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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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CCP Lebowski
C C P C C P Alliance
696
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Posted - 2016.03.18 15:15:52 -
[3] - 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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CCP Lebowski
C C P C C P Alliance
696
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Posted - 2016.03.18 15:29:12 -
[4] - 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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CCP Masterplan
C C P C C P Alliance
1829
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Posted - 2016.03.18 15:54:50 -
[5] - 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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CCP Lebowski
C C P C C P Alliance
698
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Posted - 2016.03.18 16:34:59 -
[6] - Quote
Singularity is now back after a reboot.
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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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 -
[7] - 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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CCP Masterplan
C C P C C P Alliance
1830
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Posted - 2016.03.18 18:06:56 -
[8] - 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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CCP Lebowski
C C P C C P Alliance
700
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Posted - 2016.03.18 19:53:48 -
[9] - Quote
Morrigan LeSante wrote:Sisi Collins wrote:CCP Lebowski wrote: Known Issues/Bugs (In extremely rough order of badness)
- NPCs do not currently aggress fighters.
Does I understand correctly, that fighters should auto-aggro and attack NPCs if they will attack carrier/supercarrier? You do not. It means NPCs aren't shooting them. Fighters do not auto aggress NPCs. That's by design.
NPCs dont aggress Fighters. That's a bug
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
703
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Posted - 2016.03.19 13:55:21 -
[10] - Quote
Hey all, just to let you know there are currently some login issue with Singularity that we are investigating. Thanks for your patience while we resolve these problems, I'll update this thread once we know more
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Masterplan
C C P C C P Alliance
1833
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Posted - 2016.03.23 22:31:33 -
[11] - Quote
Soleil Fournier wrote:Round 2 feedback: [snip] I can't abandon fighters at the moment. So if I leave the field and can't go back, I'm screwed.
Speaking of which, fighters need to warp...Back when you wanted to take warp away from fighters on TQ during the drone assist changes, we fought to keep fighters warping and stated that it was a unique feature that should be preserved. You guys agreed. So lets get the warping again please, even if the only warp they do is to follow us offgrid. [snip] Wall of text done, hope this helps some. The latest build might have the Abandon option in now. If it doesn't, then it should get picked up in the next update.
You can also now recall fighters from off-grid. They now have their own equivalent of e-warp that lets them get back to your ship. However they won't be warping after targets, and you wan't be able to tell them to warp to any other location. (Again, this might or might not have gotten in to today's build, but it is implemented in our dev branch)
Lugh Crow-Slave wrote:Also CCP are you meant to be able to BM fighters? atm it lets carrier pilots bounce around the feild and makes it very easy for the enemy to intercept them Yup I also noticed this one today too. I've already got it fixed and awaiting testing. You will not be able to bookmark fighters once this is released.
"This one time, on patch day..."
@ccp_masterplan | Team Five-0: Rewriting the law
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CCP Lebowski
C C P C C P Alliance
706
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Posted - 2016.03.24 19:16:20 -
[12] - Quote
Hey all,
Endless thanks for all the great feedback so far. We've been working as hard as we can to get all the features implemented and smash some through the outstanding bugs. so apologies for the lack of hard stats or responses to design questions in this thread. Rest assured, all your feedback is being read and considered, even if we don't have the time to reply. For now I just want to summarise whats landed on Singularity in the last few days and whats been fixed!
New Things/Fixes
- All T1 & T2 new and updated capital modules should now be seeded on the market. This includes but is not limited to: Superweapons, Armor Plates, Shield Extenders, Skills, Prop Mods, Capital Weapons, Fighters & Ammo. Go forth and see what you can find!
- Fighters should now deal with being abandoned appropriately (They will go inert after a cycle if their controller disappears).
- Fighters will now warp back to you if you recall them from another location in a system
- The stats for all capital related items are still being iterated upon. Full feedback threads for these will be coming soon!
