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Thread Statistics | Show CCP posts - 3 post(s) |
Draekas Darkwater
Moons of Pluto
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Posted - 2007.09.13 02:59:00 -
[61]
I'll vote for being able to group them and focus fire each group in space.
Also, as the targets up top tend to shift around sometimes, you might not always know exactly which one your drones are on. In that regard, perhaps you could add an icon next to the ships you have targeted that you've instructed your drones to attack/jam/web/ect. Similar to how modules show up there now next to whoever they are shooting.
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45thtiger011
Gallente The Perfect Storm
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Posted - 2007.09.13 03:47:00 -
[62]
i'd like some way of seeing what my drones are actually attacking! it's one thing when they're orbiting a target, but for sentries and drones between targets it can be pretty annoying trying to figure out what it actually is the bloody things are going after...
oh and i'd like some more info on this "drone bandwidth" bit, will that be affected by a new skill or will ccp be changing an existing one (i.e. drone interfacing)? btw, will drone ships be getting they're bonuses reworked? because they're are one or two which have bonuses that don't make sense as drone boats *COUGH*ishkur*COUGH* |
Hugh Ruka
Caldari Free Traders
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Posted - 2007.09.13 07:21:00 -
[63]
Originally by: Draekas Darkwater I'll vote for being able to group them and focus fire each group in space.
Also, as the targets up top tend to shift around sometimes, you might not always know exactly which one your drones are on. In that regard, perhaps you could add an icon next to the ships you have targeted that you've instructed your drones to attack/jam/web/ect. Similar to how modules show up there now next to whoever they are shooting.
I second this. Make drones appear next to target like active modules on the target (the small gun/web/ecm/etc icons next to targets). This will go a long way to improve drone management.
Originally by: Aravel Thon
Originally by: Nith Batoxxx Hi my alt just leanred to fly the ferox...............
I am so so terribly sorry...
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Aramendel
Amarr Coreli Corporation Exuro Mortis
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Posted - 2007.09.13 08:48:00 -
[64]
Originally by: CCP Nozh Improvements :
òIncreasing the scoop range by 500m-1000m
A typical tactic in PvP is to scoop drones to recharge the shields instantly and redeploying them.
A change suggestion there: - "remember" the shield lvl of a drone when it is scooped so you cannot instantly recharge its shields - in exchange, make dronebays real maintance bays where the shields of drones get slowly recharged and armor & hull damage gets repaired. Either automatically or with you spending cap on it. Could take 30 seconds or 10 minutes or anything in between, depending where the most balanced sweet spot is.
Quote: Drone Settings:
Where you setup basic drone behavior. There will be a standard ôoption menuö, as well as hotkeys to switch between modes.
òAggressive û Attacks anything that attacks you or you attack. òPassive û Donæt attack anything, unless you directly command them to. When the target is destroyed they simply return and orbit.
The ability to do agressive and passive settings dependant on target type would be very useful.
For example, when doing missions I want my drones to kill the frigates & destroyers around me. Being able to set them agressive for frigs and destroyers and passive for everything else would be perfect there.
This might automate things a bit too much for your liking, though.
And has been said already, drone focus fire. I cannot think of *any* situation where splitting up your drones is beneficial, so being able to force them to stay together would be extremly useful. Of cource, same thing with "might automate things too much".
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Aramendel
Amarr Coreli Corporation Exuro Mortis
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Posted - 2007.09.13 12:00:00 -
[65]
Balance Problems
- Amarr drones
Are largely pointless.
Gallente drones have the biggest HP and the most base DPS. Minmatar drones are the fastest, but the 3rd weakest DPS. Caldari drones are a good mix between both.
Amarr drones have the weakest dps and average speed & HP. They have no real strengths - literary the only targets where using them is a good idea are t2 caldari ships which are using no EM harderner. Even vs blood sansha gallente drones are better, they have the best efective dps vs them.
No real idea what to do there. They have no stat where they are best and their total performance is sub-average. They could maybe switch the damagemod with the minmatar drones. Or the HP with gallente.
- Electronic warfare drones
ECM drones are very effective, quite possibly too effective. At the very least their skillpoints invested / effect ratio is broken.
For example, lets take a thorax. It can use 5 medium damage drones or 5 medium ECM drones. If it uses ECM drones it looses around 33% of its total dps. In exchange it has with 5 ECM drones - which have a strength of 1.5 each - a 41% chance to jam another throax each cycle. This might or might be not considered balanced.
