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Thread Statistics | Show CCP posts - 1 post(s) |
Gaogan
Gallente Solar Storm
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Posted - 2007.06.06 16:40:00 -
[91]
It seems like heat is one of those nifty ideas that just isn't very practical. It sounds like at best it will not be very useful, and at worst it will really mess some things up.
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Princess Jodi
Vendetta Underground Rule of Three
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Posted - 2007.06.06 18:45:00 -
[92]
I've said it elsewhere, but want it said here too:
The only reason I will ever use Heat is to overload all of my modules so that my enemy does not get any loot when I lose a ship.
Heat is a very very BAD idea. All developemnt on it should be stopped, and the resourses directed against Lag and fixing the Drone Regions.
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F2C MaDMaXX
The Arrow Project Morsus Mihi
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Posted - 2007.06.06 20:24:00 -
[93]
Originally by: Princess Jodi I've said it elsewhere, but want it said here too:
The only reason I will ever use Heat is to overload all of my modules so that my enemy does not get any loot when I lose a ship.
Heat is a very very BAD idea. All developemnt on it should be stopped, and the resourses directed against Lag and fixing the Drone Regions.
Wow, you clearly have been paying attention to this.
Of course they took developers aways from the new regions and lag problems in order to make heat!
Oh, and, if you really were paying attention, you'd know that overloading all your modules to stop people getting loot, isn't gonna work.
1) The point at which you'd over heat your modules to "destroy them" is the point at which you'd use heat in the first place.
2) Overloading your modules doesn't dsetroy your modules, clearly, heat is the new feature for you ;) ______________________________________ Natural Selection Developer
Sound FX
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Phrixus Zephyr
D00M. Triumvirate.
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Posted - 2007.06.06 20:57:00 -
[94]
Originally by: Aki Yamato "Heat level critical..." "Shut down sequence initiated.." "Shutting down !" "Flushing coolant!" "Heat level ... Nominal ..." "Shutdown sequence... Aborted"
Ouuu Yeahh !
Mechwarrior 4 4tw
Originally by: Benglada And whos going to tackle for them? Jesus?
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Stellar Vix
State War Academy
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Posted - 2007.06.07 06:32:00 -
[95]
Before reading summary 1 Heat Sucks, sucks worse than using defenders to shoot down a torpedo that targeted at somone else. 2 We seriously need Dev feedback to why and where this is Heat going because as it stands its going into the trash can and then out the airlock. 3 Suggestions you'll all probably heard including module fixers, coolant injectors, heat to 100% before module damage, more heat helping skills ect. ect. 4. Negative impact of heat's first impression will destroy Tech 3 pre first impression if you guys keep tooting heat with tech 3 I liked the customizable modules idea more with computer ships.
I wished the devs working on heat would comment about thier tinker toy project that it seems a growing number of people arent liking at all which is including me.
Sure the dread and carriers dropping out of reinforced modes by killing the module with heat is an issue and i bet you the cyno generator is also the same and has similar issues but i havent been able to test this yet because I dont have the skill... but this is the only directly related to heat dev response I've seen.
The interface although looks snappy there have been plenty of comments on how its in the way, I am glad a dev did mention fixing the redablity of reading the ammo counters.
But seriously heat won't save you in lag it will kill you in lag, heat wont save you from a close fight it will kill you in a close fight, heat will barely save anyone except the hassel of killing the pilot who uses it, which imo is severly messed up.
I expected the heat to increase to max where it gets bad then the damage would start on the modules, but as the current systems stands, its impossible to possibly get 100% even with 8 guns on the rack on overload, shoot the guns 2-3 times and you destroy the entire row other places before it gets anywhere close to high amount of heat.
Not to insult the idea, but heat as it stands is more worthless than defender missiles at level 1, and thats saying alot. And if this hits Tranquility, expect a massive amount of complaints and GMs arent going to like you guys to much either when your cluttered interface causes a destruction of a cricital module when it wasnt called for leading to the death of the ship before the pilot could stop the process.
Or wait a minute? Is it possible that the modules getting damage before 100% heat a bug? please stop kidding us and say something. Im sure the combined what 90-120 pages of heat hate isnt enough to get your guys attention.
Improvements possible:
Dont let modules get damagaded until 100% heat for that level.
Have heat bleed though levels they are touching, for example high heat will increase mid heat as well but not as fast.
Higher the level the better the heat is managed, making tanking a harder option to abuse to much, but overload the guns would increase heat in the tanking areas.
Make it so that modules create lesser heat but the more modules on that you online on all racks the more heat is generated overall.
As long as heat is being generated have it so that it doesnt get purged during overload. This will prevent folks from making managable setups forcing them to turn off the overloads.
