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Author |
Thread Statistics | Show CCP posts - 18 post(s) |
Kossaw
Body Count Inc. Pandemic Legion
85
|
Posted - 2013.10.23 09:34:00 -
[451] - Quote
Dav Varan wrote:if the new accel decel curve is symetrical then half the total warp time is going to be the time to cross a distance while decelerating to land.
Maybe you should go test that before making assumptions. Check this video ...
http://themittani.com/media/rubicon-warp-speed-comparison-video.
Dictors are marginally slower than interceptors, but the video shows pretty clearly how both these ship classes will work.
Total warp distance is 16 AU. ( so a bit short to start with for best demonstration). The Rubicon interceptor enters the warp tunnel at about 3 seconds, the distance to go starts to decrease at 4 seconds, hits 10 AU to go at 5 seconds, reaches 1 AU to go at 6 seconds and the interceptor arrives on the gate at 10 seconds. At 14 seconds the interceptor has selected the target, locked it and scrambled it.
That video is taken from the point of view of the interceptor. The pilot has no speed rigs or implants. Total time from being in scan range to arriving on grid is perhaps 4 seconds. Rigs and implants will reduce this further. The server updates your client at best once per second ( and if you live outside London I can assure you its never that quick ) and you have a minimum 3 seconds between D-Scans.
A dictor doesnt need to select, target and lock your gang. Its been verified on SiSi that dictors can land and bubble before your client is updated and the overview shows them on your grid. WTB : An image in my signature |
Dav Varan
Spiritus Draconis Sicarius Draconis
70
|
Posted - 2013.10.23 10:20:00 -
[452] - Quote
Kossaw wrote:Dav Varan wrote:if the new accel decel curve is symetrical then half the total warp time is going to be the time to cross a distance while decelerating to land. Maybe you should go test that before making assumptions. Check this video ... http://themittani.com/media/rubicon-warp-speed-comparison-video.Dictors are marginally slower than interceptors, but the video shows pretty clearly how both these ship classes will work. Total warp distance is 16 AU. ( so a bit short to start with for best demonstration). The Rubicon interceptor enters the warp tunnel at about 3 seconds, the distance to go starts to decrease at 4 seconds, hits 10 AU to go at 5 seconds, reaches 1 AU to go at 6 seconds and the interceptor arrives on the gate at 10 seconds. At 14 seconds the interceptor has selected the target, locked it and scrambled it. That video is taken from the point of view of the interceptor. The pilot has no speed rigs or implants. Total time from being in scan range to arriving on grid is perhaps 4 seconds. Rigs and implants will reduce this further. The server updates your client at best once per second ( and if you live outside London I can assure you its never that quick ) and you have a minimum 3 seconds between D-Scans. A dictor doesnt need to select, target and lock your gang. Its been verified on SiSi that dictors can land and bubble before your client is updated and the overview shows them on your grid.
your quoting 10au at 5 secs and landing at 10 secs!
Thats 5 secs and 5 server ticks your in scan range from not 4 and thats a ceptor.
Both are a massive difference from the "covering 14au in a single tick in a dictor" you posted originally.
We know dictors are going to be super effective with rubicon, but warping to grid effectivelly cloaked is not the case.
I think most dictor pilots are not likelly to go past t1 rigs.
