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) |

Dawn'of'the'DeAd
Maas Industries
4
|
Posted - 2016.03.19 13:22:32 -
[61] - Quote
is singularity going to be put back online yet orr.... |

Lugh Crow-Slave
1713
|
Posted - 2016.03.19 13:26:54 -
[62] - Quote
Dawn'of'the'DeAd wrote:is singularity going to be put back online yet orr....
... it has been I'm on now and have been on for 3-4hrs
Citadel worm hole tax
|

Dawn'of'the'DeAd
Maas Industries
4
|
Posted - 2016.03.19 13:29:37 -
[63] - Quote
Lugh Crow-Slave wrote:Dawn'of'the'DeAd wrote:is singularity going to be put back online yet orr.... ... it has been I'm on now and have been on for 3-4hrs
well it says on the launcher unknown and wont allow me to log on it gives me a log in error message for all characters  |

Dawn'of'the'DeAd
Maas Industries
4
|
Posted - 2016.03.19 13:30:58 -
[64] - Quote
Dawn'of'the'DeAd wrote:Lugh Crow-Slave wrote:Dawn'of'the'DeAd wrote:is singularity going to be put back online yet orr.... ... it has been I'm on now and have been on for 3-4hrs well it says on the launcher unknown and wont allow me to log on it gives me a log in error message for all characters  http://prntscr.com/ah7vwq |

Dawn'of'the'DeAd
Maas Industries
4
|
Posted - 2016.03.19 13:51:13 -
[65] - Quote
Dawn'of'the'DeAd wrote:Dawn'of'the'DeAd wrote:Lugh Crow-Slave wrote:Dawn'of'the'DeAd wrote:is singularity going to be put back online yet orr.... ... it has been I'm on now and have been on for 3-4hrs well it says on the launcher unknown and wont allow me to log on it gives me a log in error message for all characters  http://prntscr.com/ah7vwq
this is really annnoying now i have re installed the eve client and tried and it is STILL giving me that error message
|
|

CCP Lebowski
C C P C C P Alliance
703

|
Posted - 2016.03.19 13:55:21 -
[66] - 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
|
|

Morrigan LeSante
Black Omega Security The OSS
1334
|
Posted - 2016.03.19 14:00:08 -
[67] - Quote
Lugh Crow-Slave wrote:Marranar Amatin wrote:If carriers are supposed to be still useable for ratting, then we need one of the following
1. Much more ehp on fighters. 2. Much lower costs on fighters 3. An even greater damage increase on fighters 4. A reliable way to keep aggro off fighters.
Its not possible to test them vs npc right know, but looking at their stats and shooting them with an alt, shows that fighters die very quickly.
With the current mechanic I would assume that the only way to keep all fighters alive, is to immediately call them back if one is attacked. Which is quite difficult since they die so fast and there is no clear warning when one is attacked. Also this would be a huge dps loss since this means to call back the whole squadron.
And loosing a few fighters per anomaly makes the whole thing pointless if the anomalie is only worth ~30 mil while each fighter already costs 3 mil.
If they are supposed to be used like ammo, meaning you are supposed to loose and replace them all the time (which seems to be the purpose, consindering the size of the fighter bay, their ehp and the "reloading" mechanic), then either the costs needs to be also on the level of ammo, so the fighter need to be much cheaper, or they need to be much stronger, to make up for the loss by being able to clear anos faster. The latter would probably mean they are completely overpowered in pvp. Lets say you loose only 5 fighter per ano, with the current costs (about 3 mil from the blueprint) thats about half the bounty of a heaven, so you need to be able to do twice as many heavens as before, and since warping also costs time, the kill speed (and thus the damage) needs to be increased by about a factor of 2.5. This is probably too much damage for pvp.
Otherwise its not possible to use them as ammo so we need a way to keep them alive. Either much more ehp or a way to keep aggro off them. If the ehp increase is only so much that we can call them back in time, then we still need a significant damage increase, to make up for the 33% damage loss while recalling.
My prefered solution would be to make them much cheaper. This has the advantages of being easier to balance, since they dont get actually stronger, it makes the ratting more active since you have to send out new fighters, and creates a new good with constant demand for industrialists. The fighters do not need added damage and they do not need more ehp they ate on a good place right now for pvp if that means they may be weaker in PVE so be it
He has a point (even if accidental) about lifespan, cost, volume and overall practicality. Especially when we consider their hilarious crappy speeds and how easy they will be to pop.
And I'm meaning just from a PvP perspective, not really thinking about anoms given there are new NPC capitals coming, presumably as recompense for the loss of afk ratting. |

