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Posted - 2016.03.23 04:19:59 -
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Lugh Crow-Slave wrote:Also carriers look dumb coming out of the large hangers have them come out of the sub cap hangers they fit in them perfectly and it doesn't look so silly I'm not sure if they've gotten around to resizing capitals yet, but carriers need to be much bigger. When a Machariel is nearly the size of a carrier yet the carrier can haul 2 of them, there's a problem. |

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Posted - 2016.03.23 18:29:21 -
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Torgeir Hekard wrote:Okay, homeworlding fighters is in, and it has a problem. A big problem A camera problem.
Well, okay, it's actually a sympthom of a bigger problem - the general control problem.
Currently fighter movement commands are issued in two steps - first you choose azimuth, then you choose elevation. This means that if the desired waypoint is off-plane, you HAVE to properly determine azimuth before you can visually identify elevation, otherwise you have to redo the sequence from scratch.
This means that a proper identification of azimuth is crucial, and it's best done switching to "top" view (placing the camera to look perpendicularly to the, ehhhm, universal New Eden ecliptic plane).
Here lies the problem - you can't rotate your camera when issuing fighter movement commands, because both things are done with LMB, and fighter movement mode prevents the use of LMB for camera rotation. So you are stuck with whatever viewport you have chosen before entering the fighter movement mode for the whole duration. USing top view from the starts will prevent you from correctly determining elevation. Using any other view from the start will prevent you from determining azimuth.
There are 2 possible solutions: 1) The bad one. Use some other button to separate command steps. This will allow for camera rotation. 2) The good one. Do not atomize the movement mode. Make it possible to freely change both azimuth and elevation at any point during the fighter movement mode, so you could fine-tune the destination in steps.
Okay, actually, do both. This was addressed in the thread about the new tactical overlay. It sounds like they're making it so you choose distance based on the new curved lines. The current method is something of a relic from the old tactical overlay. |

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Posted - 2016.03.23 18:40:19 -
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Lugh Crow-Slave wrote:Thoor Achasse wrote:Lugh Crow-Slave wrote:Why would i fly any carrier not a Than it gets the most DPS and can has the largest fighter bay and then why would i ever fly a chimera if i need tank the archon tanks better has more fighter space and its the same with the FAX the archon has the best tank and cap by a mile unless the cap boosters are really powerful there will be no point using anything else just saying right now we are going back gal being the end all for fighters and amarr being the end all for triage  maybe if the amarr and caldari fighters also got a per level resist bonus to compensate for the smaller drone bays? still not sure this would be enough but maybe where did the thany got the most dps ? the bonus dmg from fighters got removed , all carries does the same DPS now , racial carrier skill gives +10% FIghter dmg. the bonus got updated yesterday No today it was 2.5 dmg and velocity for minm 2.5 damage and hit points for gal just 4% tank resists for amarr and caldari The caldari now has an anemic capacity of sub 70k fighter storage while minm and galleries are over 80 these numbers are with fighter hanger skill maxed it a has changed since carrier bonuses were first altered To be honest the dps isn't even the main issue is the limited fighter capacity that will make the biggest difference Hell the two carriers with the largest fighter bays also are the two with fighter survivability bonuses EDIT They all also get 5%optimal to racial Ewar fighters Let's put it this way: Why would you fly a carrier with a measly 12.5% bonus to damage when you can fly one with 25% more buffer and rep power? Sure, the Thanatos and Nidhoggur get a little extra damage and more fighters, but they'll still come out WAY behind an Archon or Chimera in a battle because they don't have nearly as much bonus damage as the tank bonus. Just remember, you can't (once they fix bugs) do damage after you die or warp out, so unless you're dropping on something with overwhelming force to kill it as quickly as possible, the resistance bonus is far more powerful. |