T2 rigs and xx billion isk implant sets on a ship that is going to be primary and bubbles it pilots pod if it goes bad ? If a dictor pilot has balls that big he deserve the glory of your fleets death imho. |
seth Hendar
I love you miners
207
|
Posted - 2013.10.23 13:32:00 -
[453] - Quote
Dav Varan wrote:Kossaw wrote:Dav Varan wrote:if the new accel decel curve is symetrical then half the total warp time is going to be the time to cross a distance while decelerating to land. Maybe you should go test that before making assumptions. Check this video ... http://themittani.com/media/rubicon-warp-speed-comparison-video.Dictors are marginally slower than interceptors, but the video shows pretty clearly how both these ship classes will work. Total warp distance is 16 AU. ( so a bit short to start with for best demonstration). The Rubicon interceptor enters the warp tunnel at about 3 seconds, the distance to go starts to decrease at 4 seconds, hits 10 AU to go at 5 seconds, reaches 1 AU to go at 6 seconds and the interceptor arrives on the gate at 10 seconds. At 14 seconds the interceptor has selected the target, locked it and scrambled it. That video is taken from the point of view of the interceptor. The pilot has no speed rigs or implants. Total time from being in scan range to arriving on grid is perhaps 4 seconds. Rigs and implants will reduce this further. The server updates your client at best once per second ( and if you live outside London I can assure you its never that quick ) and you have a minimum 3 seconds between D-Scans. A dictor doesnt need to select, target and lock your gang. Its been verified on SiSi that dictors can land and bubble before your client is updated and the overview shows them on your grid. your quoting 10au at 5 secs and landing at 10 secs! Thats 5 secs and 5 server ticks your in scan range from not 4 and thats a ceptor. Both are a massive difference from the "covering 14au in a single tick in a dictor" you posted originally. We know dictors are going to be super effective with rubicon, but warping to grid effectivelly cloaked is not the case. I think most dictor pilots are not likelly to go past t1 rigs. T2 rigs and xx billion isk implant sets on a ship that is going to be primary and bubbles it pilots pod if it goes bad ? If a dictor pilot has balls that big he deserve the glory of your fleets death imho. Ships landing on grid before overview update is a separate issue not related to ghosting through dscan range. Yes that is an issue which will probably need some work, much larger grids or altered warp accel/decel. The dscan issue you posted is a non issue. A dictor pilot can not land on your fleet unless there on a warp point of some discription or he has a cloaky or proby wingman of some description. Anyway there was gameplay before the dictor drop. 5 secs is plenty of warning if you are awake. you are wrong, check the videos made, and test it yourself, even with a very high end connection, you can be ongrid with someone and bubble him before he even see you on his overview....i tested it myself, i saw it, like many other here.
it is also possible with an inty, my point landed the second i appeared on the overview, meaning i was already there long enought to lock him (wich is crazy fast, around a sec with a stiletto vs a BS)
plus, regarding dscan, you cannot refresh faster than once every 3 secondes so.....get your fact straight |
Dav Varan
Spiritus Draconis Sicarius Draconis
70
|
Posted - 2013.10.23 14:32:00 -
[454] - Quote
seth Hendar wrote:Dav Varan wrote:
Ships landing on grid before overview update is a separate issue not related to ghosting through dscan range. Yes that is an issue which will probably need some work, much larger grids or altered warp accel/decel.
The dscan issue you posted is a non issue. A dictor pilot can not land on your fleet unless there on a warp point of some discription or he has a cloaky or proby wingman of some description. Anyway there was gameplay before the dictor drop. 5 secs is plenty of warning if you are awake.
you are wrong, check the videos made, and test it yourself, even with a very high end connection, you can be ongrid with someone and bubble him before he even see you on his overview....i tested it myself, i saw it, like many other here. it is also possible with an inty, my point landed the second i appeared on the overview, meaning i was already there long enought to lock him (wich is crazy fast, around a sec with a stiletto vs a BS) plus, regarding dscan, you cannot refresh faster than once every 3 secondes so.....get your fact straight
You seem to be confused. why are you arguing about points everyone allready agrees on ?
Everyone already agrees on grid appearance is a problem this includes me Everyone already agrees it takes 3 secs to Dscan this includes me.
The assertation that a ship can get though dscan range without being picked up on dscan is completelly wrong if that ship is decelerating to land on your grid min warp time for a dictor through dscan range is going to be ~5 seconds fully maxed and will more commonly be 7 secs with disposable setups.
Thats 1 or 2 guaranteed hits on dscan and an absolute minimum of 2 seconds to press warp. Of course if your not aligned welcome to non consensual PvP
|
Dersen Lowery
Laurentson INC StructureDamage
797
|
Posted - 2013.10.23 14:58:00 -
[455] - Quote
Dav Varan wrote:Thats 1 or 2 guaranteed hits on dscan and an absolute minimum of 2 seconds to press warp. Of course if your not aligned welcome to non consensual PvP
Even if you are, two seconds is not a terribly long time, and if you time it wrong, two seconds (and a tiny bit of overlap) can occur over three ticks. If you happen to be preoccupied with something else, welp.
Piloting anything larger than a frigate will become not entirely unlike mining in lowsec in a barge. It will be interesting to see how this shakes out. Proud founder and member of the Belligerent Desirables. |
TinkerHell
Nocturnal Romance Cynosural Field Theory.