Lugh Crow-Slave
1713
|
Posted - 2016.03.19 14:14:32 -
[68] - Quote
Morrigan LeSante wrote:Lugh Crow-Slave wrote:Marranar Amatin wrote:If carriers are supposed to be still useable for ratting, then we need one of the following
1. Much more ehp on fighters. 2. Much lower costs on fighters 3. An even greater damage increase on fighters 4. A reliable way to keep aggro off fighters.
Its not possible to test them vs npc right know, but looking at their stats and shooting them with an alt, shows that fighters die very quickly.
With the current mechanic I would assume that the only way to keep all fighters alive, is to immediately call them back if one is attacked. Which is quite difficult since they die so fast and there is no clear warning when one is attacked. Also this would be a huge dps loss since this means to call back the whole squadron.
And loosing a few fighters per anomaly makes the whole thing pointless if the anomalie is only worth ~30 mil while each fighter already costs 3 mil.
If they are supposed to be used like ammo, meaning you are supposed to loose and replace them all the time (which seems to be the purpose, consindering the size of the fighter bay, their ehp and the "reloading" mechanic), then either the costs needs to be also on the level of ammo, so the fighter need to be much cheaper, or they need to be much stronger, to make up for the loss by being able to clear anos faster. The latter would probably mean they are completely overpowered in pvp. Lets say you loose only 5 fighter per ano, with the current costs (about 3 mil from the blueprint) thats about half the bounty of a heaven, so you need to be able to do twice as many heavens as before, and since warping also costs time, the kill speed (and thus the damage) needs to be increased by about a factor of 2.5. This is probably too much damage for pvp.
Otherwise its not possible to use them as ammo so we need a way to keep them alive. Either much more ehp or a way to keep aggro off them. If the ehp increase is only so much that we can call them back in time, then we still need a significant damage increase, to make up for the 33% damage loss while recalling.
My prefered solution would be to make them much cheaper. This has the advantages of being easier to balance, since they dont get actually stronger, it makes the ratting more active since you have to send out new fighters, and creates a new good with constant demand for industrialists. The fighters do not need added damage and they do not need more ehp they ate on a good place right now for pvp if that means they may be weaker in PVE so be it He has a point (even if accidental) about lifespan, cost, volume and overall practicality. Especially when we consider their hilarious crappy speeds and how easy they will be to pop. And I'm meaning just from a PvP perspective, not really thinking about anoms given there are new NPC capitals coming, presumably as recompense for the loss of afk ratting.
The cost is can understand yes but their tank would worry me it seems to be at a good level so long as they are not getting sniped
Citadel worm hole tax
|

Lugh Crow-Slave
1713
|
Posted - 2016.03.19 14:17:17 -
[69] - Quote
The Ewar fighters seem rather lack luster consisting you need to drop 1/3 of your dps in a carrier to use them. The warp disruptor is not only weak but pointless unless your ate flying without a proper support fleet the others can probably be fixed by tweaking numbers but I can't see many carrier pilots giving up so much dps for a point
Citadel worm hole tax
|

elitatwo
Eve Minions The-Company
1125
|
Posted - 2016.03.19 14:37:48 -
[70] - Quote
Lugh Crow-Slave wrote:how do i tell fighters where to go?
You need a target lock and the second they leave the launch bay, they show a gun and or prop mod icon which you can click, depending on the fighters.
Click the lower gun icon and they are on their merry way.
One thing, the anti-capital fighters seem a tad weak and the subcapital fighters are too strong and the anti fighter fighters seem okay-ish.
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
1713
|
Posted - 2016.03.19 15:05:30 -
[71] - Quote
elitatwo wrote:Lugh Crow-Slave wrote:how do i tell fighters where to go? You need a target lock and the second they leave the launch bay, they show a gun and or prop mod icon which you can click, depending on the fighters. Click the lower gun icon and they are on their merry way. One thing, the anti-capital fighters seem a tad weak and the subcapital fighters are too strong and the anti fighter fighters seem okay-ish.
I'm not talking about telling them to engage in mean get the movement UI up in can only get it when using torpedo bombers mjd abulity
Citadel worm hole tax
|

