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Author |
Thread Statistics | Show CCP posts - 17 post(s) |
LittleBlackSheep
ISK Unlimited
0
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Posted - 2016.03.26 14:48:04 -
[1] - Quote
Can we please have SHARED HOTKEYS with drones for:
- Launch all Fighters - All Fighters Engage Target (Primary Attack) - All Fighters Return to HangarBay
That would make things a lot more intuitive. Controlling them via other Hotkeys/Mousebuttons than drones for their basic functions is very uncomfortable. |
LittleBlackSheep
ISK Unlimited
1
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Posted - 2016.03.30 17:55:19 -
[2] - Quote
Marranar Amatin wrote:-The sum is not equal to the dps, you cannot fire the secondary all the time. If you could do that the damage would be roughly the same as the old values, but if that is the reason for the damage values, then it needs infinite ammo and auto repeat. Otherwise the damage is clearly weaker as before. Also the application against fast-moving smaller targets like good fitted cruisers for example ist significantly worse than currently on TQ, the fighters simply lose a lot more of their DPS because they juse some kind of "missile mechanic" for their attack.
On TQ a carrier with 2 Omnidirectional Tracking Links (Tracking Scripts) and 1 TargetPainter can apply Damage pretty pretty hard even against tough cruisers (try Sleeper or T2 Playercruisers for example), but you cannot support your fighters with Omnidirectional Tracking Links any more and 3 Targetpainters have not even close the same effekt, because they do nothing against the damage-reduction because of the targets speed. And in most cases Webs cannot be used because they won't reach the target. Supportfighters are also not an option, their use cut your DPS down by 1/3 because you lose a squad of damagefighters. The "tackle" ability on the anti-fighter fighter does not seem to work yet and they do even worse DPS.
Not even counted the fact that the Fighters are way too weak now. They are shot down like flies once tackled. They need proper Values for Shield, Armor and Hull inc. resists, like those on TQ currently. |
LittleBlackSheep
ISK Unlimited
2
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Posted - 2016.03.30 22:25:00 -
[3] - Quote
some small update: One of the reasons I felt Carriers to be way too weak was that I tested them with Einherji-Fighters, that do - for whatever reason - not even half the DPS of Firbolgs.
With Firbolgs the DPS on the field is much better, carrier still feels weaker than on TQ but not that much. Unfortunately testing in WHs to have hard NPCs to shoot at is nearly impossible because there are no anomalies in the C4 you can /moveme to and you cannot tank the C5/C6 capital escalations in a damage fit. |
LittleBlackSheep
ISK Unlimited
2
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Posted - 2016.04.04 13:06:20 -
[4] - Quote
Two things that should be adressed before release:
- when fighter are shooting a target, there is no symbol below that locked target that indicates which one is the current target for the fighters
- when you call back your fighters, they still keep shooting at their former target for quite some time, so you keep your aggression timer (very bad, if you want to immediately stop aggression and bite your nails to survive until you can dock/jump) |
LittleBlackSheep
ISK Unlimited
2
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Posted - 2016.04.05 06:14:14 -
[5] - Quote
Lugh Crow-Slave wrote:Miss 'Assassination' Cayman 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 Right now if you stuff a carrier full of fighters it will cost around 480 mil. People just don't do it because they don't expect to lose many/any fighters. In a lot of situations the new fighters wouldn't get destroyed either, so people will probably go out without a full hangar. except i now have to use fighters and we have found them very easy to kill with a few T3d spread across the field so they will be lost quit a bit before i didn't even need fighters and i certanly didn't need a full hanger of them but now i have no choice but to use them thats quite true, the survivability of fighters against player ships is just bad, at least a resistance profile and way more buffer would be needed so you actually have a chance to call them back. they should be superior to any kind of drone, given their costs and volume requirements. however, even a Gecko launched from a droneboat is more tanky.
Also it feels generally totally wrong that fighters that should be superior to drones on most ways can neither guard my ship (auto-aggro when someone is attacking the carrier) nor aggress the next target once one has been shut down, nor auto-MWD for longer distances - all these things drones can do and in a highly advanced space-environment like eve-online there it feels hilarious that fighters can't do these same basic tasks.
I understand that you don't want to have auto-aggro because you want no afk-farming and such. Perfectly understandable, but there is a simple solution: Give Fighters 1/3 of their total-DPS in a way like drones (auto-aggro) and 2/3 via the special-attack that needs to be triggered manually (increase the rounds to an amount any normal missile launcher could hold, else you will be more reloading than fighting). This way, "afk farming" would be pretty slow and ineffective, because the carrier has only 1/3 of its damage potential.
Also for the movement, give them automated afterburners for general movement (200% speed boost) and a manually triggered MWD for highspeed long distance travel. So a player still has great benefits when acting manually, but they are not worse than drones on their own. |
LittleBlackSheep
ISK Unlimited
3
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Posted - 2016.04.11 13:43:11 -
[6] - Quote
Lugh Crow-Slave wrote:also a nearly minute long reload is crazy for carriers their dps is no where near high enough to warrant that make it 2 seconds at most per charge these things also need to fly back from and to the target Reload time is quite high, yes. One could say, you lose more damage from calling them back, reload and watch them travel back to their target than just letting them on the field using their normal attack. At least if the target is not absolutely closerange.
