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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Destiny Dain2
Your Destiny Corporation
30
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Posted - 2016.01.26 19:06:16 -
[1] - Quote
Loving the Citadel look, even though everything is still rough around the edges.
At The last second I made a quick video of the Citadel. Really bad and just lagged at the end, but if you missed it and you want to see it.
https://youtu.be/zj80wa8BCA4 |
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CCP Claymore
C C P C C P Alliance
252
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Posted - 2016.01.27 09:47:55 -
[2] - Quote
Destiny Dain2 wrote:Loving the Citadel look, even though everything is still rough around the edges. I somehow expected it to be able to look around with the camera when docked. I would love to see this model on Singularity, just cut all interaction including that buggy docking. That way we all can go see it and admire your work. At The last second I made a quick video of the Citadel. Really bad and just lagged and then froze completely, but if you missed it and you want to see it until a proper recording comes out. Then here you go. https://youtu.be/zj80wa8BCA4 Edited: Keep on eye on youtube channel for "delonewolf" he always records the mass test and hopefully he recorded the fleet fight at the Citadel. but, there was a lot of problems with todays test, so fingers crossed.
That is a known issue, you should be able to rotate the camera, but it is broken at the moment.
Quality Assurance Analyst
Team Game of Drones
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elitatwo
Eve Minions The-Company
1059
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Posted - 2016.01.27 12:11:57 -
[3] - Quote
Wow is my first comment.
You didn't oversell those structures which is awesome. I really like the simple "in station" interface. I know it's not ready yet but it is simple and clean, just how we like it. I haven't seen corp hangars but my guess is that you just didn't put any there yet.
I also like that you can "see outside" when you are "docked" so no more surprise ganks on undock that you couldn't prepare for.
Keep it up, looks very promising so far.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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CCP Claymore
C C P C C P Alliance
252
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Posted - 2016.01.27 13:40:19 -
[4] - Quote
elitatwo wrote:Wow is my first comment.
You didn't oversell those structures which is awesome. I really like the simple "in station" interface. I know it's not ready yet but it is simple and clean, just how we like it. I haven't seen corp hangars but my guess is that you just didn't put any there yet.
I also like that you can "see outside" when you are "docked" so no more surprise ganks on undock that you couldn't prepare for.
Keep it up, looks very promising so far.
Correct, corp hangars are on our list of things to implement.
Quality Assurance Analyst
Team Game of Drones
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Destiny Dain2
Your Destiny Corporation
30
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Posted - 2016.01.27 14:42:03 -
[5] - Quote
I don't know about anyone else, but I was hitting the take control button constantly. I was hoping there would be a glitch and it allowed me to assume control of the Citadel.
But, I did not work. What a shame. |
Chipu Vyvorant
Natural Born Chillas
0
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Posted - 2016.01.28 09:13:51 -
[6] - Quote
Hi Guys, I have recorded the Masstest too, If you want Follow the full Masstest you can View my Video too.
If you wont its okay ;)
My Video:
https://www.youtube.com/watch?v=JMK4EaLbbMM
Have fun to view ;)
But won't view mine as single, View all of the made Videos ;) The masstest have more than One View ;) |
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CCP Claymore
C C P C C P Alliance
252
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Posted - 2016.01.28 16:20:30 -
[7] - Quote
Destiny Dain2 wrote:I don't know about anyone else, but I was hitting the take control button constantly. I was hoping there would be a glitch and it allowed me to assume control of the Citadel.
But, I did not work. What a shame.
You should make the button red if somebody already has control of the Citadel and green if no one has control. Which I'm sure you already have something planned.
That is all very much placeholder UI.
Quality Assurance Analyst
Team Game of Drones
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Destiny Dain2
Your Destiny Corporation
31
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Posted - 2016.01.28 19:55:19 -
[8] - Quote
CCP Claymore wrote:Destiny Dain2 wrote:I don't know about anyone else, but I was hitting the take control button constantly. I was hoping there would be a glitch and it allowed me to assume control of the Citadel.