However, in order to get this performance the thorax pilot needs a whole 350k SP: drones 5, ECM 4 and electronic warfare drone interfacing lvl 2. To compare, to get (nearly) the full performance of medium damage drones you need 2480k SP - drones 5, drone interfacing 5, scout drone interfacing 5, combat drone operation 5, racial drone spec 4
At the very least ECM drones should need drone interfacing 5 and electronic warfare drone interfacing 5 to get their current strength.
The sensor dampening, tracking disruption, target painting and webbing drones on the other hand have a very poor performance, mostly because they are effected, unlike ECM drones, by stacking penalities.
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Di Jiensai
Gallente Domination.
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Posted - 2007.09.13 12:24:00 -
[66]
I'm just relaying those, because some persons managed to loose posting privileges here...
Originally by: Sarmaul
1. Detachable drone panal
2. Attack as Group - when drones are auto-aggroing they all go for the same target.
3. Drones showing up next to your locked target when you set them on it (like turrets and launcher icons show up).
4. Shields aren't reset when scooping
5. Drone damage messages coming through
6. Right click -> show info on own drone in space works properly and shows updated stats
7. Autoheal - logistics drones will automatically go and start healing a gangmate who hits the "Need Armour/Shield/etc" buttons. Obviously, shield drones won't respond to armour calls.
8. Hull rep drones
9. Small and medium webbing drones
10. EM drones made useful
Originally by: HippoKing
edit: What about being able to assign drone groups to module spaces, so you have one button to send warrior IIs to attack, etc.
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jeffb
GoonFleet
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Posted - 2007.09.13 12:37:00 -
[67]
Instead of individual drones in space, perhaps automatically group them to reduce the number of calculations the server needs to make. Make drones non-collidable. Tracking shouldn't be a problem for drones, range and speed should. Another area where some load can be taken off the server.
Remove drone auto-aggression. Its no fun when the server dies and you get killed by drones. It happens all the time, please fix it. If auto-aggression stays in please give me a command so my drones will automatically kill drones that are automatically attacking me when the server has taken a **** and won't accept any of my commands, automatically. If the guard command sends my drones off after so random ship instead of killing the drones that are actually killing me, thats a pretty worthless feature.
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Seeing EyeDog
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Posted - 2007.09.13 14:42:00 -
[68]
Originally by: Vevva Voxtron I'd like to see the option of abandoning drones. e.g. you're in a dominix and have dropped sentry drones, but are now at range of them. Would be nice to abandon the drones to launch a set of medium drones without having to scoop the first set.
Also, all other weapon systems have rigs and/or modules that increase their damage output, e.g. mag stabs, bcs etc.. with the exception of drones. There should be some low slot modules available that enhance drone damage by a similiar percentage to give a bit more ship tweaking flexibility to drone-based combat pilots.
i can see it now....drop drones, abandon, drop drones, abandon, drop drones, abandon, drop drones abandon.....lag-tastic!!!! NO THANKS.
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Ellaine TashMurkon
MetaForge Ekliptika
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Posted - 2007.09.13 16:43:00 -
[69]
Now You can abandon drones by warping. But Ithink people might indeed use that to leave backup drone stack at a safespot, using a carrier.
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Eka Maladay
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Posted - 2007.09.13 17:41:00 -
[70]
Originally by: Seeing EyeDog i can see it now....drop drones, abandon, drop drones, abandon, drop drones, abandon, drop drones abandon.....lag-tastic!!!! NO THANKS.
We need to be able to switch drone. Make drone possible to be self destructed then.
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Tarron Sarek
Gallente Endica Enterprises
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Posted - 2007.09.13 18:48:00 -
[71]
Yeah, finally some usability improvements and fixes for drones!
Improvements - Making them more responsive is very good. Absolute win/win.
- Increasing scoop range will make deploy-scoop tactics even easier than now. That's why I'm not sure whether that's a good change. For general ease of use and NPC'ing it would be great and hardly an issue, but for PvP it would make drones stronger. And they already are very strong. So unless the way drone shields recharge in the drone bay is also changed, or a redeploy timer is implemented, you should perhaps reconsider it.
Drone settings - Aggressive and Passive 'mode' both sound good.
New drone commands - Guard and assist look interesting. Since it's still a matter of player control I guess it won't make drones overpowered or stronger in general.
UI changes Well it can hardly get worse, so almost certainly win/win in every case.