- Fighters will now obey the safety settings of their controller (And their UI should reflect this)
- Fighters now honour skill requirements in all cases
- Fight navigation lines go red when the squadron is engaging the target.
- Fixed various text errors
- Removed drone bays from Carriers and Supercarriers
- The Fighter navigation UI now doesn't draw vertical lines while the Tac Overlay is off
- Fighter show info windows now include skill requirements (And they are correct in all cases)
- Force Aux wrecks now have appropriate hit points
- Capital Shield Extenders now give more than a measly 94 hp bonus
- Fighter abilities now stop flashing green when deactivated.
That's all for now! Many more things will be fixed and implemented in the coming days, so stay tuned for more info! For now, to allow a bit more flexibility in what you can test, I'm providing an additional 8 injectors for every Singularity pilot, check your redeeming queues!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
712
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Posted - 2016.03.25 12:52:05 -
[13] - Quote
Morrigan LeSante wrote:Could I please request that when you get 5 minutes, the OP(s) are updated as these are fixed so we know what we are working with? Should be up to date now
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
715
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Posted - 2016.03.31 15:05:24 -
[14] - Quote
Greeting everyone!
Dropping in with details on the most recent update!
Fixes & Features
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- Fighters can now be abandoned and scooped back into fighter bays. They should deal appropriately with their controlling ship leaving grid, exploding or logging of (Still need to fix the fact that cloaking has no restrictions relating to fighters and vice versa.
- Fixed all know instances of the fighter hud duplicating the ability buttons or breaking when fighters die or the UI is moved )(PLEASE BUG REPORT ANYTHING THAT YOU THINK IS RELATED TO THIS K THX )
- Implemented a ton of stat changes & industry & skill requirements and fixed a few more minor text errors
- All NPCs should now be able to interact with fighters! Please let us know of any situations where that is now not the case.
- "Networked Sensor Array" no longer gives a weapons timer
- Beacons created by the new AoE superweapons are no longer warpable
- Many minor tweaks and improvements to the fighter UI
Coming very soon
- Right click, radial and selected item menus/windows will direct selected fighter squadrons
- Fixes for the Reaper and GTFO doomsdays
- Forum threads for all Capitals and modules (The first of which are found here: Carriers, Supercarriers)
Thats all for now, enjoy!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
715
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Posted - 2016.03.31 15:20:01 -
[15] - Quote
Playtest 31st March (Tonight)
We'll be running a Carrier/SuperCarrier vs Carrier/SuperCarrier playtest tonight, please come join!
NOTE: This is not an official mass test and no free skill points will be given, but we encourage you to join for the good of the Citadels release!
When: 17:00 EVE time
Where: Singularity (Join the masstesting chat channel)
What we need:
- Up to 100 foolhardy testers - As many Carrier/SuperCarriers as they can bring - The rest should bring smartbombing ships or stealth bombers.
We hope you can join us!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
715
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Posted - 2016.03.31 16:53:22 -
[16] - Quote
Due to unforeseen hardware issues with Singularity, todays playtest will sadly have to be postponed (Hopefully only until tomorrow).
Sorry to everyone who was planning to attend!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
715
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Posted - 2016.04.04 14:00:52 -
[17] - Quote
Hey all,
This weekends update has brought enhanced fighter movement controls and a forum post with titan stats! The op has been updated, but ill quote the relevant parts here
CCP Lebowski wrote:Giving movement orders to your Fighter squadronsWhen you have one or more fighter squadrons selected in the fighter HUD (Note the selection functionality is not yet final), you can now give it/them a move order in one of the following ways: - Using the conventional right click menu or radial menu.
- Using the selected item window
- Using go to point navigation (default shortcut is M)
You can also now select your ship in the same way by clicking your ships HUD. This allows you to give orders to your ship and one or more fighter squadrons at the same time. Spaceships!Stats & Feedback threads: Titans
As always we encourage you to go and check it out and do your very best to break it!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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