Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 [17] 18 19 .. 19 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 70 post(s) |

Lugh Crow-Slave
2090
|
Posted - 2016.04.14 23:26:40 -
[481] - Quote
Destiny Dain2 wrote:Samsara Nolte wrote:How are we supposed to build large and xl -citadels in Low-class wormholes ? it was mentioned that will be possible - but as i-¦m told there is no POS-array that let-¦s you build any of the structure components let alone the citadel and given the volume of those components flying them inside low-class womrholes is out of the question because no ship with enough cargo space can pass any of the connections those wh-¦s have.
A clarification of this would be appreciated. Here is a quick video on Citadel construction. If you have any questions beyond this point, do not hesitate to ask. https://www.youtube.com/watch?v=Ogk2C5pj3rU
After today I am heading back into Wormholes to do some more testing if there is something you want me to test while I'm there.
is it the EAA that is also used to build the components or is that the CAA?
Citadel worm hole tax
|

Lugh Crow-Slave
2090
|
Posted - 2016.04.14 23:29:39 -
[482] - Quote
Now Mr. CCP Claymore its not nice to play with a girls heart
i saw the compression option was removed from my citadel could it be you are changing it to have a different role and tax to refining?
EDIT:
along the same lines we noticed that the refining rigs only take effect if you are controlling the citadel
Citadel worm hole tax
|

Circumstantial Evidence
300
|
Posted - 2016.04.15 02:07:56 -
[483] - Quote
Crazy KSK wrote:did some weapon testing today with a fully rigged keepstar and the main thing I noticed is that everything it sends out be it missiles boms or fighters are incredibly slow, too slow, they absolutely need more missile bomb and fighter velocity 300% seems like a good start, it takes for ever till bomb reaches a target 250km away from a keepstar by that time I can fire 8 bombs total like what the hell
other then that I noticed that the signature radius of large missiles is messed up I think the speeds may be OK, I think some of the perception of slowness comes from 100-200km flight distances. Structure bombs have the same velocity as stealth bomber-bombs, with the added advantage that they follow targets.
I agree signature balance still needs a look: Explo Radius on Standup AM guided bomb is 150, should be pushed up closer to 400 like stealth bomber-bombs. As it is, one shot nearly crushes an interceptor with MWD off (if it doesn't simply try to outrun the bomb,) removing any desire to use the AS guided bomb.
Citadel Fighters: Would like a "reconnect to lost fighters" option, same as we have for ships. If control is released while fighters are in space, they are currently abandoned / lost.
|

Jerppu3
Solar Vista. The Anubis Accord
6
|
Posted - 2016.04.15 06:17:31 -
[484] - Quote
Lugh Crow-Slave wrote:Now Mr. CCP Claymore its not nice to play with a girls heart
i saw the compression option was removed from my citadel could it be you are changing it to have a different role and tax to refining?
Oh PLEASE... CCP you can do it! |
|

CCP Claymore
C C P C C P Alliance
344

|
Posted - 2016.04.15 09:14:45 -
[485] - Quote
Jerppu3 wrote:Lugh Crow-Slave wrote:Now Mr. CCP Claymore its not nice to play with a girls heart
i saw the compression option was removed from my citadel could it be you are changing it to have a different role and tax to refining?
Oh PLEASE... CCP you can do it!
Sorry, sounds like a bug or your permissions being revoked on the service.
Quality Assurance Analyst
Team Game of Drones
|
|

Lugh Crow-Slave
2119
|
Posted - 2016.04.15 09:20:12 -
[486] - Quote
CCP Claymore wrote:Jerppu3 wrote:Lugh Crow-Slave wrote:Now Mr. CCP Claymore its not nice to play with a girls heart
i saw the compression option was removed from my citadel could it be you are changing it to have a different role and tax to refining?
Oh PLEASE... CCP you can do it! Sorry, sounds like a bug or your permissions being revoked on the service.
q.q just a bug then i was refining fine
the rig things is also bugged >.>
i still want to know how we are supposed to make isk off these if we can't practically tax refining or docking
Citadel worm hole tax
|

PAPULA
Black Aces I N F A M O U S
90
|
Posted - 2016.04.15 19:37:51 -
[487] - Quote
So how do i setup citadel so that everyone can use a service / dock ? I used a new profile i created which i added public to the profile and i set my citadel to use it. Still people can't dock.
|

