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CCP - This needs to be talked about

Author
Joe Risalo
State War Academy
Caldari State
#1 - 2013-10-12 03:47:03 UTC
Copied from thread.
https://forums.eveonline.com/default.aspx?g=postmessage&m=3710867


Hey,

Just thought I would mention that if you DC while bastioned,

YOU MAY DIE!!!!


I got DC'd mid mission.... The game locked up.
Now, once I was able to log in, my Golem has 30% armor left.
Fortunately Uber reps in bastion saved me, but the point still stands.


CCP, can you get bastion to de-activate when you DC?
Arthur Aihaken
CODE.d
#2 - 2013-10-12 04:17:11 UTC
Joe Risalo wrote:
CCP, can you get bastion to de-activate when you DC?

You do realize you'd probably be at a dead-stop in that scenario, yes?

I am currently away, traveling through time and will be returning last week.

Joe Risalo
State War Academy
Caldari State
#3 - 2013-10-12 05:29:57 UTC
Arthur Aihaken wrote:
Joe Risalo wrote:
CCP, can you get bastion to de-activate when you DC?

You do realize you'd probably be at a dead-stop in that scenario, yes?



There's been a discussion about it on the thread I linked.

For dreads and carriers it is working as intended when triaged or sieged.
This works fine because these ships have the EHP to withstand a DC.

Marauders as they are on test server have very low EHP and rely heavily on their active tanking modules.
This means once you DC and your resists and reps drop, so do you, and very quickly.

Also, once you drop bastion during DC, the ship doesn't e-warp.
Arthur Aihaken
CODE.d
#4 - 2013-10-12 05:32:50 UTC
Joe Risalo wrote:
Also, once you drop bastion during DC, the ship doesn't e-warp.

So could this be considered a feature then?

I am currently away, traveling through time and will be returning last week.

Quake590
Neurotoxin Control
IIIIIIIIIIIIIIIIIIIIIIIII
#5 - 2013-10-12 05:39:19 UTC
If bastion modules get special DC considerations, I demand that the dozens of ships I've lost due to inopportune DCs get refunded and/or buffed. Unfortunately DCs are often unavoidable and complaining that a module that almost triples your tank might cause you to die when DC is a bit silly, while in SOME situations the lack of movement might disadvantage you, in 90% of situations the extreme tank would last a minute without a pilot anyway, assuming your repper was running when you popped >.>

While we're at it, I'll end a rumour as old as eve itself.

Joe Risalo wrote:



...

Marauders as they are on test server have very low EHP and rely heavily on their active tanking modules.
This means once you DC and your resists and reps drop, so do you, and very quickly.

...


When you disconnect, your ship tries to e-warp, and you're right, if you can't warp the second you DC it never tries again, *but*.

When you DC, your modules run as they were running before you got disconnected, your skills are also applied in full, AND any commands you gave your ship before the DC remain in effect.

On numerous occasions during a frig 1v1 with two similar pilots, I've clicked orbit on the enemy and turned on all my modules, then suddenly been disconnected. When I came back, I found the enemy dead with me in half hull, according to the other pilot there was no noticeable difference in how I acted (assuming all of my modules were on and I had told my ship to orbit before I'd been disconnected).

Long story short, yes disconnects are a bastard but we all have to live with them, and changing mechanics to benefit an abuse able mechanic is not the answer, **** happens but you'll get over it eventually
Lair Osen
#6 - 2013-10-12 05:59:56 UTC
Quake590 wrote:

Long story short, yes disconnects are a bastard but we all have to live with them, and changing mechanics to benefit an abuse able mechanic is not the answer, **** happens but you'll get over it eventually


It'd be easier to get over if they weren't so damn expensive and T2 insurance wasn't completely broken...
Joe Risalo
State War Academy
Caldari State
#7 - 2013-10-12 06:01:37 UTC
Quake590 wrote:
If bastion modules get special DC considerations, I demand that the dozens of ships I've lost due to inopportune DCs get refunded and/or buffed. Unfortunately DCs are often unavoidable and complaining that a module that almost triples your tank might cause you to die when DC is a bit silly, while in SOME situations the lack of movement might disadvantage you, in 90% of situations the extreme tank would last a minute without a pilot anyway, assuming your repper was running when you popped >.>

While we're at it, I'll end a rumour as old as eve itself.

Joe Risalo wrote:



...

Marauders as they are on test server have very low EHP and rely heavily on their active tanking modules.
This means once you DC and your resists and reps drop, so do you, and very quickly.

...


When you disconnect, your ship tries to e-warp, and you're right, if you can't warp the second you DC it never tries again, *but*.

When you DC, your modules run as they were running before you got disconnected, your skills are also applied in full, AND any commands you gave your ship before the DC remain in effect.

