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Circumstantial Evidence
276
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Posted - 2016.04.07 20:26:24 -
[271] - Quote
Lugh Crow-Slave wrote:DharkenGray wrote:Participated in mass test in a Thanatos.
Constantly having to click on the special attack buttons of each squadron is not much fun. the ability needs to be stronger with an even higher cool down i think the idea is you dont want to be firing volly after volly It's asking a lot of players to mash all these buttons in the new manual-everything world, per each squad, and manage their ship, and other situational awareness. CCP please give us auto-repeat option for special attacks.
I noticed the standard attack doesn't stop when squads are recalled; you actually have to turn it off separately from a recall command, if you're attempting to de-aggress.
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Sgt Ocker
Kenshin. DARKNESS.
891
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Posted - 2016.04.07 23:32:13 -
[272] - Quote
Morrigan LeSante wrote:Gary Webb wrote:Lugh Crow-Slave wrote:so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights
and you have 3 flights of T2 at 189 mill
so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull How has ccp still not given us a statement on this yet? Carriers will be so prohibitively expensive they will never be used. So all these carriers/fighters will flood the market and sit at stupid high prices. I'm probably wrong, but hey. I'm feeling a bit pissed off that i stand to wind up in possession of like 10 bil worth of hulls and fighters that will be ultimately useless Fighter cost, volume etc are all wrong on sisi atm. Generic PSA: Slack is a really good place for quick questions btw, the guys hanging out there are typically right up to date. Really? So CCP is handing out correct information to slack users only?
Sorry sweety but the guys on slack are guessing, just like the rest of us - NO-ONE knows - CCP don't know themselves yet. It is all - this is what is expected, this is what we think but it isn't working yet so it is all best guesses.
Quote:CCP Larrikin wrote that we do think the speed bonus equals the damage bonus. Sorry but with the use cases as spelled out in old blogs - It doesn't or it might.
The less than 200m/s speed difference between the fastest fighter and the slowest, is there a difference.
It is a little hard to tell as skills, ship bonuses and module effects aren't applied yet on SISI, so any guess is a good one.
Right now on SISI you can't interact with fighters other than to launch and recall them. Overview is broken, again. There are 5 keepstars and 3 or 4 other Citadels on grid but only one shows up on the overview. The one I undocked and warped away from. Switching tabs back and forth usually clears this bug but even it isn't working.
Which by the way is broken (or is it) at login, when you get to the login screen docked in a Citadel, it says you are undocked. You log in appear to be in space and need to click several buttons to see if you are or aren't docked. Not a problem really on a test server but if this goes live like this, it will be very worrying if you need to try and remember if you actually docked or not before logging off last night.
There is a lot of work to be done before even a slight idea of how the new fighter mechanics (or any of the new mechanics for that matter) can be assessed.
NB; The reattach fighters to HUD button needs to be moved well away from recall fighters button. It makes a horrible mess when you in a hurry hit the wrong one.
It is great getting early access to changes (if you can call a couple of weeks early) but not much help if they don't or only partially work. And of course things can be tweaked on TQ because testing changes is so much better on a live server isn't it.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
67
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Posted - 2016.04.07 23:46:06 -
[273] - Quote
Sgt Ocker wrote:The less than 200m/s speed difference between the fastest fighter and the slowest, is there a difference.
It is a little hard to tell as skills, ship bonuses and module effects aren't applied yet on SISI, so any guess is a good one. 200m/s is quite significant when you're talking about numbers in the 780-970 range. Fighters are so slow that I can imagine quite a few situations where Einherjar/Templars are the only option because of their speed. The MWD is handy to get them in range of a target, but if the target manages to pull out of range again, damage means nothing.
Skills, ship bonuses, and module effects all work. There are some issues with certain modules not having stacking penalties like they should, but the effects work. The only thing that might not apply yet are the drone speed/durability/range rigs, but with the heavy CPU penalties I doubt many people would use them. |

