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Thread Statistics | Show CCP posts - 17 post(s) |
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CCP Lebowski
C C P C C P Alliance
695
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Posted - 2016.03.18 14:57:46 -
[1] - Quote
Greetings capital ship keen capsuleers!
As some of you may have already noticed, Capital ships and many things relating to them have started to change on Singularity! I'm here to provide you with some details to get you started! So without further ado, heres a runthrough of the main new shineys!
[NOTE: This will be the official feedback thread for the Capital ships and their related mechanics and features. Any feedback relating to Citadel Structures should be given here.]
The Launch Deck
Accompanying the fighter bay of your Carrier, Supercarrier or Citadel is a new section called the Launch Deck. It shows the launch tubes available on your ship, and is great for loading, launching, recalling and checking the status of your fighter squadrons. It's designed to clearly show how the mechanics of the new fighter system work as well as allowing you to manipulate them while docked. In the top right of the window it also shows you the number of each type of squadron you can field.
Launch tube 1 controls a launched squadron, launch tube 2 contains a squadron that is loaded and ready to launch. Launch Tubes 3-5 are empty
The Fighter HUD
In space, (after clicking the small button to the bottom left of your ships modules) you'll see the new fighter HUD. Think of this like up to five small self contained ship HUDs, complete with, health, status and fighter modules. Each squadron can be individually selected and ordered, or multi selected and ordered together, either through clicking their abilities or using keyboard shortcuts (Currently set to F1-F3). This
Squadrons 1 & 2 are launched, squadron three is loaded and launch tubes 4 & 5 are empty
Coming soon: Info on new modules, capital PvE content and more, watch this space!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
695
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Posted - 2016.03.18 14:58:53 -
[2] - Quote
As always we warn you that everything you're seeing here is still a work in progress and open to change, these features are in an earlier/less polished version than we would normally expose to public testing, but we really wanted to get them into your hands as soon as we possible could to allow as much feedback and iteration time as possible. Please bear this in mind when providing your feedback! I this post I will keep an update list of the features still coming and the known issues currently affecting these features
Notes/ Features still to be implemented
- Most numbers (fighter and ship and module stats but also fighter loading, launching, recalling and reloading times) are not finalized or are still at testing levels. For example, fighters are currently super overpowered! - Tooltip contents are not final in many cases. - Cannot give manual orbit, approach or keep at range commands to fighters. - Some fighter abilities are not fully implemented - Many of the new modules, fighters and superweapons will be seeded on the markets shortly - Fighters squadrons will have status text displaying important information (Range, speed, current action etc) - Fighter squad selection is not yet final - Some keyboard shortcuts for fighters are yet to be implemented - Drone modules do not yet have any effect on new fighters - Fighter disconnection/reconnection has not been fully implemented yet.
Known Issues/Bugs (In extremely rough order of badness)
- NPCs do not currently aggress fighters. - Fighter ability buttons will stop animating if the fighter hud is moved. - Left click does not give go-to-point movement commands when clicking on a bracket in space. - Some rare issues where the fighter hud and launch deck will not not update or can duplicate buttons when fighters are killed with aoe weapons. - Active fighter modules are deactivated when selected while using F1 to active other squadrons modules - Unable to select or drag a fighter squadron from the fighter type section of the squadron gauge. - Safety level restriction feedback is not given by fighter buttons. - Saved fittings do not include fighters. - Carriers and Supercarriers still have drone bays - Cannot shift click to select multiple fighter squadrons (Ctrl click works) - The fighter navigation UI still draws vertical lines when the tactical overlay is disabled. - Double click squad move commands result in ship moving. - Number of fighter tubes and fighter restrictions attributes not visible in show info windows of ships. - Detach fighter hud button is misaligned. - The squadron gauge goes green when an order is given to squadron (Should only be green when the fighters are ready to launch). - Squadron gauge for fighter squadron in space is green if ship is boarded with fighters launched + launch deck icons are overlapped.
Your feedback and suggestions are welcome in this thread, and please submit a bug report in game for any issues you find that are not listed above (F12 -> Report Bug).
Thanks and happy testing!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Mizhir
TURN LEFT
74713
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Posted - 2016.03.18 15:13:22 -
[3] - Quote
Will there be a function to hand out the relevant skills for people who can't fly carriers yet?
One Man Crew - Collective Solo PVP - Video is out!
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CCP Lebowski
C C P C C P Alliance
696
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Posted - 2016.03.18 15:15:52 -
[4] - Quote
How to test the Capital changes
- All new and updated T1&2 items are seeded on the market at the standard 100isk along with Carriers and Force Auxillaries.