The remote module repair sounds good but need to be tweaked carefully and should be near the likes of hull repairers as modules shoudl be more complicated than the hull of ships.
Can we get a coolant injector, something that will underduce heat (makes a blue bar instead to indicated lower temperatures or negative heat) to deal with heat, have them have long refire times (even the officer versions wont be fast enough) so that they are only good for cleaning heat once in a row allowing for extended heat cycling in overload.
Along with that Remote Coolers?
The idea of using damage controls to help with modules is also a good idea.
Drones(microwave drones)? Ewar(microwave beams ftw!)? Standard weapons? special ammo/missiles(friction rounds) =========
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |
BOldMan
Reikoku Band of Brothers
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Posted - 2007.06.07 09:59:00 -
[96]
Edited by: BOldMan on 07/06/2007 09:58:25 Few bads:
1 - menu for heating is bad as menu for drone control. Why are you using sensitive menu for commands that are critical is beyond my logic. Use buttons, pls! 2 - Toggle overload and hope to toggle off when the damage start to appear is a no-way in large battle or even in lag missions. I will not start overload when my screeen is full of ships and more and more shipd are warping in. Is like i choose selfdestruct myship. 3 - Damage is randomly and no way to control it. Also is no option to have an automating toggle overload on critical heat. I fly a space ship and i don't have any security system on it? Not realistic for sure. 4 - I even don't wanna take in consideration what is the benefit of using overloading on actual configuration of ships and skills for that. For few seconds and few cicle of using a module with 10-20% upgrade on attribute is no way to use in deep space.
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swoj
The New Order. United Connection's
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Posted - 2007.06.07 10:17:00 -
[97]
Edited by: swoj on 07/06/2007 10:15:43
Originally by: Stellar Vix
2 We seriously need Dev feedback to why and where this is Heat going because as it stands its going into the trash can and then out the airlock.
http://myeve.eve-online.com/devblog.asp?a=blog&bid=473
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Orravan
Infinite Improbability Inc Mostly Harmless
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Posted - 2007.06.07 16:19:00 -
[98]
Originally by: BOldMan 1 - menu for heating is bad as menu for drone control. Why are you using sensitive menu for commands that are critical is beyond my logic. Use buttons, pls!
Fixed, they added some cute buttons to overload the racks today. For the others points, remember it's not a feature meant to be used at normal pvp situation. Basically, it's a last chance to save the ship when you're facing the destruction, not a wtfpwning boost. Of course you can use it in the middle of a fight, but then, you face the consequences and take the risk to offline some modules when it's not really needed. You can't have the cake and eat it.
And for the realism issue, overload itself *is* a critical heat, to toggle it is removing the security systems. Besides, this is for the general purpose of Heat, I haven't tested it enough atm to judge how exactly the efficiency of the boost should be adjusted. ____________________
Finicky diplomat. Suicidal explorer. Faithful ally. |
Gner Dechast
Gallente Aliastra
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Posted - 2007.06.07 20:08:00 -
[99]
I resigned from Heat awhile ago, for the abysmal thing it indeed was, didn't pay any attention to it until just now. Looks like it's been getting some real attention.
First thing I noticed (along with the rack overloading buttons) was that I was no longer tanking random damage steadily into my modules from the very beginning. Now apparently the heat gauges have something to do with Heat :P ...but they seem to be showing correct heat values only when modules are engaged and heat is accumulating. On cool down, the red bar-thiny and the gauge needle move at different rates, and neither seems to be consistent with the presentage readout you can see in the tooltip.
This is huge positive step for Heat. To be completely frank, I am still suspicious if I will bother with it in TQ, but I can no longer say that it's utterly pointless and useless. it's no longer 30 second(max) twitch to your doom-smelling-like-fried-electronics. Overloading works longer now than maximum of 3 - 5 cycles, and I am trying to work out if the overloading gains have partially been modified (if I can).
I will invest time in Heat now, testing it and trying to come up with new opinion about it :)
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Stellar Vix
State War Academy
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Posted - 2007.06.07 21:52:00 -
[100]
How bout damn time >< =========
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |
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Juntos
Pelennor Swarm R i s e
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Posted - 2007.06.08 13:41:00 -
[101]
Heat seems ok. After reading the transcript of the blog I can see the point sort of. But I do think that lag could be a problem as turning off the overload seems a little troublesome.
I like the idea of the new interface, but hate the glowing around the buttons. You can't properly see if a module is on or not. Could this be changed. A suggestion would be have the nice bar light at the top of the button switch on for module on, flash green for on and overloaded and flash red for shutting off. Would be much clearer.