On numerous occasions during a frig 1v1 with two similar pilots, I've clicked orbit on the enemy and turned on all my modules, then suddenly been disconnected. When I came back, I found the enemy dead with me in half hull, according to the other pilot there was no noticeable difference in how I acted (assuming all of my modules were on and I had told my ship to orbit before I'd been disconnected).

Long story short, yes disconnects are a bastard but we all have to live with them, and changing mechanics to benefit an abuse able mechanic is not the answer, **** happens but you'll get over it eventually



Ok, you're either lieing, or have no idea what's going on.


You want to know how I know?

Well, as soon as you dc'd, your frig would have shut off all modules and would have e-warped.
I'm a mission runner.
90% of the times that I have dc'd, I was in a mission.
When I logged back in, all my modules were offline, and I was aligning to warp back to the site.

The only way (expecially in frigs which warp quickly) that you would have remained engaged on the target long enough to kill them is if your last volley is what killed them..

Even if you were scrambled/disrupted, you still would have stopped orbitting, and started flying n a straight line.

I've seen it happen many times, and had it happen to me many times.
So don't come in here trying to tell me how it works, when I know damn good and well how it works, and you're wrong and/or lieing for the sake of pushing an agenda and/or trolling.
Tragedy
The Scope
Gallente Federation
#8 - 2013-10-12 06:13:24 UTC
As was said in that thread, this is working as intended. If it warps you away even with 30 seconds left on your bastion when you dc, you could just "DC" soon as a hostile comes into system. Once you activate bastion you're commited for 60 seconds.
Tragedy
The Scope
Gallente Federation
#9 - 2013-10-12 06:14:26 UTC
Joe Risalo wrote:
Quake590 wrote:
If bastion modules get special DC considerations, I demand that the dozens of ships I've lost due to inopportune DCs get refunded and/or buffed. Unfortunately DCs are often unavoidable and complaining that a module that almost triples your tank might cause you to die when DC is a bit silly, while in SOME situations the lack of movement might disadvantage you, in 90% of situations the extreme tank would last a minute without a pilot anyway, assuming your repper was running when you popped >.>

While we're at it, I'll end a rumour as old as eve itself.

Joe Risalo wrote:



...

Marauders as they are on test server have very low EHP and rely heavily on their active tanking modules.
This means once you DC and your resists and reps drop, so do you, and very quickly.

...


When you disconnect, your ship tries to e-warp, and you're right, if you can't warp the second you DC it never tries again, *but*.

When you DC, your modules run as they were running before you got disconnected, your skills are also applied in full, AND any commands you gave your ship before the DC remain in effect.

On numerous occasions during a frig 1v1 with two similar pilots, I've clicked orbit on the enemy and turned on all my modules, then suddenly been disconnected. When I came back, I found the enemy dead with me in half hull, according to the other pilot there was no noticeable difference in how I acted (assuming all of my modules were on and I had told my ship to orbit before I'd been disconnected).

Long story short, yes disconnects are a bastard but we all have to live with them, and changing mechanics to benefit an abuse able mechanic is not the answer, **** happens but you'll get over it eventually



Ok, you're either lieing, or have no idea what's going on.


You want to know how I know?

Well, as soon as you dc'd, your frig would have shut off all modules and would have e-warped.
I'm a mission runner.
90% of the times that I have dc'd, I was in a mission.
When I logged back in, all my modules were offline, and I was aligning to warp back to the site.

The only way (expecially in frigs which warp quickly) that you would have remained engaged on the target long enough to kill them is if your last volley is what killed them..

Even if you were scrambled/disrupted, you still would have stopped orbitting, and started flying n a straight line.

I've seen it happen many times, and had it happen to me many times.
So don't come in here trying to tell me how it works, when I know damn good and well how it works, and you're wrong and/or lieing for the sake of pushing an agenda and/or trolling.

Uh, yeah. The other guys right. Your modules keep running if you dc.
Joe Risalo
State War Academy
Caldari State
#10 - 2013-10-12 06:16:56 UTC
Tragedy wrote:
As was said in that thread, this is working as intended. If it warps you away even with 30 seconds left on your bastion when you dc, you could just "DC" soon as a hostile comes into system. Once you activate bastion you're commited for 60 seconds.



That argument is null and void because it is no different than someone in a pirate BS dc'ing if someone comes into system.
Quake590
Neurotoxin Control
IIIIIIIIIIIIIIIIIIIIIIIII
#11 - 2013-10-12 06:23:56 UTC  |  Edited by: Quake590
Edit: Wrong quote

Joe Risalo wrote:



Ok, you're either lieing, or have no idea what's going on.


You want to know how I know?

Well, as soon as you dc'd, your frig would have shut off all modules and would have e-warped.
I'm a mission runner.
90% of the times that I have dc'd, I was in a mission.
When I logged back in, all my modules were offline, and I was aligning to warp back to the site.