Lugh Crow-Slave
2140
|
Posted - 2016.04.15 22:36:25 -
[488] - Quote
since we have not heard anything i'm assuming alliance logos will not be on the citadels in the first release rather it seems a place holder image is projected instead
but is this still the plan or did it prove to hard to implement like logos on ships?
EDIT:
also the adds in the citadels are very cool and you have outdone yourselves but any chance the citadel owner can toggle these. you know i may not want grr goons propaganda in my citadel.
something like
Off>alliance logo>corp logo>owners portrait(my narcissistical favorite)>adds>random
Citadel worm hole tax
|

Crazy KSK
Tsunami Cartel
109
|
Posted - 2016.04.15 22:47:36 -
[489] - Quote
Circumstantial Evidence wrote:I think the speeds may be OK,
not ok at all if it takes a solid minute for damage to apply by that time the ship will have already died if there is a defending fleet and the citadel alone does not do enough damage to kill a subcap by itself other then shooting battleships with capital missiles which do full damage with webs and painters =/ also fighters will get shot down before they get in range 100% of the time they are just too slow
Quote CCP Fozzie:
... The days of balance and forget are over.
|

Lugh Crow-Slave
2141
|
Posted - 2016.04.15 22:53:28 -
[490] - Quote
Crazy KSK wrote:Circumstantial Evidence wrote:I think the speeds may be OK,
not ok at all if it takes a solid minute for damage to apply by that time the ship will have already died if there is a defending fleet and the citadel alone does not do enough damage to kill a subcap by itself other then shooting battleships with capital missiles which do full damage with webs and painters =/ also fighters will get shot down before they get in range 100% of the time they are just too slow
to be fair that fighter issue is not unique to citadels even the nids fighters get popped if they need to kill anything beyond 40-50km
Citadel worm hole tax
|
|

Eli Stan
Center for Advanced Studies Gallente Federation
459
|
Posted - 2016.04.15 23:30:00 -
[491] - Quote
Crazy KSK wrote:Circumstantial Evidence wrote:I think the speeds may be OK,
not ok at all if it takes a solid minute for damage to apply by that time the ship will have already died if there is a defending fleet and the citadel alone does not do enough damage to kill a subcap by itself other then shooting battleships with capital missiles which do full damage with webs and painters =/ also fighters will get shot down before they get in range 100% of the time they are just too slow Scram/web the target and the bomb will get there eventually. Coordinate with the defensive fleet so they're taking out some thing else near the target. |

Lugh Crow-Slave
2141
|
Posted - 2016.04.15 23:32:23 -
[492] - Quote
Eli Stan wrote:Crazy KSK wrote:Circumstantial Evidence wrote:I think the speeds may be OK,
not ok at all if it takes a solid minute for damage to apply by that time the ship will have already died if there is a defending fleet and the citadel alone does not do enough damage to kill a subcap by itself other then shooting battleships with capital missiles which do full damage with webs and painters =/ also fighters will get shot down before they get in range 100% of the time they are just too slow Scram/web the target and the bomb will get there eventually. Coordinate with the defensive fleet so they're taking out some thing else near the target.
or the missile speed can just be moved to a more practical number
Citadel worm hole tax
|

Regan Rotineque
The Scope Gallente Federation
389
|
Posted - 2016.04.16 06:23:33 -
[493] - Quote
Where can I see the Tax Rates charged by a foreign Citadel ? Also it would be nice to have a description for the Citadel not just the "info" on the type of citadel that it is. Perhaps I could write something to entice people to visit - or list the services/taxes that are available.
I set the tax rate on the one I put up and made it 1% - however alts I have were not able to see the tax rate - I tried to hover over when i reprocessed but it did not show anything.
Also what is the tax rate based on ? Is is the refined minerals content ? Is it the raw ore ? And where is it pulling this data - ie: is it Jita mean - regional pricing?
I was trying to figure out what the calculation was using and was at a complete loss.
Cheers
~R~ |

Lugh Crow-Slave
2144
|
Posted - 2016.04.16 06:26:55 -
[494] - Quote
Regan Rotineque wrote:Where can I see the Tax Rates charged by a foreign Citadel ? Also it would be nice to have a description for the Citadel not just the "info" on the type of citadel that it is. Perhaps I could write something to entice people to visit - or list the services/taxes that are available.
I set the tax rate on the one I put up and made it 1% - however alts I have were not able to see the tax rate - I tried to hover over when i reprocessed but it did not show anything.
Also what is the tax rate based on ? Is is the refined minerals content ? Is it the raw ore ? And where is it pulling this data - ie: is it Jita mean - regional pricing?
I was trying to figure out what the calculation was using and was at a complete loss.
Cheers
~R~
its minerals and from jita one of the reason isk tax is bad is that the true tax constantly changes with the market considering how bad est v is for ganging price
with minerals 10% of the trit from veld is always 10% of the trit
Citadel worm hole tax
|

