Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 [14] 15 .. 15 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 17 post(s) |
Lugh Crow-Slave
2065
|
Posted - 2016.04.13 19:20:51 -
[391] - Quote
Antony Ottig wrote:Lugh Crow-Slave wrote:
have you not been paying attention? they wanted to remove any and all chance of spider-tanking capitals so they made sure Capital RR is basically worthless outside of triage
So what stops me from spider tanking with large remote rep modules?
Because those are also pretty much useless on unbonused ships you would be better off using logistics for that.
Nothing is stopping you they are just trying to make it non viable
Citadel worm hole tax
|
Lugh Crow-Slave
2089
|
Posted - 2016.04.14 21:03:02 -
[392] - Quote
so amarr and minm have racial ranges for their fighters however caldari doesn't have they just not been implemented
Citadel worm hole tax
|
elitatwo
Eve Minions The-Company
1158
|
Posted - 2016.04.15 06:56:24 -
[393] - Quote
Lugh Crow-Slave wrote:so amarr and minm have racial ranges for their fighters however caldari doesn't have they just not been implemented
and the saga about the sad Caldari continues..
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
|
Lugh Crow-Slave
2140
|
Posted - 2016.04.15 22:38:04 -
[394] - Quote
issue i see with the new cap booster
we only have the 3200 and it has about the same effect as loading a 100 into a med booster rather than say an 800
while sure that has its uses unless we have larger boosters to use with this most cases are not covered when using the booster even the gal/minm fax do not get enough out of them
larger charge boosters with bigger volume are needed
Citadel worm hole tax
|
LittleBlackSheep
ISK Unlimited
5
|
Posted - 2016.04.16 08:39:38 -
[395] - Quote
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. |
Lugh Crow-Slave
2144
|
Posted - 2016.04.16 08:48:24 -
[396] - Quote
LittleBlackSheep wrote:
Gùï When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.
only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose
Citadel worm hole tax
|
LittleBlackSheep
ISK Unlimited
5
|
Posted - 2016.04.16 08:53:17 -
[397] - Quote
Lugh Crow-Slave wrote:LittleBlackSheep wrote:
Gùï When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.
only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose What good is that? They are out of their missile range after 3 seconds anyway and hit for 0 damage, but still prolonging your timer? |
Lugh Crow-Slave
2146
|
Posted - 2016.04.16 08:59:34 -
[398] - Quote
LittleBlackSheep wrote:Lugh Crow-Slave wrote:LittleBlackSheep wrote:
Gùï When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.
only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose What good is that? They are out of their missile range after 3 seconds anyway and hit for 0 damage, but still prolonging your timer?
with just one tracking link my drones can still hit at 24 km with first fall off at 18.7km if i'm just pulling them in to avoid some damage or to swap out and im not running i would like to get as much damage in as i can.
to stop shooting i recall and hit f1 to keep shouting i need to recall wait for the cycle to finish then hit f1 that takes much more of my time and focus
Citadel worm hole tax
|
Miss 'Assassination' Cayman
CK-0FF Violence of Action.
106
|
Posted - 2016.04.16 09:12:31 -
[399] - Quote
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. |
Lugh Crow-Slave
2149
|
Posted - 2016.04.16 09:16:43 -
[400] - Quote
Miss 'Assassination' Cayman wrote: 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.
with the FSU i feel they should penalize but their effects need to be stronger
6-7-8-9 going up
so start from 6 with the compact and go up 1% rather than .5
the reason i want them to be penalized is because i want choice in my highs and fighters are so weak right now that if they were not i would feel forced to fit all 4.
Citadel worm hole tax
|
|
LittleBlackSheep
ISK Unlimited
6
|
Posted - 2016.04.16 13:02:59 -
[401] - Quote
The Cap escalation in C5 sites do not seem to work properly.
At warpin there are 3 Upgraded Avenger Battleships in addition to the first wave. While they are a bit tougher than the normal sleeper battleships, they are no real danger to any capital. Their DPS and energy neutralizing power is quite low, compared to the capital escalations on TQ. The only nasty thing about them is the fact that they seem to have unlimited tracking or something similar, because they eat fighters in seconds.
At the end a "Transmission Relay" decloaks and if you attack that, a Drifter Battleship spawns, sometimes an Apollo Tyrannos, sometimes an Artemis Tyrannos, seems to be random. But that Battleship just stands there with 0m/s and does nothing while you fire at the Transmission Relay. The relay has quite some hitpoints, so it takes a while to bring it down. Anyway, the Drifter just sits there and waits, it doesn't even attack the fighters.
Once the relay dies, there is a container with some Antikythera Elements and some Sleeper Loot parts (worth ~5 million ISK), but it takes around 15 minutes to kill it with a single carrier, probably not worth the kill, even if you have a capital group on field (sharing nothing is even less -_-)
When you begin to shoot the Drifter, it will orbit (1000m/s) and attack you, but the damage output is perfectly tankable for a solo carrier. It also has quite some hitpoints, but it warps off after a few minutes. My carrier never comes close to kill it but also is never in any danger while fighting him solo.
