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NPC Tracking Disruption Feedback

First post
Author
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#81 - 2012-12-10 19:18:00 UTC  |  Edited by: Antillie Sa'Kan
I live in Providence as well and I agree that it is now totally impossible to rat in a turret based ship. Even with perfect gunnery skills you just can't. You don't have the tracking to hit them up close and you don't the range to hit them far off, permanently. It's not that the TDs are any stronger than before, the NPCs just leave the on 100% of the time now. This is what the patch notes meant by "The effect is now correctly applied to your ship." You used to be able to wait 45-60 seconds for the TDs to turn off and then go to town with your guns. This is no longer the case. The Sansha TDs were always stupidly overpowered, but since they were bugged so that the NPCs forgot to turn them on about 80% of the time it worked out to be pretty balanced.

You know what I did? I got out of my laser BS and hopped into a (newly buffed) non-pimp-fit HAM legion. Problem solved. I imagine that a Tengu would work just as well.

It does about the same DPS as my non-pimp-fit T1 BS once you account for the fact that the HAMs are pure EM damage and not an EM/Therm split against the Sansha resist profile and even more tank once you account for being able to speed tank the BSs. Even webbed by NPC frigs it still tanks the BS's more than long enough to kill the frigs and start speed tanking. The small amount of time I spend chasing down the few BSs that like to orbit far out is made up for by the fact that I no longer have to wait for the TDs to "wear off" like I did in my turret ship. Is it as good as the old turret BS? No, it uses ammo and it just won't ever kill quite as fast as 8 BS sized guns. But you know what? It works.

However not everyone has the ISK and SP to just hop into a fully skilled and properly fitted T3 cruiser at the drop of a hat. So yeah this is certainty a big problem for most of the people who live out here.
Snoodaard Thrasy
Yulai Guard
#82 - 2012-12-10 22:46:57 UTC
Antillie Sa'Kan wrote:
This is what the patch notes meant by "The effect is now correctly applied to your ship." You used to be able to wait 45-60 seconds for the TDs to turn off and then go to town with your guns. This is no longer the case. The Sansha TDs were always stupidly overpowered, but since they were bugged so that the NPCs forgot to turn them on about 80% of the time it worked out to be pretty balanced.


Actually I understood that the "fix" applied to the fact that the tracking disruptors from rats would reduce optimal but not falloff. This has indeed been fixed with the Retribution patch. Now your gun optimal gets reduced as well as falloff. It seems to me what wasn't the intention was the permadisruption which makes turret based ratting (the weapon type of 3 out of 4 ships) impossible.
Rip Minner
ARMITAGE Logistics Salvage and Industries
#83 - 2012-12-10 23:21:30 UTC
Gerard Hareka wrote:
CCP Ytterbium wrote:


Yes keep holding players by hand instead of letting them adapt - for example as fitting long range guns and use new module that you introduced tha gets you 100k away , and i dont know outsmarting stupid ai instead of whining.


I dont realy know how long range guns is going to hellp you with TD?

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

R0cky Marciano
Federal Navy Academy
Gallente Federation
#84 - 2012-12-11 12:54:01 UTC  |  Edited by: R0cky Marciano
why only Sansha have so strong e-war, that against turret and apply dps generally.

for example, Angel's at all not have e-war against turret, target painter.... hahaha :/


p.s. let's all move to Minmatar regions, Angels regions...

why us need now amarr and sansha regions, agents and etc. ? Big smile
Schmell
Russian Thunder Squad
Against ALL Authorities
#85 - 2012-12-11 13:13:15 UTC
Im really interested if other races ewar was changed in the same fashion. I mean the fact, that tracking disruption is constant even from battleships. Do the dampeners from serpentis and ecm from guristas work the same way now?

Angel painters seem to be still chance based from my expirience.
Morrigan LeSante
Perkone
Caldari State
#86 - 2012-12-11 13:41:22 UTC
Schmell wrote:
Im really interested if other races ewar was changed in the same fashion. I mean the fact, that tracking disruption is constant even from battleships. Do the dampeners from serpentis and ecm from guristas work the same way now?

Angel painters seem to be still chance based from my expirience.


Confirming damps are madness.

Not ran into ECM users yet (they didnt use it in WC)
Jessica Danikov
Network Danikov
#87 - 2012-12-11 16:04:48 UTC
There are a few popular theories in my corp.

The best one is that the insta-locking and extra strong EWAR was introduced to counter-act the poor AI. Now that it's been fixed, the fudge is now breaking things- dumb NPC with big guns is manageable. Clever(er) AI with big guns is now a nightmare.

Terazul
The Scope
Gallente Federation
#88 - 2012-12-11 20:34:43 UTC
Should just take out the E-War entirely.

It's hard enough to deal with scramming frigates that target your drones while tanking 2k+ DPS simultaneously. Don't need to be unable to target a damn thing in addition to that.
Lugalzagezi666
#89 - 2012-12-11 21:18:43 UTC
Terazul wrote:
Should just take out the E-War entirely.

It's hard enough to deal with scramming frigates that target your drones while tanking 2k+ DPS simultaneously. Don't need to be unable to target a damn thing in addition to that.


Go do some minmatar missions, angel ewar is utter joke compared to tds, damps and ecm. Not to mention unlike these it actually isnt even broken so angel rats dont permaspam you with tps like seprpentis do with damps, guristas with ecm and sanshas with tds.
Snoodaard Thrasy
Yulai Guard
#90 - 2012-12-12 13:42:58 UTC
Patch notes: "Corrected the chance percentage that an enemy NPC will use tracking disruption on a player's ship."

So I assumed things would be back to "normal".

The only thing that has changed is that the tracking disrupting rats stop for 3-4 seconds and then start a new disruption cycle. So now you get disrupted by 90% of the rats permanently in stead of 100%.

Useless!

Turret based ratting is still impossible.
Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#91 - 2012-12-12 16:06:59 UTC
Playing in some anomalies now and it is better I can actually fire from time to time, I think there is still room for improvement with how the stack and how strong they are though.

Again more feedback is welcome from others, I'm hoping CCP will continue to work on tweaks for TD (and all NPC EWAR) to make it an annoyance but not crippling.

Turelus CEO Utassi Security

Maximille Biagge
Hydra Eternal
#92 - 2012-12-12 16:22:34 UTC
I just attempted a forsaken hub again after todays patch and noticed that in the short periods of time where the NPCs stopped tracking disrupting me (icons and bar dissapeared) The effects were still beign applied ot my ship.

So I was still feeling the effects of tracking disruption even though the NPCs appeared ot have stopped disrupting my ship?
Tildah
Dosadi Inc.
#93 - 2012-12-12 16:38:19 UTC
Maximille Biagge wrote:
I just attempted a forsaken hub again after todays patch and noticed that in the short periods of time where the NPCs stopped tracking disrupting me (icons and bar dissapeared) The effects were still beign applied ot my ship.

So I was still feeling the effects of tracking disruption even though the NPCs appeared ot have stopped disrupting my ship?


I experience the same issue, receive tracking disruption from 1 to 4 ships but once apply it never went away even if only 1 ship was applying the disruption the effect of 4 was still affecting my .

The Blockade Sansha level IV


Tildah
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#94 - 2012-12-12 17:01:39 UTC  |  Edited by: Marc McIntyre Crendraven
Has anyone else noticed the TD effects last even after they are no longer disrupting?

(aha, i see im not the only one)

Eat Lead!!! Err....Antimatter...whatever!

Jose Montalvo
Pandemic Horde Inc.
Pandemic Horde
#95 - 2012-12-12 18:24:46 UTC
CCP Devs the EWAR of the rats regarless of the regions and factions needs more tweaking, right now in regions like Providence and Catch ratting with turret based weapons is still almost impossible, the new patch only gives us 3-5 secs before the a new EWAR cycle starts. Can you please restore the former cycle time before the expansion but keep the other features of the new AI like target switch and all that, I understand you wanted to make it a challenge but damn this is too much. Even if we sacrifice tank to counter the TD with enhancers and computers we still get disrupted to the point of not been able to kill nothing unless you use missiles and not everybody in EVE is Caldarian and even so they had to adapt to the nerf to the heavys too, so please help us so we can help you. THX
Bussan
Kabukicho
#96 - 2012-12-12 18:48:00 UTC
Even if you warp out, the effect still remains, and fades after a while... every ship's TD stacks, so I noticed my range coming back bit by bit while I was recharging my cap from the crazy drain...
Nicolai Xperte
Aliastra
Gallente Federation
#97 - 2012-12-12 19:51:19 UTC
Wednesday Patch Notes

Looks like they patched the NPC's to behave, lol. Can anyone confirm this is now working as intended?

I don't always bring out my Absolution.

But when I do it makes the Blue's rage, lol.

vice vortex
Autopsy
#98 - 2012-12-12 20:39:36 UTC
Confirming after patch that even when npcs stop disrupting the effects still remain and it remains a problem...
Gabriel Santagalos
Ministry of War
Amarr Empire
#99 - 2012-12-12 22:27:53 UTC
Just tried to do the 5th Mission of the Amarr Epic arc, Cowardly Commander. Got Perma-TDd by 3 battleships, Optimals went down from 90km to 10km. *shakes head* NPC Ecm is just madness since the patch. MIssioning was boring before, now it is boring and downright frustrating. I sure hope that CCP will look into this, and consider some redesign of the NPC Ecm.
Snoodaard Thrasy
Yulai Guard
#100 - 2012-12-13 00:14:55 UTC
Marc McIntyre Crendraven wrote:
Has anyone else noticed the TD effects last even after they are no longer disrupting?

(aha, i see im not the only one)


Actually I did also notice that. Tried a belt, optimal went down to 8.6 km and it didnt go up when one of the two rats paused disruption.