- As of today, you should find that your redeeming queue contains Supercarriers, Titans and a small stack of skill injectors. Hopefully this should be enough to get anyone started in testing these new things! We may give out another batch at a later date but this is not guaranteed, so don't go and sell them all or blow them up immediately!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Rob Kaichin
Empire Assault Corp Dead Terrorists
84
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Posted - 2016.03.18 15:18:37 -
[5] - Quote
CCP Lebowski, when do I get the 2 mil SP from participating in SiSi mass tests?
I've done maybe 4 or 5 now, and I've never got any free SP. It's pretty frustrating. |
Mizhir
TURN LEFT
74713
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Posted - 2016.03.18 15:23:16 -
[6] - Quote
Cool. Looking forward to trying this out :)
One Man Crew - Collective Solo PVP - Video is out!
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Invisusira
Imperial Dreams Curatores Veritatis Alliance
324
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Posted - 2016.03.18 15:28:56 -
[7] - Quote
Rob Kaichin wrote:CCP Lebowski, when do I get the 2 mil SP from participating in SiSi mass tests?
I've done maybe 4 or 5 now, and I've never got any free SP. It's pretty frustrating. You get the free SP from doing SiSi tests on SiSi. It's not free SP for your main on TQ.
EVE Music
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CCP Lebowski
C C P C C P Alliance
696
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Posted - 2016.03.18 15:29:12 -
[8] - Quote
Rob Kaichin wrote:CCP Lebowski, when do I get the 2 mil SP from participating in SiSi mass tests?
I've done maybe 4 or 5 now, and I've never got any free SP. It's pretty frustrating. Mass test SP is applied on SIngularity, and is wiped when we reset the server to a new mirror.
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Rob Kaichin
Empire Assault Corp Dead Terrorists
84
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Posted - 2016.03.18 15:36:49 -
[9] - Quote
I mean, where do I collect it?
Is it applied as 'free' sp? If so, is it removed when I use the '/copyskills' command?
I'm pretty confused :(
And all of this is on SiSi, I know. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
2400
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Posted - 2016.03.18 15:40:12 -
[10] - Quote
A really small request: at patch time, could all of our fighters be repackaged? On Singularity, fighters that were already in my bay were assembled and could not stack. This means that they have to be individually dragged into the launch tube, compared to packaged, stackable fighters, which can be dragged as a whole into the launch tube, where they are loaded sequentially.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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CCP Masterplan
C C P C C P Alliance
1829
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Posted - 2016.03.18 15:54:50 -
[11] - Quote
Querns wrote:A really small request: at patch time, could all of our fighters be repackaged? On Singularity, fighters that were already in my bay were assembled and could not stack. This means that they have to be individually dragged into the launch tube, compared to packaged, stackable fighters, which can be dragged as a whole into the launch tube, where they are loaded sequentially. We have a migration plan for performing a bunch of operations on fighters (particularly moving fighters from DroneBay to FighterBay, and moving non-fighter drones from DroneBay to another location). However this isn't yet in place in the current Sisi build. I'll see what I can do about sorting out fighter singletons as part of this migration.
"This one time, on patch day..."
@ccp_masterplan | Team Five-0: Rewriting the law
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Matt Faithbringer
Kill'em all. Let Bob sort'em out.
30
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Posted - 2016.03.18 16:07:13 -
[12] - Quote
- DELETED - |
Corps Holder
Isk making 101
0
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Posted - 2016.03.18 16:11:39 -
[13] - Quote
Will test on singularity today after work and will leave detail feedback. (10hrs from now) |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1223
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Posted - 2016.03.18 16:11:44 -
[14] - Quote
are they still going to be instagibbing subcaps? because that's horrible
and are there any plans for a 'spool up' on jump drives and cynos, or a fix for mwd warping to skip slow capital align time? |
Karer II
Legion of xXDEATHXx Support Legion of xXDEATHXx
492
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Posted - 2016.03.18 16:17:05 -
[15] - Quote
Like if you love symmetry! |
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CCP Lebowski
C C P C C P Alliance
698
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Posted - 2016.03.18 16:34:59 -
[16] - Quote
Singularity is now back after a reboot.
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Aaron Honk
Distributed Denial of Service
31
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Posted - 2016.03.18 16:51:15 -
[17] - Quote
Literally unplayable |
Barrogh Habalu
Imperial Shipment Amarr Empire
1106
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Posted - 2016.03.18 17:08:53 -
[18] - Quote
This is smallest "issue", but still.