Regan Rotineque
The Scope Gallente Federation
389
|
Posted - 2016.04.16 06:29:11 -
[495] - Quote
I am unable to 'give' or 'trade' with any alts inside the citadel.
I noted in reading through the previous posts that this was something that would not be working or available to start.
It will be rather annoying in null to not be able to trade/give items to colleagues in other corps if we are using these as stations. I will have no ability to transfer a ship or give a module to a friend or alt unless they are in same corp.
I hope that this is prioritized as I can see this being rather important feature moving forward. |

Lugh Crow-Slave
2144
|
Posted - 2016.04.16 06:38:42 -
[496] - Quote
Regan Rotineque wrote:I am unable to 'give' or 'trade' with any alts inside the citadel.
I noted in reading through the previous posts that this was something that would not be working or available to start.
It will be rather annoying in null to not be able to trade/give items to colleagues in other corps if we are using these as stations. I will have no ability to transfer a ship or give a module to a friend or alt unless they are in same corp.
I hope that this is prioritized as I can see this being rather important feature moving forward.
unless its the same system contracts are a far bigger priority if ccp wants these to be used as markets hauling contracts are a necessity
Citadel worm hole tax
|

Lugh Crow-Slave
2149
|
Posted - 2016.04.16 09:33:00 -
[497] - Quote
so are trade hubs going to be off limits for citadels
currently you get an error telling you they can not be placed in such systems
Citadel worm hole tax
|

John Hand
15
|
Posted - 2016.04.16 10:02:34 -
[498] - Quote
Lugh Crow-Slave wrote:so are trade hubs going to be off limits for citadels currently you get an error telling you they can not be placed in such systems 
I would certainly hope so. I also hope the anchor restrictions get changed/added to be 1AU from any Gate as well, otherwise high sec is gonna be ******** with so many cits near gates. |

Lugh Crow-Slave
2149
|
Posted - 2016.04.16 10:11:43 -
[499] - Quote
John Hand wrote:Lugh Crow-Slave wrote:so are trade hubs going to be off limits for citadels currently you get an error telling you they can not be placed in such systems  I would certainly hope so. I also hope the anchor restrictions get changed/added to be 1AU from any Gate as well, otherwise high sec is gonna be ******** with so many cits near gates.
i agree with the trade hub but whats wrong with the gate?
Citadel worm hole tax
|

John Hand
15
|
Posted - 2016.04.16 11:56:22 -
[500] - Quote
Lugh Crow-Slave wrote:John Hand wrote:Lugh Crow-Slave wrote:so are trade hubs going to be off limits for citadels currently you get an error telling you they can not be placed in such systems  I would certainly hope so. I also hope the anchor restrictions get changed/added to be 1AU from any Gate as well, otherwise high sec is gonna be ******** with so many cits near gates. i agree with the trade hub but whats wrong with the gate?
Lag/performance reasons. They are beautiful things but that comes at the cost of FPS if too many get on grid at once. Same thing for even out in space, the 1000km from another cit is a bit too close as well, maybe .5au would be good?
I would otherwise suggest a limit be placed on how many can be on grid with one another, this would solve FPS issues while near so many, as well as address exploitation issues of having so many in such close proximity from one another. |
|

Lugh Crow-Slave
2150
|
Posted - 2016.04.16 12:21:57 -
[501] - Quote
John Hand wrote:Lugh Crow-Slave wrote:John Hand wrote:Lugh Crow-Slave wrote:so are trade hubs going to be off limits for citadels currently you get an error telling you they can not be placed in such systems  I would certainly hope so. I also hope the anchor restrictions get changed/added to be 1AU from any Gate as well, otherwise high sec is gonna be ******** with so many cits near gates. i agree with the trade hub but whats wrong with the gate? Lag/performance reasons. They are beautiful things but that comes at the cost of FPS if too many get on grid at once. Same thing for even out in space, the 1000km from another cit is a bit too close as well, maybe .5au would be good? I would otherwise suggest a limit be placed on how many can be on grid with one another, this would solve FPS issues while near so many, as well as address exploitation issues of having so many in such close proximity from one another.
Hmm maybe it's already hard to get more than 6 on the same grid and I have had no issue rendering that many. But if the issue is there a grid limit would be better if kind of like the idea of having a little city on one grid once the other structures are out
Citadel worm hole tax
|

