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Ligraph
Metallurgy Incorporated
5
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Posted - 2016.03.24 01:25:41 -
[1] - Quote
Sugestion: add a skill import button that imports from a file or the clipboard. Probably use the same format as the ingame queue and eveMon.
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Ligraph
Metallurgy Incorporated
5
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Posted - 2016.03.24 01:52:41 -
[2] - Quote
Sable Blitzmann wrote:Ligraph wrote:Sugestion: add a skill import button that imports from a file or the clipboard. Probably use the same format as the ingame queue and eveMon. You can use File > Import Character and select an xml file that EVEMon produces. This may or may not be broken as I haven't touched it since last year and it's kind of hack in there, but it should work.
Well, it works, but importing a plan from Evemon gives me more dps than the All 5 build... By almost a hundred on a BC.
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Ligraph
Metallurgy Incorporated
5
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Posted - 2016.03.24 04:39:59 -
[3] - Quote
Sable Blitzmann wrote:Ligraph wrote:Sable Blitzmann wrote:Ligraph wrote:Sugestion: add a skill import button that imports from a file or the clipboard. Probably use the same format as the ingame queue and eveMon. You can use File > Import Character and select an xml file that EVEMon produces. This may or may not be broken as I haven't touched it since last year and it's kind of hack in there, but it should work. Well, it works, but importing a plan from Evemon gives me more dps than the All 5 build... By almost a hundred on a BC. Can you provide the XML file? If it's super secret, then send it via Gitter private chat https://gitter.im/blitzmann
Sure, its just me trying to figure out how long it will take to skill into a Myrmidon.
Link: https://drive.google.com/uc?export=download&id=0B5LYSVXbT43mV1p2TmFZRW1MUkk
A hunch is that it has something to do with exporting "character after skill plan" and somehow having bonuses add together... but that's just a hunch.
I can give the fit also if you want.
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Ligraph
Metallurgy Incorporated
6
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Posted - 2016.03.29 06:09:15 -
[4] - Quote
Another idea: More than one graph side by side. I know its already possible to use different fits, but it would be nice to be able to have multiple graph windows open so I can compare different fits on different targets.
If its already possible, it must be well hidden, cause I could not find it.
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Ligraph
Metallurgy Incorporated
6
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Posted - 2016.03.30 01:41:10 -
[5] - Quote
Ok, I think I found something. Put the issue into github here, but I have no idea if I did it right so I thought I'd post here too.
Basically the single resist boosters for shields don't register in the EHP/s regens.
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Ligraph
Metallurgy Incorporated
8
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Posted - 2016.04.01 03:43:09 -
[6] - Quote
Sable Blitzmann wrote:Also, if anyone wants to chime in:
CCP is prepping the Citadel release, and I'm trying to catch up with what's on SISI right now. A preview build is coming (not sure when). However, I'm stuck on how exactly to handle the new fighter abilities. We can't just stick them in the drone bay anymore and sum up their DPS because that may change based on which abilities they have active.
The following is just an idea and I make no commitment, I am envisioning a new additions tab strictly for fighters that groups them in however many you can group (I still haven't read up too much on them). This view will also allow toggling of the various abilities. Not sure how this will look though.
I'd like to get everyone's opinion on this, and what you feel would be most intuitive. Feel free to provide MSPaint mockups =D
I like that, as long as there is a (default) option where they always use all abilities. Cause I really don't see anyone using their fighters at half-strength deliberately.
Although there are some abilities that it might be necessary to toggle. Like the sacrifice doomsday.
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Ligraph
Metallurgy Incorporated
14
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Posted - 2016.04.25 20:27:55 -
[7] - Quote
Something I thought of while playing around with drones and fighters:
A drone/fighter damage pane, similar to the mining one, but that shows drone/fighter damage, speed, range, etc. Its nearly as important as the damage sometimes, and I hate trying to figure it out manually.
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Ligraph
Metallurgy Incorporated
14
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Posted - 2016.05.04 23:50:22 -
[8] - Quote
Shade Millith wrote:Sable Blitzmann wrote:Shade Millith wrote:The way skills affect the velocity of fighters seem to be incorrect.
While both ingame and Pyfa has templars with a base of 926m/s, ingame I'm getting 1,118m/s from Templars, before any mods. Pyfa is showing 1,330m/s.
With 2 FSU, and one Navigation mod, I'm getting 1,560m/s ingame, while Pyfa is showing 1,860m/s. Please open an issue on the issue tracker so that I don't forget about this. So much going on with Citadel release as is x_x Actually, you don't need to worry about this one. They patched the game last down time, and fighters are now moving at the same speed as Pyfa is saying they should. Looks like the game was actually wrong, not Pyfa.
LOL
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