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Posted - 2016.03.23 20:41:14 -
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Eli Stan wrote:Miss 'Assassination' Cayman wrote:Let's put it this way: Why would you fly a carrier with a measly 12.5% bonus to damage when you can fly one with 25% more buffer and rep power? Sure, the Thanatos and Nidhoggur get a little extra damage and more fighters, but they'll still come out WAY behind an Archon or Chimera in a battle because they don't have nearly as much bonus damage as the tank bonus. Just remember, you can't (once they fix bugs) do damage after you die or warp out, so unless you're dropping on something with overwhelming force to kill it as quickly as possible, the resistance bonus is far more powerful. I tend to agree. I also am concerned about the slot layouts. Archon is 5/4/7 and Thanatos is 5/5/6. That extra low slot on the Archon lets it put a LOT of tank on, and still fit some DDAs. While the extra mid on the Thanny does... what? Not very useful for a carrier, IMO. It would have been better two swap the slot layouts - give the Thanny the extra low so that it can fit some tank to compensate for not having a tank bonus, and give the Archon the extra mid since it doesn't need to use as many low slots to get its tank up. (But maybe that'll make the two carriers too similar? Then maybe the Thanny can have a 6/4/6 layout, with that extra high for an additional Fighter Support to help out those fighters, or smartbombs/neuts/links to complement it's DPS combat role?) I'm not so sure about making the Thanatos 5/4/7 or 6/4/6, but that did remind me of something: Why is the Nidhoggur also 5/5/6 like the Thanatos? The Hel has more mids and less lows than the Nyx, and it would make sense for the Nid to be 5/6/5 instead of 5/5/6.
Torgeir Hekard wrote:Well, dunno about thanny, but the Nid has a single advantage. It's fast. Namely, it can be made fast enough to outrun fighters and FBs. In fact, it can be made faster than some typical battleship fits while still retaining capital level tank, capacitor and DPS. Which begs the question. What's the position of battleships in the new meta? Probably about the same role they have now. Any battleship fleet would just have some faster tackle and a couple HACs to take out fighters, but otherwise it doesn't seem much different. |

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Posted - 2016.03.23 22:41:39 -
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Sweet! Good to see progress being made. Until now I couldn't really test the fighters as much as I'd hoped because they would bug out or I'd forget them and warp, and the carrier would no longer be able to launch anything from that tube. Now it should be possible to do some real testing. |

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Posted - 2016.03.23 22:55:29 -
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elitatwo wrote:Final thought, there will be a huge sale of nyxes, aeons and wyvers soon-ish since you can nano a hel and why would you fly any other boat? Also Thanatoses since they lose half the damage bonus, which was just barely enough to choose them over Archons or Chimeras in some cases. Also with Nidhoggurs getting the same damage bonus as well as significantly better ship and fighter speeds, there's no real reason to use a Thanatos unless you're expecting your fighters to get shot just a little but not a lot.
It seems like it would be better to have only the Thanatos and Nyx get damage bonuses (and significantly larger bonuses like 30% to make it a viable alternative to a 25% tank bonus) and give the Nidhoggur and Hel the speed/agility/sig radius bonuses Minmatar are famous for. |

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Posted - 2016.03.24 01:49:10 -
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Lugh Crow-Slave wrote:Miss 'Assassination' Cayman wrote:elitatwo wrote:Final thought, there will be a huge sale of nyxes, aeons and wyvers soon-ish since you can nano a hel and why would you fly any other boat? Also Thanatoses since they lose half the damage bonus, which was just barely enough to choose them over Archons or Chimeras in some cases. Also with Nidhoggurs getting the same damage bonus as well as significantly better ship and fighter speeds, there's no real reason to use a Thanatos unless you're expecting your fighters to get shot just a little but not a lot. It seems like it would be better to have only the Thanatos and Nyx get damage bonuses (and significantly larger bonuses like 30% to make it a viable alternative to a 25% tank bonus) and give the Nidhoggur and Hel the speed/agility/sig radius bonuses Minmatar are famous for. I think you are forgetting a key attribute the nyx and than have, A much larger fighter bay the thans is nearly 20km larger than a chimeras thats over 2 extra flights of lights. also the nid can't tank as well as the than and again has slightly few fighters Sure, it has more space for fighters so the people who kill you have more to loot. |