84
|
Posted - 2013.10.23 20:50:00 -
[456] - Quote
erm...
Did you really have to use this as an opportunity to nerf the Adrestia?
Don't buff them i dont care but stop nerfing the damn things.
Keep 6AU warp speed. |
dexter xio
TURN LEFT
14
|
Posted - 2013.10.23 21:58:00 -
[457] - Quote
This is ridiculously broken... both interceptors and interdictors are far to overpowered for this, add warp speed implants (lol?) and it's even more ridiculous. Any gang will be easily caught by a larger gang/blob with multiple interceptors and interdictors, let alone a single interdictor. Dexter xio - That cool guy |
Allandri
Liandri Industrial Liandri Covenant
60
|
Posted - 2013.10.24 12:16:00 -
[458] - Quote
dexter xio wrote:This is ridiculously broken... both interceptors and interdictors are far to overpowered for this, add warp speed implants (lol?) and it's even more ridiculous. Any gang will be easily caught by a larger gang/blob with multiple interceptors and interdictors, let alone a single interdictor.
That's the entire point of those ships |
Allandri
Liandri Industrial Liandri Covenant
60
|
Posted - 2013.10.24 12:17:00 -
[459] - Quote
So has anyone said anything about the fact that probes, fighters, and fighterbombers still don't have warp values listed? |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
599
|
Posted - 2013.10.24 14:03:00 -
[460] - Quote
Dav Varan wrote:seth Hendar wrote:Dav Varan wrote:
Ships landing on grid before overview update is a separate issue not related to ghosting through dscan range. Yes that is an issue which will probably need some work, much larger grids or altered warp accel/decel.
The dscan issue you posted is a non issue. A dictor pilot can not land on your fleet unless there on a warp point of some discription or he has a cloaky or proby wingman of some description. Anyway there was gameplay before the dictor drop. 5 secs is plenty of warning if you are awake.
you are wrong, check the videos made, and test it yourself, even with a very high end connection, you can be ongrid with someone and bubble him before he even see you on his overview....i tested it myself, i saw it, like many other here. it is also possible with an inty, my point landed the second i appeared on the overview, meaning i was already there long enought to lock him (wich is crazy fast, around a sec with a stiletto vs a BS) plus, regarding dscan, you cannot refresh faster than once every 3 secondes so.....get your fact straight You seem to be confused. why are you arguing about points everyone allready agrees on ? Everyone already agrees on grid appearance is a problem this includes me Everyone already agrees it takes 3 secs to Dscan this includes me. The assertation that a ship can get though dscan range without being picked up on dscan is completelly wrong if that ship is decelerating to land on your grid min warp time for a dictor through dscan range is going to be ~5 seconds fully maxed and will more commonly be 7 secs with disposable setups. Thats 1 or 2 guaranteed hits on dscan and an absolute minimum of 2 seconds to press warp. Of course if your not aligned welcome to non consensual PvP
That is a great oppportunity. MAybe this will rise a problem that will make CCP move into fixing the intel tools in game. Somethign to replace local and the D_SCan as intel tools.
We can only hope .. sometimes the bad comes for the better "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Barrogh Habalu
Imperial Shipment Amarr Empire
552
|
Posted - 2013.10.24 17:37:00 -
[461] - Quote
Kagura Nikon wrote:That is a great oppportunity. MAybe this will rise a problem that will make CCP move into fixing the intel tools in game. Somethign to replace local and the D_SCan as intel tools.
We can only hope .. sometimes the bad comes for the better I'd add API outsourcing to that list as well. I'm pretty sure that if intel that is limited to your current system (local) is a problem, then intel that has no such limitation should as well be. As of right now, you don't even have to travel somewhere to detect people running PvE there, and sometimes you can even pick up gatecamps and such, given right circumstances. |
Dav Varan
Spiritus Draconis Sicarius Draconis
71
|
Posted - 2013.10.25 10:38:00 -
[462] - Quote
Given the concerns over detection times on dscan and the instant appearance on grid from nowhere I propose the following solution.
Link warp acceleration to max warp speed as planned Have static warp deceleration as per current build.
Will fix appearance on grid and keep detection time more or less the same.
Slow ships will tend to have long acceleration times over a large distance followed by tranq deceleration for a short time/distance. Fast ships will tend to have short acceleration times over a short distance followed by tranq deceleration for a moderate time/distance.