Phoenix4264
Reasonable People Of Sound Mind
2
|
Posted - 2016.04.16 15:45:12 -
[502] - Quote
Regan Rotineque wrote:I am unable to 'give' or 'trade' with any alts inside the citadel.
I noted in reading through the previous posts that this was something that would not be working or available to start.
It will be rather annoying in null to not be able to trade/give items to colleagues in other corps if we are using these as stations. I will have no ability to transfer a ship or give a module to a friend or alt unless they are in same corp.
I hope that this is prioritized as I can see this being rather important feature moving forward. You can use the new Deliveries Hangar in citadels to trade items. Select the items in your main inventory, right click and select "Deliver To". This will bring up a window to select the recipient, either from your contacts or a search box. The items will be placed in their Deliveries hangar to be collected. The recipient does not need to be online. |

Destiny Dain2
Your Destiny Corporation
56
|
Posted - 2016.04.16 16:39:34 -
[503] - Quote
Lugh Crow-Slave wrote:Destiny Dain2 wrote:Samsara Nolte wrote:How are we supposed to build large and xl -citadels in Low-class wormholes ? it was mentioned that will be possible - but as i-¦m told there is no POS-array that let-¦s you build any of the structure components let alone the citadel and given the volume of those components flying them inside low-class womrholes is out of the question because no ship with enough cargo space can pass any of the connections those wh-¦s have.
A clarification of this would be appreciated. Here is a quick video on Citadel construction. If you have any questions beyond this point, do not hesitate to ask. https://www.youtube.com/watch?v=Ogk2C5pj3rU
After today I am heading back into Wormholes to do some more testing if there is something you want me to test while I'm there. is it the EAA that is also used to build the components or is that the CAA?
I quickly made this video up to help answer that question. There are a couple different things to be aware of on the modules and rigs and that, but all very simple.
Citadel Production - Weapons, Ammo, Rigs and Drones are covered in here. |

Lugh Crow-Slave
2150
|
Posted - 2016.04.16 16:59:24 -
[504] - Quote
Destiny Dain2 wrote:Lugh Crow-Slave wrote:Destiny Dain2 wrote:Samsara Nolte wrote:How are we supposed to build large and xl -citadels in Low-class wormholes ? it was mentioned that will be possible - but as i-¦m told there is no POS-array that let-¦s you build any of the structure components let alone the citadel and given the volume of those components flying them inside low-class womrholes is out of the question because no ship with enough cargo space can pass any of the connections those wh-¦s have.
A clarification of this would be appreciated. Here is a quick video on Citadel construction. If you have any questions beyond this point, do not hesitate to ask. https://www.youtube.com/watch?v=Ogk2C5pj3rU
After today I am heading back into Wormholes to do some more testing if there is something you want me to test while I'm there. is it the EAA that is also used to build the components or is that the CAA? I quickly made this video up to help answer that question. There are a couple different things to be aware of on the modules and rigs and that, but all very simple. Citadel Production - Weapons, Ammo, Rigs and Drones are covered in here.
Lol that was all modules and ammo I was asking about components what do I use to build the parts used to build the citadels I would rather not haul a large worth of components.
Citadel worm hole tax
|

Destiny Dain2
Your Destiny Corporation
56
|
Posted - 2016.04.16 18:49:04 -
[505] - Quote
Lugh Crow-Slave wrote:Destiny Dain2 wrote:Lugh Crow-Slave wrote:Destiny Dain2 wrote:Samsara Nolte wrote:How are we supposed to build large and xl -citadels in Low-class wormholes ? it was mentioned that will be possible - but as i-¦m told there is no POS-array that let-¦s you build any of the structure components let alone the citadel and given the volume of those components flying them inside low-class womrholes is out of the question because no ship with enough cargo space can pass any of the connections those wh-¦s have.
A clarification of this would be appreciated. Here is a quick video on Citadel construction. If you have any questions beyond this point, do not hesitate to ask. https://www.youtube.com/watch?v=Ogk2C5pj3rU
After today I am heading back into Wormholes to do some more testing if there is something you want me to test while I'm there. is it the EAA that is also used to build the components or is that the CAA? I quickly made this video up to help answer that question. There are a couple different things to be aware of on the modules and rigs and that, but all very simple. Citadel Production - Weapons, Ammo, Rigs and Drones are covered in here. Lol that was all modules and ammo I was asking about components what do I use to build the parts used to build the citadels I would rather not haul a large worth of components.
Oh, LOL. Well if you thought that was long here is a complete listing of the components needed for each Citadel and the materials needed for those parts.
http://tomseve.blogspot.com/2016/04/eve-online-citadel-production-structure.html
|

