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Thread Statistics | Show CCP posts - 17 post(s) |
Torgeir Hekard
I MYSELF AND ME
237
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Posted - 2016.03.20 06:38:47 -
[91] - Quote
Couple of thing I've noticed yesterday (which I can't doublecheck because singularity status is unknown forever and ever).
1) Fighter info windows lack prerequisites tab.
2) For some light fighters (those that are currently fighters on TQ like templar) you need Light Fighters V just for T1 version. That's a bit overkill maybe? That does not prevent you from using them mind you, but I wonder which part is a bug - that you can use them withous skills or that they need a fighter skill at 5 for the mere T1 version.
3) Carriers still list the ability to fit triage in traits. Though triage has "Can only be fitted to FAX" attribute. Didn't try to fit triage on a carrier though, so dunno which one conforms to reality.
4) Errrm, you need racial FAX skills for FAXes. Wasn't the new plan to abandon them?
5) Capital rep range. A FAX with capital reps in triage has like 9+12 rep range. Is this intended? Will triage have bonuses to rep range? Will reps be longer themselves? Or will we have our FAXes with the Lay On Hands spell as the only means of remote assistance?
6) FAX fitting. Holy crap. I had to stuff Minokawa lows full with RCUs and Co-Procesors to fit it. Granted, there were no named capital remote assistance modules seeded on the market, but it's worse than Tachyons on T1 hulls. Didn't try other FAXes though.
7) Some more interesting capital modules are not seeded - capacitor batteries, capital cap boosters. Could not find scripted hardeners either. |
Morrigan LeSante
Black Omega Security The OSS
1336
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Posted - 2016.03.20 11:02:24 -
[92] - Quote
Lugh Crow-Slave wrote: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
Yeah I know, but they are still unquestionably very sluggish. Later I'll test how fast they are splashed by rlml, my money is on quickly indeed. They have the sig of a frigate but the speed of a battleship :/
Remember we're going to have to burn the MWD to keep them on targets, the majority of the time will be slow boating around and we have to recall to have them reload. They're going to spend most of their times not shooting, which is unfortunate.
I assume drone nav will work, but mids are going to be under tremendous pressure already because the shield girls will have to have extenders as well as a proper mod on top of the old hardener. |
Lugh Crow-Slave
1714
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Posted - 2016.03.20 11:02:43 -
[93] - Quote
2) For some light fighters (those that are currently fighters on TQ like templar) you need Light Fighters V just for T1 version. That's a bit overkill maybe? That does not prevent you from using them mind you, but I wonder which part is a bug - that you can use them withous skills or that they need a fighter skill at 5 for the mere T1 version. during the mass test ccp said that the t1 will only need level 1
3) Carriers still list the ability to fit triage in traits. Though triage has "Can only be fitted to FAX" attribute. Didn't try to fit triage on a carrier though, so dunno which one conforms to reality. carriers will no longer be able to fit triage
4) Errrm, you need racial FAX skills for FAXes. Wasn't the new plan to abandon them? this whole thing is a mess and if they do give fax to the same skill as carrier its going to screw and confuse anyone who trains into them after. however it is the carrier skill that affects them and just lvl 1 fax is needed but has no effect on the ships(minmatar fax is not being affected by skills)
5) Capital rep range. A FAX with capital reps in triage has like 9+12 rep range. Is this intended? Will triage have bonuses to rep range? Will reps be longer themselves? Or will we have our FAXes with the Lay On Hands spell as the only means of remote assistance? this one i'm not 100% on but from what i understand they will be given range in triage and on the hull the idea is reps are useless outside of triage
6) FAX fitting. Holy crap. I had to stuff Minokawa lows full with RCUs and Co-Procesors to fit it. Granted, there were no named capital remote assistance modules seeded on the market, but it's worse than Tachyons on T1 hulls. Didn't try other FAXes though.