The only way (expecially in frigs which warp quickly) that you would have remained engaged on the target long enough to kill them is if your last volley is what killed them..

Even if you were scrambled/disrupted, you still would have stopped orbitting, and started flying n a straight line.

I've seen it happen many times, and had it happen to me many times.
So don't come in here trying to tell me how it works, when I know damn good and well how it works, and you're wrong and/or lieing for the sake of pushing an agenda and/or trolling.


Let's address several things here, first off when you log back in, if your ship had despawned in space (as a reminder, up until the recent aggression changes your ship always disappeared 60 seconds after the original DC) and so if your ship despawned, the modules would be off. Also bear in mind the differing experiences, as a mission runner the *most* common situation is sitting still while firing at targets that die quickly. In PvP the most common situation is orbiting or burning in a straight line with numerous modules with varying ranges are staying on for an extended period of time.

Next, if your ship cannot perform the e-warp your ship MAINTAINS its last known command. One particular example was a 1v1 against a jaguar I had. He was aligned out towards the sun and I had him tackled and webbed, he had me tackled and webbed. He disconnected at this point. His ship continued in a straight line (no e-warp occurred due to my warp scrambler). Then because his ship was faster than mine, his web/scram turned off and so did mine once he left 10kms. His guns continued to shoot me even when he passed the 40km mark and he continued to burn in a straight line. When he reconnected he found himself burning in a straight line, turned his guns off and warped off.

If you don't believe me, try this yourself, get a buddy and warp scramble each other while orbiting each other, then log off, it's an easy thing to test. And no, the only agenda I have to do with marauders is begging CCP to bring the mass increase back (getting bumped when you can't move can be a tad annoying), I didn't intend to insult the OP, but was trying to put forward the point that in eve bad things that we cannot avoid do happen, CCP tend to be very unlikely to help us unless it's *directly* their fault and yes, we do eventually get over things regardless of cost, if you don't get over it you can't get back to enjoying the game.
Joe Risalo
State War Academy
Caldari State
#12 - 2013-10-12 06:24:38 UTC
Tragedy wrote:

Uh, yeah. The other guys right. Your modules keep running if you dc.


Wrong...

I just tested it on the test server...

Apparently CCP fixed it so that your ship will e-warp right now at the end of a bastion cycle.

However, when I logged back in, bastion and all my resist modules had shut off.
Quake590
Neurotoxin Control
IIIIIIIIIIIIIIIIIIIIIIIII
#13 - 2013-10-12 06:26:33 UTC
Joe Risalo wrote:
Tragedy wrote:

Uh, yeah. The other guys right. Your modules keep running if you dc.


Wrong...

I just tested it on the test server...

Apparently CCP fixed it so that your ship will e-warp right now at the end of a bastion cycle.

However, when I logged back in, bastion and all my resist modules had shut off.


If you're willing to bet 200mil I will test it right now and upload the results as a video :P
Joe Risalo
State War Academy
Caldari State
#14 - 2013-10-12 06:28:30 UTC
Quake590 wrote:
Edit: Wrong quote

Joe Risalo wrote:



Ok, you're either lieing, or have no idea what's going on.


You want to know how I know?

Well, as soon as you dc'd, your frig would have shut off all modules and would have e-warped.
I'm a mission runner.
90% of the times that I have dc'd, I was in a mission.
When I logged back in, all my modules were offline, and I was aligning to warp back to the site.

The only way (expecially in frigs which warp quickly) that you would have remained engaged on the target long enough to kill them is if your last volley is what killed them..

Even if you were scrambled/disrupted, you still would have stopped orbitting, and started flying n a straight line.

I've seen it happen many times, and had it happen to me many times.
So don't come in here trying to tell me how it works, when I know damn good and well how it works, and you're wrong and/or lieing for the sake of pushing an agenda and/or trolling.


Let's address several things here, first off when you log back in, if your ship had despawned in space (as a reminder, up until the recent aggression changes your ship always disappeared 60 seconds after the original DC) and so if your ship despawned, the modules would be off. Also bear in mind the differing experiences, as a mission runner the *most* common situation is sitting still while firing at targets that die quickly. In PvP the most common situation is orbiting or burning in a straight line with numerous modules with varying ranges are staying on for an extended period of time.

Next, if your ship cannot perform the e-warp your ship MAINTAINS its last known command. One particular example was a 1v1 against a jaguar I had. He was aligned out towards the sun and I had him tackled and webbed, he had me tackled and webbed. He disconnected at this point. His ship continued in a straight line (no e-warp occurred due to my warp scrambler). Then because his ship was faster than mine, his web/scram turned off and so did mine once he left 10kms. His guns continued to shoot me even when he passed the 40km mark and he continued to burn in a straight line. When he reconnected he found himself burning in a straight line, turned his guns off and warped off.