But, I did not work. What a shame.
You should make the button red if somebody already has control of the Citadel and green if no one has control. Which I'm sure you already have something planned. That is all very much placeholder UI.
Yah, I know.
Any chance of seeing some graphical or concept images on your UI controls. I love eye candy, at least until I can get my hands on your Citadel or I finish building my Citadel. Whichever comes first, probably yours. |
Destiny Dain2
Your Destiny Corporation
31
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Posted - 2016.01.29 21:15:20 -
[9] - Quote
I docked up today to the Citadel and I love the new camera control and how I was able to go around the whole Citadel, more than I expected. I thought I would be looking straight out and be able to look up, down, left and right.
Made a quick video entirely while docked, if you did not have a chance to see the camera while docked up. I looked around the Citadel and than I just sat there and watched the fleet fight. If you don't care about small lag throughout the video and you just want to see what I'm talking about. Check it out here.
https://youtu.be/X8D1OU9ammo
I hope there's more tests soon involving the Citadel. Since it is close to spring, I suspect there will be a lot more. I can't wait. |
Destiny Dain2
Your Destiny Corporation
31
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Posted - 2016.01.31 14:34:35 -
[10] - Quote
I can not recall ever seeing anything about a "Captain Quarters".
Are you building all new, using the current quarters or removing it all together? |
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Tragot Gomndor
Vision Inc Hole Control
67
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Posted - 2016.02.01 07:51:22 -
[11] - Quote
Yeah, will we ever have hangar view in a citadel? And what about factional citadels? Amarr Cathedrals, Caldari Towers, etc...
NONONONONONO
TO
CAPS IN HIGHSEC
NO
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Kuetlzelcoatl
27
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Posted - 2016.02.01 09:47:05 -
[12] - Quote
Tragot Gomndor wrote:Yeah, will we ever have hangar view in a citadel? And what about factional citadels? Amarr Cathedrals, Caldari Towers, etc...
I think someone asked that same question early on and the response was that the only docked view in the citadels will be the space one.
It would be nice to have the Citadel docked view as a third option next to Hanger, and Captain's Quarters in all dock-able structures though. Some station campers might disagree though. |
Destiny Dain2
Your Destiny Corporation
31
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Posted - 2016.02.03 05:44:22 -
[13] - Quote
I can't wait for the mass test where we show up and the Citadel fires it's weapons.
Do you know yet if there are going to be new skills for Citadel control as a corporate CEO. or are we all good with what we have. |
Destiny Dain2
Your Destiny Corporation
31
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Posted - 2016.02.06 22:08:39 -
[14] - Quote
Is there an ETA on the next mass test featuring the Citadel? |
Michael Kristiansen
MOKR Syndicate
1
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Posted - 2016.04.18 08:36:49 -
[15] - Quote
Hello,
I dont know if it's a bug or a feature but when docked inside the citadel and in the "Inside Hangar" view, when i try to sell an item, the game is not even showing the right-click "sell" option (yes i have a Fortizar with a Market Module).
Although when i use Outside View (View Outside Structure) and open my inventory, from there i can Set up Sell orders - tested with different chars docked inside, station owner corp member, ceo, NPC-Corp member, all same behavior
Also Market Range Filter when set to "Station" doesnt show anything even though there are sell orders set up
Michael Kristiansen
KNGF EU Recruitment - GCoE Exploration Division
www.kngf.net
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Porus Kurvora
Phoenix Enterprise Inc Guardians of the Morrigan
9
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Posted - 2016.04.18 15:37:20 -
[16] - Quote
CCP Claymore wrote:Destiny Dain2 wrote:Loving the Citadel look, even though everything is still rough around the edges. I somehow expected it to be able to look around with the camera when docked. I would love to see this model on Singularity, just cut all interaction including that buggy docking. That way we all can go see it and admire your work. At The last second I made a quick video of the Citadel. Really bad and just lagged and then froze completely, but if you missed it and you want to see it until a proper recording comes out. Then here you go. https://youtu.be/zj80wa8BCA4 Edited: Keep on eye on youtube channel for "delonewolf" he always records the mass test and hopefully he recorded the fleet fight at the Citadel. but, there was a lot of problems with todays test, so fingers crossed. That is a known issue, you should be able to rotate the camera, but it is broken at the moment.