To be honest, the current capital escalation on TQ is by far more challenging and rewarding at the same time. The additional spawns damage output and neut pressure should be quite a bit higher. Rewards probably too, else there is little reason to bring capitals at all. For a group of capitals, the current ecalation feels quite weak. |
Zenafar
4
|
Posted - 2016.04.16 22:55:05 -
[402] - Quote
LittleBlackSheep wrote:Lugh Crow-Slave wrote:LittleBlackSheep wrote:
Gùï When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.
only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose What good is that? They are out of their missile range after 3 seconds anyway and hit for 0 damage, but still prolonging your timer?
btw there are long range heavy fighters and they can shoot 50+ km easily |
Zenafar
4
|
Posted - 2016.04.16 23:04:56 -
[403] - Quote
LittleBlackSheep wrote:The Cap escalation in C5 sites do not seem to work properly.
At warpin there are 3 Upgraded Avenger Battleships in addition to the first wave. While they are a bit tougher than the normal sleeper battleships, they are no real danger to any capital. Their DPS and energy neutralizing power is quite low, compared to the capital escalations on TQ. The only nasty thing about them is the fact that they seem to have unlimited tracking or something similar, because they eat fighters in seconds.
At the end a "Transmission Relay" decloaks and if you attack that, a Drifter Battleship spawns, sometimes an Apollo Tyrannos, sometimes an Artemis Tyrannos, seems to be random. But that Battleship just stands there with 0m/s and does nothing while you fire at the Transmission Relay. The relay has quite some hitpoints, so it takes a while to bring it down. Anyway, the Drifter just sits there and waits, it doesn't even attack the fighters.
Once the relay dies, there is a container with some Antikythera Elements and some Sleeper Loot parts (worth ~5 million ISK), but it takes around 15 minutes to kill it with a single carrier, probably not worth the kill, even if you have a capital group on field (sharing nothing is even less -_-)
When you begin to shoot the Drifter, it will orbit (1000m/s) and attack you, but the damage output is perfectly tankable for a solo carrier. It also has quite some hitpoints, but it warps off after a few minutes. My carrier never comes close to kill it but also is never in any danger while fighting him solo.
To be honest, the current capital escalation on TQ is by far more challenging and rewarding at the same time. The additional spawns damage output and neut pressure should be quite a bit higher. Rewards probably too, else there is little reason to bring capitals at all. For a group of capitals, the current ecalation feels quite weak.
Obviously it's not finished. The drifter has pretty much hitpoints, I tackle him with 1 fighters squad so he didn't warp off :) And we didn't see his DD yet. So just wait |
LittleBlackSheep
ISK Unlimited
7
|
Posted - 2016.04.17 11:46:01 -
[404] - Quote
Zenafar wrote:Obviously it's not finished. The drifter has pretty much hitpoints, I tackle him with 1 fighters squad so he didn't warp off :) And we didn't see his DD yet. So just wait Yeah, probably.
Did you check how much loot the Drifter BS has when you kill it? |
Zenafar
4
|
Posted - 2016.04.17 14:03:47 -
[405] - Quote
LittleBlackSheep wrote:Zenafar wrote:Obviously it's not finished. The drifter has pretty much hitpoints, I tackle him with 1 fighters squad so he didn't warp off :) And we didn't see his DD yet. So just wait Yeah, probably. Did you check how much loot the Drifter BS has when you kill it?
it was like ~220 mil before Drifter and more than 500 mil after. without salvage |
LittleBlackSheep
ISK Unlimited
7
|
Posted - 2016.04.17 21:45:02 -
[406] - Quote
Yeah I tested it again, 272M for a Core Stronghold + 300M for the Drifter.
The anomaly took 25min to finish, the Drifter took 35min to kill -_-
Didn't salvage. |
Lugh Crow-Slave
2198
|
Posted - 2016.04.17 21:46:13 -
[407] - Quote
LittleBlackSheep wrote:Yeah I tested it again, 272M for a Core Stronghold + 300M for the Drifter.
The anomaly took 25min to finish, the Drifter took 35min to kill -_-
Didn't salvage.
Salvage can sometimes hold more than half the isk
Citadel worm hole tax
|
Torgeir Hekard
I MYSELF AND ME
249
|
Posted - 2016.04.18 06:50:45 -
[408] - Quote
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. |
Miss 'Assassination' Cayman
CK-0FF Violence of Action.
106
|
Posted - 2016.04.18 07:10:59 -
[409] - Quote
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. |
Torgeir Hekard
I MYSELF AND ME
249
|
Posted - 2016.04.18 07:45:04 -
[410] - Quote
Miss 'Assassination' Cayman wrote: It's the approach command. That tripped me up for a while too.
Ah, so the new movement interface replaces the old approach command and is unified for both ships and fighters? Neat.
Or maybe not. Approach-Keeep At Range combo is quite useful for kiting ships with tracking issues (esp frigates because less time for mouseclicking stuff), so losing a quick approach (old-style) shortcut is kinda sad. |
|
Lugh Crow-Slave
2200
|
Posted - 2016.04.18 07:50:11 -
[411] - Quote
Torgeir Hekard wrote:Miss 'Assassination' Cayman wrote: It's the approach command. That tripped me up for a while too.