MR Spleen
Instant Annihilation I N G L O R I O U S
49
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Posted - 2016.04.08 01:48:02 -
[274] - Quote
Asked if anyone had a fit for the LIF on SISI and this reply summed up my opinion 'Crazy KSK > lif is bad trainf for the cal one' so glad I'm not the only one that thinks so just wish I'd never trained Minmatar carriers.
Personally I'm seriously considering just self destructing my carrier before patch.
Here's my comment from capital thread about them so far.
Quote:As for the carriers and supers I am converting my carrier into a facs and cancelling my order for a hel as the new user interface is horrible and fighters are horrendously weak in terms of hp, although the dps from heavy bombers is immense. why not just let us continue with the old drone system its way better!
Btw I'm not saying the FACS are good there not really as these also have huge powergrid and cpu issues for example in order to fit a Lif (Minmatar FACS) to be a descent logi boat it required me fitting 2x reactor control units and 2 cpu's just to fit the ship which will tank 1 dread with ease but 2 would be too much in-spite of getting highest resists I could with capital shield booster and cap injector while having max skills. It can also be 1 shot off the field by any titan even though the conventional DD has had its damage reduced to a maximum of 1.5mil hp. NOT GOOD. |

Sgt Ocker
Kenshin. DARKNESS.
891
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Posted - 2016.04.08 02:03:02 -
[275] - Quote
Miss 'Assassination' Cayman wrote:Sgt Ocker wrote:The less than 200m/s speed difference between the fastest fighter and the slowest, is there a difference.
It is a little hard to tell as skills, ship bonuses and module effects aren't applied yet on SISI, so any guess is a good one. 200m/s is quite significant when you're talking about numbers in the 780-970 range. Fighters are so slow that I can imagine quite a few situations where Einherjar/Templars are the only option because of their speed. The MWD is handy to get them in range of a target, but if the target manages to pull out of range again, damage means nothing. Skills, ship bonuses, and module effects all work. There are some issues with certain modules not having stacking penalties like they should, but the effects work. The only thing that might not apply yet are the drone speed/durability/range rigs, but with the heavy CPU penalties I doubt many people would use them. Launch a couple of squads of firbolgs and einherji (fastest and slowest) to a target 70K away - Both arrive together. Launch those same fighters at a target 100K away they land less than 5 seconds apart.
There is not enough difference in speed to say damage over speed is enough of a difference. Firbolgs are best option fullstop. Want to make speed vs dps count, give einherji and templars mwd effect 595% velocity bonus as opposed to the same bonus as the others. This would differentiate them enough so that speed vs dps is there, without making them op.
Skills, ship bonuses, etc working on SISI now - Only shows there is not enough difference in fighter speed to make a difference.
Speaking of drone rigs - Related question. 1, Why is it capital shield booster uses 4 times the cpu as armor, yet armor carriers have more cpu than shield. 2, Why do local armor reps have such a stupidly long cycle time in a changing meta that could use to local reps.
And for the love of Bob, please seed deadspace and faction modules to SISI so we can at least fit a ship as we intend to use it. With a fittings being so tight having access to ore than T2 modules is pretty important..
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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Circumstantial Evidence
277
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Posted - 2016.04.08 02:12:56 -
[276] - Quote
Sgt Ocker wrote:-------------- Right now on SISI you can't interact with fighters other than to launch and recall them. 1) lock target 2) make sure locked target is selected 3) Activate a function button over a deployed fighter squad, such as Attack or MWD. Then fighters will move to the selected target.
Here's to hoping that shortcut keys like "F" will eventually work on squads, like it does for regular drones.
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Marranar Amatin
Center for Advanced Studies Gallente Federation
64
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Posted - 2016.04.08 07:09:12 -
[277] - Quote
Miss 'Assassination' Cayman wrote:The less than 200m/s speed difference between the fastest fighter and the slowest, is there a difference.
It is a little hard to tell as skills, ship bonuses and module effects aren't applied yet on SISI, so any guess is a good one. 200m/s is quite significant when you're talking about numbers in the 780-970 range. Fighters are so slow that I can imagine quite a few situations where Einherjar/Templars are the only option because of their speed. The MWD is handy to get them in range of a target, but if the target manages to pull out of range again, damage means nothing.
No. With FSU and a nav comp, all fighters go significantly above 1000 m/s. If you need an additional 20% speed increase just to keep up with the target, you are not going to do any damage anyway, because of the explosion speed. The situations in which you use carriers against targets which you cant catch without that speed increase will be very very rare. Usually the faster fighters will arrive just a little faster at the target. But they will spend much more time shooting the target than flying to the target, so the dps increase is much better.
Also: Do you remember the discussion about the slot layout here? Low slots being more valueable then midslots etc. No one said midslots are more valueable because of nav comps. Even when navcomps actually give a relatively larger bonus.
If you had the option to fit a free DDA without stecking penalty, or a free navcomp without stacking penalty, but only 2/3 effect, which one would you choose? Because that is quite exactly the difference between einherji and firbolgs. |