Exarcheia
GoonWaffe Goonswarm Federation
0
|
Posted - 2016.03.19 16:13:30 -
[72] - Quote
So, far here are my impressions regarding damage/application:
The damage of Anti-Capital Heavy Fighters' special attack against capitals is rather ludicrous, we are talking 180k+ Damage per squadron from a Wyvern with non-maxed skills to a triaged Minokawa fitted with two(running) Adaptive Invulns + Damage Control: https://i.imgur.com/ct9LSPe.png (All damage shown is with 3x T2 DDA, 2x T1 Fighter Support Units, Fighters/Heavy Fighters IV, Carrier IV Wyvern, no Support/Light Fighter skills against a Caldari Force Auxiliary IV Minokawa).
Anti-Fighter Fighters seem to do a lot of damage, it takes merely a few volleys (I'd say three-ish) to take out a full flight of normal Light Fighters (tested on a squadron of Einherjar), which means that it will be basically impossible to safeguard one's fighters once they are out of direct scoop range while being attacked by Interceptor Fighters.
The Long-Range Heavy Fighters track too well. They consistently hit a moving Broadsword or Onyx (1 Meta-4 Target Painter, 1 squadron of webbing fighters applied, so moving ~150m/s) for 2.6k+ every 9 seconds, and that's for a single squad. I tested Gugnirs (Minmatar), and they have Artillery, yet they seem to track just fine at ~5km against a cruiser. This probably needs adjustment. |

Rob Kaichin
Empire Assault Corp Dead Terrorists
97
|
Posted - 2016.03.19 16:34:10 -
[73] - Quote
I found an entirely novel bug: the evasive manoeuvres ability, when activated on a squadron under attack, activates once, 'pseudo-cools down', creates a whole new icon for a cooling down evaisive manoeuvres, and continues to cycle!
I managed to get 7 stacked, cooling down evasive manoeuvres icons before the UI reset itself. It seemed to happen every time a fighter died.
It's awesome :D |

Rob Kaichin
Empire Assault Corp Dead Terrorists
97
|
Posted - 2016.03.19 16:36:56 -
[74] - Quote
It's probably worth breaking 'Light Fighters' into Light Fighters and Light Bombers as classes, I think. Or differentiating them by name, at least.
I spent ages wondering how a Satyr was overpowered when it did ~160 dps to a Capital! |

Dawn'of'the'DeAd
Maas Industries
4
|
Posted - 2016.03.19 17:16:59 -
[75] - Quote
http://prntscr.com/ahal11 it comes up with this error anyone know why |

Dawn'of'the'DeAd
Maas Industries
4
|
Posted - 2016.03.19 17:17:47 -
[76] - Quote
Dawn'of'the'DeAd wrote:http://prntscr.com/ahal11 it comes up with this error anyone know why and u press log in and it does nothing
|

Cellita Nardieu
The Clandestine Operations Project
2
|
Posted - 2016.03.19 18:01:42 -
[77] - Quote
After some issues I finally logged in on sisi but market is currently offline. Any idea of when it will be back ? |

Lugh Crow-Slave
1713
|
Posted - 2016.03.19 18:08:10 -
[78] - Quote
Got to say I love the carrier on carrier play toy struck a nice spot with the anti fighters they require the carriers to fight first before they get invoked with the main fight and the fcs needs to decide if he wants to assist the carrier or not.
Citadel worm hole tax
|

Rob Kaichin
Empire Assault Corp Dead Terrorists
101
|
Posted - 2016.03.19 20:24:49 -
[79] - Quote
SiSi appears to be down, when will it be up again?
I need to shoot subcaps with Fighters, it's like all the Trailers have promised! |

Mindi Price
TIME GOLD Desman Alliance
0
|
Posted - 2016.03.19 21:28:11 -
[80] - Quote
After final release - carrier lose their abilities to lunch usuall drones (like bouncer) ? |
|

Morrigan LeSante
Black Omega Security The OSS
1335
|
Posted - 2016.03.19 23:14:26 -
[81] - Quote
Lugh Crow-Slave wrote: The cost is can understand yes but their tank would worry me it seems to be at a good level so long as they are not getting sniped
Yeah I know, I need to do some testing tomorrow but the posted numbers suggest they're going to be far too easy to defang.
It's their (lack of) speed, mainly, and the inability to launch replacements without pulling an entire unit.
1km/s (maybe 1.3) is just so awful. A minute and a half just to recall from 100km is insane. I mean people think the RLML reload is bad... sure they have MWD but if they don't save that for getting on targets, even battleships will outrun them. |

Rob Kaichin
Empire Assault Corp Dead Terrorists
102
|
Posted - 2016.03.19 23:20:52 -
[82] - Quote
It's worth raising the question: do drone speed mods work on them?
Otherwise, think of it this way: you keep your **slow** anti-fighter fighters with you (since they only get a 190% speed buff with evasive manoeuvres), whilst using your offensive light fighters (light bombers) (fast[ish]) to hunt enemy subs. If you see enemy anti-fighter fighters you recall and trigger the MWD.
Or at least that's how it might work in a carrier vs carrier thing. I really have no idea how half of this stuff's going to work. |

