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Bastion mode testing

Author
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#1 - 2013-11-06 03:15:59 UTC  |  Edited by: Marc McIntyre Crendraven
( I just finished running several tests on sisi with a kronos, was in the first room of mordus headhunters level 4 mission and aggroed the entire room to get large incoming DPS, had a Centus x type large armor repairer running and repairing 3770 HP every 11.3 seconds. my tank was cap stable and my resists were all at 82% and above.

incoming DPS reduced my armor to about 88 percent each cycle, thankfully the repairer repairs 25% of armor each cycle so no problem perma tanking the whole room, I then simulated a DC by closing the client. waited 3 minutes and when I came back my ship was still sitting in room but now only had about 30% armor as once bastion dropped my tank was much weaker and the ship made no attempt to warp, I decided to test it again to see if maybe it would warp if given more time. ( there were no scamblers only webbers so that was not an issue)

did the same test and then logged in after 5 minutes, I was in my pod.

As it currently stands even with a strong cap stable tank with deadspace modules, the fact that the ship does not warp out at all means death in heavy DPS missions when DC happens. So bastion is an auto suicide for mission runners.)

I trained a lot of time, for marauders, about 1/3 of the way to level 5. If this is not changed before Rubicon hits TQ than expect mission runners to all sell their marauders or to just never use bastion mode.

Can I please get a Dev response to this as this is very concerning

I have been very much looking forward to using the bastion on TQ but after this testing I realize it's an epic fail ( who is gonna push a big "I want to die now" button) there must be some way this can be fixed

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

Matokin Lemant
#2 - 2013-11-06 03:57:17 UTC
Marc McIntyre Crendraven wrote:
( I just finished running several tests on sisi with a kronos, was in the second room of mordus headhunters level 4 mission and aggroed the entire room to get large incoming DPS, had a Centus x type large armor repairer running and repairing 3770 HP every 11.3 seconds. my tank was cap stable and my resists were all at 82% and above.

incoming DPS reduced my armor to about 88 percent each cycle, thankfully the repairer repairs 25% of armor each cycle so no problem perma tanking the whole room, I then simulated a DC by closing the client. waited 3 minutes and when I came back my ship was still sitting in room but now only had about 30% armor as once bastion dropped my tank was much weaker and the ship made no attempt to warp, I decided to test it again to see if maybe it would warp if given more time. ( there were no scamblers only webbers so that was not an issue)

did the same test and then logged in after 5 minutes, I was in my pod.

As it currently stands even with a strong cap stable tank with deadspace modules, the fact that the ship does not warp out at all means death in heavy DPS missions when DC happens. So bastion is an auto suicide for mission runners.)

I trained a lot of time, for marauders, about 1/3 of the way to level 5. If this is not changed before Rubicon hits TQ than expect mission runners to all sell their marauders or to just never use bastion mode.

Can I please get a Dev response to this as this is very concerning

I have been very much looking forward to using the bastion on TQ but after this testing I realize it's an epic fail ( who is gonna push a big "I want to die now" button) there must be some way this can be fixed


This has/is being talked about in the below linked thread...other then that send in a bug report to CCP but I think they are aware of the issue.

https://forums.eveonline.com/default.aspx?g=posts&t=284795&find=unread
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#3 - 2013-11-10 21:51:20 UTC
I know it's the weekend and all and I don't expect to get a dev response today but just want to make more aware of this, any more thoughts? Also a dev response soon would be great

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

Mer88
Royal Amarr Institute
Amarr Empire
#4 - 2013-11-10 21:59:36 UTC
if you dc while being scrambled, you still die anyway with or without bastion right? i think there is not 100% safe if you dc.
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#5 - 2013-11-10 22:00:39 UTC  |  Edited by: Marc McIntyre Crendraven
Mer88 wrote:
if you dc while being scrambled, you still die anyway with or without bastion right? i think there is not 100% safe if you dc.


that is correct, that is why you always kill scramblers first thing

there is never 100% safety but at the same time there should not be a 100% death rate either, that is the point of my post, as it currently stands, going into bastion means absolute death unless you can immediately log back in

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

Mer88
Royal Amarr Institute
Amarr Empire
#6 - 2013-11-10 22:31:24 UTC
Marc McIntyre Crendraven wrote:
Mer88 wrote:
if you dc while being scrambled, you still die anyway with or without bastion right? i think there is not 100% safe if you dc.


that is correct, that is why you always kill scramblers first thing

there is never 100% safety but at the same time there should not be a 100% death rate either, that is the point of my post, as it currently stands, going into bastion means absolute death unless you can immediately log back in



wouldnt u rather have bastion mode not shut off when dc? since you can perma tank it
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#7 - 2013-11-10 23:06:41 UTC
Mer88 wrote:
Marc McIntyre Crendraven wrote:
Mer88 wrote:
if you dc while being scrambled, you still die anyway with or without bastion right? i think there is not 100% safe if you dc.


that is correct, that is why you always kill scramblers first thing

there is never 100% safety but at the same time there should not be a 100% death rate either, that is the point of my post, as it currently stands, going into bastion means absolute death unless you can immediately log back in



wouldnt u rather have bastion mode not shut off when dc? since you can perma tank it



If an immediate reconnect was always possible yes, but many times relogging immediately is unrealistic. The marauders auto deactivate bastion when cycle ends if DCed but they do not attempt to warp out after that.

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

CMD Ishikawa
New Eden Public Security Section 9
#8 - 2013-11-11 03:11:21 UTC
Let's make Marauders warp after bastion mode and problem solved.
King Rothgar
Deadly Solutions
#9 - 2013-11-11 04:40:02 UTC
Honestly this sounds like a bug.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Hawk Firestorm
The-Enclave
#10 - 2013-11-11 06:10:17 UTC
To be honest I really don't agree with the concept.

Who on earth would make a combat ship completely immobile, slower yes maybe but utterly immobile??

Ingame or real life.

There's also the issue with how defender missiles can effect their firepower over say a raven, due to the salvo size.
zbaaca
Republic Military Tax Avoiders
#11 - 2013-11-11 12:04:44 UTC
other option is that basty will continue to run (yay cap stable fits with big tank!)

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#12 - 2013-11-12 14:14:40 UTC
Only a week away from Rubicon now, could we please get a Dev response that they are at least aware of the issue and working on it somehow?

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

Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#13 - 2013-11-13 13:15:44 UTC
trying to get this noticed by a dev

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

Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#14 - 2013-11-15 19:46:05 UTC
This issue still has not been addressed. Please CCP, give us something.

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