The way I imagine it is "Hangar -> Deck -> Space". This is how fighter travels between most inactive and most active states. Or between bowels of your carriers and space.
Because deck window is topmost and space is at the bottom of the window, it looks like "Deck -> Hangar -> Space". A little bit unintuitive, although I can see the logic behind current layout too.
Edit: but all of this is f****g amazing. Even if one day it will become our "just another day", right now this is very exciting. New control scheme, new concept of interaction between player-controlled objects, new combat mindset.
Future of T3 cruisers - multi-tool they aspired to be instead of sledgehammer they have become
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Mizhir
TURN LEFT
74713
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Posted - 2016.03.18 17:17:56 -
[19] - Quote
Can you give us more injectors? The 8 Injectors only covers 1/3 of the skills needed to get into a carrier (jumpskills + advanced spaceship command + capital ships).
One Man Crew - Collective Solo PVP - Video is out!
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Chipu Vyvorant
Natural Born Chillas
2
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Posted - 2016.03.18 17:28:14 -
[20] - Quote
Hi CCP, I have a Problem with my HomeSystem and can't login the Testserver because my Homesystem have "some Issues" I hope you fix them very fast because I claimed all gifts now there so if you move my character i lose the Supers and Skill Injectors...
http://prntscr.com/agwj1i |
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Masterdant
Masterderizando
0
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Posted - 2016.03.18 17:36:45 -
[21] - Quote
seams that I cannot abandon Fighters AND they do not warp with me(carrier).
Even if I dock, they are still returning, YAY!
Intended? |
Dorijan
Hoover Inc. Pandemic Legion
68
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Posted - 2016.03.18 17:51:31 -
[22] - Quote
CCP Lebowski wrote:Singularity is now back after a reboot.
It's still having issues though. |
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CCP Lebowski
C C P C C P Alliance
699
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Posted - 2016.03.18 17:57:04 -
[23] - Quote
Thanks for the patience everyone. Singularity is coming down for a reboot to try and resolve some of the db issues we've been having. Once it returns you should all have another 8 skill injectors! :)
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Xavindo Sirober
Fusion Enterprises Ltd Phoenix Company Alliance
45
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Posted - 2016.03.18 17:59:41 -
[24] - Quote
Awsome, really nice to be able to test supercaps even though most of us aren't trained for it |
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CCP Masterplan
C C P C C P Alliance
1830
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Posted - 2016.03.18 18:06:56 -
[25] - Quote
Masterdant wrote:seams that I cannot abandon Fighters AND they do not warp with me(carrier).
Even if I dock, they are still returning, YAY!
Intended? Abandoning fighters is definitely something we're adding, but it isn't quite there yet. Recalling has some more restrictions to be added, including what happens when you recall fighters that are off-grid from you. Both of these features should be coming online with next week's updates.
"This one time, on patch day..."
@ccp_masterplan | Team Five-0: Rewriting the law
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Morrigan LeSante
Black Omega Security The OSS
1333
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Posted - 2016.03.18 18:13:49 -
[26] - Quote
What kind of feedback are you after here, gameplay, or balance?
This one is a bit of both so: Are the bay and fighter m3's ballpark realistic? |
Amak Boma
Dragon Factory
176
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Posted - 2016.03.18 18:19:18 -
[27] - Quote
total 16 injectors are not eoungh for being able to fly all titans . have a char with 7m sp which atm has tengu. to train for titan need around 300 days . plus support skills , some more then. to be honest if we could have 24 skill injectors would be fine as probably thus should let us fill all skill gaps to try each titan/super |
Dorijan
Hoover Inc. Pandemic Legion
68
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Posted - 2016.03.18 18:28:19 -
[28] - Quote
CCP Lebowski wrote:Thanks for the patience everyone. Singularity is coming down for a reboot to try and resolve some of the db issues we've been having. Once it returns you should all have another 8 skill injectors! :)
Still loading the character list after the latest reboot. :-( |
Dorijan
Hoover Inc. Pandemic Legion
68
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Posted - 2016.03.18 18:32:58 -
[29] - Quote
Restart, Reboot, Reinstall.
Guess the next step in this iteration is Reinstall. ;-) |
President Donald Trump
Royal Amarr Institute Amarr Empire
0
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Posted - 2016.03.18 18:34:18 -
[30] - Quote
Amak Boma wrote:total 16 injectors are not eoungh for being able to fly all titans . have a char with 7m sp which atm has tengu. to train for titan need around 300 days . plus support skills , some more then. to be honest if we could have 24 skill injectors would be fine as probably thus should let us fill all skill gaps to try each titan/super this is absolutely intended for the time being. Pick your poison
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