Zappity
Pandemic Horde Inc. Pandemic Horde
2765
|
Posted - 2016.03.19 23:23:33 -
[83] - Quote
Barrogh Habalu wrote:I would like to add a voice for people concerned with SiSi SP we have received. So far it looks like it's intended that it mostly onle covers needs of people who were already quite close to flying them / those already capital-capable so that they could cross-train. That's a bit disappointing I'd say, but of course I understand the reasons (especially after dealing with what amounts to heavy tidi in test system right after announcement yesterday). Just buy skill injectors from the market.
Zappity's Adventures for a taste of lowsec and nullsec.
|

Mizhir
TURN LEFT
74716
|
Posted - 2016.03.19 23:26:55 -
[84] - Quote
Zappity wrote:Barrogh Habalu wrote:I would like to add a voice for people concerned with SiSi SP we have received. So far it looks like it's intended that it mostly onle covers needs of people who were already quite close to flying them / those already capital-capable so that they could cross-train. That's a bit disappointing I'd say, but of course I understand the reasons (especially after dealing with what amounts to heavy tidi in test system right after announcement yesterday). Just buy skill injectors from the market.
They are removed from the market on Sisi.
One Man Crew - Collective Solo PVP - Video is out!
|

Lugh Crow-Slave
1714
|
Posted - 2016.03.19 23:28:42 -
[85] - Quote
Morrigan LeSante wrote:Lugh Crow-Slave wrote: The cost is can understand yes but their tank would worry me it seems to be at a good level so long as they are not getting sniped
Yeah I know, I need to do some testing tomorrow but the posted numbers suggest they're going to be far too easy to defang. It's their (lack of) speed, mainly, and the inability to launch replacements without pulling an entire unit. 1km/s (maybe 1.3) is just so awful. A minute and a half just to recall from 100km is insane. I mean people think the RLML reload is bad... sure they have MWD but if they don't save that for getting on targets, even battleships will outrun them.
Remember for 20s they go 7km/s and the new high slots for them five 6% to velocity rof tank and shield recharge
Citadel worm hole tax
|

Lugh Crow-Slave
1714
|
Posted - 2016.03.19 23:32:07 -
[86] - Quote
Rob Kaichin wrote:It's worth raising the question: do drone speed mods work on them?
Otherwise, think of it this way: you keep your **slow** anti-fighter fighters with you (since they only get a 190% speed buff with evasive manoeuvres), whilst using your offensive light fighters (light bombers) (fast[ish]) to hunt enemy subs. If you see enemy anti-fighter fighters you recall and trigger the MWD.
Or at least that's how it might work in a carrier vs carrier thing. I really have no idea how half of this stuff's going to work.
I have done a bit of this and it tends to be the carriers don't feild anything other than anti fighters tool you and your fleet have killed the enemies. They ate very good at catching enemy fighters thanks to the scram they have so teeing to pull ties back in time doesn't work very often
Citadel worm hole tax
|

Smuff Gallente
KarmaFleet Goonswarm Federation
1
|
Posted - 2016.03.20 02:27:38 -
[87] - Quote
anyone know how to get manual fighter movement to work i could not figure this out idk if it has been implemented i got conflicting yes and no's as to if it works waiting for CCP to confirm yes or no |

Galendil
THORN Syndicate Circle-Of-Two
34
|
Posted - 2016.03.20 02:32:51 -
[88] - Quote
Smuff Gallente wrote:anyone know how to get manual fighter movement to work i could not figure this out idk if it has been implemented i got conflicting yes and no's as to if it works waiting for CCP to confirm yes or no
Correct me if I am wrong but this appears to be unavailable at this time. See the notes at the beginning.
--- | --- Flammis Acribus Addictis --- | ---
|

Smuff Gallente
KarmaFleet Goonswarm Federation
1
|
Posted - 2016.03.20 03:19:20 -
[89] - Quote
Galendil wrote:Smuff Gallente wrote:anyone know how to get manual fighter movement to work i could not figure this out idk if it has been implemented i got conflicting yes and no's as to if it works waiting for CCP to confirm yes or no Correct me if I am wrong but this appears to be unavailable at this time. See the notes at the beginning. this is all i could find The fighter navigation UI still draws vertical lines when the tactical overlay is disabled. i could not get the fighter navigation UI to come up at all but some people said they could CCP when u get time please clarify if the Fighter nav UI is in or not and also how to use it thanks |

Ben Fenix
Multiplex Gaming
19
|
Posted - 2016.03.20 03:42:05 -
[90] - Quote
While it's fresh in my head.
- Super Carrier lost a random squadron when the target blew up. Ended up in my cargo bay, overloaded the storage amount. 1450m3 was loaded with 9k m3.
- Loved the lock times and DPS for supers.
- Squadrons are a little weak.
- Max 3 sets of light fighters in tubes total?
- Max of 2 support fighters in tubes total?
- We have 5 tubes, why the limitations on combinations?
#Soup
|
|
|
|
|
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 |