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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Habakuk
C C P C C P Alliance
1617
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Posted - 2016.09.28 12:10:07 -
[1] - Quote
Hey,
We are starting the first public test of the new command bursts, which will replace the old fleet boosting system. Feel free to read first our dev blog about this feature from last month, if you are not sure about the details.
This test is focused on the mechanics of the new system and the client and server performance. The old fleet boosting system is still active and the new command bursts are not added yet to the market. You can find command burst modules in your redeem queue. The charges are seeded on the market (for today only in the Syndicate region).
Detailed limitations of this test: * The old fleet boosting system is still active (keep the commander positions empty, if you want to test without old fleet bonuses) * The numbers on the new Command Bursts are not final! The range is for example set to 50km for testing. * All the bonuses from skills or implants are still missing. This also leads to all having the some duration (60 seconds). * The icons for the modules, charges, and buff bar are not final * There are no weapons timer or similar yet for command bursts
What to test: * General mechanics of the command bursts * Notifications, graphical effects (for various parties), display of bonuses in the buff bar * Client performance of the graphical effects - we had to tweak them already a bit to make them faster * There will be a mass test tomorrow, Thursday, at 17:00 EVE-time
Known issues: * The bonuses of the Electronic Hardening Charge are not working correctly
Feedback + bug reports: * Please send specific feedback directly related to this test to this forum thread. * Please send general feedback about the feature in the forum thread for the dev blog . * For any bugs please send bug reports with appropriate screenshots through the client (F12 - Report Bug) and include [Command Bursts] in the title.
CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)
Bug reporting | Mass Testing
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Lugh Crow-Slave
3191
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Posted - 2016.09.28 12:14:55 -
[2] - Quote
can't wait to test it
BLOPS Hauler
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Anthar Thebess
1645
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Posted - 2016.09.28 12:23:11 -
[3] - Quote
Just small detour from main topic: Can we get some additional information about changes planned to T3 cruiser boosting ships. If they stay like now - we can extract T3 subsystems from most of our alts.
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Luscius Uta
233
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Posted - 2016.09.28 12:33:14 -
[4] - Quote
Anthar Thebess wrote:Just small detour from main topic: Can we get some additional information about changes planned to T3 cruiser boosting ships. If they stay like now - we can extract T3 subsystems from most of our alts.
And Command ships - I would like to know if training the Command Ship skill to 5 will still be a good investment for those of us who mostly use them as DPS boats
Workarounds are not bugfixes.
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Lugh Crow-Slave
3191
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Posted - 2016.09.28 12:43:58 -
[5] - Quote
Anthar Thebess wrote:Just small detour from main topic: Can we get some additional information about changes planned to T3 cruiser boosting ships. If they stay like now - we can extract T3 subsystems from most of our alts.
Can we get additional setting that will just disable all animation connected to command burst only. It look fancy, people put a lot of work in this but after 100th time eyes will hurt. This thing will stay with us for years, and not all people like when something flashes in the screen every few seconds.
speak for yourself we will be using them just as much if not more in our blops now that they can warp off and cloak right after the drop
BLOPS Hauler
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Anthar Thebess
1645
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Posted - 2016.09.28 13:00:24 -
[6] - Quote
This is why i stated "most". From fleet and most skirmish perspective T3 boosters will be worthless. To easy targets. For HD getting a command ship will be always better solution, better boost, tank, dps. Command links are strongly tied to ships they can be used on.
Without getting ships first, we cannot say : - T3 need stronger boosts at cost of range - Command ships need bigger range - Command destroyers need more speed - Specific Battlecruisers need better cap regeneration
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Kaling of Titans
Titans Guild The Amish Mafia
0
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Posted - 2016.09.28 13:03:45 -
[7] - Quote
Will the tooltip for the command bursts be updated to show how much the burst gives? Currently cannot find that info on SiSi. |
Lugh Crow-Slave
3191
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Posted - 2016.09.28 13:14:07 -
[8] - Quote
Anthar Thebess wrote:This is why i stated "most". From fleet and most skirmish perspective T3 boosters will be worthless. To easy targets. For HD getting a command ship will be always better solution, better boost, tank, dps. Command links are strongly tied to ships they can be used on.