Sekeris
Blueprint Haus Blades of Grass
12
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Posted - 2016.04.08 07:27:27 -
[278] - Quote
Sgt Ocker wrote:Speaking of drone rigs - Related question. 1, Why is it capital shield booster uses 4 times the cpu as armor, yet armor carriers have more cpu than shield. 2, Why do local armor reps have such a stupidly long cycle time in a changing meta that could use to local reps.
And for the love of Bob, please seed deadspace and faction modules to SISI so we can at least fit a ship as we intend to use it. With a fittings being so tight having access to ore than T2 modules is pretty important..
I dont think shield carriers is the problem, it seems to be mostly the nid that is CPU starved. And while i agree deadspace mods would be nice, a T2 fit should work also (or at least a mostly T2 fit) without having to use a faction cap mods just to be able to fit. I have made a post on the capital thread on the test server feedback forum showing that for a normal cap fit you could gain 200 tf of cpu with faction mods, which on under 1000 tf total seems a bit excessive.
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Sekeris
Blueprint Haus Blades of Grass
12
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Posted - 2016.04.08 07:40:33 -
[279] - Quote
Marranar Amatin wrote:Miss 'Assassination' Cayman wrote:The less than 200m/s speed difference between the fastest fighter and the slowest, is there a difference.
It is a little hard to tell as skills, ship bonuses and module effects aren't applied yet on SISI, so any guess is a good one. 200m/s is quite significant when you're talking about numbers in the 780-970 range. Fighters are so slow that I can imagine quite a few situations where Einherjar/Templars are the only option because of their speed. The MWD is handy to get them in range of a target, but if the target manages to pull out of range again, damage means nothing. No. With FSU and a nav comp, all fighters go significantly above 1000 m/s. If you need an additional 20% speed increase just to keep up with the target, you are not going to do any damage anyway, because of the explosion speed. The situations in which you use carriers against targets which you cant catch without that speed increase will be very very rare. Usually the faster fighters will arrive just a little faster at the target. But they will spend much more time shooting the target than flying to the target, so the dps increase is much better. Also: Do you remember the discussion about the slot layout here? Low slots being more valueable then midslots etc. No one said midslots are more valueable because of nav comps. Even when navcomps actually give a relatively larger bonus. If you had the option to fit a free DDA without stecking penalty, or a free navcomp without stacking penalty, but only 2/3 effect, which one would you choose? Because that is quite exactly the difference between einherji and firbolgs.
I have seen 1100 m/s ish for the gal light fighter, and the heavy moving at 700 m/s ish. Agreed though that this might make it difficult to apply dps in pvp. However i dont think a capital should really work all that well without support.
I dont think slot layout is the problem, its the compound of the loss of a slot in the tank rack (low or mid depending on tank type) combined with the effectiveness of those slots. The dmg bonus is not enough to overcome the 2 slot effective difference. If the Archon and Thanny had the same slot layout it would work, but relatively the mid slot is less useful for either dps or tank there. For the shield carrier it is probably the other way arround. |

Morrigan LeSante
Black Omega Security The OSS
1376
|
Posted - 2016.04.08 10:06:13 -
[280] - Quote
Sgt Ocker wrote:Morrigan LeSante wrote:Gary Webb wrote:Lugh Crow-Slave wrote:so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights
and you have 3 flights of T2 at 189 mill
so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull How has ccp still not given us a statement on this yet? Carriers will be so prohibitively expensive they will never be used. So all these carriers/fighters will flood the market and sit at stupid high prices. I'm probably wrong, but hey. I'm feeling a bit pissed off that i stand to wind up in possession of like 10 bil worth of hulls and fighters that will be ultimately useless Fighter cost, volume etc are all wrong on sisi atm. Generic PSA: Slack is a really good place for quick questions btw, the guys hanging out there are typically right up to date. Really? So CCP is handing out correct information to slack users only? Sorry sweety but the guys on slack are guessing, just like the rest of us - NO-ONE knows - CCP don't know themselves yet. It is all - this is what is expected, this is what we think but it isn't working yet so it is all best guesses.
Where is it guesses they say, where dev confirm it, they also say.
You don't need to believe me, I've told you what to do; whether or not you take the advice is up to you.
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Sekeris
Blueprint Haus Blades of Grass
13
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Posted - 2016.04.08 10:23:32 -
[281] - Quote
Sekeris wrote:Sgt Ocker wrote:Speaking of drone rigs - Related question. 1, Why is it capital shield booster uses 4 times the cpu as armor, yet armor carriers have more cpu than shield. 2, Why do local armor reps have such a stupidly long cycle time in a changing meta that could use to local reps.
And for the love of Bob, please seed deadspace and faction modules to SISI so we can at least fit a ship as we intend to use it. With a fittings being so tight having access to ore than T2 modules is pretty important.. I dont think shield carriers is the problem, it seems to be mostly the nid that is CPU starved. And while i agree deadspace mods would be nice, a T2 fit should work also (or at least a mostly T2 fit) without having to use a faction cap mods just to be able to fit. I have made a post on the capital thread on the test server feedback forum showing that for a normal cap fit you could gain 200 tf of cpu with faction mods, which on under 1000 tf total seems a bit excessive.
Ok, some further fitting testing i have to take back this. While the earlier point about the nid still stands as completely lacking in cpu, the new mods seem to lean towards cpu more. I think fitting and slots need to be reviewed in more detail now that the role of the carrier is changing.
On the archon i have no problem fitting, but the chimera also is a bit of a puzzle. On the other side, if the chimera (and nid) get more CPU they are able to fit additional dmg mods since the tank doesnt compete for the same slots. |