Regarding focused drone attacks: I doubt that's a good idea. It takes away the need to manage and control your drones and make the most out of them. Would be kinda like autofire turrets. Right now we have to battle with headstrong and disobedient drones, plus a slow and awkward UI to give orders. Once these issues are fixed, the managing and controlling will be reasonable, so I don't see the need to take this away.
In general, regaring all possible changes: Improving usability is good. Making things plain easier or unnecessarily relieving players of control/work is bad.
_________________________________ - Balance is power, guard it well - |
Ampoliros
Shadow Company FreeFall Securities
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Posted - 2007.09.13 19:15:00 -
[72]
I'd definitely like to see easily mappable hotkeys to be able to launch drones from a specific group (eg, rebind Alt-F1 to "Launch all drones from valkyrie group"), as well as keybinds for attack target, return to dronebay, and any new commands created. Would save a lot of unnecessary clicking.
Also, some easy way to sever drone control (drone self-destruct, ~10s timer) would be great, and some sort of drone re-control timer (10min?) where if you warp back to a grid where you've left drones in that time frame you can command them to return to bay - handy for disconnects and other lag issues. ------------------------------------ My statements are not those of my corp or of my alliance, nor anyone else.
[Insert witty comment here] |
YanYonax
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Posted - 2007.09.13 20:36:00 -
[73]
Shield and Armor repair drones
They¦ve cost me three ravens already: -target gangmate -engage target with repair drones -message ¦do you want to continue with this dangerous action¦ (in empire). Yes of course -accidently activate a weapon on your gangmate -no second warning -concorded
Pls make repair drones less dangerous to use in empire. I¦m aware of why the rules within a gang were changed in the past but it¦s not much fun/too tricky to use these drones. Or make a distinction between drone and launcher/turret activation so they will both give a warning message.
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Plekto
Priory Of The Lemon R0ADKILL
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Posted - 2007.09.13 23:04:00 -
[74]
Simple solution to all of the issues with firing and such:
Add a command: - Move as Group.
Pretty much covers all of those issues with one simple command. Attacks and moves as a group, so one target at a time and no wandering off, either.
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Chainsaw Plankton
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Posted - 2007.09.13 23:05:00 -
[75]
Detachable from overview. probably the biggest one! focus fire. slightly less important but will help when jammed. change the way logistic drones work. having logistic drones "attack" not exactly sure on how this works, but i have heard of people setting repair drones on hostiles.
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Ysabelle nKataros
Evolution Band of Brothers
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Posted - 2007.09.14 00:28:00 -
[76]
Originally by: Valandril Edited by: Valandril on 11/09/2007 15:55:03 - Sentry drones, give them some scooping speed, its really pita if ur carrier gets bumped.
Suggestion to implement this: have two sentry drone modes, one for moving and scooping, the other a "Deployed" mode where they would be stationary - and they can only fire in Deployed mode.
BoB: When we have fleet battles, our killboard crashes |
Zarest
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Posted - 2007.09.14 01:05:00 -
[77]
First off I must say I am vary happy to see drones getting some much needed attenchen. Also I would just like to throw in some ideas out here just to see what people think. Since I saw someone on here, that they were going to change the amount of drones you could use, and I don't know how they were going to go about it but here is an idea.
Light/Heavy drone control unit.
Light drone control unit, Allows the control of one extra light or medium drone. Skill required would be something like Drones 5, Scout Drone Operation 5, and Drone Interfacing 5. Also lets say it uses 400 to 500 power grid and take it about 25 to 30 CPU.
Heavy Drone Control Unit. Allows the control of one extra Heavy drone. Skills required would be Something like Drones 5, Heavy Drone Operations 5, and Drone Interfacing 5. Also like the light/medium one it would take any where from 900 to 1200 power grid and 40-50 CPU.
Also It would be nice to see a few new drone based skills, like mabe Drone Resistances. Which would give you 5-10% bonus to drone Resists to shields and armor pure skill level and you could make one of the skill requirements Drone Durability 5 or something since there is not much modivation to get that skill to lvl 5 atm. Also I would like to see a skill that would give heavy drones a little more control range. I mean Scout Drones get one why not heavy drones? I was also going to say something about a drone compression skill but I think there would be one to many balance issues with a skill like that. Any ways there are just a few ideas to put out on the board, let me know what you all think.