Overall fast ships will still be a lot faster than slow ships point to point although not as much as current proposal. Grid appearance is fixed without having to jig with grid sizes or mechanics. |
Abigail Sagan
Active Fusion Cold Fusion.
45
|
Posted - 2013.10.25 11:33:00 -
[463] - Quote
One option as one of those warning systems: When a ship activates warp drive, target grid receives a "Warp Disturbance" or "Incoming Ship" message, which all ships receive somehow; maybe via overview, maybe as big red alarm letters with audible klaxon sound, or maybe as unpleasant smell from under pilot's chair or something like that. That would reduce heart attacks by pilots by about 13.2 percents. I leave it to the PvP experts to determine, if that is by too many percents.
As a side note, I would love to have that warp speed/acceleration increase. Hopefully it makes it to the next expansion and with as few negative side effects as possible.
Edit: As an afterthought; that is probably too OP. *sighs and dons the anti-flame outfit* |
Dav Varan
Spiritus Draconis Sicarius Draconis
71
|
Posted - 2013.10.25 12:53:00 -
[464] - Quote
Abigail Sagan wrote:One option as one of those warning systems: When a ship activates warp drive, target grid receives a "Warp Disturbance" or "Incoming Ship" message, which all ships receive somehow; maybe via overview, maybe as big red alarm letters with audible klaxon sound, or maybe as unpleasant smell from under pilot's chair or something like that. That would reduce heart attacks by pilots by about 13.2 percents. I leave it to the PvP experts to determine, if that is by too many percents.
As a side note, I would love to have that warp speed/acceleration increase. Hopefully it makes it to the next expansion and with as few negative side effects as possible.
Edit: As an afterthought; that is probably too OP. *sighs and dons the anti-flame outfit* Little less OP option, but probably still OP: The message would be sent once the ship starts to decelerate in warp, instead of when it goes to warp.
Back in the days a single player space game called Frontier had a nice feature
When a ship hyperspaced it would generate a hyperspace cloud at departure and arrival point, you could scan these clouds to follow and anticipate the arrival of ships.
A similar mechanism could be employed in eve with warp tunnels from departure to destination being visible to everyone on either grid.
Ship warps to your grid you see a translucent tunnel streching off into the distance. much better solution than spamming dscan imho.
|
Allison A'vani
North Eastern Swat Pandemic Legion
53
|
Posted - 2013.10.25 17:57:00 -
[465] - Quote
Dav Varan wrote:Abigail Sagan wrote:One option as one of those warning systems: When a ship activates warp drive, target grid receives a "Warp Disturbance" or "Incoming Ship" message, which all ships receive somehow; maybe via overview, maybe as big red alarm letters with audible klaxon sound, or maybe as unpleasant smell from under pilot's chair or something like that. That would reduce heart attacks by pilots by about 13.2 percents. I leave it to the PvP experts to determine, if that is by too many percents.
As a side note, I would love to have that warp speed/acceleration increase. Hopefully it makes it to the next expansion and with as few negative side effects as possible.
Edit: As an afterthought; that is probably too OP. *sighs and dons the anti-flame outfit* Little less OP option, but probably still OP: The message would be sent once the ship starts to decelerate in warp, instead of when it goes to warp. Back in the days a single player space game called Frontier had a nice feature When a ship hyperspaced it would generate a hyperspace cloud at departure and arrival point, you could scan these clouds to follow and anticipate the arrival of ships. A similar mechanism could be employed in eve with warp tunnels from departure to destination being visible to everyone on either grid. Ship warps to your grid you see a translucent tunnel streching off into the distance. much better solution than spamming dscan imho.
The main issue with both this and the previous poster's idea of a notification pop up, is that when you have upwards of several 100 people on grid, adding an additional particle effect creates more lag as it is another call the server has to make. Additionally when you have again upwards of 100 people landing on grid, are you going to spam everyone on grid with several 100 warp notifications?