I found that when docked in a Citadel, sometimes you won't be able to move the camera. Entering the ship hangar and then switching back to the outside view fixes it for the rest of the logged-in session.
[PNXE] Phoenix Enterprise Inc. CEO
Check out our website
We are recruiting!
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Steelgunner Shadowreaper
Kitchen Sink Kapitals
1
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Posted - 2016.04.19 21:58:20 -
[17] - Quote
Hello i represent a corporation of 6, half of whom are forum banned and cant post their views so this report will include their thoughts as well as my own. I actually had a big all in one post typed up but it looks like im going to have to post chunks of it in the different/correct topics. so here goes.
-Citadels need +100% fighter/bomber damage and velocity bonuses by default. The only reason fighters/bombers even remotely kinda work on carriers/supers now, is because the carriers have so many bonuses and modules to make them work. as it stands now ied rather have squads of heavy drones or sentries, instead of fighter/bombers.
-Add +2 low and medium slots per citadel type, as well as an increase in powergrid/cpu to go with the increase in module slots. citadels do not have enough utility to be effective in either support or self defense as it stands. We would Much rather keep the pos than invest in getting, or use a citadel.
-The anti-frigate weapons finally seem ok at their current iteration of 600 dps, how ever anti-cruiser/battlecruiser, and anti battleship weapons are STILL far to weak. i recommend doubling them from their current DPS. these weapons need to be-able to break well tanked solo ships like guardians, command ships, marauders, T3s, and other heavily tanked threats. they still cannot do that. i comfortably tanked a citadel + fighters in my golem until i ran out of cap charges so i just dropped bastion, aligned, MJDed and warped.. And my friend easily tanked them in a guradian solo. Also think about when you have logi on the field, they will be immune to current citadel weapons, especially when you factor in that missiles are being used as citadels weapons, and the way missiles bleed damage due to how they apply to targets Vs the old Mimitar Gun Towers..
Lets also not forget that defender missiles will make citadels missiles pointless (that is assuming the 100000 hp per missile is just a place holder. if it isn't and is intended, i/we support that, and you can ignore the defender missile comment because it wont be an issue.)..
- Anti-capital weapons are OK for attacking capital ships. how ever they are poor for attacking supers. i recommend a 50% damage increase but only on the 1 XL citadel missile type that has the higher damage&application needs *sorry i forget its specific name*. This would encourage player choices and help set the 2 ammo's apart from each-other.
As it stands their are some super carrier builds and probably some titan setups that can ignore citadels anti-cap weapons passively. i know this cuz ive done it with a hel.. and if that can do it. the amarr/caldari ones sure as heck can.
-You need to be-able to reprocess Capital and super capital ships in citadels... and reprocessing needs to yield results.. not 0 items returned like some things do...
-Citadels need the following station service slots to be considered uesable: 1:System wide cyno jammer module.
2:Cyno Beacon module like pos use to have.
3:Manufacturing module that allows every type of manufacturing that stations and poses use to be-able to do, such as advanced reactions, drug making, T3, and other types of production. the citadel manufacturing module should include all the old faction pos module bonuses on the T2 variant to keep that aspect of the game alive and encourage people to invest in citadels to get some kind of return..
4:Research module (includes ME/TE/invention/copying) with the old pos research module increases by default. We cant rely on rigs for all of this. their aren't enough rig slots to go around. same goes for the manufacturing module above.