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45thtiger011
Gallente The Perfect Storm
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Posted - 2007.09.14 07:30:00 -
[78]
Originally by: Plekto Edited by: Plekto on 13/09/2007 23:09:09 Oh, and I LOVE the drone self-destruct proposal. Drone size equals its damage type as per a t1 smartbomb. Expensive smartbomb, but very useful in combat.
as much as i like this idea, i can see how it could be misused just imagine a domi (w/ rev 3 enlarged drone bay) spewing warrior I's launch - engage - pop
i can't see any ship being able to take much of that...
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murder one
Gallente Blood Corsair's The Red Skull
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Posted - 2007.09.14 08:09:00 -
[79]
Edited by: murder one on 14/09/2007 08:13:05 Stuff that I think are the most important improvements to focus on:
1. detaching drone UI from overview.
2. adding 1km to scoop range. This is really important, as drone natural orbit distance is usually just beyond scoop range.
3. have drones default to 'all drones attack one target', if they're auto-agressing ships and not specifically instructed to do otherwise.
4. increasing all exp/em/kin drone damage to be equal to that of thermal drones. Keep speed/HP as it is now (different), but increase the damage of the other drones so as to make them useful, similar to missiles (which all do equal dps regardless of damage types).
5. remove stacking nerfs for damp drones and web drones. Right now they're almost useless. Particularly the damp drones. Small web drones would be ridiculous. A Taranis with 2x small web drones able to fly 20-30km away at 4km/sec or more? Right. An Ishkur able to deploy 5x small web drones? Overpowered.
6. Drone management - would be great to have little drone icons on the *left* side of targeted ships to indicate what drones are attacking which target. Hotkeys and general command buttons would be *GREAT*. If we could also assign a particular group of drones to be our default 'launch' group so when we say 'launch drones' in a hurry/emergency, then we know what we're launching, if we have more than 5x drones or multiple groups in the bay.
7. HP indicators for drones that are docked, as well as HP indicators for fighters while they're assigned etc.. While I'm on fighters, please buff their HP by quite a bit as well, they're just too fragile still. Small HP buff to drones in general maybe? Drone MWD speed increase possibly? The speed of combat ships, and nano ships specifically have reduced drone effectiveness to almost zero for a large portion of PVP. Ships have increased in maximum speed by an extreme degree since the beginning of the game, and drones have not kept pace with their targets.
8. with the decoupling of drone size/number from drone bay size with the bandwidth feature, can we see the gallente ships get an increase to their drone bays? After all, they are the 'drone race'. I'm probably going to get flamed to hell for asking for a Gallente improvement, but oh well lol.
Forgot two things:
Sentry drones: have a 20m/sec 'return to bay' feature, as they generally start moving at 1m/sec towards what they're shooting at, and are extremely hard to rescoop sometimes (especially with cap ships).
And second: please give us the option to 'abandon' drones so we can choose to drop the existing group and instantly deploy a second group that is more suited for the situation. This is a big boost to drone users, but it also comes at a potentially high cost: dropping a full flight of T2 drones in space can be very expensive indeed. I kind of see this option as the 'overload' of drone use. Only in emergencies, and a costly option if it fails.
Anyway, I'm really looking forward to any/all drone improvements/changes. I can't wait to see what the team (and you specifically Nozh) have in store for us players.
[07:13:55] doctorstupid2 > what do i train now? [07:14:05] Trista Rotnor > little boys to 2 Fleet Combat Ships |
James Duar
Merch Industrial GoonSwarm
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Posted - 2007.09.14 08:23:00 -
[80]
We need an "Abandon" function for drones already in space.
The idea being that your current drones/fighters go inert and stop being associated with your ship, allowing new drones to be launched.
This would help in situations where drones have strayed far from a ship, or one needs to switch drone types quickly, at the cost of having to manually recover the drones later.
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jeffb
GoonFleet
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Posted - 2007.09.14 09:54:00 -
[81]
Originally by: Ysabelle nKataros Suggestion to implement this: have two sentry drone modes, one for moving and scooping, the other a "Deployed" mode where they would be stationary - and they can only fire in Deployed mode.
Thats a pretty nice idea.
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James Duar
Merch Industrial GoonSwarm
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Posted - 2007.09.14 10:27:00 -
[82]
Originally by: jeffb
Originally by: Ysabelle nKataros Suggestion to implement this: have two sentry drone modes, one for moving and scooping, the other a "Deployed" mode where they would be stationary - and they can only fire in Deployed mode.
Thats a pretty nice idea.
Quotin' 'dis.
