posted - 2006.03.23 18:39:00 -
[122]
Only good thing abaut minnie carrier is that it looks like imperial stardestroyer... a little astleast
WTB: The Correct DreadÖ |

Princess Jodi
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Posted - 2006.03.24 00:31:00 -
[123]
Yes, lets get answers. Bump.
The Black Screen occurs when you put a ship in the Ship Maintainence Array of your carrier while docked. Happens only then to my knowledge.
When switching from my Carrier to a Hauler in space, then back, I will have all my modules dissappear sometime later. Exiting EVE and deleting the CCP\EVE\Cache\MachNet folder fixes this.
Yes, Please tell us what skills and modules help Fighters. I've heard that the Omnidirectional Tracking Link might help, but Drone Duribility does not.
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Scalor Valentis
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Posted - 2006.03.24 08:32:00 -
[124]
Originally by: Princess Jodi Yes, lets get answers. Bump.
The Black Screen occurs when you put a ship in the Ship Maintainence Array of your carrier while docked. Happens only then to my knowledge.
When switching from my Carrier to a Hauler in space, then back, I will have all my modules dissappear sometime later. Exiting EVE and deleting the CCP\EVE\Cache\MachNet folder fixes this.
Yes, Please tell us what skills and modules help Fighters. I've heard that the Omnidirectional Tracking Link might help, but Drone Duribility does not.
That Explanes it then, i never putted any ships in my so far.
Beter not to, untill they adress the bugzor.
WTB: The Correct DreadÖ |

Juan Andalusian
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Posted - 2006.03.24 09:06:00 -
[125]
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.
The separate categorising of capital modules also negates the use of several gang links with Shield Boosters and Armor Reps and Remote Modules.
I don't see how this could be imbalanced as the same bonus can be applied to shield and armor so why are those not working?
**Pain is meant to be felt** |

James Draekn
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Posted - 2006.05.26 16:44:00 -
[126]
Has any other bugs surfaced since the last post?
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tHe bOmB
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Posted - 2006.06.06 22:17:00 -
[127]
Edited by: tHe bOmB on 06/06/2006 22:21:11
is anything going to be done about balancing the bonus's of the carriers? (esp minmatar)
other wise could they please morf the minmatar carrier skill into one of the other races and along with other minmatar carriers too 
just wondering why it hasnt been fixed... 2 patchs so far and nothing yet 
the more i think the more sense it would make to give all carriers bonus to racial dmg and all to have the remote rep bonus's as is or tweaked
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Dayon
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Posted - 2006.07.05 18:17:00 -
[128]
Originally by: Aequitas Veritas 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...
A Armor tank Carrier with Dual Capital Reps: + capital repair systems IV (-20% activation time)
Repair Amount: 19200 HP activation cost: 4800 cap Duration: 24Sek (30*0,8)
The Important ones! HP/sek: 800! HP/Cap: 4!
A Shield tank with single Capital Shield booster + 1 basic amp (30%) + capital shield operation IV (-8% cap)
Boost Amount: 8320 (6400x1.3) activation cost: 2208 cap (2400*0,92) Duration: 10Sek
The Important ones! HP/sek: 832! HP/Cap: 3.7681!
Clearly they are very close to each other the Shield booster has a little higher hp/sek but only uses a little more cap/hp
So the tanking are very balanced.
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sr blackout
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Posted - 2006.07.07 00:34:00 -
[129]
Edited by: sr blackout on 07/07/2006 00:36:11 basic +3-5% implants do not work on carriers... that is IMO not acceptable... for people who wish to dedicate say for cap ships... to not have those bonus's work must be a bug because they are not overpowered or anything when your talking 3-5% only its not pirate implants, which i say either all work or none work for cap ships 
3 out of 5 implant slots do not work, the ones that are relevant to a carrier
fighters still do not mwd back, and ya some times they dont even want to return to carrier or fallow the assigned person in warp...
also issue with scooping fighters when having control units, its a pain in the butt you have to do it many many times by the time all your fighters end up in your drone bay... unacceptable again... in combat you do not have such time luxury, and warping with them would mean to wait again for them to come to you at slow crawl from 15km that they warp in to you
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sr blackout
Minmatar
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Posted - 2006.10.18 01:19:00 -
[130]
i fly the mini carrier... can you explain how come i get 6 sec on that capital armor rep (capital armor lvl3, carrier lvl4) and the capital shield one is 8 sec o_o
were does the capital armor one get more reduction of 20% or so??? is that a bug or i just dont get it... i just noticed that a while when doing some calc 
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InnerDrive
Black Lance Dusk and Dawn
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Posted - 2006.10.18 01:39:00 -
[131]
Edited by: InnerDrive on 18/10/2006 01:43:31
Originally by: Golan Trevize
Fighters do not mwd back to you.
If you crash with fighters deployed they are lost ,follow u to safespot when u auto warp but link to them is lost when u log back in and warp to the place u crashed, cannot be probe searched.
im sure i can think of some more when i have cooled down.
Golan
YES, exactly why i dont fly carriers at all atm.
I wrote the problem down in 10 petitions and bug reports as:
Fighters are bugged right now when u lose connection to server for whatever reason(note drops,server crashes etc). If u had any fighters on orbit with u they will warp with u to the spot ur ship warps to when u log off/disconnect (shoud be 1 million km away from the spot u actualy logged off at). The fighters will remain in orbit with u till ur ship actualy dissapears from space, at this point the fighters wont know what to do and will become deadspace objects.Now when u log back on there will be no way to get ur fighters back unless u mwd for 50 hours in a ceptor towards them. Is it possible to program fighters so that when their carrier disconnects they will all return to the carriers drone bay?
Reproduction steps: Deploy fighters>node drops/server crashes/disconnect>fighters follow u to ur log off spot>ur ship dissapears leaving ur fighters dead in space at the warp off/log off spot
Sit inside a pos with a carrier>deploy fighters>assign them to someone>node drop/crashes/disconnect>the fighters will become dead space objects very hard to get back with ur 100ms carrier
PLEASE MAKE FIGHTERS AUTOMATICLY RETURN TO THE DRONEBAY ON DISCONNECT
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hitech redneck
Digital Mind Crimes
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Posted - 2006.10.18 01:43:00 -
[132]
just recently received a carrier and noticed a few bugs that i have not seen mentioned. 1) when i assign my fighters to a gang member. He has his overview open to see the status of all the fighters. while he was out ratting and using the fighters the overview would not show any damage the fighters were taking or received until he warped to the next belt. He tried open and closing overview with no luck. At 20 mil a pop it could be a costly ratting or pvp trip if this is not fixed.
2) Aslo while out ratting we noticed that any rat the fighters would kill be it cruiser or bs the carrer pilot would get all the isk. The isk is not being split among the gang as normal kills do. The carrier would be sitting in a ss or at a pos safe and sound and getting full isk. I have submitted bug reports.
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Nazowa
Eve Defence Force Ascendant Frontier
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Posted - 2006.10.18 08:19:00 -
[133]
Anyone alive or Devs busy inspecting POS still ?
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sr blackout
Minmatar
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Posted - 2006.10.20 17:45:00 -
[134]
does anyone know why? or if its a bug that on mini carrier the capital armor remote gets 6 sec? with carrier lvl4... how does that work? is there hidden bonus? and the capital shield is 8 sec which make sense 
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