Sgt Ocker
Kenshin. DARKNESS.
892
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Posted - 2016.04.08 12:13:28 -
[282] - Quote
Sekeris wrote:Sgt Ocker wrote:Speaking of drone rigs - Related question. 1, Why is it capital shield booster uses 4 times the cpu as armor, yet armor carriers have more cpu than shield. 2, Why do local armor reps have such a stupidly long cycle time in a changing meta that could use to local reps.
And for the love of Bob, please seed deadspace and faction modules to SISI so we can at least fit a ship as we intend to use it. With a fittings being so tight having access to ore than T2 modules is pretty important.. I dont think shield carriers is the problem, it seems to be mostly the nid that is CPU starved. And while i agree deadspace mods would be nice, a T2 fit should work also (or at least a mostly T2 fit) without having to use a faction cap mods just to be able to fit. I have made a post on the capital thread on the test server feedback forum showing that for a normal cap fit you could gain 200 tf of cpu with faction mods, which on under 1000 tf total seems a bit excessive. Maybe but with faction mods you also have an inferior tank so there is a pretty big trade off. Deadspace requires higher fitting but with added benefit of making your chances of survival a little better.
I can save over 150 CPU on a battleship with 750 CPU (just 125 less cpu than a niddy, which has much higher cpu requirements) using faction mods (more if I faction damage mods as well), allowing me to fit neutrons instead of electrons but with 25K less ehp over deadspace mods - Should that be classed as excessive as well, or is it only certain ships can't spend the extra isk for a slight advantage - The 200 cpu you may save fitting faction mods comes at a cost (in both isk and ehp); what makes it excessive?
NB; you can't put a "mostly" T2 fit on a niddy without cpu upgrades. If you need to drop 50% of the fit to meta and still need a cpu upgrade so as to not have empty slots - there is not enough cpu.
-- - -- - -- - -- Bottom line is - Capital meta has always been armor and with the perfect opportunity to bring shield doctrines up to par with armor, Devs decided it wasn't worth it. With the planned removal of POS's, chimeras and nidhoggurs will soon have no role at all. Thankfully you can still armor fit the Nag, so at least 2 possibly 3 of 4 dreads will get used. Phoenix will once again slip into uselessness and be laughed out of fleets, already they are up against it in larger fleets as no-one brings shield triage. With the fitting restrictions of everything shield, well who wants to field ships that need as many fitting upgrades as they do useful modules.
Pity the Hell and Rag - The best of the supers (personal preference), left with less than adequate support. Oh and the levi and wyvern, must not forget them.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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Sgt Ocker
Kenshin. DARKNESS.
892
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Posted - 2016.04.08 12:17:33 -
[283] - Quote
Circumstantial Evidence wrote:Sgt Ocker wrote:-------------- Right now on SISI you can't interact with fighters other than to launch and recall them. 1) lock target 2) make sure locked target is selected 3) Activate a function button over a deployed fighter squad, such as Attack or MWD. Then fighters will move to the selected target. Here's to hoping that shortcut keys like "F" will eventually work on squads, like it does for regular drones. Yeah I was referring to a new ability - The one where you can place fighters at spots around a grid without targets. You know the one Devs have been telling us is so game changing.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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CCP Larrikin
C C P C C P Alliance
437