Lugh Crow-Slave
2165
|
Posted - 2016.04.16 19:00:40 -
[506] - Quote
q.q why do you torment me I just want to know what array builds those parts
Citadel worm hole tax
|

Destiny Dain2
Your Destiny Corporation
57
|
Posted - 2016.04.16 19:15:20 -
[507] - Quote
Lugh Crow-Slave wrote: q.q why do you torment me I just want to know what array builds those parts
Third time is a charm. The components that make up Citadels are done in the Component Assembly Array.
At least I manage to get a couple things done I wanted to do. LOL |

Lugh Crow-Slave
2167
|
Posted - 2016.04.16 19:18:39 -
[508] - Quote
Destiny Dain2 wrote:Lugh Crow-Slave wrote: q.q why do you torment me I just want to know what array builds those parts
Third time is a charm. The components that make up Citadels are done in the Component Assembly Array. At least I manage to get a couple things done I wanted to do. LOL
Lol thank you I was beginning to think you were messing with me
Citadel worm hole tax
|

John Hand
15
|
Posted - 2016.04.16 21:58:01 -
[509] - Quote
Lugh Crow-Slave wrote:John Hand wrote:Lugh Crow-Slave wrote:John Hand wrote:Lugh Crow-Slave wrote:so are trade hubs going to be off limits for citadels currently you get an error telling you they can not be placed in such systems  I would certainly hope so. I also hope the anchor restrictions get changed/added to be 1AU from any Gate as well, otherwise high sec is gonna be ******** with so many cits near gates. i agree with the trade hub but whats wrong with the gate? Lag/performance reasons. They are beautiful things but that comes at the cost of FPS if too many get on grid at once. Same thing for even out in space, the 1000km from another cit is a bit too close as well, maybe .5au would be good? I would otherwise suggest a limit be placed on how many can be on grid with one another, this would solve FPS issues while near so many, as well as address exploitation issues of having so many in such close proximity from one another. Hmm maybe it's already hard to get more than 6 on the same grid and I have had no issue rendering that many. But if the issue is there a grid limit would be better if kind of like the idea of having a little city on one grid once the other structures are out
I agree for when the other buildings come out, like the Gate and the Arrays, each should be able to defend itself. If it can't then I would assume they would be able to be placed within the targeting range of the "parent" building, aka the Cit.
I don't have any issue rending multiple cits as well, much less massive fleet fights (TiDi causes more "lag" then actual FPS "lag") however we still need to be conscious of people with toasters out there who still think a Core 2 Duo is a good processor (or ever was LOL) or that AMD builds good cards.
Also there is the exploit side to this, having multiple on grid. means there will be over-lapping fields of fire. The XL cit can target and hit out to 750km, meaning that 1000km min anchor from one another means that they can cover each-other. This means if you plant 7 XL cits together, the center one will be unkillable and don't laugh at the price of an XL, some alliance WILL do it. Knowing the track record of Goons, I wouldn't be surprised if they did find a way to exploit the system in that way. |

Lugh Crow-Slave
2172
|
Posted - 2016.04.16 22:29:40 -
[510] - Quote
John Hand wrote: I agree for when the other buildings come out, like the Gate and the Arrays, each should be able to defend itself. If it can't then I would assume they would be able to be placed within the targeting range of the "parent" building, aka the Cit.
I don't have any issue rending multiple cits as well, much less massive fleet fights (TiDi causes more "lag" then actual FPS "lag") however we still need to be conscious of people with toasters out there who still think a Core 2 Duo is a good processor (or ever was LOL) or that AMD builds good cards.
Also there is the exploit side to this, having multiple on grid. means there will be over-lapping fields of fire. The XL cit can target and hit out to 750km, meaning that 1000km min anchor from one another means that they can cover each-other. This means if you plant 7 XL cits together, the center one will be unkillable and don't laugh at the price of an XL, some alliance WILL do it. Knowing the track record of Goons, I wouldn't be surprised if they did find a way to exploit the system in that way.
Us they do need to be spread of the ranges are overlapping ... CCP did you do your math u wrong and think you made 250km of clearance and not 350km of overlap? If that's the case you need to up the minimum to 1750km
Also the amd thing they don't make **** cards Nvidia just has a near monopoly on the software used and they gimp competing cardso when a game uses that software but the effect to the user is the same as of amd did make **** cards
Citadel worm hole tax
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 [17] 18 19 .. 19 :: one page |
First page | Previous page | Next page | Last page |