If you don't believe me, try this yourself, get a buddy and warp scramble each other while orbiting each other, then log off, it's an easy thing to test. And no, the only agenda I have to do with marauders is begging CCP to bring the mass increase back (getting bumped when you can't move can be a tad annoying), I didn't intend to insult the OP, but was trying to put forward the point that in eve bad things that we cannot avoid do happen, CCP tend to be very unlikely to help us unless it's *directly* their fault and yes, we do eventually get over things regardless of cost, if you don't get over it you can't get back to enjoying the game.


Ok, so maybe there is a barrier between pve and pvp on this one, however, that fact still is that Marauders are focused on active tanking, being locked stationary upon DC and being unable to e-warp until the end of the cycle is enough for one of these ships to die, even in a light mission due to EHP.
Tragedy
The Scope
Gallente Federation
#15 - 2013-10-12 06:29:48 UTC
Joe Risalo wrote:
Tragedy wrote:
As was said in that thread, this is working as intended. If it warps you away even with 30 seconds left on your bastion when you dc, you could just "DC" soon as a hostile comes into system. Once you activate bastion you're commited for 60 seconds.



That argument is null and void because it is no different than someone in a pirate BS dc'ing if someone comes into system.

The person in the pirate bs isnt using a module that immobilises them in place for 60 seconds.
Quake590
Neurotoxin Control
IIIIIIIIIIIIIIIIIIIIIIIII
#16 - 2013-10-12 06:31:09 UTC
Honestly, the main disagreement was that marauders should have special treatment, low EHP or not, even a faction battleship will have the same problem if they are warp scrambled at the time of the DC. While yes being immobile for a maximum of 60secs when you DC is a risk, but any solution would give the marauder an unfair advantage, I'm open to ideas but a good solution is rare, and dealing with the consequences tends to be the "best" solution in CCP's eyes.
Joe Risalo
State War Academy
Caldari State
#17 - 2013-10-12 06:32:25 UTC
Tragedy wrote:
Joe Risalo wrote:
Tragedy wrote:
As was said in that thread, this is working as intended. If it warps you away even with 30 seconds left on your bastion when you dc, you could just "DC" soon as a hostile comes into system. Once you activate bastion you're commited for 60 seconds.



That argument is null and void because it is no different than someone in a pirate BS dc'ing if someone comes into system.

The person in the pirate bs isnt using a module that immobilises them in place for 60 seconds.


That's because they don't have to...

Bastion is almost a necessity for Marauders.

That said though, even if pirate bs's did have bastion, they also have quite a bit more EHP than Marauders.


Arthur Aihaken
CODE.d
#18 - 2013-10-12 06:35:36 UTC
Joe Risalo wrote:
Bastion is almost a necessity for Marauders.

Just looking at the stats and weak tank, I'd tend to agree.

I am currently away, traveling through time and will be returning last week.

Joe Risalo
State War Academy
Caldari State
#19 - 2013-10-12 06:36:06 UTC
Quake590 wrote:
Honestly, the main disagreement was that marauders should have special treatment, low EHP or not, even a faction battleship will have the same problem if they are warp scrambled at the time of the DC. While yes being immobile for a maximum of 60secs when you DC is a risk, but any solution would give the marauder an unfair advantage, I'm open to ideas but a good solution is rare, and dealing with the consequences tends to be the "best" solution in CCP's eyes.


again, a warp scram is different than bastion.
You're actively locked by another target.

In bastion, you're locked by a module.
A module that boosts your active reps and requires you to actively rep in order to be effective.



That said, a fair solution would simply be that upon DC they drop bastion and e-warp.
Just like every other ship in the game, you can still jam them out to where they won't be able to warp, and just like every other ship in game, you can track them down if they DC from combat.


They're not immune to scram and disrupts, even when in bastion.
Don't get this confused, just because the target is immobile doesn't mean you don't need to scram them
Quake590
Neurotoxin Control
IIIIIIIIIIIIIIIIIIIIIIIII
#20 - 2013-10-12 06:37:16 UTC  |  Edited by: Quake590
Joe Risalo wrote:


That's because they don't have to...

Bastion is almost a necessity for Marauders.

That said though, even if pirate bs's did have bastion, they also have quite a bit more EHP than Marauders.




Well hang on, the bastion isn't a necessity per se, it is just extremely powerful. It might be considered a safe practice after the patch to pulse it when its needed for your tank or damage application, and to move towards the acceleration gate (assuming missions) when the rats start to thing.

"They're not immune to scram and disrupts, even when in bastion.
Don't get this confused, just because the target is immobile doesn't mean you don't need to scram them"

Bastion makes you immune to ALL ewar, including warp scrams and disruptors
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