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Thread Statistics | Show CCP posts - 17 post(s) |
Rong Guy
Science and Trade Institute Caldari State
0
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Posted - 2016.04.01 09:14:22 -
[331] - Quote
Marranar Amatin wrote:@Rong Guy: I am quoting my own post about sub cap dreads: Marranar Amatin wrote:Dreads will never be used in a small subcap gang, their whole mechanic is simply not made for that. As all capitals they are very slow, and siege is very situational. Siege is a huge drawback for small subcaps fight, but great for big fights where you commit to the grid, and probably would want to have siege for the defense bonus alone. Trying to balance the damage so that they are viable in small subcaps fights, would mean that they need ridicilous dps, making them completely overpowered in big fights where the drawbacks of siege is reduced.
So there is no point in comparing them to carrier or anything else for smaller subcaps fight... they never will be good there, and are not supposed to be good there.
Now in bigger fights, its ok when they are viable against subcaps (which they are with the new guns, the damage is nice), but still should not be top choice to bring them against subcaps. Because they already excel at shooting bigger stuff. If they also become the best choice to shoot subcaps, why bring anything else at all? If i remember correctly there was a time when dreads were extremely good against caps and subcaps, and it was nerfed for a good reason. The role as big gun in cap fights already works on tranq, the option to switch to subcaps guns is just a bonus. Also you are probably underestimating the dps. I've seen a screenshot with quad 800: >4800 dps. probably with imps, and maybe heat... but thats still a lot.
I just tried the nag and pulled 3.4k with 4 t2 gyros and t2 guns with faction ammo, that dps is more then enough.
Going to see how i got such low dps on the phoenix |
Rek Seven
Art Of Explosions 404 Hole Not Found
2173
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Posted - 2016.04.01 10:05:28 -
[332] - Quote
Seriously, wtf is happening with dreads? They some developer attention, not just "here are some new guns and an extra high and some new mods... enjoy!"
Can we at least get a dedicated thread of the upcoming features section?!
The wishlist is pretty much complete...
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 13:40:03 -
[333] - Quote
Jane Hemah wrote:also did any one look at the capital reppers? For the same amount of time shield reppers rep close to 40% more hp thn the armor reppers.
this is normal tho
Citadel worm hole tax
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 15:45:24 -
[334] - Quote
oops
Citadel worm hole tax
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Lugh Crow-Slave
1764
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Posted - 2016.04.01 21:22:04 -
[335] - Quote
while i have my grips as to the flex armor hardener being better than the flex shield something needs to be done to the UI of both to denote them as flex hardeners during combat so you dont need to mouse over and see what hardener you can change
Citadel worm hole tax
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Lugh Crow-Slave
1768
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Posted - 2016.04.02 17:10:00 -
[336] - Quote
Rek Seven wrote:Seriously, wtf is happening with dreads? They some developer attention, not just "here are some new guns and an extra high and some new mods... enjoy!"
Can we at least get a dedicated thread of the upcoming features section?!
You mean like how they only fit slightly better than the FAX
And what happened to the phoenix's cap out takes most of it just to run a hardeners
Citadel worm hole tax
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
55
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Posted - 2016.04.03 03:52:55 -
[337] - Quote
It seems like none of the drone skills except Fighters actually have their advertised effects on fighters. Once that's fixed fighters will have roughly 50% more damage and speed, and 25% more durability at max skills.
And since somone would probably say they're not intended to affect fighters, they actually say in the descriptions that they affect fighters. |
Orin Fatch
High Flyers Northern Coalition.
1
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Posted - 2016.04.03 08:36:41 -
[338] - Quote
Has any one else found an issue specifically with the GÇÿIron PikeGÇÖ Kinetic Lance it has no effects on NPC ships. For my example in a blood raider hidden den, a full salvo in which the entire light from the beam engolfed about 15 - 20 nps, none of which were damaged at all.
Is this intended? |
Lugh Crow-Slave
1770
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Posted - 2016.04.03 10:54:25 -
[339] - Quote
Miss 'Assassination' Cayman wrote:It seems like none of the drone skills except Fighters actually have their advertised effects on fighters. Once that's fixed fighters will have roughly 50% more damage and speed, and 25% more durability at max skills.