Without getting ships first, we cannot say : - T3 need stronger boosts at cost of range - Command ships need bigger range - Command destroyers need more speed - Specific Battlecruisers need better cap regeneration
T3 generally have better tank and DPS than a command ship
t3 give up strength for the extra link type.
their range is fine in order to encourage more boosters in a fleet
these things are already scary fast
it seems the cap cost of these has been drastically nerfed
but yes overall i can't even stand behind any of these points until we see how they are changing command ships. Hell these things need to change to balance them with in the class(atm some are just flat worse than others)
BLOPS Hauler
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CCP Habakuk
C C P C C P Alliance
1617
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Posted - 2016.09.28 13:50:26 -
[9] - Quote
Regarding discussion about balance testing, ship types and similar: Yes, this is too early to test on Singularity as many of the numbers are not authored yet. This will need to wait for the next stage of our tests.
CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)
Bug reporting | Mass Testing
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Lugh Crow-Slave
3191
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Posted - 2016.09.28 14:08:28 -
[10] - Quote
Every time i try to send in a bug report on sisi the client crashes :/ but i can try again once sisi is back up
BLOPS Hauler
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CCP Habakuk
C C P C C P Alliance
1617
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Posted - 2016.09.28 14:42:16 -
[11] - Quote
Lugh Crow-Slave wrote:Every time i try to send in a bug report on sisi the client crashes :/ but i can try again once sisi is back up That's concerning and really should not happen. Please send an appropriate bug report through the web site, if it keeps failing through the client.
CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)
Bug reporting | Mass Testing
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Lugh Crow-Slave
3191
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Posted - 2016.09.28 14:44:44 -
[12] - Quote
... forgot you could do that
BLOPS Hauler
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DG Lager
TSOE Po1ice TSOE Consortium
0
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Posted - 2016.09.28 16:01:02 -
[13] - Quote
On my Damnation I can use 3 Warfare links simultaneously. But with the Command Bursts I can only run 2 at a time? When I try to run the 3rd I get "The Skirmish Command Burst cannot be activated as it requires access to resources and/skills which 2 modules of the same purpose are already using up." I have 4 different Command Bursts fitted. Armored Command Burst, Information Command Burst, Skirmish Command Burst and Shield Command Burst. All my Leadership skills are at 5.
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Lugh Crow-Slave
3193
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Posted - 2016.09.28 16:04:07 -
[14] - Quote
command ships can only use 2 command bursts its been reduced from 3 links i would suggest reading the dev blog. there are a lot of differences
BLOPS Hauler
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Rayn Cerak
Silver Division
0
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Posted - 2016.09.28 16:47:09 -
[15] - Quote
1 hour later and I'd have been able to make the mass test :/ I wish so many events weren't being held in the middle of the work day in the US. |
Dunk Dinkle
Brave Newbies Inc. Brave Collective
134
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Posted - 2016.09.28 22:06:55 -
[16] - Quote
I tried briefly this morning.
One thing I learned was that you can fit as many Command Burst modules as you want. Only the ship rated number of Command Burst modules can be ACTIVE at any one time.
In other words, you can fit your Command Ship with more than 2 modules and have the script/ammo loaded, enabling you to switch buffs without reloading.
The command burst cycle is 2 minutes (I think).
So if you want to switch buff, you have to stop the buff and wait out the cycle, unload the charge to cargo, load the new charge (takes 10 seconds), restart buffing.
There may be situations where that 10-15 second reload time makes the difference (it's two logi rep cycles...) where this may be critical. |
Regan Rotineque
The Scope Gallente Federation
464
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Posted - 2016.09.29 03:20:34 -
[17] - Quote
Glad i read this all now - I started testing and was like WTF ?? 50km range
Plus the icons/artwork is all the same.
