
Loc Maythan
Gallente AlfaCorp
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Posted - 2008.11.14 15:39:00 -
[2]
Edited by: Loc Maythan on 14/11/2008 15:40:15 Maybe I'm not interpreting module cycle timers correctly, but they seem a little odd to me.
My understanding is that if you have, for example, a Large Armor Repairer II with a cycle of 15 seconds, it takes a bit of cap every 15 seconds, and the cycle timer will take 15 seconds to do a full circle. If you stop the module, it should still finish the circle (15s) before switching off - the icon stops flashing.
What I am seeing is a LAR II starting a cycle - the timer circle starts drawing - but when I switch it off, the timer gets maybe 2/3rds of the way round before the icons stops flashing. As this point, the cycle timer clears as if the cycle has finished, and I can then restart the module.
Due to my skills and implants, my LAR cycle time is actually just over 10 seconds, and I am wondering if the cycle timer circle is being displayed based on the 15 second base duration instead of the actual duration of 10 seconds. Hence, the module is deactivating after 10 seconds while the cycle timer is only 2/3rds of the way to finishing. It is identical to what happens with a salvager if the salvage attempt is successful - the module deactivates immediately and the timer does not have to make it all the way round.
Or maybe it's a lag-artifact?
Has anyone else noticed this? Am I missing something?
I am largely unconcerned ;-) The cycle timers are a bit distracting if you have several racks of them running, and they don't actually tell me anything I've ever needed to know. However, if it is a bug, I'll report it.
On other changes:
- Looking forward to the Orca - Was annoyed by the loss of +2 WCS on blockade runners, until I fitted a covert ops cloak ... \o/ - Need to get my Occator out of mothballs now that it has a nice, shiny +2 WCS - Medals ... meh! Can't see me spending 5m to create one and 5m everytime I dish one out. - Certificates are too broad to be much use - losing 'points' because I specialise rather than generalise can't be right. - Implant changes are bloody annoying. I now have several expensive implants which can no longer be used because they a) now use the same slot and b) use the same slot as other implants. My Domi is now so slow that it is being overtaken by stationary objects ;-) This is certainly my least favourite change - I don't care about losing 3km/s with my interceptor, but 24m/s with the Domi is annoying. - Love the ability to switch off window snapping - quite possibly the only thing in QR that I think is worthwhile thus far. - Weapon grouping. I won't be using it in its current form as when I warp into a mission, I need to be able to shoot various target to get full aggro. When grouped, I can only fire all my weapons together, which is somewhat wasteful and time-consuming. I would want the ability to fire all my guns most of the time, but with the option of still firing weapons singly when there is a need. Maybe a keyboard shortcut to toggle into and out of grouped mode. - New stargates - why? But then I'm one of those people who puts function ahead of form - I fly a Domi, after all ;-) - Speed changes on the whole are too widespread. I would imagine that just about every player in the game has been affected in some way in order to fix something only seen as a problem by relatively few people. It would have been much better in my opinion to have targeted specific ships and modules rather then the all-encompassing changes made, particularly as they seem to have led to a number of other changes to rebalance things - implant, missile and webbing changes spring to mind. Does the expression "to leave well enough alone" not mean anything to CCP? As Churchill might have said "Never, in the field of human conflict, has time been wasted so much, by so many, to gain so little" ;-)
Loc.
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