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Posted - 2016.04.08 14:28:50 -
[284] - Quote
Sgt Ocker wrote:Circumstantial Evidence wrote:Sgt Ocker wrote:-------------- Right now on SISI you can't interact with fighters other than to launch and recall them. 1) lock target 2) make sure locked target is selected 3) Activate a function button over a deployed fighter squad, such as Attack or MWD. Then fighters will move to the selected target. Here's to hoping that shortcut keys like "F" will eventually work on squads, like it does for regular drones. Yeah I was referring to a new ability - The one where you can place fighters at spots around a grid without targets. You know the one Devs have been telling us is so game changing.
Once you have a fighter squadron selected, try Q :) You can also tell your fighters to orbit targets, keep at range, approach (all basic ship commands) with the standard rightclick menu, if you have them selected on the fighter HUD.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Primary This Rifter
4S Corporation Goonswarm Federation
1166
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Posted - 2016.04.08 14:38:43 -
[285] - Quote
CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock). |

Lugh Crow-Slave
1798
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Posted - 2016.04.08 17:34:07 -
[286] - Quote
Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock).
this please
suggestions in thread
- make carriers better against subs than supers (like they are now on tq)
- make carriers have faster drones than supers
- give carriers an advantage to using E-war drones -possible with just a power bonus or with giving carriers an extra tube and support fighter slot
after the mass test another idea came to me
don't let supers use space superiority fighters and make these smaller
this would mean to effectively counter a super you need a carrier
even if you do none of these the interceptor fighters do need to be smaller it makes no seance that such a niche fighter takes up so much space. ideally one flight would be less than the attack fighters but at the very least make them take the same space as attack fighters
Citadel worm hole tax
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Circumstantial Evidence
277
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Posted - 2016.04.08 17:50:03 -
[287] - Quote
CCP Larrikin wrote:Once you have a fighter squadron selected, try Q :) You can also tell your fighters to orbit targets, keep at range, approach (all basic ship commands) with the standard rightclick menu, if you have them selected on the fighter HUD. Awesome. I saw orbit/approach etc on right-click menus but assumed that would move my ship, so I didn't try it.
Bug: Fighters health shown in fighter bay does not always match HUD fighters health.
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Circumstantial Evidence
277
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Posted - 2016.04.08 17:57:19 -
[288] - Quote
Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock). Carriers are much less expensive than supercarriers. They will cause damage for as long as they live in a battle, much like BC's can help a BS fleet, even though they are volleyed off the field in a battleship face-off. Let the guy bring a Drake, if that's all he can bring ;)
That said, I liked your idea of giving carriers a unique support role, by dis-allowing support fighters on supercarriers. |

Lugh Crow-Slave
1798
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Posted - 2016.04.08 18:04:52 -
[289] - Quote
Circumstantial Evidence wrote:Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock). Carriers are much less expensive than supercarriers. They will cause damage for as long as they live in a battle, much like BC's can help a BS fleet, even though they are volleyed off the field in a battleship face-off. Let the guy bring a Drake, if that's all he can bring ;) That said, I liked your idea of giving carriers a unique support role, by dis-allowing support fighters on supercarriers.
but battle cruisers can do things BBs cant like better application on small ships and command links
there needs to be a reason to use every ship in the game independant of its cost
Citadel worm hole tax
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Marranar Amatin
Center for Advanced Studies Gallente Federation
64
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Posted - 2016.04.08 20:48:45 -
[290] - Quote
All ships are supposed to be useful, and "more expensive" is not supposed to mean "strictly better". Sure, a BS can tank more than a BC, and also hit harder, but the BC has better application, and is more agile. While the BS can be considered more powerful in a broade sense, and also more expensive, there are many situations in which a BC is prefered. In small-mid scale pvp, you usually prefer BC over BS, and the reason is not the price. So which ship to choose is not only based on the what you want to spend, but more importantly on what you want to do with it.
The only exception are faction ships and certain T2 ships. And I will just quote myself on that topic:
Marranar Amatin wrote:There are also T2 ships that could generally be considered better, for example there is hardly a reason to use a cruiser, if you could get a heavy assault cruiser for the same price. Or a frigate if you could also use an assault frigate. But this usually comes from a huge increase in price (a vexor is ~10mio, an ishtar 170mio, so about a factor 17), a much higher skill requirement, for a moderate performance increase. An ishtar has roughly 2x the ehp of a vexor, and maybe 25% damage more (depending on how you fit of course.
Now the only thing of carrier vs supercarrier, that is comparable to ishtar vs vexor is the price. A carrier is maybe 1.2 billion, a supercarrier about 20 (not sure of the exact price), so 20/1.2=16.7, about the same factor. But both have the same skill requirements, and the supercarrier is just much much better at everything. A chimera has 68.000 shield, a wyvern has 500.000. A Wyvern has a 400% bonus to shield extenders. A wyvern has strong resistances to electronic warfare. The wyvern has 20% damage bonus. It can launch 3 heavy fighters, where each long range heavy squadron is about as strong as all 2-3 light squadrons from the chimera. Additionally it can also launch 2 light squads. And it can launch anti capital fighters which probably do an order of magntiude more damage than the light fighters (I didnt really test them).
This is completely out of proportion to the usually T2 bonus. Supercarrier should not be so much better at everything.
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
67
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Posted - 2016.04.08 21:22:13 -
[291] - Quote
CCP Larrikin wrote:Sgt Ocker wrote:Circumstantial Evidence wrote:Sgt Ocker wrote:-------------- Right now on SISI you can't interact with fighters other than to launch and recall them. 1) lock target 2) make sure locked target is selected 3) Activate a function button over a deployed fighter squad, such as Attack or MWD. Then fighters will move to the selected target. Here's to hoping that shortcut keys like "F" will eventually work on squads, like it does for regular drones. Yeah I was referring to a new ability - The one where you can place fighters at spots around a grid without targets. You know the one Devs have been telling us is so game changing. Once you have a fighter squadron selected, try Q :) You can also tell your fighters to orbit targets, keep at range, approach (all basic ship commands) with the standard rightclick menu, if you have them selected on the fighter HUD. So what is Q supposed to do? I unbound whatever it was before to set the new M ability to Q and now neither of them do anything. |