Gonna go take some medication now and relax.......
hehehehehehehe
(puts pitchfork and torches away........for now......)
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Soleil Fournier
Black Serpent Technologies The-Culture
148
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Posted - 2016.09.29 06:37:00 -
[18] - Quote
Mechanics seemed to work great.
-The graphics were crisp -All effects seemed to apply properly when in fleet -Effects didn't apply when outside of fleet -Ammo loaded and unloaded without issue -Ammo in cargo that was not related to the module equipped could not be loaded into that module. -Application also worked well....I have max skills but noticed my EHP would go higher when someone else hit me. Was thinking that the effect was stacking, but turned out he had the mindlink in and I didn't...so that worked as it should.
Good Job |
Soleil Fournier
Black Serpent Technologies The-Culture
148
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Posted - 2016.09.29 07:54:30 -
[19] - Quote
Ashterothi noticed something when we were testing.
He had one armor module, I had the other 2. We activated at different times, but the Armor buff icon always refreshed to the longest one, and you couldn't tell which effects had what timer since they all shared the same icon.
He suggested that the icons for the different buffs cascade up when you hover your mouse over it, so you can tell which ones have what timer.
Wasn't sure if he'd make it to this thread so posting just in case. |
Alto DeRaqwar
EVE University Ivy League
0
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Posted - 2016.09.29 08:28:39 -
[20] - Quote
If you warp the cooldown for the command buff clears and you can immediately rebuff on landing. Not sure if bug or working as intended. |
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Maidra Naima
Digital Origami Evictus.
8
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Posted - 2016.09.29 11:05:16 -
[21] - Quote
dev blog says 3 links to both orca and rorual but i tryed both and only 2 links can be used
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CCP Habakuk
C C P C C P Alliance
1619
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Posted - 2016.09.29 11:30:48 -
[22] - Quote
A new version has been deployed, which changed following:
- Electronic Hardening Charge should be fixed now
- The charges have a different temporary icon - but these are still placeholder (points for recognizing the icons)!
- Bug: Only one Command Burst can be fitted to a ship
CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)
Bug reporting | Mass Testing
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SnatchSmasher
Blue Republic RvB - BLUE Republic
0
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Posted - 2016.09.29 11:48:58 -
[23] - Quote
While flying a Stork, not in a fleet:
1. The Shield Extension charge increased the total shield HP as expected, but this increase appeared to persist through the buff period despite docking and undocking from a citadel. The effect showed on the buff bar immediately after undocking from the citadel after docking with the module active. 2. Like above, the Shield Harmonizing charge behaved the same way, with the buff persisting through docking/undocking from a citadel within the buff's active period. |
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CCP Habakuk
C C P C C P Alliance
1619
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Posted - 2016.09.29 12:14:45 -
[24] - Quote
SnatchSmasher wrote:While flying a Stork, not in a fleet:
1. The Shield Extension charge increased the total shield HP as expected, but this increase appeared to persist through the buff period despite docking and undocking from a citadel. The effect showed on the buff bar immediately after undocking from the citadel after docking with the module active. 2. Like above, the Shield Harmonizing charge behaved the same way, with the buff persisting through docking/undocking from a citadel within the buff's active period.
Yeah, docking at Citadels is currently not stopping the boosts, which will probably be changed. I'll add it to the known issues list.
CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)
Bug reporting | Mass Testing
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Rthulhu Voynich
Federal Navy Academy Gallente Federation
3
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Posted - 2016.09.29 12:48:48 -
[25] - Quote
Lugh Crow-Slave wrote:not much of a bug but a bit of feed back would be showing the % the boost is giving on the mouse over
Kaling of Titans wrote:Will the tooltip for the command bursts be updated to show how much the burst gives? Currently cannot find that info on SiSi.