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Posted - 2016.03.24 05:12:05 -
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Lugh Crow-Slave wrote:Kieron VonDeux wrote:I hope CCP actually makes the Niddy and Hel usable instead of keeping them as the black sheep they have been for years.
Saying that someone may find them useful doesn't cut it, and just because nearly everyone has trained something else doesn't mean they shouldn't have their time in the sun.
The LIF is for POS repping now.
well i have already found a very powerful use for the new nid in WH ^.^ and lol if you think any shield RR ship is going to be usefull any chance we can change the E-war optimal range to a strength bonuse (doesn't need to be 5%) except on the Thanatos currently that extra range doesn't help these fighters at all and a power bonus would give more diversity in carrier use. atm E-war fighters are just as strong or weaker than their mid slot counterparts but you have to give up 1/3 of your DPS to use them that's just to week Indeed. It really feels like if support fighters are to get any use the carriers either need a dedicated launch tube for them or they need to be absurdly powerful to the point they'd be considered OP. Sacrificing 1/3 of the DPS is just far too high of a price for what they do.
Also, it seems really weird that the Networked Sensor Array gives a weapon timer when it's basically a very powerful Sensor Booster. It doesn't directly do anything aggressive that should prevent docking or refitting. It just lets you lock faster and more reliably. |

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Posted - 2016.03.24 05:32:43 -
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Lugh Crow-Slave wrote:the idea of giving carriers 4 flights 3 light 1 support would also work and i think this would be fine but it would detract from a way to more define the carriers. Giving pilots a reason to train more than one Unless they get a huge bonus to their type of support fighter and one of them proves to be very overpowered, that won't determine what carrier gets used or which ones people will train. The slot layout and other hull bonuses are far more important. For example, if you're in an armor fleet and want to live, you're going to pick an Archon regardless of other bonuses. Same for Chimera in a shield fleet. If you don't care about survival, you'll pick the Nidhoggur for that extra speed//range and damage.
Having a bigger bonus to the racial support fighters wouldn't be enough to significantly sway that decision unless it's very powerful, which I only see happening for the neut or ECM fighters, and those two carriers will be overused already.
The only balanced way I can see of making the racial support fighter bonus a big enough to influence the carrier choice would be if they unlocked a special fourth ability only usable by that carrier. That would probably only give the Archon and Chimera an even bigger advantage though since neuts and ECM seem more abusable than point or web. |

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Posted - 2016.03.24 05:58:06 -
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Fair enough, but in what situations would it be worth dropping a squad of lights to use a support squad? The only thing I can think of is if you really need webs because somebody messed up the fit and/or fleet composition. |

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Posted - 2016.03.24 06:46:30 -
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Lugh Crow-Slave wrote:Miss 'Assassination' Cayman wrote:Fair enough, but in what situations would it be worth dropping a squad of lights to use a support squad? The only thing I can think of is if you really need webs because somebody messed up the fit and/or fleet composition. while there are plenty of reasons to use the web fighters besides some one screwed up (such as only shortly to catch something till your fleets tackle can get there) the cap and ecm ones i can only see right now being used as a last minute crap i need to break tackle and the disruption one is just a joke in a popper fleet. maybe giving the fighters a limited 3rd ability the two i like the most with this are a short duration 5-10s powerful paint for the minmatar ones (this will allow for a timed fleet alpha if coordinated right) and a short duration scram 10-20 for the gal (this will help your tackle catch a ship using an mwd but cant hold it on their own) the amarr and caldari ones are harder as i cant really find a way to give them a fleet oriented ability for amarr a high alpha nuet maybe? caldari an ECM burst or perhaps a very strong ecm blast with a long cool down? these would all have a limited number of uses b4 heading back to the carrier 3-5 The short burst web and scram are interesting ideas. The scram probably wouldn't be fair though since it could be used to cancel an MJD every time. |

