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TomB
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Posted - 2003.09.10 00:02:00 -
[1]
Edited by: TomB on 11/09/2003 00:32:01 Just wanted to tell you this:
Drones Drones have been increased in defences and abit in damage output, also they fly at longer range now from target so missiles shouldn't always take out all your drones.
Orbit We have added alot of new options for orbiting, orbiting a target is now also much better for combat, ships now focus on keeping themselves at as fast speed as possible - this should need good testing.
Test this and comment all you like
Edit Note: * Stacking should now be working 100% * Smart Bombs lessened a little in fitting requirement, upped in damage * Siege Launchers lessened more in fitting requirement * Agility tuned a little for some ships with weird agility
We will also try to get agility and signatureRadius in the info window for ships
*TomB asks for applause, golf style*
"Where is my hat?" |

TomB
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Posted - 2003.09.10 00:22:00 -
[2]
CHAOS INCOMING
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TomB
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Posted - 2003.09.10 13:18:00 -
[3]
About the nanofiber modules, they are giving straight bonus to the agility but are suposed to be giving a multiplier. Agility boosters are affecting battleships much greater than frigates because of this.
Will be updating Chaos today with this, Frigates then will need testing with the nanofiber modules, they might get the same problem 
"Where is my hat?" |

TomB
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Posted - 2003.09.11 00:32:00 -
[4]
Edited first post:
Edit Note: * Stacking should now be working 100% * Smart Bombs lessened a little in fitting requirement, upped in damage * Siege Launchers lessened more in fitting requirement * Agility tuned a little for some ships with weird agility
We will also try to get agility and signatureRadius in the info window for ships
"Where is my hat?" |

TomB
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Posted - 2003.09.11 15:39:00 -
[5]
As I stated, Nanofibers have more effect on smaller ships. The effect is not that much for acceleration from min to max speed, but you can notice the effect more of the nanofibers when you go to orbiting, the ships will keep more speed when taking turns.
"Where is my hat?" |

TomB
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Posted - 2003.09.11 21:31:00 -
[6]
Thank you alot for the feedback Ana, I have a few questions about your testings:
The Bonga-Bonga: Do they happen all the time or just when the ship is trying to adjust itself for orbiting? We know ships with low Inertia (mass * agility) are having a little trouble adjusting for orbit, but when they have started orbiting for real they don't have this problem anymore, was this the same case with your testing or did this also happen after the orbit had started for real?
Orbit Ranges: As I understand the further out you went in orbit ranges the more bonga-bonga you had while trying to get into orbit, that true?
If this is only a case with ships adjusting itself for orbit then I can proudly say it is being fixed, ships will have easier time to adjust themselves into the orbit sequence.
Bonga-Bonga! Hakuna Matata!
"Where is my hat?" |

TomB
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Posted - 2003.09.12 14:47:00 -
[7]
Thanks again for your feedback, we will try all we can to get a smooth orbit adjustment for the patch 
The reason for the distance of target always being longer than the orbit menu gives you for orbiting is because of the orbit range is set from the edge of the collision radius sphere of your ship and the radius sphere of the object you are orbiting. But the target distance is always shown from the center of the object and the center of your ship. So if you are orbiting a station with a large collision radius sphere, the distance will show as greater than the orbiting is told to be at. This is something that will be looked at later, not high priority at the moment.
"Where is my hat?" |

TomB
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Posted - 2003.09.12 17:44:00 -
[8]
We just fixed the distance, it will now always show distance from collision radius from object to your ship's collision radius... changed it just for you Fritz. Will come on Chaos on next update.
"Where is my hat?" |

TomB
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Posted - 2003.09.13 15:21:00 -
[9]
Woops, we will change the the bracket and target distances back and rather add the collision radius to the orbit ranges.
Was too hasty here that I forgot that docking and stargate jumping is calculated from the center of the objects.
"Where is my hat?" |

TomB
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Posted - 2003.09.14 18:18:00 -
[10]
Quote: The collision change has messed up missles ability to track targets horribly..
There hasn't been any changes with collision, missiles are still as hard to hit with turrets as before patch.
Quote: I'm kind of peeved that missles can now be shot down with turrets.. TomB, if I want to disrupt turrets I need to use multiple modules to do so.. but now to stop missles all you need is a fast target lock and to shoot them?
But to be able to shoot a missile you have to have focus of all targets to be able to target it and then be able to shoot it before it hits you. Using this as a tactic is impossible when many missiles are flying at you, specially when you can't shoot the ship that is blowing you away.
Quote: Cruise missle skill is still broke, does FOF missle damage bonus work? I don't think it does either, will this be in for patch?
All missile skills were broke, we are working on them right now.
"Where is my hat?" |

TomB
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Posted - 2003.09.14 19:53:00 -
[11]
Quote: he was referring to the missiles that fly to the target, then instead of hitting it and exploding, simply start orbiting it till they run out of flight time (on chaos apparently)
There have been done no changes with the missiles for quite some time and I'm not able to reproduce this, it could possibly be lag where the bracket for the missile does not dissapear?
"Where is my hat?" |

TomB
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Posted - 2003.09.15 22:19:00 -
[12]
Missile skills should now all be working.
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TomB
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Posted - 2003.09.16 01:47:00 -
[13]
Edited by: TomB on 16/09/2003 01:48:10 Light Missiles: 5% speed Heavy Missiles: 5% speed and flight duration Cruise Missiles: 5% speed and damage Torpedos: 10% blast radius Rockets: 5% damage FoF Missiles: 5% agility
Let me know if anything brakes 
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