Quite frankly this is not an issue at all, you have local chat so you can see when someone comes into system. If you are too dumb to warp off in your ship if you don't want PvP then that is your own fault. Neither of these things is an issue nor is the warping past d-scan range since you have local chat. So this is just more awful visual garbage to fill up the screen like that awful jump tunnel effect and the awful new warp gate effect which STILL needs an option to disable as it still gives many people including myself motion sickness.
|
Dav Varan
Spiritus Draconis Sicarius Draconis
71
|
Posted - 2013.10.25 18:22:00 -
[466] - Quote
Allison A'vani wrote:Dav Varan wrote:Abigail Sagan wrote:One option as one of those warning systems: When a ship activates warp drive, target grid receives a "Warp Disturbance" or "Incoming Ship" message, which all ships receive somehow; maybe via overview, maybe as big red alarm letters with audible klaxon sound, or maybe as unpleasant smell from under pilot's chair or something like that. That would reduce heart attacks by pilots by about 13.2 percents. I leave it to the PvP experts to determine, if that is by too many percents.
As a side note, I would love to have that warp speed/acceleration increase. Hopefully it makes it to the next expansion and with as few negative side effects as possible.
Edit: As an afterthought; that is probably too OP. *sighs and dons the anti-flame outfit* Little less OP option, but probably still OP: The message would be sent once the ship starts to decelerate in warp, instead of when it goes to warp. Back in the days a single player space game called Frontier had a nice feature When a ship hyperspaced it would generate a hyperspace cloud at departure and arrival point, you could scan these clouds to follow and anticipate the arrival of ships. A similar mechanism could be employed in eve with warp tunnels from departure to destination being visible to everyone on either grid. Ship warps to your grid you see a translucent tunnel streching off into the distance. much better solution than spamming dscan imho. The main issue with both this and the previous poster's idea of a notification pop up, is that when you have upwards of several 100 people on grid, adding an additional particle effect creates more lag as it is another call the server has to make. Additionally when you have again upwards of 100 people landing on grid, are you going to spam everyone on grid with several 100 warp notifications? Quite frankly this is not an issue at all, you have local chat so you can see when someone comes into system. If you are too dumb to warp off in your ship if you don't want PvP then that is your own fault. Neither of these things is an issue nor is the warping past d-scan range since you have local chat. So this is just more awful visual garbage to fill up the screen like that awful jump tunnel effect and the awful new warp gate effect which STILL needs an option to disable as it still gives many people including myself motion sickness.
Quite frankly You could not be more wrong if you tried.
Its much cheaper computationally to get the server to alert 100 clients on a grid once when a ship instigates warp to that grid than it is to have those 100 client ask the server every 3 seconds to work out the distance of every ship in system to them and then send them back the results.
Old scanner spamming 100 square root calculation 100 times = 10,000 square root calcs every 3 secs versus 100 notifications with a set of co-ordinates calculated once.
It would be a solution that is orders of magnitudes more easy on the server. |
Optimo Sebiestor
Bondage Goat Zombie Strictly Unprofessional
192
|
Posted - 2013.10.25 18:31:00 -
[467] - Quote
Just now flew a interceptor on sisi, damn.. You will get caugth With Your pants Down in Rubicon lol.. |
Abigail Sagan
Active Fusion Cold Fusion.
46
|
Posted - 2013.10.26 07:56:00 -
[468] - Quote
Allison A'vani wrote:Dav Varan wrote:
Back in the days a single player space game called Frontier had a nice feature
When a ship hyperspaced it would generate a hyperspace cloud at departure and arrival point, you could scan these clouds to follow and anticipate the arrival of ships.
A similar mechanism could be employed in eve with warp tunnels from departure to destination being visible to everyone on either grid.
Ship warps to your grid you see a translucent tunnel streching off into the distance. much better solution than spamming dscan imho.
The main issue with both this and the previous poster's idea of a notification pop up, is that when you have upwards of several 100 people on grid, adding an additional particle effect creates more lag as it is another call the server has to make. Additionally when you have again upwards of 100 people landing on grid, are you going to spam everyone on grid with several 100 warp notifications? Quite frankly this is not an issue at all, you have local chat so you can see when someone comes into system. If you are too dumb to warp off in your ship if you don't want PvP then that is your own fault. Neither of these things is an issue nor is the warping past d-scan range since you have local chat. So this is just more awful visual garbage to fill up the screen like that awful jump tunnel effect and the awful new warp gate effect which STILL needs an option to disable as it still gives many people including myself motion sickness.
I have played with the idea I had a little more. The process could maybe work like this:
Client initiates Warp and server gets the info. Server sends the info to the server that handles the grid (usually the same server, I think). That server counts how many ships are enroute to the target grid and informs the clients of that grid the number of approaching warp signatures (just one message packet, instead of d-scan packet from 'all' pilots in system). The client uses logarhitmic scale (like Richter scale) to show the strength of the warp signature.