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Posted - 2016.03.24 19:56:35 -
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CCP Lebowski wrote: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! Great, now if only the market worked so we could buy this seeded stuff...
On another note, the camera feels incredibly slow when docked in a citadel. It's not too bad horizontally, but adjusting the camera vertically can easily require moving the cursor more than the height of the screen. The fact that vertical adjustment requires moving the cursor twice as far for the same angle as horizontal adjustment is bad enough, but combined with most screens not being as tall as they are wide and the slow movement in citadels, it's a chore to look up or down. |

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Posted - 2016.03.24 20:18:34 -
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Soleil Fournier wrote:The issue (apples to apples comparison):
Due to the 8th low slot, Drone Damage Units, and current 7.5% hull damage bonuses, the Aeon will have significantly more HP than Nyx's -and- deal more damage! DDUs and the new need for armor plates changed the old dynamic where Nyx's did 25% more damage in all cases giving the pilot a choice of damage or tank.
The fit: 2 Plates, 3 Active Hardners, 2 EANMs. The difference being the Aeon gets the 20% resistance hull bonus, higher base armor, and the 8th low slot to put on a 20+% drone damage unit, meaning they have higher HP and deal 7.5+% more damage than nyx's! Or, if the Aeon chooses to add an additional damage control instead of a DDU, they have even more EHP and only deal 12.5% less damage. If the Nyx chose to use DDUs in lieu of EANM, they lose 2 million EHP which is a non starter. In all cases, the Aeon is clearly the winner.
Best solution:
Keep current hull bonuses but give the Nyx the ability to use a 4th squad of heavies/lights while limiting the tank classes to 3. I find this idea interesting, and would preserve the nyx as the pure damage choice unless the aeon goes multiple DDUs which would sacrifice its tank advantage.
Other possible solutions:
Revert to 10% hull damage bonus for Nyx or reduce aeon (and wyvern) fighter damage bonus to 2.5%. Unfortunately this doesn't fix the issue because while Nyx's will do more damage than an Aeon with above fit and DDU, it's only 5% more damage while having significantly less HP (and less than 5% dmg with faction DDU). Aeons still win in this scenario.
Add mid slot drone damage mods. The downside is this will affect all ship classes and could lead to balance issues.
Nyx gets -1 mid/+1 low. This goes against tradition of slot layouts for Gallente vs Amarr.
You forgot one other option which is to give the Nyx back its larger damage bonus. Obviously it might affect balance a bit, but doing 10% more damage (137.5% / 125%) is laughable compared to 25% more tank (20% resistance = 80% damage taken = 125% EHP and repping ability). |

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Posted - 2016.03.24 20:37:59 -
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Did you perhaps for get to type something? |

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Posted - 2016.03.25 03:41:40 -
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Lugh Crow-Slave wrote:CCP Lebowski wrote:
Fighter show info windows now include skill requirements (And they are correct in all cases)
What is the reasoning behind making carriers take so much longer than any other ship to train? their hulls are already higher than dreads and now they need 2 x12 skills just to use T2 weapons and 4x12 and 1x14 to be at peak effectiveness To be fair, one of the 12x skills only applies to supers. Still a ridiculously long train though. |

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Posted - 2016.03.25 07:04:35 -
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Lugh Crow-Slave wrote:Torgeir Hekard wrote:Lugh Crow-Slave wrote: thats not at all how missiles work missiles sig is always calculated
Perhaps my sentence structure was confusing, but the formula example and the following explanation was for turret damage. Missile damage logic was only mentioned as the example of damage calculation involving stat thresholds. either way if a ship is moving slower than your tracking you apply full dmg if it is in optimal regardless of sig Not really. For one, tracking is modified by the ratio of sig radius to sig resolution. Also, when something has angular velocity equal to your effective tracking, that's like them being stationary at falloff range. They need to be significantly under your effective tracking rate to apply full damage. |

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Posted - 2016.03.25 08:02:14 -
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Edit: What I said didn't quite make sense. |

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Posted - 2016.03.25 22:13:47 -
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Oxide Ammar wrote:Can someone confirm pls that DDA don't affect light or heavy fighters anymore ? They did on SiSi yesterday. |