And since somone would probably say they're not intended to affect fighters, they actually say in the descriptions that they affect fighters.
well....
that there might just be the issue
Citadel worm hole tax
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LittleBlackSheep
ISK Unlimited
2
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Posted - 2016.04.04 13:06:20 -
[340] - 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) |
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CCP Lebowski
C C P C C P Alliance
715
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Posted - 2016.04.04 14:00:52 -
[341] - Quote
Hey all,
This weekends update has brought enhanced fighter movement controls and a forum post with titan stats! The op has been updated, but ill quote the relevant parts here
CCP Lebowski wrote:Giving movement orders to your Fighter squadronsWhen you have one or more fighter squadrons selected in the fighter HUD (Note the selection functionality is not yet final), you can now give it/them a move order in one of the following ways: - Using the conventional right click menu or radial menu.
- Using the selected item window
- Using go to point navigation (default shortcut is M)
You can also now select your ship in the same way by clicking your ships HUD. This allows you to give orders to your ship and one or more fighter squadrons at the same time. Spaceships!Stats & Feedback threads: Titans
As always we encourage you to go and check it out and do your very best to break it!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Lugh Crow-Slave
1773
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Posted - 2016.04.04 14:25:32 -
[342] - Quote
CCP Lebowski wrote:Hey all, This weekends update has brought enhanced fighter movement controls and a forum post with titan stats! The op has been updated, but ill quote the relevant parts here CCP Lebowski wrote:Giving movement orders to your Fighter squadronsWhen you have one or more fighter squadrons selected in the fighter HUD (Note the selection functionality is not yet final), you can now give it/them a move order in one of the following ways: - Using the conventional right click menu or radial menu.
- Using the selected item window
- Using go to point navigation (default shortcut is M)
You can also now select your ship in the same way by clicking your ships HUD. This allows you to give orders to your ship and one or more fighter squadrons at the same time. Spaceships!Stats & Feedback threads: Titans As always we encourage you to go and check it out and do your very best to break it!
problem is you cant issue a command when related to your own ship
such as telling my fighteres to orbit me or keep me at range
Citadel worm hole tax
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Mister Ripley
Pandemic Horde Inc. Pandemic Horde
176
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Posted - 2016.04.04 15:05:29 -
[343] - Quote
CCP Lebowski wrote: You can also now select your ship in the same way by clicking your ships HUD. This allows you to give orders to your ship and one or more fighter squadrons at the same time.
This is awesome. It works on all ships. I'm playing around with it and it's just awesome!! So much fun!
IMO it's pretty hard to see the thin vertical line. This screenshot is in front of an almost black background. Maybe adding a brighter spot on the horizontal pane can help.
BUG:
- You can activate the move cirlce ('M' Key) while docked in a citadel in outside view.
- The Tactical Overlay stays active when docking in a citadel. When undocking the ocerlay pane is still active but it doesn't function properly. Like not showing the arcs for things on grid or the direct line from my ship to the selected object.
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Lugh Crow-Slave
1773
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Posted - 2016.04.04 15:26:47 -
[344] - Quote
Mister Ripley wrote:CCP Lebowski wrote: You can also now select your ship in the same way by clicking your ships HUD. This allows you to give orders to your ship and one or more fighter squadrons at the same time.
This is awesome. It works on all ships. I'm playing around with it and it's just awesome!! So much fun! IMO it's pretty hard to see the thin vertical line. This screenshot is in front of an almost black background. May adding a brighter spot (second picture) on the horizontal pane can help.
also in order to see my fighter squads number i need fighters on my overview
anyway we can make it so i always see my fighters?
Citadel worm hole tax
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Sisi Collins
School of Applied Knowledge Caldari State
4
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Posted - 2016.04.04 19:30:40 -
[345] - Quote
so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???
Or more info will come??? |
Lugh Crow-Slave
1775
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Posted - 2016.04.04 22:14:33 -
[346] - Quote
Sisi Collins wrote:so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???
Or more info will come???
i would of loved to see some of these randomly spawn about in LS
be crazy to see what would happen if an NPC titan spawned in the middle of a hub fight in FW
Citadel worm hole tax
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Sisi Collins
School of Applied Knowledge Caldari State
4
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Posted - 2016.04.04 23:10:32 -
[347] - Quote
Lugh Crow-Slave wrote:Sisi Collins wrote:so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???
Or more info will come??? i would of loved to see some of these randomly spawn about in LS be crazy to see what would happen if an NPC titan spawned in the middle of a hub fight in FW
CCP Fozzie said that NPC capitals will spawn only in nullsec
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Lugh Crow-Slave
1775
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Posted - 2016.04.04 23:15:41 -
[348] - Quote
Sisi Collins wrote:Lugh Crow-Slave wrote:Sisi Collins wrote:so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???
Or more info will come??? i would of loved to see some of these randomly spawn about in LS be crazy to see what would happen if an NPC titan spawned in the middle of a hub fight in FW CCP Fozzie said that NPC capitals will spawn only in nullsec
i know thats why i said i would have loved not i love how they will
Citadel worm hole tax
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Mr Grape Drink
Sugar - Water - Purple Who.