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Mysterlee
Gallente 5punkorp Betrayal Under Mayhem
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Posted - 2007.06.08 16:31:00 -
[102]
Originally by: Juntos A suggestion would be have the nice bar light at the top of the button switch on for module on, flash green for on and overloaded and flash red for shutting off. Would be much clearer.
Yes definately this. I keep wondering whether overload is actually turning off or not since it stays green the whole time.
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Stellar Vix
State War Academy
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Posted - 2007.06.08 20:19:00 -
[103]
doesnt sound color blind friendly... =========
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |
Haas Tabris
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Posted - 2007.06.08 23:45:00 -
[104]
LOL @ heat. Do you devs ever play this game? Really, with all the problems we have you guys are wasting your time with this?
How about 3 little buttons that do this:
button 1 - overload guns button 2 - overload shields button 3 - overload engines
Hit a button and all the modules in this category go into overload mode, boosting their stats and damaging them in the process.
About to die with guns blazing? One click. About to die if you can't outrun that other ceptor? One click. Oooo I might live thru this fight if i could just tank another 30 seconds.... One click.
Please. Do this. For the love of god and eve.
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Feng Schui
Minmatar The Ninja Coalition
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Posted - 2007.06.10 11:30:00 -
[105]
I was playing around with this new feature, fighting some rats. here's my opinion on it.
Dislikes
1
Problem: You will need to have all your modules showing, so you don't break one of them. This clutters up the GUI.
Fix: Allow us to "Show passive high slots" / "Show passive mid slots" / Show passive low slots" seperately. This way, we can still maintain some resemblance of "order".
Reasoning: For example, all of my low slots are all passive items, I don't need my low slots showing. All I need are to be able to see my high slots and my medium slots.
2
Problem: Toggle buttons are way too small
Fix: Make them the size of the regular module buttons.
Reasoning: I'm blind, and I tend to "fat finger" my mouse when the adrenalin is pumping (yea.. i'm a nubbin).
Likes
1) It seems like heat will be very popular in the low sec crowd, since they have access to "free" repair stations.
2) Repairing modules isn't that expensive (I damaged all of my modules to about 80%.. cost less than a mill ISK (this was on a manticore).
My opinion is my own, not of my corp or my alliance. If you have problems, we can have a "who can do L4 missions faster" duel >:) |
Eleana Tomelac
Gallente
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Posted - 2007.06.11 08:31:00 -
[106]
I found the buttons a bit hard to activate, well, mostly, I used the overheat low/mid/hi to do anything...
Maybe a square button for overloading behind the round button for activation could be good, it would let us the corners to click on it. -- Pocket drone carriers (tm) enthousiast ! Happy owner of a Vexor Navy Issue and few ishkurs. The Vexor Navy Issue is much more fun than the Myrmidon ! |
ShadoStinger
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Posted - 2007.06.11 08:32:00 -
[107]
Originally by: Nymos
Originally by: Aki Yamato "Heat level critical..." "Shut down sequence initiated.." "Shutting down !" "Flushing coolant!" "Heat level ... Nominal ..." "Shutdown sequence... Aborted"
Ouuu Yeahh !
that sounds pretty much like mechwarrior :D. i loved to alpha strike stuff with the heaviest weapons and just flush some coolant into my systems
Oh yea, one mechfull of Clan ER PPC's and one alphastrike ftw :D
On topic, thats more how I envisioned heat when I heard of it, and how I'd prefer it. Or else something along the lines of the (already mentioned) "dial up heat on some mods, dial down on others to compensate" model.
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Stellar Vix
State War Academy
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Posted - 2007.06.11 14:36:00 -
[108]
Somone mentioned about allow passive modules show or no show, this isnt an option as heat gets dangerous for a rack ti will bleed into other heat levels and modules and start to hurt them. =========
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |
Carnith
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Posted - 2007.06.11 22:06:00 -
[109]
Might just be me, but I thought space was supposed to be like sub zero temps? And from a different view im supposed to believe that any civilization that is able to produce any kind of "space craft" remotely close to anything in EvE cant counter a heat issue? This all just seems like a way to limit people rather than expand the game.
Personally it all sounds like one giant blanket nerf in shiny wrapping.
Heat, is not such a cool idea imo.
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Carnith
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Posted - 2007.06.11 22:08:00 -
[110]
Originally by: ShadoStinger
Originally by: Nymos
Originally by: Aki Yamato "Heat level critical..." "Shut down sequence initiated.." "Shutting down !" "Flushing coolant!" "Heat level ... Nominal ..." "Shutdown sequence... Aborted"
Ouuu Yeahh !
that sounds pretty much like mechwarrior :D. i loved to alpha strike stuff with the heaviest weapons and just flush some coolant into my systems
Oh yea, one mechfull of Clan ER PPC's and one alphastrike ftw :D
On topic, thats more how I envisioned heat when I heard of it, and how I'd prefer it. Or else something along the lines of the (already mentioned) "dial up heat on some mods, dial down on others to compensate" model.