I assume sovereignty related stuff, jump bridges and Moon mining will be handled by totally different stations/buildings in future updates (such as drilling platforms and player owned stargates)? So that that isnt a huge issue right now, so long as people can still anchor and use poses in that time.
-Citadel Bugs: When renting a office for a corporations the station hangers show up, but can not be used. items will not go into them for some reason.
When the trade/market module is installed players cannot create contracts with other players or trade items between them selves, right clicking on a player to look for 'trade' will result in the option simply not being there.
with under 2 weeks to go. i have no idea how you are going to fix all this stuff. but good luck. Personally i wouldn't mind the update getting delayed another month so more stuff can be fixed. its simply not even close to being (close to being) ready.
Thank you for reading, i hope to see these changes implemented to improve the game.
Here is a link to the other half of our thoughts if anyone is interested.. https://forums.eveonline.com/default.aspx?g=posts&m=6447230#post6447230 PS sorry my typing skills suck. |
helana Tsero
Science and Trade Institute Caldari State
449
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Posted - 2016.04.20 01:18:03 -
[18] - Quote
CCP Claymore wrote:Destiny Dain2 wrote:Loving the Citadel look, even though everything is still rough around the edges. I somehow expected it to be able to look around with the camera when docked. I would love to see this model on Singularity, just cut all interaction including that buggy docking. That way we all can go see it and admire your work. At The last second I made a quick video of the Citadel. Really bad and just lagged and then froze completely, but if you missed it and you want to see it until a proper recording comes out. Then here you go. https://youtu.be/zj80wa8BCA4 Edited: Keep on eye on youtube channel for "delonewolf" he always records the mass test and hopefully he recorded the fleet fight at the Citadel. but, there was a lot of problems with todays test, so fingers crossed. That is a known issue, you should be able to rotate the camera, but it is broken at the moment.
Please allow us to zoom in and see our beautiful citadel when docked. The current zoom level is totally inadequate.
Also please add CQ to citadels. Those of us who live in WHs need to be able to walk around once in a while and having a CQ would make the citadel feel more like home.
"... ppl need to get out of caves and they will see something new... thats where is eve placed... not in cave..."-á | zoonr-Korsairs |-á QFT !
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Fred Flintst0ne
Deep South Confederate Rebel Corp
7
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Posted - 2016.04.20 05:01:43 -
[19] - Quote
So for small corps in wormholes say c3 and lower currently using a pos to research blueprints and manufacture stuff... you cannot fit a freighter through those whs. Thus, the only citadel available to them is the Astrahus. Since industry and labs aren't part of the Astrahus blueprint, does CCP plan on losing all that customer base? Is there a plan to accommodate these long time players gaming style? can fortizar or keepstars be built in a pos array to be deployed in the smaller class whs? |
Michael Kristiansen
MOKR Syndicate
1
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Posted - 2016.04.20 05:30:19 -
[20] - Quote
Fred Flintst0ne wrote:So for small corps in wormholes say c3 and lower currently using a pos to research blueprints and manufacture stuff... you cannot fit a freighter through those whs. Thus, the only citadel available to them is the Astrahus. Since industry and labs aren't part of the Astrahus blueprint, does CCP plan on losing all that customer base? Is there a plan to accommodate these long time players gaming style? can fortizar or keepstars be built in a pos array to be deployed in the smaller class whs?