Marranar Amatin
Center for Advanced Studies Gallente Federation
65
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Posted - 2016.04.08 21:23:38 -
[292] - Quote
Q is what M did before. |

Anhenka
Infinite Point Violence of Action.
1644
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Posted - 2016.04.08 21:34:30 -
[293] - Quote
Marranar Amatin wrote:Q is what M did before.
What did M do before? |

Marranar Amatin
Center for Advanced Studies Gallente Federation
65
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Posted - 2016.04.08 21:37:52 -
[294] - Quote
sending fighters to a certain point in space. |

Lugh Crow-Slave
1800
|
Posted - 2016.04.08 21:54:50 -
[295] - Quote
Marranar Amatin wrote:sending fighters to a certain point in space.
however it can now be used to control any ship in game
Citadel worm hole tax
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Sgt Ocker
Kenshin. DARKNESS.
895
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Posted - 2016.04.08 21:54:56 -
[296] - Quote
Marranar Amatin wrote:sending fighters to a certain point in space. When did it change and why?
Better still, when will there be an up to date blog with accurate information regarding Fighters.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
|

cBOLTSON
Caldari Provisions Caldari State
156
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Posted - 2016.04.09 14:20:56 -
[297] - Quote
Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock).
Wait a second what? I knew about the first two proposals but Carriers are losing their ability to dock?? What the hell.
The good old days of Unreal Tournament, fragging and sniping on Facing Worlds, listening to Foregone Destruction.......
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 14:24:06 -
[298] - Quote
cBOLTSON wrote:Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock). Wait a second what? I knew about the first two proposals but Carriers are losing their ability to dock?? What the hell.
No was talking about how supers can now dock so carriers no longer have that advantage over them
Citadel worm hole tax
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FT Diomedes
The Graduates
2451
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Posted - 2016.04.09 15:01:03 -
[299] - Quote
cBOLTSON wrote:Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock). Wait a second what? I knew about the first two proposals but Carriers are losing their ability to dock?? What the hell.
No, Supercarriers are gaining the ability to dock. Which means that Carriers are losing one unique advantage they had vis-a-vis Supercarriers. The argument is, now that you can dock a Supercarrier, why bother to fly a Carrier?
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 15:26:34 -
[300] - Quote
FT Diomedes wrote:cBOLTSON wrote:Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock). Wait a second what? I knew about the first two proposals but Carriers are losing their ability to dock?? What the hell. No, Supercarriers are gaining the ability to dock. Which means that Carriers are losing one unique advantage they had vis-a-vis Supercarriers. The argument is, now that you can dock a Supercarrier, why bother to fly a Carrier?
Well that's an extremely abridged version of the argument
Citadel worm hole tax
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