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Posted - 2016.03.25 23:37:46 -
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Lugh Crow-Slave wrote:Marranar Amatin wrote:No that is not ok. You cant just post random numbers and then claim its ok. I just explained why its not ok, and just posting some dps numbers does not refute any of that.
no it is ok. why because if a capital loses the ability to rat then thats OK if they hasn't then it makes no diferance And if everyone quits the game and goes elsewhere that's OK too. |

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Posted - 2016.03.26 05:24:05 -
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Osat Bartlett wrote:I guess that "Remote Repair Impedance" that siege and triage have as bonus don't work as planed. I've tested in Sisi. And I've confirmed that siegeDN and triageFAX can receive not only cap transfer(Is it included in remote assistance?),but also remote repair. I wonder if that "Remote Assistance Impedance" don't work too. I can't check right now, but is the impedance 100%? If not, they should be valid targets for those effects and receive a certain percentage of the effects. |

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Posted - 2016.03.27 00:29:34 -
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Mark O'Helm wrote:Circumstantial Evidence wrote:An amazing number of bugs get fixed during every update cycle, in this period of time after the core features are finally "in." Game balance stuff is often sorted out in weekly patches, after the big update hits. I have heard at Siemens this is called a "Banana Product". It matures at the Customer. To be fair, it's incredibly hard to balance stuff in a game this big on a test server. There are just so many variations in fleet sizes and compositions, markets, transportation, player behavior, etc. |

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Posted - 2016.03.27 05:53:06 -
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Jimcy Darthrakei wrote:anyone else notice that the Satyrs tend to just randomly take off sometimes? i was messin around ratting with a thanny since i couldnt find any other way to test them out (im nowhere near c-6 or whatever it is) after i cleared one site, i hit recall all drones, started to warp to the next site then i noticed my satyr squadron was still stuck in "returning" mode but couldnt see them anywhere. panned out and looked, and they were almost 700km away from the ship.
at this point, warp drive activated. this leads me to the next issue. if for whatever reason, you leave a squadron behind, they get stuck in returning mode. even if you dock up, you can not reload that tube. even logging off and back on, i couldnt reload that tube until after downtime the next day Interesting. I thought they were supposed to warp after you and be abandonable now. Also, you can type /moveme and choose C-6. |

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Posted - 2016.03.27 12:41:16 -
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Today I got to thinking a bit about the carrier bonuses. With the proposed bonuses there would be basically no reason to train a carrier skill to 5 if using normal carriers. Currently training one of the skills from 4 to 5 gives the ability to control an extra drone in addition to the other bonuses. That means a 7.1-11.1% increase in DPS for most carriers, or an 11.6-15.7% increase in Thanatos fighter DPS. Compare that to the 0-2.5% increase in DPS with the new stats and who's going to train a 14x skill beyond 4 for a bonus like that? I was in the middle of training Gallente Carrier V because it was worthwhile for the extra 12% DPS my fits would get, but that plan had been put on hold because it's not nearly worth spending 17 more days on a 2.27% improvement. It's also a bit unfair to players who have already trained the skills to 5 that 40+ days of training time is becoming so worthless. Obviously there needs to be a balance between training the skill to 5 being worthwhile and 4 or less being viable, but with the current numbers on SiSi 5 is far from worthwhile.
It feels like the changes are being designed around supercarriers while the only concern with normal carriers is that they don't compete with supers at all(like this Reddit comment). If there's concern about normal carriers getting too close to supers with their light fighter bonuses, keep in mind that supers can use heavy fighters, two squadrons of support fighters, burst projectors, and have extra warp core strength, while normal carriers are losing a lot of their current utility in favor of a pure DPS role. |