Please add the % the boost give in the tooltip!! The old system has only the green checkmark without a value of the boost. The new system should be better. PLEASE! |
Soleil Fournier
Black Serpent Technologies The-Culture
148
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Posted - 2016.09.29 17:21:38 -
[26] - Quote
Agree with the above, showing the % increase is absolutely critical. - it's nice to see the icon and know someone gave you buffs, but not knowing how much of an increase they gave you forces players to try and figure it out through trial and error on their own. |
Rivr Luzade
Viziam Amarr Empire
2757
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Posted - 2016.09.29 17:57:48 -
[27] - Quote
Numeric timer needed for the boosts in the tooltip, in particular if there are 2 or more boosts of the same category applied asynchronously.
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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Lugh Crow-Slave
3218
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Posted - 2016.09.29 18:07:41 -
[28] - Quote
Rivr Luzade wrote:Numeric timer needed for the boosts in the tooltip, in particular if there are 2 or more boosts of the same category applied asynchronously.
so much this
BLOPS Hauler
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Erstwhile
Machiavellian Empire Fidelas Constans
0
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Posted - 2016.09.29 19:13:33 -
[29] - Quote
Mining Bursts -- * Would be useful for booster (e.g. Rorqual) to see what the %effect of a boost is for members somewhere) * Info on charges should indicate what effect is in place ... when fitted to a ship, the info should show effect considering - pilot skills bonus(es), combined with implant bonus (or separate ..even better) - ship bonus(es)
* would be nice to see what members of fleet have bonuses applied (for new members to fleet, or folks warping in)
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Beyl Ahashion
Working Community Inc. Affirmative.
0
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Posted - 2016.09.30 13:29:36 -
[30] - Quote
I don't have the best of skills yet. And I was specifically testing a combat battlecruiser, not an orca or rorqual, since I can't imagine anyone but people with very large defense support fleets ever making a multi-billion isk ship a sitting duck in a defenseless shooting gallery. So this may just be caused by those things, and if so then my comments might be moot, but:
When I tested out the mining boosts, it said that only a single module of that type could be activated at a time, and the mining boost reduced my cycle time from 165 seconds to 140 seconds. That is 17%. And with only a single boost of that type ever being allowed, that is a maximum of 17%. With a 17% boost, just to brake even requires a mining fleet of atleast 8 people (7 miners and the booster), all mining within 50 km. I don't think that I have ever been in any place that had 8 miners within 50km the entire time I have been playing Eve. And that is just to break even, not to make any gain. Any fewer miners and you would get more ore by having the booster account man a mining barge instead. With the cost of the boosting ships, and the fact that it is impossible for them to flee from an interdiction bubble, if these numbers hold, then mining boosts will basically be relegated to only very large mining groups, or in places where interdiction bubbles are not allowed (HS?), and everyone else will for all intent and purpose now lose their mining boost and have to mine without it. For instance, one of my alt accounts has been training to fly an orca for mining boosting, and I was about to buy an orca, but changed my mind after the test, and decided that I would probably just have to go without mining boosts.
Is it really CCP's intent to relegate mining boosts to only the largest alliance's, or to HS? Or to try to persuade people to group up into the largest alliances, or move into HS?
If not then:
- They need to allow the boost to come from a ship that people can afford to lose. We count mining barges costing 25-30 mil isk, as being expendable and throw away. But it would take a huge amount of time mining to pay for a 750-800 mil isk orca or a multi-billion isk Rorqual, so those will never be able to be considered expendable or throw away.
- Or they need to give the more costly ships the ability to ignore interdiction bubbles and somehow be able to escape.
- Or perhaps allow a mining barge to use a single mining boost in place of one of its strip miners, which would reduce the minimum mining fleet to only 4 miners within 50 km with an expendable boosting ship. 4 miners with an expendable boosting ship is doable, but 8 miners with a non-expendable boosting ship as a sitting duck is not.
Of course this is just my first impressions. Your mileage may vary. |
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