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Thread Statistics | Show CCP posts - 70 post(s) |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
363
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Posted - 2016.03.18 19:35:51 -
[1] - Quote
Really looking forward to testing this out when SiSi comes back up.
edit: ok... maybe it is not down, status was showing unknown in the beta launcher and now I am in queue to play.
Running for CSM 11. You should vote for me.
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
363
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Posted - 2016.03.18 20:31:26 -
[2] - Quote
I was able to anchor an Astrahaus, however, after it showed the timer for the anchoring, the client crashed.
Also: I was under the impression we could 'fit' citadels prior to anchoring, is this still in the works, have I missed something in the UI, or was that idea scrapped?
Running for CSM 11. You should vote for me.
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
363
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Posted - 2016.03.19 00:38:13 -
[3] - Quote
Rigs seem to be ignoring size restrictions. I was able to install L and XL rigs an on Astahus. No warnings or errors. Bug reported it.
There is another issue I am trying to work out that relates to the cloaking timer being stuck "on" - though I am not cloaked, whether i am in station, in space, or docked at a citadel. Does not change when changing ships or jumping systems. Only solution is to log off which removes it. I did not bug report it as when I logged back in, it was cleared, however, it came back after I had some latency causing me to emergency warp after jumping - the emergency warp took me to a random location, but did not warp me back to the gate. The cloak timer icon is resistant once again. Just getting screen shots to submit a bug report for that.
Running for CSM 11. You should vote for me.
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
363
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Posted - 2016.03.19 04:53:41 -
[4] - Quote
Shade Millith wrote:Lugh Crow-Slave wrote:no they are not meant to replace outposts
all new structures together are meant to together
and the med size are just to replace outposts
the other structures will have a much bigger vulnerability window the citadels job is simply meant to protect assets that is it. and unlike outposts you can place as many as you want so they will not give such an advantage The more I think about it though, the more I see issues. Can we jumpclone to them? Do you require sov to place them down (Right now on SiSi you don't need it)? If the answer is yes and no respectively, this is going to be exploitable as hell. A bigger group can stick one of the mediums, for basically no cost (1-2 bil is nothing), with the vulnerability timer completely outside the TZ of hostiles, inside their main systems. Put jumpclones there, and a couple of ships, and you have instant ability to suddenly flood the system with your ships. Start a fight on their undock with a few frigates, and if anything interesting aggresses, you suddenly jump clone 20 people into system with Gilas. There needs to be more timers for them to be hit, or much heavier restriction on where they can be placed. Otherwise these things are going to be exploited the hell out of, and smaller groups are going to suffer massively.
It creates tactical versatility. Also, please remember something crucial about Citadels: unlike POSes they cannot defend themselves on their own.
Running for CSM 11. You should vote for me.
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
363
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Posted - 2016.03.21 05:05:06 -
[5] - Quote
CCP Claymore wrote:Petrified wrote:I was able to anchor an Astrahaus, however, after it showed the timer for the anchoring, the client crashed.
Also: I was under the impression we could 'fit' citadels prior to anchoring, is this still in the works, have I missed something in the UI, or was that idea scrapped? This will not be the case, code says no :(
Thank you for the clarification. At some point in the future does the Magic 8-Ball indicate that the code might say 'yes'?
Running for CSM 11. You should vote for me.
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
363
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Posted - 2016.03.23 04:57:51 -
[6] - Quote
Not sure if this is intentional or not, but it does not appear to be possible to activate a Cyno while tethered. The only feedback when attempting to light the cyno is not very informative: "Your ship is realigning its magnetic field, please wait a moment."
Locking a target, in this case a jettisoned can, without any further action, causes the tether to drop allowing me to light the cyno within tethering range but remain untethered. If I remove the can by looting it, the can pops, no timer, and tether re-enages (the cyno is not active).
This makes sense that you cannot light the cyno while tethered. So:
1 - Will it be possible to light a cyno and cause the tethering to break just as you can lock something and cause tethering to break?
2 - Will CCP create something similar to the Cynosural Generator Array for Citadels?
Running for CSM 11. You should vote for me.
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
366
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Posted - 2016.03.23 20:44:11 -
[7] - Quote
CCP Claymore wrote:There will not be an alternative to Cynosural Generator Array on first release.
That sounds hopeful for something in the future.
Running for CSM 11. You should vote for me.
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
385
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Posted - 2016.04.14 00:05:56 -
[8] - Quote
I had anchored an Astrahus 44 hours ago. I came back today and noticed that the Astrahus was anchored, but the initial repair mode post anchoring did not start until I logged in. The system I anchored the Astrahus is in CY-ZP. I doubt that anyone entered the system between the time it anchored and the time I logged in so it is likely that the repair cycle is not occurring unless the node is loaded?
This will be an issue if the Citadel's repair cycle is not active until someone enters the system/triggers the node the system is on, to load.
Cloaking is the closest thing to a "Pause Game" button one can get while in space.
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
385
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Posted - 2016.04.19 03:22:19 -
[9] - Quote
Vigilanta wrote:CCP Claymore wrote:Lugh Crow-Slave wrote:Gigiarc wrote:Are there any special factors affecting the anchor time for citadels? I just threw out an XL and L in nullsec, and both are showing 6 days on the anchoring timers. you broke something they should only be 24 What did you put the vulnerability time at could that be messing with it? Sooo we did make a change for NS, which I think we announced in a devblog a while ago. If you try to anchor a Citadel in NS space you do not own, you will be subject to an anchoring penalty of 1 day per strategic index Strategic 0 = 24 hour per normal Strategic 1 = 48 hour anchor etc etc Why not just the current restriction that is present on outposts for null space. You own it or you cant deploy it. The length of the anchor doesn't really do much for the defender other than give them more time to prep to try and kill it as soon as it finishes anchoring. Due to the power citadels represent in more or less station levels of functionality a citadel in hostile sov needs to be destructible DURING the anchor time (which I think you should feel free to shorten), or they shouldn't be able to manage the trick at all. Simpler to be aware of what is going on in your space and making plans and co-coordinating resources to blow the thing into dust by the time it exits unanchoring. It will be pretty easy to kill at that point, providing your group cares enough to kill it. Also: you can hire mercs to kill it outside your time zone if it exits then.
Cloaking is the closest thing to a "Pause Game" button one can get while in space.
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
385
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Posted - 2016.04.21 21:08:40 -
[10] - Quote
Oh, something perhaps more QoL: Is there a reason Festival Launchers cannot be fitted to Citadels? Could Festival Launchers be tagged to allow fitting to Citadels?
Cloaking is the closest thing to a "Pause Game" button one can get while in space.
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