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Posted - 2016.03.28 21:55:03 -
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Marranar Amatin wrote:A short test to get more reliable numbers:
Templar II with an all V Thannatos with 5 FSU II and 5 DDA II is roughly 1445 dps (only main weapon). Tested against a target with ~450k ehp, so the error should be pretty low.
Thats quite sad damage, considering that a tranq thanny with 5 DDA and 5 DCU and all V is about 3214 damage.
The secondary weapon does roughly the same dps as the primary (damage per hit ~2x, and reload time also 2x), so assuming you would constantly spam the missiles, and would magically not need to reload, then you would still be only at ~2900 dps, which is still 10% below tranq values.
This is just too low. Carriers got quite a nerf with the removal of the drone bay and more importantly with the removal of their logistic abilities. And dps was never the reason to bring a carrier anyway. They need more dps if they are supposed to be useful. While I agree that they need more DPS, I have to question your testing methodology. Currently you can see numbers for your drone DPS, but you got the new numbers from shooting something. Did you take the target's resistances into account? |

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Posted - 2016.03.30 20:39:56 -
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LittleBlackSheep wrote:Marranar Amatin wrote:-The sum is not equal to the dps, you cannot fire the secondary all the time. If you could do that the damage would be roughly the same as the old values, but if that is the reason for the damage values, then it needs infinite ammo and auto repeat. Otherwise the damage is clearly weaker as before. Also the application against fast-moving smaller targets like good fitted cruisers for example ist significantly worse than currently on TQ, the fighters simply lose a lot more of their DPS because they juse some kind of "missile mechanic" for their attack. On TQ a carrier with 2 Omnidirectional Tracking Links (Tracking Scripts) and 1 TargetPainter can apply Damage pretty pretty hard even against tough cruisers (try Sleeper or T2 Playercruisers for example), but you cannot support your fighters with Omnidirectional Tracking Links any more and 3 Targetpainters have not even close the same effekt, because they do nothing against the damage-reduction because of the targets speed. And in most cases Webs cannot be used because they won't reach the target. Supportfighters are also not an option, their use cut your DPS down by 1/3 because you lose a squad of damagefighters. The "tackle" ability on the anti-fighter fighter does not seem to work yet and they do even worse DPS. Not even counted the fact that the Fighters are way too weak now. They are shot down like flies once tackled. They need proper Values for Shield, Armor and Hull inc. resists, like those on TQ currently. In not sure of they changed something on the last couple days, but tracking links definitely did seem to help fighters. I'm not sure what effect the scripts have, but either script or no script improved their damage against small and fast targets. |

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Posted - 2016.03.30 23:09:32 -
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Marranar Amatin wrote:That would be really strange, considerung that fighters do not even have a tracking attribute. Or are you talking about heavy fighters? They might be affected. Nope, that was with T1 Einherjar. I was testing fighters against speed/sig tanking targets like a Succubus, an armor/AB VNI, a shield/MWD VNI, and a Guardian. In all cases, activating a tracking link with any script or no script improved the damage application, even against an MWDing VNI where target painters had no effect. There didn't seem to be any difference between either script or no script. |

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Posted - 2016.03.31 21:44:26 -
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Lugh Crow-Slave wrote:Marranar Amatin wrote:@Rong Guy: I am quoting my own post about sub cap dreads: Marranar Amatin wrote:Dreads will never be used in a small subcap gang, their whole mechanic is simply not made for that. As all capitals they are very slow, and siege is very situational. Siege is a huge drawback for small subcaps fight, but great for big fights where you commit to the grid, and probably would want to have siege for the defense bonus alone. Trying to balance the damage so that they are viable in small subcaps fights, would mean that they need ridicilous dps, making them completely overpowered in big fights where the drawbacks of siege is reduced.
So there is no point in comparing them to carrier or anything else for smaller subcaps fight... they never will be good there, and are not supposed to be good there.
Now in bigger fights, its ok when they are viable against subcaps (which they are with the new guns, the damage is nice), but still should not be top choice to bring them against subcaps. Because they already excel at shooting bigger stuff. If they also become the best choice to shoot subcaps, why bring anything else at all? If i remember correctly there was a time when dreads were extremely good against caps and subcaps, and it was nerfed for a good reason. The role as big gun in cap fights already works on tranq, the option to switch to subcaps guns is just a bonus. Also you are probably underestimating the dps. I've seen a screenshot with quad 800: >4800 dps. probably with imps, and maybe heat... but thats still a lot. hell my phoenix gets over 5kdps with out heat Sure, but how well does that apply? Torpedoes aren't exactly known for doing full damage. |

