Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.14 16:08:00 -
[1] - Quote
Missile cycles are not synchronized since yesterday, and they end and begin qhen it is not supossed to. Anyone more with this problem? |
Kilrayn
Caldari Provisions
84
|
Posted - 2011.12.14 16:59:00 -
[2] - Quote
I assume you mean the circular cycle around your mods when they're active? If so, then none of them are accurate after about 30 sec to a minute, not just missiles. I only use them to see if the mod is active or not. In the beginning, the Universe was created. This has angered numerous people for many different reasons and is widely considered as a 'bad move'. |
Minister of Death
Ministry of War Amarr Empire
24
|
Posted - 2011.12.14 17:41:00 -
[3] - Quote
same with target painters
it is very weird and I hope it is put back the way it was. |
Averyia
3
|
Posted - 2011.12.14 18:45:00 -
[4] - Quote
They have never been accurate. Only extremely slow modules get anywhere near proper cycling. Most modules start at a semi-random position then circles at a semi-constant rate.
I just use them for mining lasers to tell me the deadline to move stuff to the can is nearing. |
Cliffords Dad
State War Academy Caldari State
0
|
Posted - 2011.12.14 18:48:00 -
[5] - Quote
If the OP wasn't crystal clear enough (which it is), it's a bug that was introduced with the last patch and definitely not something that has always plagued the calamari. |
Pierced Brosmen
Priory Of The Lemon
17
|
Posted - 2011.12.15 08:47:00 -
[6] - Quote
I've noticed, when activating my shield hardeners (haven't flown a ship with armor hardeners since expansion), I've noticed that the visual cycle indicator now starts in mid cycle (at the 50% point at the top) upon activation and not at the starting point where it's supposed to.
Might be tied to the same issue |
seany1212
eXceed Inc. No Holes Barred
35
|
Posted - 2011.12.15 09:00:00 -
[7] - Quote
Cliffords Dad wrote:If the OP wasn't crystal clear enough (which it is), it's a bug that was introduced with the last patch and definitely not something that has always plagued the calamari.
As it has been said, assuming the OP means the cycle indicator for modules it has never been accurate since the day it was released, there was patch notes a while ago saying they had fixed it but they hadn't. As previously said its only with slow cycling modules such as cyno, siege and triage that seem to be the closest sync'd |
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.15 14:20:00 -
[8] - Quote
Pierced Brosmen wrote:I've noticed, when activating my shield hardeners (haven't flown a ship with armor hardeners since expansion), I've noticed that the visual cycle indicator now starts in mid cycle (at the 50% point at the top) upon activation and not at the starting point where it's supposed to.
Might be tied to the same issue
This
|
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.15 14:33:00 -
[9] - Quote
FIXED |
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.16 15:21:00 -
[10] - Quote
Nope, still working bad... cycles start in middle... about to end... and when they deserve to begin. CCP fix this |
|
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.16 15:27:00 -
[11] - Quote
In example, for making this clear: It does not make sense that my launchers fire when the wheel cycle is about to end.
Please allmighty CCP, FIX IT. |
Alexandros Balfros
Liberty Rogues
12
|
Posted - 2011.12.16 15:29:00 -
[12] - Quote
seany1212 wrote:Cliffords Dad wrote:If the OP wasn't crystal clear enough (which it is), it's a bug that was introduced with the last patch and definitely not something that has always plagued the calamari. As it has been said, assuming the OP means the cycle indicator for modules it has never been accurate since the day it was released, there was patch notes a while ago saying they had fixed it but they hadn't. As previously said its only with slow cycling modules such as cyno, siege and triage that seem to be the closest sync'd
^this
Been broken for ages i gave up caring about it lol |
Vertisce Soritenshi
Varion Galactic Tragedy.
258
|
Posted - 2011.12.16 15:31:00 -
[13] - Quote
This has been an issue since as far back as I can remember. Click on a module to turn it off halfway through it's cycle and it will still go for another cycle while red after that. Support our boobies!-áLINKY! |
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.16 15:54:00 -
[14] - Quote
It was working perfectly for me 5 days ago... |
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.19 15:18:00 -
[15] - Quote
Still working bad |
Ager Agemo
I N E X T R E M I S Fidelas Constans
20
|
Posted - 2011.12.19 15:21:00 -
[16] - Quote
i m having a similiar but different issue, when artillery finishes a firing cycle, it goes to about half cycle before stopping so i can fire again, which is about 10 seconds later than it should. |
Croth Waters
Red Federation RvB - RED Federation
0
|
Posted - 2011.12.19 15:30:00 -
[17] - Quote
Has been like that since forever and not only with missiles or arties but with most modules. |
Morganta
Peripheral Madness The Midget Mafia
565
|
Posted - 2011.12.19 15:35:00 -
[18] - Quote
all of em are screwed up
cooldown timers don't even start and stop in the same place consistently anymore
on one cycle a mod may finish the cycle while the cooldown indicates 50%, on another cycle 80%, the next 15%
makes it kind of hard to manage reps when you cant rely on your cycle times, well it makes it harder to manage anything if the cooldown is inaccurate The American public's reaction to the change was poor and the new cola was a major marketing failure. The subsequent reintroduction of Coke's original formula, re-branded as "Coca-Cola Classic", resulted in a significant gain in sales, leading to speculation that the introduction of the New Coke formula was just a marketing ploy |
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.19 15:35:00 -
[19] - Quote
Nope, It wasn' for me 7 days ago, now i click on my module and the green circle begins in middle, about ending, or wherever It desire to start the cycle again |
Riley Moore
Sentinum Research
108
|
Posted - 2011.12.19 15:38:00 -
[20] - Quote
The "circle" timers on modules take into account the latency. Always have. Whether the latency displayed correctly is a different matter. Need Researched BPO's? Be it drones, ammo, charges, you name it, visit my forum store now! https://forums.eveonline.com/default.aspx?g=posts&m=445524#post445524 |
|
Croth Waters
Red Federation RvB - RED Federation
0
|
Posted - 2011.12.19 15:38:00 -
[21] - Quote
Aoki Ayumi wrote:Nope, It wasn' for me 7 days ago, now i click on my module and the green circle begins in middle, about ending, or wherever It desire to start the cycle again
It was exactly like this for most modules for many years now. You probably didn't notice before, but it was.