OH SNAP, hail to you fellow Mech warrior player! And honestly I preferred a 7 ER-Large Novacat.
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.12 05:57:00 -
[111]
Originally by: Carnith Might just be me, but I thought space was supposed to be like sub zero temps? And from a different view im supposed to believe that any civilization that is able to produce any kind of "space craft" remotely close to anything in EvE cant counter a heat issue? This all just seems like a way to limit people rather than expand the game.
There is no temperature in space, it's a vacuum.
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Valeo Galaem
InterGalactic Corp. Imperial Republic Of the North
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Posted - 2007.06.12 14:51:00 -
[112]
Originally by: William Hamilton
Originally by: Carnith Might just be me, but I thought space was supposed to be like sub zero temps? And from a different view im supposed to believe that any civilization that is able to produce any kind of "space craft" remotely close to anything in EvE cant counter a heat issue? This all just seems like a way to limit people rather than expand the game.
There is no temperature in space, it's a vacuum.
Of course there is temperature is space, in the form of radiation. The average temperature of the universe is about 3K, or -270 degrees C (read a book on astrophysics or at least thermodynamics as to how we can know this).
But heat transfer via radiation is extremely slow. Without dedicated cooling systems, heat buildup in inevitable. Take the space shuttle, is basically a huge space born radiator just to keep the astronauts from baking.
Thar be Pirates
You are not authorised to hack into CONCORD's mainframe Your Wallet has been emptied!
CONCORD Encryption Methods |
Mashie Saldana
Hooligans Of War
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Posted - 2007.06.12 18:37:00 -
[113]
A few issues I noticed for heat testing after the new server mirror today:
Thermodynamics lvl 5 isn't included in our skilltrees any longer. Thermodynamics skillbook not seeded on the market.
We're sorry, something happened.
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sulgerd
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Posted - 2007.06.13 02:41:00 -
[114]
probably already been discussed, but why not make it just like cap? Say a cruiser will have 1000 heat points, each shot with a gun fired takes maybe 50 heatpoints (just an example) per shot, also maybe make cap boosters loadable with cooling stuff and make heat power relays and stuff that increases maximum heat capacity or decrease heat cost for an activation. At 900 aurora starts screaming "system overload gawd" and modules start taking damage and shutting off, at 1000 all your modules should be turned off and you're pretty screwed.
this is the wrong char btw but whatever
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Van Krakien
Gallente RONA Midgard Academy
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Posted - 2007.06.13 21:22:00 -
[115]
Yea, a liquid cooling system module that could counteract the negative effects of HEAT would be a cool addition to HEAT.
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Mashie Saldana
Hooligans Of War
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Posted - 2007.06.13 23:21:00 -
[116]
The skillbook has been seeded on SiSi now.
By the way, any particular reason why we can't overload the active modules known as gang mods?
We're sorry, something happened.
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Kvarium Ki
legion of qui Freelancer Alliance
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Posted - 2007.06.14 03:52:00 -
[117]
I don't have the skills to test heat but I'm wondering.
While in space if you move one of your armor rep icon from low slot to high slot and you hit the overload high slot button does it overload your armor rep as well or just the modules that are ment to be fitted in high slots?
KK.
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Mashie Saldana
Hooligans Of War
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Posted - 2007.06.14 10:56:00 -
[118]
Originally by: Kvarium Ki I don't have the skills to test heat but I'm wondering.
While in space if you move one of your armor rep icon from low slot to high slot and you hit the overload high slot button does it overload your armor rep as well or just the modules that are ment to be fitted in high slots?
KK.
It doesn't matter where on the GUI you place your modules, low slot modules will only affect the low slot rack and so on. However it is a good idea to unhide passive modules though as they have a certain habit of taking a good beating from heat.
We're sorry, something happened.
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SFShootme
The Carebear Stare
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Posted - 2007.06.15 15:08:00 -
[119]
Could anybody confirm the pre-reg skills for the Thermodynamics skills? Tho shall give Life, for Life. |
Malena
Perpetual Dawn
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Posted - 2007.06.15 18:37:00 -
[120]
has anyone tested the effects of boosters when used in conjunction with heat? What kind of numbers can you get when using the 20% to armor amount booster along with your overloaded large or capital armor repper? Do the effect even stack?
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