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Posted - 2016.04.03 03:52:55 -
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It seems like none of the drone skills except Fighters actually have their advertised effects on fighters. Once that's fixed fighters will have roughly 50% more damage and speed, and 25% more durability at max skills.
And since somone would probably say they're not intended to affect fighters, they actually say in the descriptions that they affect fighters. |

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Posted - 2016.04.05 00:02:01 -
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Lugh Crow-Slave wrote:so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights
and you have 3 flights of T2 at 189 mill
so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull Right now if you stuff a carrier full of fighters it will cost around 480 mil. People just don't do it because they don't expect to lose many/any fighters. In a lot of situations the new fighters wouldn't get destroyed either, so people will probably go out without a full hangar. |

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Posted - 2016.04.05 18:49:30 -
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Well, based on the mass test it seems like anti-fighter fighters are super OP. I basically went into the fight with two incomplete squadrons of T1 Grams and came out with about 40 T2 heavy fighter squadron killmails. That's some supreme ISK efficiency right there.
Zenafar wrote:Lugh Crow-Slave wrote:Jeff Morpox wrote:Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.
Currently tank speed and tank skills from drones are not Appling to them correctly I did like 10 Drone Horde and Serpentis Heaven/Sanctum with Thanatos and didn't lose a single fighter. I recall them for rearm only and i did these anomalies faster than i can do on TQ. And when skills like Drone interfacing and navigation will work it would be even better. I'm not sure when you tested that, but skills seem to be working now. At least the skills effecting speed; I'm not so sure about damage. |

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Posted - 2016.04.07 07:42:50 -
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Sekeris wrote:Lugh Crow-Slave wrote:is it intended that the gal FAX does shield RR and the minm does Armor
currently the CPU/PG forces this set up
ofc none of the FAX seem to have enough cpu/pg so idk Look at the faction mods, they are much reduced in fitting (shield booster upto 90tf!), and seem to the only way to effectively make use of the fitting room on all capitals... Sure, but those will probably be going for about 400-700 mil each, so it adds up very fast. |

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Posted - 2016.04.09 12:24:25 -
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Sekeris wrote:Lugh Crow-Slave wrote:but these mods should be there to get a bit extra out of your ship they should not be required like they will be on the FAX if numbers stay the same And the shield carriers i would say. Armor seems to be in a pretty good place right now. Allthough that is mostly for PVE, i have no idea how they will work out for PVP. Shame. Supers seem better in every way. Yeah, it's a shame. They seem to be breaking the pattern of every ship type having it's particular specialty where it's better than any other. Instead, supers look to be strictly better than carriers and titans better than dreads in every way except sustained tank in siege. |

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Posted - 2016.04.09 12:27:00 -
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Lugh Crow-Slave wrote:Sekeris wrote:Lugh Crow-Slave wrote:but these mods should be there to get a bit extra out of your ship they should not be required like they will be on the FAX if numbers stay the same And the shield carriers i would say. Armor seems to be in a pretty good place right now. Allthough that is mostly for PVE, i have no idea how they will work out for PVP. Shame. Supers seem better in every way. None of the carriers seem to have fitting issues now that CCP confirmed FSU are meant to stack Well I suppose the Chimera needs one co-processor for a full on tank fit but it's really the fax that have fitting issues I assume you mean they don't have fitting problems because it's not worth filling the highs with FSUs. In that case, wouldn't other options such as capital neuts cause similar fitting issues? |