|
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.19 15:45:00 -
[22] - Quote
Croth Waters wrote:Aoki Ayumi wrote:Nope, It wasn' for me 7 days ago, now i click on my module and the green circle begins in middle, about ending, or wherever It desire to start the cycle again It was exactly like this for most modules for many years now. You probably didn't notice before, but it was.
It is a different thing, I was playing days ago and It was just fine. I hitted the module button, then It fired, end green wheel cycle, and then fire again.
Now I hit the button, the green circle goes to 25%, 78% wherever, then my module fires, and the cycle ends who knows when. |
Riley Moore
Sentinum Research
108
|
Posted - 2011.12.19 15:46:00 -
[23] - Quote
Read what I wrote three posts back;
Quote:The "circle" timers on modules take into account the latency. Always have. Whether the latency displayed correctly is a different matter. Need Researched BPO's? Be it drones, ammo, charges, you name it, visit my forum store now! https://forums.eveonline.com/default.aspx?g=posts&m=445524#post445524 |
Illwill Bill
Svea Rike Controlled Chaos
30
|
Posted - 2011.12.19 15:50:00 -
[24] - Quote
This isn't anything new. As far as I've noticed, it's just a mild version of the lag experienced in fleet fights. |
Famble
Three's a Crowd
160
|
Posted - 2011.12.19 15:51:00 -
[25] - Quote
Indeed, nothing appears to have changed for me. Some days it's pretty close other days, not so much.
I too stopped caring about it eons ago.
If anyone ever looks at you and says, "Hold my beer, watch this,"-á you're probably going to want to pay attention. |
AlanFord
Fatal and The rabbit The G0dfathers
0
|
Posted - 2011.12.19 16:00:00 -
[26] - Quote
I also notices same thing as OP, and it started happening 2 days ago.
To all the other people that say it was always like this, I say: it was not for me and obviously for some other people too!
Yes there was always some kind of delay but since 2 days my missile launcher icon circle timers when I fire starts form the 15:00 position.
I hope they will change that as now it is hard to count and time how many shots is needed to fire in order to kill certain npc ship.
Best, af |
Croth Waters
Red Federation RvB - RED Federation
0
|
Posted - 2011.12.19 16:07:00 -
[27] - Quote
Aoki and Alan, no offense, but you are both dumb and stubborn. There are more than a dozen people here, probably all way more experienced than you, all telling you the same exact thing and you still don't get it.
For the third time: it was like that for the vast majority of modules for years now. It's a thing known by most players, probably having to do with latency and no one even pays attention to it now. If you think it wasn't the same few days ago you are wrong. It was. Live with it. |
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.20 01:23:00 -
[28] - Quote
Croth Waters wrote:Aoki and Alan, no offense, but you are both dumb and stubborn. There are more than a dozen people here, probably all way more experienced than you, all telling you the same exact thing and you still don't get it.
For the third time: it was like that for the vast majority of modules for years now. It's a thing known by most players, probably having to do with latency and no one even pays attention to it now. If you think it wasn't the same few days ago you are wrong. It was. Live with it.
Nope, you are wrong.
Problem has been solved today, modules run properly right now. So, you are wrong. |
Aoki Ayumi
University of Caille Gallente Federation
1
|
Posted - 2011.12.20 01:26:00 -
[29] - Quote
Croth Waters wrote:Aoki and Alan, no offense, but you are both dumb and stubborn. There are more than a dozen people here, probably all way more experienced than you, all telling you the same exact thing and you still don't get it.
For the third time: it was like that for the vast majority of modules for years now. It's a thing known by most players, probably having to do with latency and no one even pays attention to it now. If you think it wasn't the same few days ago you are wrong. It was. Live with it.
Anyway, I understand your point. I suppose this bug It is hard to believe, but It should be something CCP is testing these days, or maybe some kind of extrange module lag.
Right now, my modules run fine again. You get 1 like anyway :) |
Bienator II
madmen of the skies
365
|
Posted - 2011.12.20 01:42:00 -
[30] - Quote
when you are at it. Fix overheating. It starts far to late in the (first) cycle. (and i can't repeat it often enough: make the damn overheat button bigger!) a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |