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Player Features and Ideas Discussion

 
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Weapons Timer and Weapon Cycles

Author
General Guardian
Perkone
Caldari State
#1 - 2013-08-12 22:14:21 UTC
I honestly think that the 60 second Weapons Timer should count down from the time you actually fire upon someone and not AFTER the weapon has finished cycling. As those with longer weapon cycle times (Such as 1400mm Artillery) are penalised moreso than those with shorter cycles.

Eg. If you have a 14 second Weapon cycle, your weapons timer is 74 seconds, not 60 seconds, as the timer doesn't begun counting down until the weapons cycle duration has completed.

This also effects ECM burst. The cycle duration seems to keep refreshing the timer, although the modules are not actually aggressing during this time.
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#2 - 2013-08-12 22:26:17 UTC
I completely agree.

Anyway, unless this is oficially stated somewhere (too lazy to check now), maybe they simply developed it the wrong way... why not filling up a bug report either?

TehCloud
Guardians of the Dodixie
#3 - 2013-08-12 22:42:13 UTC
Don't fix what's not broken.

Those with a higher cycletime also deal more damage per shot. So how about you deal with those few seconds.
The devs have way more important things to tend to.

My Condor costs less than that module!

General Guardian
Perkone
Caldari State
#4 - 2013-08-12 23:21:53 UTC
TehCloud wrote:
Don't fix what's not broken.

Those with a higher cycletime also deal more damage per shot. So how about you deal with those few seconds.
The devs have way more important things to tend to.


Since when does weapon damage have anything to do with a Weapons Timer?

Weapons timer should be the same 60 seconds for all players.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2013-08-12 23:27:45 UTC
General Guardian wrote:
TehCloud wrote:
Don't fix what's not broken.

Those with a higher cycletime also deal more damage per shot. So how about you deal with those few seconds.
The devs have way more important things to tend to.


Since when does weapon damage have anything to do with a Weapons Timer?

Weapons timer should be the same 60 seconds for all players.


It is the same 60 seconds for all players... 60 seconds from the deactivation of any aggressive modules.

If you make it from the start, you could claim that artillery have an advantage by alpha-striking a target and then deaggressing while an autocannon ship would have to continue cycling their guns to bring down that same target befroe deaggressing.

The current method is more "fair", as CCP's damage per second averages out to moreless the same in the current scheme.

Finally, this is a really minor point, and generally matters in very few instances. IMO, it is not really worth the devs time.
General Guardian
Perkone
Caldari State
#6 - 2013-08-12 23:34:44 UTC
In cases where the Weapons timer actually matters, such as when you want to dock/jump to leave a fight. Your dps really isn't relevant.

Your dps only really matters if you're not deaggressing.
General Guardian
Perkone
Caldari State
#7 - 2013-08-12 23:36:26 UTC
I do agree it is only minor, which is why I put it here, and not petition/bug report.
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#8 - 2013-08-12 23:55:29 UTC
true...

it's also common for programmers to do it wrong way even with clear designs... and may happens test and qos teams not going to *notice* small things.... more often than we may think!

...or windows should be *perfect* today, no? Bear
General Guardian
Perkone
Caldari State
#9 - 2013-08-14 15:37:35 UTC
Here's another point. Let's say you're using ECM burst on your hauler like I've noticed a lot of people do.

The cycle on that mod is 30 seconds, so you jump in to a system and notice a gate camp, manage to ECM Burst and escape but now you have a 90 Second Aggro timer. So if you warped to a gate trying to escape, you're now stuck for 30 seconds longer than anyone else
Gizznitt Malikite
Agony Unleashed
Agony Empire
#10 - 2013-08-14 16:41:01 UTC
General Guardian wrote:
Here's another point. Let's say you're using ECM burst on your hauler like I've noticed a lot of people do.

The cycle on that mod is 30 seconds, so you jump in to a system and notice a gate camp, manage to ECM Burst and escape but now you have a 90 Second Aggro timer. So if you warped to a gate trying to escape, you're now stuck for 30 seconds longer than anyone else


Anyone that uses the ECM burst module should realize it is an aggressive action, and should have the common sense not to warp to a gate they can't use..... Then again, common sense isn't so common!
General Guardian
Perkone
Caldari State
#11 - 2013-08-14 18:39:35 UTC
Gizznitt Malikite wrote:
General Guardian wrote:
Here's another point. Let's say you're using ECM burst on your hauler like I've noticed a lot of people do.

The cycle on that mod is 30 seconds, so you jump in to a system and notice a gate camp, manage to ECM Burst and escape but now you have a 90 Second Aggro timer. So if you warped to a gate trying to escape, you're now stuck for 30 seconds longer than anyone else


Anyone that uses the ECM burst module should realize it is an aggressive action, and should have the common sense not to warp to a gate they can't use..... Then again, common sense isn't so common!


Yes, but that wasn't the main point.
Laura Belle
The Scope
Gallente Federation
#12 - 2013-08-14 18:58:24 UTC
Engineer Squiffy wrote:
true...

it's also common for programmers to do it wrong way even with clear designs... and may happens test and qos teams not going to *notice* small things.... more often than we may think!

...or windows should be *perfect* today, no? Bear


if windows will be perfect, why should you buy the next version?

or maybe windows should be free but with subscription fee?
Swiftstrike1
Swiftstrike Incorporated
#13 - 2013-08-14 19:02:10 UTC
I agree with the OP that the time shouldn't count down from the end of the cycle, but I don't think it should start at the beginning of the cycle either. It should start the moment you deactivate the offensive module and the blinky green outline turns blinky red.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.