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Posted - 2016.04.16 09:12:31 -
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LittleBlackSheep wrote:Gùï We have still no shortcuts (keyboard hotkeys) for launching and recalling fighters? Please use the same commands like for drones (launch, recall, engage), since there are no ships that have fighters and drones at the same time, so there will be no conflicts anyway.
Gùï Still no damage estimation for fighters in the fitting screen. "Drone DPS" says zero.
Gùï Fighters with enabled MWD still having problems when trying to land in the hangar bay. They sometimes stay outside next to the carrier until their mwd cycle has ended, then you need to recall them again to force them to land.
Gùï Reload time for the light fighters missile attack is way too long. You lose more damage during the recall-reload-reengage period from not shooting with the primary attack, then the secondary attack brings you in bonus damage.
Gùï Fighter squads still die like flies once tackled from multiple webs. Their buffer is too weak to survive even the way back to the hangar bay.
Gùï When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.
Gùï Stacking Penalty f++r Fighter Support Units is an incredibly bad idea, given the small boni each one gives. The increasing effect is barely noticable when using more than one or two of them, and that for a capital module in a very expensive high-slot? Either increase their effect A LOT or remove the stacking penalty. As Lugh Crow-Slave mentioned it's a lot easier to stop your fighters from shooting than to keep them shooting if they stop when you don't want them to. For that reason I have to disagree with your idea to stop shooting when recalling them.
Stacking penalties on FSUs are nasty, but the way stacking penalties work I don't think they can remove the penalties for one type of module. They could make them stack separately from Drone Navigation Computers just like Damage Controls are separate from normal tank modules, but I don't think the code would support multiple modules of the same type not stacking if they affect stacking-penalized attributes. Speaking of which, I'm 99% sure their shield bonuses are not stacking-penalized, so they still increase fighter suvivability exponentially as you add more.
Good points though and I agree with everything except not shooting while recalling. |

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Posted - 2016.04.18 07:10:59 -
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Torgeir Hekard wrote:Uhh, was out of touch with new eden for a while. What's the new movement interface binding for fighters again? It was M or something. Is it Q now? Because I have module activation binded to the WASD corner, so Q is my F1, and I can't seem to find the fighter navigation in bindings. It's the approach command. That tripped me up for a while too. |

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Posted - 2016.04.25 16:16:44 -
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LittleBlackSheep wrote:Only 2 days to release and there is still no DPS-value in the fitting screen for carriers and no hotkeys for launching, recalling etc.? Recall all fighters is bound to the same hotkey as recall all drones, shift+R by default. No hotkey I could find for launching though. |

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Posted - 2016.04.25 16:53:13 -
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Lugh Crow-Slave wrote:still i can't believe they are putting this in w/o the dps being displayed (or several other UI things that are needed) and with FAX the way they are. I'm just hoping SiSi is behind a version or something and they have made progress we're not seeing. |

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Posted - 2016.05.07 18:07:30 -
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Lugh Crow-Slave wrote:You sir are not flying or fitting well. A carrier can at most get one volley off on an unassisted frig sized target b4 its mwd shuts down one volley is not enough to kill the frigate.
Also fighters can be perma jammed and made a none issue.
They are also very easy to tackle as well as highly susceptible to all forms of e-war.
They're very week against anything bigger than a t1 cruiser so long as you have logistics
Carriers are built to be a counter to sub capitals but they themselves are very easy to counter so long as you are not trying to fight them like old carriers. A couple corrections there: One missile volley is enough to kill most frigates if they're not moving at high speed. Also fighters are not highly susceptible to ewar other than ECM at the moment. As of a couple days ago they are unaffected by targeting range damps or tracking disruption, leaving only ECM, scan res damps, and target painting.
Agreed about the rest though. They're not much more of a "solo pwnmobile" than a pimped faction battleship, and probably cost twice as much. |

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Posted - 2016.05.07 19:16:35 -
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Lugh Crow-Slave wrote:What I meant by unassisted was no one was tackling or painting the frig so if our was not moving fast it would be poor fit or piloting. And really they are unaffected by missile disruptors they were working on sisi before release? Of course ccp does break things from time to time. Also webs and scram are very effective against fighters considering you only need to pin 3 per carrier down. I didn't bother testing taking disruptors The day before the patch I decided to test all the ewar on SiSi and range damps and tracking/guidance disruptors had no effect. CCP Larrikin said they plan to fix that eventually, but I don't think it has happened yet. |
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