For example: 1 to 3 ships incoming: Violet light lits up somewhere on client. 4 to 10 ships: Indigo light 11 to 50 ships: Blue light 51 to 200 ships: Green light ... 1000 to 2500 ships: Orange light 2500+ ships: Red light and Scary Klaxon Sound!
The numbers are just to give an idea. They should be scaled to something useful. Calculating cloaked and friendly ships might be handled differently - or not.
|
Mr Fizz
Industrial Waste Removal Services
0
|
Posted - 2013.10.26 08:08:00 -
[469] - Quote
Frigates are for many, the first fast, agile, deliverer of thrills. So often we move on, cruisers, miners, hauliers, ships becoming more and more powerful, more and more capable, and for some reason or another, somewhat slower.
Frigates should be the fastest ships, they should be the most agile and I think no one will fault they carry the lightest armour and not the brightest weapons. The trick with the frigate, was to emerge from nowhere, at speed, arrive at the target, deliver your payload and harass. While the victim attempts to 'swat' you like an annoying bug, the bigger ships should arrive, destroy your ability to manoeuvre and then target your magazine to destroy you from the inside.
Apart from brave or foolhardy solo pirates, the frigate is useless as a solo-boat. So why not let it, in this game, travel at lightning speed, be exceptionally agile and deliver a somewhat interesting payload. It should be the pilots skill on selecting weaponry and how to use it that makes a frigate a nuisance, not the mechanics of speed and agility.
And why should all ships, in this lovely game, not be able to travel at the same speed, be able to accelerate at the same rate and be able to 'arrive' on a time and in an instant, after all, 'mass' as a subject was not invited to the party, 'force' has been abolished and the need for any adherence to the 'Principia Mathematica' has been long since over-ruled in an effort to maintain game play.
So for me, if a player complains about CCP's changes to the ships, tells me that the player simply cannot play their hand the way the game intends. As players, we have no right to assume the ship we played a year ago still should play the same, the implant we worked for months for should be changed with no notice and some ships should cease to exist whether or not we chose to invest time and money in training skills that subsequently turn out to be a total waste of time. It is not our game, all we do is pay subscription, and we alone, have the chance to pull that subscription should we find the game is not going in our own favour.
Enjoy your moaning, whining, and sabre rattling for CCP will do whatever they feel is best for their own income and that of the shareholders and partners.
|
Clacker McDucky
2
|
Posted - 2013.10.26 17:13:00 -
[470] - Quote
While I agree that change is necessary for any game to survive over the long term and there will always be some naysayers that have to be ignored, I think even CCP now disagrees with your idea that player feedback is useless or somehow not important. There was a lot of blowback on Incarna, and CCP reversed its course based upon user (customer) opposition. In fact, the implementation of these forums is a direct counterpoint to your argument. |
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Barrogh Habalu
Imperial Shipment Amarr Empire
552
|
Posted - 2013.10.26 19:29:00 -
[471] - Quote
Clacker McDucky wrote:While I agree that change is necessary for any game to survive over the long term and there will always be some naysayers that have to be ignored, I think even CCP now disagrees with your idea that player feedback is useless or somehow not important. There was a lot of blowback on Incarna, and CCP reversed its course based upon user (customer) opposition. In fact, the implementation of these forums is a direct counterpoint to your argument. Allow people to openly b**ch about stuff they don't like, and they will resort to violence (literal or figurative) less, with all other factors equal. |
Vaju Enki
Secular Wisdom
1040
|
Posted - 2013.10.26 20:11:00 -
[472] - Quote
Clacker McDucky wrote:While I agree that change is necessary for any game to survive over the long term and there will always be some naysayers that have to be ignored, I think even CCP now disagrees with your idea that player feedback is useless or somehow not important. There was a lot of blowback on Incarna, and CCP reversed its course based upon user (customer) opposition. In fact, the implementation of these forums is a direct counterpoint to your argument.
Your avatar is the best lol The Tears Must Flow |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
611
|
Posted - 2013.10.27 11:18:00 -
[473] - Quote
You guys are too freaked and scared by incomming ships.
That is their role.. to catch you! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
gascanu
Bearing Srl.