You cannot fit a freighter but an Orca is enough to plant a Fortizar Citadel (80,000m3 = will fit in a rigged orca with cargo expanders)
Michael Kristiansen
KNGF EU Recruitment - GCoE Exploration Division
www.kngf.net
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Rilly Dagons
Galactic Pilot's Union
3
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Posted - 2016.04.22 10:54:13 -
[21] - Quote
Michael Kristiansen wrote:Fred Flintst0ne wrote:So for small corps in wormholes say c3 and lower currently using a pos to research blueprints and manufacture stuff... you cannot fit a freighter through those whs. Thus, the only citadel available to them is the Astrahus. Since industry and labs aren't part of the Astrahus blueprint, does CCP plan on losing all that customer base? Is there a plan to accommodate these long time players gaming style? can fortizar or keepstars be built in a pos array to be deployed in the smaller class whs? You cannot fit a freighter but an Orca is enough to plant a Fortizar Citadel (80,000m3 = will fit in a rigged orca with cargo expanders)
On release the component array will update to build structure components and equipment array can build citadels. Structure components are dropping to 3000 m3 per unit |
Thalezia
System lords Collective
2
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Posted - 2016.04.22 18:38:02 -
[22] - Quote
Sub capital launcher damage is still way too low. On a fortizar currently with maxxed skills and maxxed modules to support it's: 3633 dps It needs to be somewhere between 12-15 k for a fortizar to be able to engage subcap fleets with any confidence. I think a t3 fleet with links supported by guardians can tank something like 10k very easily. |
oResolution
Viziam Amarr Empire
2
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Posted - 2016.04.22 20:06:42 -
[23] - Quote
Thalezia wrote:Sub capital launcher damage is still way too low... It needs to be somewhere between 12-15 k for a fortizar to be able to engage subcap fleets with any confidence.
While the citadel subcap DPS/application could use improvement, 12-15k against subcaps is completely excessive.
Yes, a well-fit T3 Fleet w/ a few Guardians can tank something around 10k.
But the citadel should NOT be able to solo that fleet. It is a potent advantage for the defender, not a solo fleet death machine.
By following your proposal, the citadel will already break the enemy fleet by itself, so why even bother with a defense fleet at all?
I don't believe that to be good gameplay.
You don't mention the Fighters that a citadel can deploy in its defense, either. They provide decent supporting dps (especially while the heavy rockets hold out) and aren't factored into your calculations at all.
This is completely disregarding the fact that though the enemy fleet may have 10k or more in logistics, the citadel's jams, scripted for a racial type, have a strength of 60, which can quite handily mitigate some of the aggressor's logistics or DPS, and give a decent defense fleet a significant advantage.
Again, while the subcap weapons could use some improvement, they should NOT be capable of taking on a competent enemy fleet by themselves without support. |
Gospadin
Bastard Children of Poinen Grumpy Space Bastards
260
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Posted - 2016.04.25 17:13:12 -
[24] - Quote
CCP Claymore wrote:Correct, corp hangars are on our list of things to implement.
While waiting on corp hangars, what's the preferred mechanism for sharing ships these days? Only have limited playtime on SiSi so far... |
Trespasser
S0utherN Comfort Circle-Of-Two
54
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Posted - 2016.04.25 18:45:13 -
[25] - Quote
oResolution wrote:Thalezia wrote:Sub capital launcher damage is still way too low... It needs to be somewhere between 12-15 k for a fortizar to be able to engage subcap fleets with any confidence. While the citadel subcap DPS/application could use improvement, 12-15k against subcaps is completely excessive. Yes, a well-fit T3 Fleet w/ a few Guardians can tank something around 10k. But the citadel should NOT be able to solo that fleet. It is a potent advantage for the defender, not a solo fleet death machine. By following your proposal, the citadel will already break the enemy fleet by itself, so why even bother with a defense fleet at all? I don't believe that to be good gameplay. You don't mention the Fighters that a citadel can deploy in its defense, either. They provide decent supporting dps (especially while the heavy rockets hold out) and aren't factored into your calculations at all. This is completely disregarding the fact that though the enemy fleet may have 10k or more in logistics, the citadel's jams, scripted for a racial type, have a strength of 60, which can quite handily mitigate some of the aggressor's logistics or DPS, and give a decent defense fleet a significant advantage. Again, while the subcap weapons could use some improvement, they should NOT be capable of taking on a competent enemy fleet by themselves without support.