the shield capitals are very very hard to fit atm and the minmatar and gallente hulls can not be fit to use just one type of rep they can only use about 2 of each
7) Some more interesting capital modules are not seeded - capacitor batteries, capital cap boosters. Could not find scripted hardeners either. a lot of them have not had their attributes added either so i doubt they are done yet
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Torgeir Hekard
I MYSELF AND ME
239
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Posted - 2016.03.20 13:45:48 -
[94] - Quote
Lugh Crow-Slave wrote: the shield capitals are very very hard to fit atm and the minmatar and gallente hulls can not be fit to use just one type of rep they can only use about 2 of each
Well, idunno. ATM triage 4-1 chimera isvery much fittable. Even with T1 modules. Granted you need a couple of PDSes, but they are benefical to the cause anyway. Minokawa OTOH requires both RCU and Co-proc (and a PDS) to fit. It's 5-1though, but it's not like you have any oher meaningful choice for FAX highs. |
Lugh Crow-Slave
1714
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Posted - 2016.03.20 14:50:23 -
[95] - Quote
One issue with carriers is you can't add or remove fighters from the tubes when docked this leads to accidently overloading your fighter hanger.
When you do this the fighters are sent to your cargo when attempting to warp or dock causing your character to get stuck it can only imagine what this could cause in an emergency
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Lugh Crow-Slave
1714
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Posted - 2016.03.20 15:00:01 -
[96] - Quote
Torgeir Hekard wrote:Lugh Crow-Slave wrote: the shield capitals are very very hard to fit atm and the minmatar and gallente hulls can not be fit to use just one type of rep they can only use about 2 of each
Well, idunno. ATM triage 4-1 chimera isvery much fittable. Even with T1 modules. Granted you need a couple of PDSes, but they are benefical to the cause anyway. Minokawa OTOH requires both RCU and Co-proc (and a PDS) to fit. It's 5-1though, but it's not like you have any oher meaningful choice for FAX highs.
My bad I didn't mean capitals I meant fax so we are agreeing right now
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Lugh Crow-Slave
1714
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Posted - 2016.03.20 16:39:46 -
[97] - Quote
The fighters are too samey that the slight difference makes the choice almost always gal.
Problem is the speed difference is not all that big of an issue when picking fighters.
I would say epithet make the only difference damage your (boring) or make it so that add damage goes up so does sig either that or alter the range and application of the fighters
Going with either of the above would give you a more meaningful choice based on what you ate up against
(This problem is reversed when dealing with interceptors where minmatar is the default choice)
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Torgeir Hekard
I MYSELF AND ME
239
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Posted - 2016.03.20 17:49:52 -
[98] - Quote
Okay, there's definitely a scale problem with the FAXes. At first I thought it's some in-hangar bug, but then I unocked into a Wyvern. And I think I could definitely scoop it into cargo hold. Based on our relative sizes. |
Lugh Crow-Slave
1715
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Posted - 2016.03.20 18:25:56 -
[99] - Quote
Torgeir Hekard wrote:Okay, there's definitely a scale problem with the FAXes. At first I thought it's some in-hangar bug, but then I unocked into a Wyvern. And I think I could definitely scoop it into cargo hold. Based on our relative sizes.
The problem is woth all the other capitals being to small not the fax being to big
Just put a nid next to any battle ship
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Lugh Crow-Slave
1715
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Posted - 2016.03.20 18:36:37 -
[100] - Quote
CCP Lebowski wrote:. - Double click squad move commands result in ship moving.
How do I find the move commands
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Lugh Crow-Slave
1715
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Posted - 2016.03.20 22:16:10 -
[101] - Quote
LR fighter application is whaaaaaaaaat to good you guys sure it wasn't speed to be 3300m because 1.8kdps with that application is broken this is preskills
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Lugh Crow-Slave
1715
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Posted - 2016.03.20 22:17:48 -
[102] - Quote
Double
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Kainif voncarstion
Adeptus Mechanicus.