44
|
Posted - 2013.10.28 09:34:00 -
[474] - Quote
CCP Fozzie wrote:We're aware of this behaviour and of your objections.
I disagree with your assessment that this is a major problem, but you are of course welcome to your opinion. We'll be keeping a close eye on this both before launch and after.
I suggest having subcaps that can kill dictors with you.
^^
|
stoicfaux
3297
|
Posted - 2013.10.28 18:08:00 -
[475] - Quote
I would just like to say: Holy bleep! Shuttles are fast!
Now can we just speed up the jumpgate animation? =D
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Kiithnaras
Black Ice Protectorate
6
|
Posted - 2013.10.29 16:23:00 -
[476] - Quote
Suggestion: Alter the Fast Attack HAC's (e.g. Vagabond, Deimos) warp acceleration to be slightly better than that of its cruiser counterparts - perhaps not as quick as destroyers, but quicker than any other cruiser-mass.
Additionally, do the same to Black Ops battleships - bring their warp acceleration to around the level of Command Ships. |
seth Hendar
I love you miners
224
|
Posted - 2013.10.29 16:37:00 -
[477] - Quote
Dav Varan wrote:seth Hendar wrote:Dav Varan wrote:
Ships landing on grid before overview update is a separate issue not related to ghosting through dscan range. Yes that is an issue which will probably need some work, much larger grids or altered warp accel/decel.
The dscan issue you posted is a non issue. A dictor pilot can not land on your fleet unless there on a warp point of some discription or he has a cloaky or proby wingman of some description. Anyway there was gameplay before the dictor drop. 5 secs is plenty of warning if you are awake.
you are wrong, check the videos made, and test it yourself, even with a very high end connection, you can be ongrid with someone and bubble him before he even see you on his overview....i tested it myself, i saw it, like many other here. it is also possible with an inty, my point landed the second i appeared on the overview, meaning i was already there long enought to lock him (wich is crazy fast, around a sec with a stiletto vs a BS) plus, regarding dscan, you cannot refresh faster than once every 3 secondes so.....get your fact straight You seem to be confused. why are you arguing about points everyone allready agrees on ? Everyone already agrees on grid appearance is a problem this includes me Everyone already agrees it takes 3 secs to Dscan this includes me. The assertation that a ship can get though dscan range without being picked up on dscan is completelly wrong if that ship is decelerating to land on your grid min warp time for a dictor through dscan range is going to be ~5 seconds fully maxed and will more commonly be 7 secs with disposable setups. Thats 1 or 2 guaranteed hits on dscan and an absolute minimum of 2 seconds to press warp. Of course if your not aligned welcome to non consensual PvP
and read my post back again, with a 3sec dscan delay, it is possible for an inty to ghost throught dscan (and some others ships provided they have rigs + implants (i suggest you read the post about the new warp speed implants that will give, with full set, 53-53% warp speed mprovement. now take a look again at the big picture and do the math :surprise:
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Kane Fenris
NWP
105
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Posted - 2013.10.29 16:40:00 -
[478] - Quote
Kiithnaras wrote:Suggestion: Alter the Fast Attack HAC's (e.g. Vagabond, Deimos) warp acceleration to be slightly better than that of its cruiser counterparts - perhaps not as quick as destroyers, but quicker than any other cruiser-mass.
Additionally, do the same to Black Ops battleships - bring their warp acceleration to around the level of Command Ships.
like this.... i had a similar proposal:
Tempest Warpspeed Proposal
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Praesus Lecti
Society of Enterprising Partnerships LTD INC LLC Garys Most Noble Army of Third Place Mediocrity
15
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Posted - 2013.10.29 18:45:00 -
[479] - Quote
An interesting point was brought up on the neighboring forum:
Adam Zalonis wrote:Ships with faster warp speeds than 3.0 AU/s exit emergency warp before my client fully loads,. This leaves the ship motionless and vulnerable before I can get my bearings and act to save the ship if there are hostile NPCs around. |
El 1974
Freedom For Fantasy The Unthinkables
100
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Posted - 2013.10.30 09:30:00 -
[480] - Quote
With the update (nerf) to the proposed interdictor warp speed, there is also room to adjust the warp speed of other fast ships. E.g. cov ops could drop to 8 and still be faster than interdictors, Interceptors could drop to 9 (and still be overpowered). |
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