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D Gelalder
Gallente Apraxia
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Posted - 2007.09.14 12:07:00 -
[83]
Originally by: James Duar We need an "Abandon" function for drones already in space.
The idea being that your current drones/fighters go inert and stop being associated with your ship, allowing new drones to be launched.
This would help in situations where drones have strayed far from a ship, or one needs to switch drone types quickly, at the cost of having to manually recover the drones later.
Bit exploit heavy, they could easily just deploy massive amounts of drones using this to create some lag. Replace it by a "self destruct" option for the drones.
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Vyktor Abyss
The Abyss Corporation
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Posted - 2007.09.14 12:16:00 -
[84]
I've made posts before in the ideas forum, but I'll repeat them here since this seems a hot topic.
New Drone Warfare
Improvements:
ò AI for the MWD (Especially E-War drones) ò Small and Medium Webber drones (short (25km?) range limit, low % web) ò Hitpoint boost ò Anti-Drone mode for Lights - Have them auto-attack nearest enemy drones ò Graphical addition of a dronebay (with opening door?) on ships and have drones seem to enter and leave that dronebay on deployment
New Stuff:
ò A module to attack/disrupt a ship's bandwidth (*), disabling active drones and a module to capture/convert and control disabled enemy drones ò Remove the instant recharge of drone shield when scooped ò Add a passive repair speed of the dronebay, repairing shield, armour and hull over time ò Prism drones - New sentry drones where 1 'focus' drone absorbs and channels the fire of the other drones (upto 15 or 20?) over one or two firing cycles into 1 large alpha shot. ò Cap Transfer drones ò Passive Repair - Logistics drones auto-repair nearest damaged friendly (including friendly drones) ò Active Repair - Logistics drones respond to friendly 'need repair' gang signals ò Drone Damage threshold - Drones auto-return when a set amount of damage is taken
Other related:
ò POS Dronebays and Fighter bays - Allows Drones & Fighters to be assigned to a player to help defend a system or help ratting etc ò Interface: i) Remove the Lag on deployment of drones ii) Coloured/highlighted behaviour buttons settable for each drone group iii) Hotkeys for launching/returning drones, assigning a target etc iv) Show bandwidth used and available v) Add drone damage to logs
(*) - This assumes that bandwidth is the new mechanism for controlling drones. So attacking the bandwidth would mean only smaller/less drones can be launched, or if there are active drones that require more bandwidth, then they can be disabled.
I'd love to offer ideas on fighters too, but I've not really had a chance to play with them. Hope this little summary helps.
- Ideas are my business...maybe thats why I'm always skint! Please read my ideas |
SirMolly
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Posted - 2007.09.14 15:06:00 -
[85]
Originally by: CCP Nozh ...perhaps adding a "always focus fire" option is a good idea.
I want this please.
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Jinmie
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Posted - 2007.09.14 15:12:00 -
[86]
HP of delegated Fighters please !
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Felysta Sandorn
Caldari System-Lords Exquisite Malevolence
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Posted - 2007.09.14 15:21:00 -
[87]
My ideas for the drone improvements (mainly interface):
http://oldforums.eveonline.com/?a=topic&threadID=594929
Latest Video, Click Here!
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Saffin
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Posted - 2007.09.14 15:50:00 -
[88]
Real simply one, can we have option to see absolute values for shield and armour like we do for our ship shield and armour.
Saf
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Acacia Everto
Wings of Redemption Black Flag Alliance
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Posted - 2007.09.14 17:10:00 -
[89]
Edited by: Acacia Everto on 14/09/2007 17:17:46 Edited by: Acacia Everto on 14/09/2007 17:11:46 For the Fighter changes, does that mode mean that there will also be a mode you can set that'll prevent your Fighters from following targets into warp and instead make them behave like normal drones?
A lot of my ideas are covered in the other posts made by others. Auto-aggro for rep drones on gangmates (of their type, and not already engaged) sounds like a great easy to do idea. There's some other ideas that are good too, but one that caught my eye was sentry drones having a mobile non-firing mode and a stationary firing mode. Or allow them to be self-destructed. It's so annoying to be bumped away from your sentries then be unable to deal much damage until you scoop your drones and deploy your Ogres/Fighters.
CCP Nozh, if I'm ever over in Iceland you and your team will get copious amounts of booze sent to your office.
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Rainhailer
Gallente Einherjar Rising
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Posted - 2007.09.14 17:20:00 -
[90]
Please let us be able to see how our skills/modules affect drone stats!
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