84
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Posted - 2016.04.04 23:41:51 -
[349] - Quote
So, about the Rorqs 40% bonus to Captial Remote Shield Booster range per level...and the changes to cap reps...what do? |
Lugh Crow-Slave
1775
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Posted - 2016.04.04 23:49:03 -
[350] - Quote
Mr Grape Drink wrote:So, about the Rorqs 40% bonus to Captial Remote Shield Booster range per level...and the changes to cap reps...what do?
it's getting a full rework
Citadel worm hole tax
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
61
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Posted - 2016.04.05 00:02:01 -
[351] - Quote
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. |
Lugh Crow-Slave
1778
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Posted - 2016.04.05 00:19:02 -
[352] - Quote
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
Citadel worm hole tax
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LittleBlackSheep
ISK Unlimited
2
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Posted - 2016.04.05 06:14:14 -
[353] - 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. |
Lugh Crow-Slave
1783
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Posted - 2016.04.05 08:35:40 -
[354] - Quote
Another issue I see with the coast of these is when you go up against another carrier
I like that space superiority fighters do there job well and the balance is right no change needed
But my god carrier vs carrier fights will not be cheap
Citadel worm hole tax
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Jeff Morpox
Galactic Sanitation
0
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Posted - 2016.04.05 11:16:07 -
[355] - Quote
Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.
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Lugh Crow-Slave
1785
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Posted - 2016.04.05 11:32:32 -
[356] - Quote
Jeff Morpox wrote:Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.
Currently tank speed and tank skills from drones are not Appling to them correctly
Citadel worm hole tax
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Zenafar
2
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Posted - 2016.04.05 16:11:03 -
[357] - Quote
Lugh Crow-Slave wrote:Jeff Morpox wrote:Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.
Currently tank speed and tank skills from drones are not Appling to them correctly
I did like 10 Drone Horde and Serpentis Heaven/Sanctum with Thanatos and didn't lose a single fighter. I recall them for rearm only and i did these anomalies faster than i can do on TQ. And when skills like Drone interfacing and navigation will work it would be even better.
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Alex Lenin
Providing of the first medical aid SOLAR FLEET
3
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Posted - 2016.04.05 18:38:09 -
[358] - Quote
Some fighters feedback.
Please do somethings with fighters killmails. Some sort of combat efficiency evaluation is good. But not fully killmails. It's pointless. Fighter has no fit, no loot, has nothings. It's on same level as dron killmails. Simple line "Player X destroyed fighter squad of player Y" will be enogh. Or make filter for killmails beause really important info\killmail in notifications center\combat logs just drowns in tons of fighters killmails.
Funny fact. One battle during masstest and i have two full pages of empty fighters killmail-ï in combat logs |
Miss 'Assassination' Cayman
CK-0FF Violence of Action.
62
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Posted - 2016.04.05 18:49:30 -
[359] - Quote
Well, based on the mass test it seems like anti-fighter fighters are super OP. I basically went into the fight with two incomplete squadrons of T1 Grams and came out with about 40 T2 heavy fighter squadron killmails. That's some supreme ISK efficiency right there.
Zenafar wrote:Lugh Crow-Slave wrote:Jeff Morpox wrote:Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.
Currently tank speed and tank skills from drones are not Appling to them correctly I did like 10 Drone Horde and Serpentis Heaven/Sanctum with Thanatos and didn't lose a single fighter. I recall them for rearm only and i did these anomalies faster than i can do on TQ. And when skills like Drone interfacing and navigation will work it would be even better. I'm not sure when you tested that, but skills seem to be working now. At least the skills effecting speed; I'm not so sure about damage. |
Luscius Uta
Anomalous Existence Low-Class
204
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Posted - 2016.04.06 07:52:31 -
[360] - Quote
After trying new fighter system for the first time yesterday in a mass test, I can say that the interface confused me a bit. First, there is no indication of what target my fighters are currently shooting (there should be an icon below the selected target, like there is with weapons and drones). Then I would like to know how far they are from selected target, so I can know should I turn on their microwarpdrives or not. And at one moment, fighter interface moved from bottom center of the screen to top left and it took me a bit to find the button to bring in back since it was hidden under neocom. I'm also not enjoying the fact that I had to train new skills to use fighters I could use before. Yes I know that skills are seeded and that we have enough time to train them, but it's still a kick in the nutts for the people who aren't on a good remap in respect to drone skills.
Workarounds are not bugfixes.
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