0
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Posted - 2016.03.21 05:05:38 -
[103] - Quote
you cant buy skill point injectors if you don't have the 5bill to buy them with. unless by some miracles reason I missed something hear. |
Lugh Crow-Slave
1715
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Posted - 2016.03.21 05:20:44 -
[104] - Quote
Kainif voncarstion wrote:you cant buy skill point injectors if you don't have the 5bill to buy them with. unless by some miracles reason I missed something hear.
... just commit insurance fraud we are talking server right?
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Soleil Fournier
Ultimatum. The Bastion
63
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Posted - 2016.03.21 10:22:05 -
[105] - Quote
Useability:
1) I would like an individual color selection for each fighter group while in space - so I can make my fighters highlighted in green, bombers red, support yellow. Each squad is numbered right now but it's hard to distinguish that in space quickly. Color selections would be a gigantic help.
2) Would also like a button to engage all fighters (basic attack) like grouped weapons. Annoying having to click on each squad every time.
3) I'd like to be able to right-click the launch tubes on the hud and reload/change fighters like ammo. Right now I have to open the fighter bay and manually load them.
4) My OCD is going nuts not having symmetrical numbers of squad types. It's 3 heavy's + 2 fighters/support. I can't even do a 2-2-2 setup because there's only 5 tubes. Can't put enough emphasis on how much it hurts. Therefore I'm not liking the limits on the number of squads that can be used. Give em a little nerf and let me use 5 of one type. Or add a 6th bay. Anything to ease the nightmare.
5) The icons for each type of fighter needs to be different, so we can tell what bay has what easily. EX: right now the icons for gallente are all firbolgs.
6) There seemed to be some lag/buggieness with the hud when in combat. For ex: Numbers representing special ability ammo did not always display properly.
7) The UI scaling on tubes compared to the other ship mods is off because they're different sizes. I can't get them to line up with each other. Again, OCD.
Thank you |
Soleil Fournier
Ultimatum. The Bastion
63
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Posted - 2016.03.21 10:32:04 -
[106] - Quote
Also:
The 2500mm plate t1 and named only add 94hp (I believe shield extenders are also like this). The 75k on the t2 isn't enough to make me want to abandon a damage mod or hardner, it needs to be significantly higher, at least on par with the %'s of 1600 plates to BC/BS.
Local capital armor/shield reps need some buffage.
Don't see capital versions of many modules. IE: Larakin said he would be ok with adding capital smart bombs at eve vegas.
Supers were shown as getting a special ability doomsday type thing. Haven't seen anything mentioned on it nor any planned mentions of changing the remote ecm burst. This still happening? |
Morrigan LeSante
Black Omega Security The OSS
1337
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Posted - 2016.03.21 10:33:39 -
[107] - Quote
I take it back, fighters are crazy hard to drop. That shield recharge daaaaamn |
Torgeir Hekard
I MYSELF AND ME
240
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Posted - 2016.03.21 10:41:25 -
[108] - Quote
Took a niddy for a ride, and
1) How do you move fighters around. I thought there was supposed to be a homeworld-ish interface, but can't seem to cast it. Read somewhere it's on M, but nothing there. I don't have anything binded to it either.
2) When you detach fighter UI from your modules, shortcuts stop working. Well, not exactly. They just switch to fighters permanently. |
Zeus Cronus
SniggWaffe WAFFLES.
12
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Posted - 2016.03.21 13:22:30 -
[109] - Quote
Hi,
I'm missing visual feedback what my fighters are doing.
They shoot somebody? The guns will cycle but I don't get a UI feedback who they shoot You try to tackle somebody? No UI feedback You try to jam somebody with your fighters? No UI feedback and you will never know if it was successful
If would be perfect if fighters would give you the same visiual feedback as drones and the different E-War modules when you use them so you see which ships your fighters are currently attacking, pointing and jamming.
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Eli Stan
Center for Advanced Studies Gallente Federation
423
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Posted - 2016.03.21 15:14:29 -
[110] - Quote
On a positive note, I can report that the new capital emergency DC is working properly. My Nina took only 47 hull damage when hit by an Avatar wielding the new GTFO doomsday.