However, the worst part about fighters currently is: Once tackled, you lose an entire squad in seconds. They need *at least* 3 or 4 times the buffer they have now and a useful resistance profile. Their small signature and their basespeed do not protect them enough, once webs are on the field.
I tested a well-fitted Thanatos in a C5 Sleeper Site and I was not able to kill even the first wave, the Sleeper switch their damage to the fighters after like 5 seconds and they totally wreck the squads, most times before you can call them back. My entire fighter bay was empty afer a few minutes and the carrier basically worthless. These fightersquads will die even faster (a lot!) vs. T2/T3 cruiser gangs with tackle and medium guns. |
LittleBlackSheep
ISK Unlimited
5
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Posted - 2016.04.16 08:39:38 -
[7] - Quote
Gùï We have still no shortcuts (keyboard hotkeys) for launching and recalling fighters? Please use the same commands like for drones (launch, recall, engage), since there are no ships that have fighters and drones at the same time, so there will be no conflicts anyway.
Gùï Still no damage estimation for fighters in the fitting screen. "Drone DPS" says zero.
Gùï Fighters with enabled MWD still having problems when trying to land in the hangar bay. They sometimes stay outside next to the carrier until their mwd cycle has ended, then you need to recall them again to force them to land.
Gùï Reload time for the light fighters missile attack is way too long. You lose more damage during the recall-reload-reengage period from not shooting with the primary attack, then the secondary attack brings you in bonus damage.
Gùï Fighter squads still die like flies once tackled from multiple webs. Their buffer is too weak to survive even the way back to the hangar bay.
Gùï When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones. |
LittleBlackSheep
ISK Unlimited
5
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Posted - 2016.04.16 08:53:17 -
[8] - Quote
Lugh Crow-Slave wrote:LittleBlackSheep wrote:
Gùï When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.
only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose What good is that? They are out of their missile range after 3 seconds anyway and hit for 0 damage, but still prolonging your timer? |
LittleBlackSheep
ISK Unlimited
6
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Posted - 2016.04.16 13:02:59 -
[9] - Quote
The Cap escalation in C5 sites do not seem to work properly.
At warpin there are 3 Upgraded Avenger Battleships in addition to the first wave. While they are a bit tougher than the normal sleeper battleships, they are no real danger to any capital. Their DPS and energy neutralizing power is quite low, compared to the capital escalations on TQ. The only nasty thing about them is the fact that they seem to have unlimited tracking or something similar, because they eat fighters in seconds.
At the end a "Transmission Relay" decloaks and if you attack that, a Drifter Battleship spawns, sometimes an Apollo Tyrannos, sometimes an Artemis Tyrannos, seems to be random. But that Battleship just stands there with 0m/s and does nothing while you fire at the Transmission Relay. The relay has quite some hitpoints, so it takes a while to bring it down. Anyway, the Drifter just sits there and waits, it doesn't even attack the fighters.
Once the relay dies, there is a container with some Antikythera Elements and some Sleeper Loot parts (worth ~5 million ISK), but it takes around 15 minutes to kill it with a single carrier, probably not worth the kill, even if you have a capital group on field (sharing nothing is even less -_-)
When you begin to shoot the Drifter, it will orbit (1000m/s) and attack you, but the damage output is perfectly tankable for a solo carrier. It also has quite some hitpoints, but it warps off after a few minutes. My carrier never comes close to kill it but also is never in any danger while fighting him solo.
To be honest, the current capital escalation on TQ is by far more challenging and rewarding at the same time. The additional spawns damage output and neut pressure should be quite a bit higher. Rewards probably too, else there is little reason to bring capitals at all. For a group of capitals, the current ecalation feels quite weak. |
LittleBlackSheep
ISK Unlimited
7
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Posted - 2016.04.17 11:46:01 -
[10] - Quote
Zenafar wrote:Obviously it's not finished. The drifter has pretty much hitpoints, I tackle him with 1 fighters squad so he didn't warp off :) And we didn't see his DD yet. So just wait Yeah, probably.
Did you check how much loot the Drifter BS has when you kill it? |
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LittleBlackSheep
ISK Unlimited
7
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Posted - 2016.04.17 21:45:02 -
[11] - Quote
Yeah I tested it again, 272M for a Core Stronghold + 300M for the Drifter.
The anomaly took 25min to finish, the Drifter took 35min to kill -_-
Didn't salvage. |
LittleBlackSheep
ISK Unlimited
7
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Posted - 2016.04.25 15:39:39 -
[12] - Quote
Only 2 days to release and there is still no DPS-value in the fitting screen for carriers and no hotkeys for launching, recalling etc.? |
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