Ah, so the new movement interface replaces the old approach command and is unified for both ships and fighters? Neat. Or maybe not. Approach-Keeep At Range combo is quite useful for kiting ships with tracking issues (esp frigates because less time for mouseclicking stuff), so losing a quick approach (old-style) shortcut is kinda sad.
you can still do this by double clicking the object you want to aproch then using the keep at range key
however CCP is there a chance that if our first click when pressing Q would act as a normal approach (or better yet don't make them the same key at all)
Citadel worm hole tax
|
Torgeir Hekard
I MYSELF AND ME
249
|
Posted - 2016.04.18 08:05:21 -
[412] - Quote
Lugh Crow-Slave wrote: you can still do this by double clicking the object you want to aproch then using the keep at range key
It's easier to single click the approach button than doubleclick a moving frigate in this case. |
Lugh Crow-Slave
2200
|
Posted - 2016.04.18 08:11:46 -
[413] - Quote
Torgeir Hekard wrote:Lugh Crow-Slave wrote: you can still do this by double clicking the object you want to aproch then using the keep at range key
It's easier to single click the approach button than doubleclick a moving frigate in this case.
i know thats why i added the second line
Citadel worm hole tax
|
Cebraio
4S Corporation Goonswarm Federation
460
|
Posted - 2016.04.18 10:41:45 -
[414] - Quote
Capital testing feedback - UI
Fighters
The fighter UI is very confusing (and personally I find the module icons above the fighter squads very ugly). I managed to send some heavy fighters after a citadel and light fighters after hostile fighters. Was Ok.
When I tried to send superiority fighters after hostile fighters, I got the message that the targets are too far away. My thoughts: "Too far away from what?", "Where are my fighters actually?", "Can't they fly over to the targets?"
In the end, I also managed to send them after the hostile fighters, but the whole time I was just randomly clicking on fighter commands and hoping they would get the hint.
The intended way of telling your fighters where to go is not at all clear to me.
Remote Burst weapons
The UI for launching those bursts is also confusing and pretty useless. Multiple times I have tried to launch a bubble, but the red-circle UI suddenly disappeared when my cursor moved to far away. When I managed to launch a probe (what's the command for that anyway? double click seemed to work) it never got exactly where I wanted it.
So with both UIs, there is a whole lot of luck involved. By chance you get the intended outcome.
Registering for EVE-Uni class Super UI 101.
|
Lugh Crow-Slave
2209
|
Posted - 2016.04.18 22:49:13 -
[415] - Quote
can we add to the fighter control double clicking in space(the same way we can use that to move ships)
this would let me move my camera to my fighter and take direct control as if i was flying a frigate
Citadel worm hole tax
|
Thercon Jair
Macabre Votum Northern Coalition.
15
|
Posted - 2016.04.19 09:14:59 -
[416] - Quote
Still absolutely nada about FAXes. So I guess we'll get them "as is" and then we can hope they will be ballanced 2 years down the line? ;) |
Lugh Crow-Slave
2221
|
Posted - 2016.04.19 09:17:30 -
[417] - Quote
Thercon Jair wrote:Still absolutely nada about FAXes. So I guess we'll get them "as is" and then we can hope they will be ballanced 2 years down the line? ;)
How do you think the Rorqual feels it didn't even have a chance pr want is changes announced out fanfest so we will have very little time for feedback
Citadel worm hole tax
|
Alex Lenin
Providing of the first medical aid SOLAR FLEET
3
|
Posted - 2016.04.19 18:35:47 -
[418] - Quote
I'm not sure that is right topic for this question but...
In what pos structure we can make new t1 and t2 fighters? Cause dron assebly array on SiSi hasn't any information about fighters and Small Ship Assembly Array has standart info from TQ ("A mobile assembly facility where smaller ships such as Fighter and Fighter Bomber Drones...") |
Lugh Crow-Slave
2231
|
Posted - 2016.04.19 22:17:30 -
[419] - Quote
Alex Lenin wrote:I'm not sure that is right topic for this question but...
In what pos structure we can make new t1 and t2 fighters? Cause dron assebly array on SiSi hasn't any information about fighters and Small Ship Assembly Array has standart info from TQ ("A mobile assembly facility where smaller ships such as Fighter and Fighter Bomber Drones...")
it's the drone assembly and it bugs the crap out of me these are small ships not big drones :/
Citadel worm hole tax
|
Gnadolin
Space Pioneers Odin's Call
24
|
Posted - 2016.04.21 10:56:30 -
[420] - Quote
The new Doomsday weapons are terrible hard to aim with.
Its kinda confusing UI and the fact that you cant rotate the Camera while aiming, to check your target angle (espeacially the Reaper DDs) make it pure luck to hit or miss.
My first couple tries yesterday resulted in much laughter with my Corpies, when the Reaper DD fired off in the complete opposite direction or miss by 90-¦.
Maybe have something like keeping the clicking the module button to draw the line, while beeing able to rotate and move the camera without loosing the red preview line and clicking the module againt to confirm firing in the currently displayed vector. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 [14] 15 .. 15 :: one page |
First page | Previous page | Next page | Last page |