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Torgeir Hekard
I MYSELF AND ME
241
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Posted - 2016.03.21 15:22:51 -
[111] - Quote
Eli Stan wrote:On a positive note, I can report that the new capital emergency DC is working properly. My Nina took only 47 hull damage when hit by an Avatar wielding the new GTFO doomsday. BTW, considering the emergency DC. Why does it give you a criminal flag |
Rob Kaichin
Empire Assault Corp Dead Terrorists
106
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Posted - 2016.03.21 15:26:23 -
[112] - Quote
So you can't refit with it, or play docking games with it. |
Lugh Crow-Slave
1719
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Posted - 2016.03.21 17:08:28 -
[113] - Quote
Zeus Cronus wrote:Hi,
I'm missing visual feedback what my fighters are doing.
They shoot somebody? The guns will cycle but I don't get a UI feedback who they shoot You try to tackle somebody? No UI feedback You try to jam somebody with your fighters? No UI feedback and you will never know if it was successful
If would be perfect if fighters would give you the same visiual feedback as drones and the different E-War modules when you use them so you see which ships your fighters are currently attacking, pointing and jamming.
features still to be implemented wrote: - Fighters squadrons will have status text displaying important information (Range, speed, current action etc)
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Lugh Crow-Slave
1719
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Posted - 2016.03.21 17:29:32 -
[114] - Quote
Morrigan LeSante wrote:I take it back, fighters are crazy hard to drop. That shield recharge daaaaamn.
Ed: I'm not sure the damage of the normal, light fighters (firbs/templars etc) is what I'd call "super overpowered" to be honest.
i noticed this too particularly on E-war fighters
i think when they do lower the tank they should (if needed up the THP) but greatly lower the recharge when being shot have the recharge only happen if they are not being shot at. It is very unrewarding to be shooting something and to keep seeing its health jump up so rapidly
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Kenneth Fritz
DND Industries FUBAR.
0
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Posted - 2016.03.21 18:53:45 -
[115] - Quote
Fair warning, I didn't read every post or even past the third page so many of my observations have probably been touched on already but I am setting out some suggestions on tweeks to try and help the devs.
Though I have no way of helping address this issue the problem of the run time error when destroying fighter groups seems to only happen when it is fighter on fighter. I smashed 3-4 groups with a dreadnaught an failed to get the failure.
Now on to the main event.
Though the bombs still aren't working (or at least I can't get them to work) as of last night (so I can't comment on them) the heavy fighter torpedo salvo seems a bit over powered in that when using a single T1 H-fighter group I can almost one shot a dreadnaught using the torpedo salvo. I realize the damage levels are high as they are so as to make the super carriers able to threaten a titan but I feel that it should be brought down a notch or two. Another issue in regards to fighters is that in extreme close range you and cycle your heavy fighters in and out of your fighter bay to reset their torpedo timer. I watched a guy melt a titan in approximately 30-40 seconds by doing this.
The other thing with fighters are the skills and the way in which you gain access. Using lights as an example you don't get access to the attack light fighters until 'Light Fighters' Lvl 5. This also allows the use of the T2 variant at the same time. This may have been an oversight or accident. However, if this were to remain as such I don't see why one would use the T1 variant for the attack lights fighters other than due to availability restrictions. There is also no gradial requirement to go from lights to heavy fighters once you can train one you can train the other. Since I know the super carriers are the only ones that can use heavy fighters this is somewhat understandable but at the same time supers can still use the light fighters so making the progression from lights to heavy fighters a gradiant one would add play value to ther use.
My suggestion/idea/hope(?) is for a skill scheme somewhere along the lines as follows:
Requirement to reach L-fighters can remain the same as they have been
Light Fighters Lvl1: Access to the T1 interceptor L-fighters as it currently is. LIght Fighters Lvl2: simple progression LIght Fighters Lvl3: access to the T1 attack L-fighters LIght Fighters Lvl4: part of the lvl req to train H-fighters LIght Fighters Lvl5: Part of the requirements to access the T2 L&H-fighters
Heavy Fighters would follow a similar gradiant access scheme.