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Trespasser
S0utherN Comfort Circle-Of-Two
54
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Posted - 2016.04.25 18:55:59 -
[26] - Quote
oResolution wrote:Thalezia wrote:Sub capital launcher damage is still way too low... It needs to be somewhere between 12-15 k for a fortizar to be able to engage subcap fleets with any confidence. While the citadel subcap DPS/application could use improvement, 12-15k against subcaps is completely excessive. Yes, a well-fit T3 Fleet w/ a few Guardians can tank something around 10k. But the citadel should NOT be able to solo that fleet. It is a potent advantage for the defender, not a solo fleet death machine. By following your proposal, the citadel will already break the enemy fleet by itself, so why even bother with a defense fleet at all?.
Right now a Fortizar that is fully set up anti-capital will murder dreads/carriers/force aux pretty fast and it should since i traded my ability to shoot sub capitals.
but when you inverse that process it does not work at all
a fully anti-subcapital fortizar will hit a t3 fleet fit legion for 400 damage and even less to a logistics cruiser... thats with a web and TWO target painters.
IF im trading my ability to do any meaningful damage to a capital ship then i want the ability to murder subcapitals. just like it works the other way around.
The damage projection between the 2 weapon systems is screwed really bad right now and because of it there is not a good reason to ever bring capitals to shoot a citadel when you can bring t2/t3 cruiser fleet and have almost zero chance of death.
Sure you can launcher fighters all day but it won't matter because t3 cruisers are really good at murdering fighters.
And once the citadel takes damage at all im locked into my choice so im taking a huge gamble in what weapons systems to put on in the first place.
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oResolution
Viziam Amarr Empire
2
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Posted - 2016.04.25 19:33:18 -
[27] - Quote
I think a citadel's subcap missile damage should be buffed to where it is unfeasible for the correct ship class (for the missile type) to self-tank against it with a few webs and paints applied.
It should NOT be able to wipe out a prepared logistics supported subcap fleet by itself.
Like I said before, if a well-prepared group is attacking your citadel, you should have to UNDOCK to help fight them off.
If your enemy brings a strong fleet concept to attack your citadel, you should not be rewarded for having everybody dock up and trying to let the citadel do all the work.
Additionally, undocking even a modest defense fleet gives the aggressors (and defenders) a much more dynamic fight. Do they shoot the defending fleet? The citadel? The citadel's fighters?
From the "Shake My Citadel Dev Blog": "While structure weapon systems will deal considerable amount of damage to compensate for their static nature, most of them will require Electronic Warfare assistance from defending ships to be fully operational (like Stasis Webifiers or Target Painters)."
This is as it should be. It just needs a little buff to damage. |
Gospadin
Bastard Children of Poinen Grumpy Space Bastards
260
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Posted - 2016.04.25 21:09:24 -
[28] - Quote
Gospadin wrote:CCP Claymore wrote:Correct, corp hangars are on our list of things to implement. While waiting on corp hangars, what's the preferred mechanism for sharing ships these days? Only have limited playtime on SiSi so far...
ok nm, corp hangars work just fine, nothing to see here... |
Sir Crom
ORION GROUP
4
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Posted - 2016.04.26 19:21:15 -
[29] - Quote
Can't reconnect to Fighters after releasing control of Citadel and then gaining control again. Scoop commands are there, but doesn't scoop them anywhere..
Didn't see if this was a known issue or not. |
Gospadin
Bastard Children of Poinen Grumpy Space Bastards
260
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Posted - 2016.04.26 19:55:31 -
[30] - Quote
Sir Crom wrote:Can't reconnect to Fighters after releasing control of Citadel and then gaining control again. Scoop commands are there, but doesn't scoop them anywhere..
Didn't see if this was a known issue or not.
Not sure if it's known, but I had the same issue.
And the DPS applied to small armor ships seems really anemic to me, even fully rigged. |
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