Access to the T2 fighters should depend on the lvl of the some of the fighter support/core skills.
For example T2 L-fighters would need Fighters Lvl 4 and Hangar Management Lvl 4. Where as Heavies would need those same skills to Lvl 5. I realize this would be months of training but I believe that with as powerful as they arem, even with the slight rebalancing they need, I believe it would be worth the grind to get them.
Next I would like to address the remote ECM for the super carriers. Strickly speaking as far functionality goes I think the duriation of some of the effects needs to be extended if only by a few seconds to make them truly viable. The requirements to use said modules obviously needs fixed. And I think the easiest soulution would be to make it so that you have to meet the requirement to train the doomsday skill to Lvl 1. Needing to be able to fly the Caldari Titan to use any of them is well the equivilant to an invisible game barrier. And everyone hates invisible game barriers.
And last but not least missile damages seems to have taken a searious hit. A buddy of mine and I tried a close range duel with seiged dreads me amarr him caldari. I was using concord beams with multi-freq lens and he was using equivalent torp fit initially and no matter what he did he couldn't come close to my damage out put and I was never in any danger against his many fitting attempts while I would have been able to beat him into submission everytime. The only difference being the amount of time it would take me. We will be test this further but these are our current finding.
If you read this far I thank you and 'Fly Safe'.
Who's your end of the world buddy?
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NextDarkKnight
Mental Disorders Inc. Guardians of the Asylum
47
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Posted - 2016.03.21 19:25:09 -
[116] - Quote
Couple question,
Regular carriers will still be able to field drones just we are limited to 8 now?
Also keep C++ Errors and client crashes when I'm instant popped by a wave of bombers. Anyone else getting that problem with other peoples bombers deployed.
Are the fighters going to have any price changes. It seams like it will be really easy to burn though a bunch of fighters the way things are looking just wondering if that is factored into the effectiveness of the changes.
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Eli Stan
Center for Advanced Studies Gallente Federation
423
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Posted - 2016.03.21 20:55:51 -
[117] - Quote
NextDarkKnight wrote:Couple question,
Regular carriers will still be able to field drones just we are limited to 8 now?
There will be no more drones at all on carriers. "Carriers and Supercarriers still have drone bays" is listed as a known issue/bug by CCP Lebowski. |
NextDarkKnight
Mental Disorders Inc. Guardians of the Asylum
47
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Posted - 2016.03.21 23:25:27 -
[118] - Quote
Eli Stan wrote:NextDarkKnight wrote:Couple question,
Regular carriers will still be able to field drones just we are limited to 8 now?
There will be no more drones at all on carriers. "Carriers and Supercarriers still have drone bays" is listed as a known issue/bug by CCP Lebowski.
I though that was only for Super Carriers.
That's a shame for the carrier because it's nice to have some versatility that doesn't cost you a ton of isk to field.
I can understand the super carriers but not the regular carriers. Shame |
Soleil Fournier
Ultimatum. The Bastion
64
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Posted - 2016.03.21 23:29:38 -
[119] - Quote
There's currently no way that I could find to display stats on fighters - damage, speed, etc when factoring in skills/mods. That would be greatly helpful so I could determine I need 5 FSUs, 5 Damage mods, ect or if I only need 3 of them. Prefer to not be guessing. |
Lugh Crow-Slave
1719
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Posted - 2016.03.22 00:47:50 -
[120] - Quote
NextDarkKnight wrote:Eli Stan wrote:NextDarkKnight wrote:Couple question,
Regular carriers will still be able to field drones just we are limited to 8 now?
There will be no more drones at all on carriers. "Carriers and Supercarriers still have drone bays" is listed as a known issue/bug by CCP Lebowski. I though that was only for Super Carriers. That's a shame for the carrier because it's nice to have some versatility that doesn't cost you a ton of isk to field. I can understand the super carriers but not the regular carriers. Shame the near infinite waves of sub cap aplication was not versatility it was op
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