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OMNIDIRECTIONAL Tracking Link Changes

Author
unslaught
Deep Core Mining Inc.
Caldari State
#21 - 2014-01-28 18:39:09 UTC
Penn Koskanaiken wrote:
unslaught wrote:
anyone else having probs with tracking links simply not going beyond 1 cycle, my tl's shut down every cycle wich is pretty enoying. just wanting to here if there are other reports of such bug? grts


Right click on the module to set auto cycle to ON



lol indeed, hmm never had to do that before on a new mod (and never turned it off either tbh). anyways thx for the reply gonna crawl away silently now.....
Batelle
Federal Navy Academy
#22 - 2014-01-28 18:56:29 UTC
Zircon Dasher wrote:
Batelle wrote:

Oh yeah. My bad. I've been doing calculations by hand.


It amazes me how many people cannot do those calcs on a napkin anymore. Sad



Stacking penalties are hard.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Zhilia Mann
Tide Way Out Productions
#23 - 2014-01-28 19:12:29 UTC
Batelle wrote:
Zircon Dasher wrote:
Batelle wrote:

Oh yeah. My bad. I've been doing calculations by hand.


It amazes me how many people cannot do those calcs on a napkin anymore. Sad



Stacking penalties are hard.


It should be mandatory that all players learn to write a spreadsheet that calculates them properly. Make it a condition of undocking or something....
Ezra Blade Blade
Aliastra
Gallente Federation
#24 - 2014-01-28 19:17:58 UTC
welllll..for the FUN sake of it- it's nice to see the numbers- compare- and pick the one with more pew pew.
Some of us are math geeks and love the number crunch, but I think most just want the result- this is a GAME and we have to remember that-- although prob the most complex game I have ever encountered, other than my little....uh...nvm
Sal Landry
School of Applied Knowledge
Caldari State
#25 - 2014-01-28 20:29:13 UTC
Zhilia Mann wrote:
EFT should be in shape in a few days

You underestimate Gripen
Zhilia Mann
Tide Way Out Productions
#26 - 2014-01-28 20:30:32 UTC
Sal Landry wrote:
Zhilia Mann wrote:
EFT should be in shape in a few days

You underestimate Gripen


I was giving the man some wiggle room. God knows he deserves it.

But yeah, EFT is out....
Hrett
The Scope
Gallente Federation
#27 - 2014-01-28 20:30:33 UTC
Zhilia Mann wrote:
Batelle wrote:
Zircon Dasher wrote:
Batelle wrote:

Oh yeah. My bad. I've been doing calculations by hand.


It amazes me how many people cannot do those calcs on a napkin anymore. Sad



Stacking penalties are hard.


It should be mandatory that all players learn to write a spreadsheet that calculates them properly. Make it a condition of undocking or something....



Or perhaps have a game developer that gives you a tool that calculates them properly. Make it a condition of publishing a game or something...

Cool

spaceship, Spaceship, SPACESHIP!

Cypher Decypher
KarmaFleet
Goonswarm Federation
#28 - 2014-01-28 21:11:14 UTC
The way modules affect drones has been the bane of sentry boat pilots since the little beggars were first launched.

There has never been a drone Info panel reflecting anything other than "stock" stats for a drone in space. That continues to this day.

Briefly, for the last several months we've had the ability to see how passive modules affect drone stats as long as the drones were still in the drone bay. That's been useful, if not ideal.

Now, though, with the advent of the active ODL even that has been b*ggered up. To make matters worse, CCP have seen fit not just to script it, but to completely nerf the base stats of the module.

How the true power of the Garde II on a full-skilled Domi pilot has been nerfed into oblivion can be summed up like this:

Pre-1.1 Rubicon
T2 ODL - 25% optimal range and 25% tracking speed.

Triple T2 ODL fit:
Tracking 0.086
Optimal 71.7km
Falloff 12km

Post=-1.1 Rubicon:
T2 ODL - 7.5(15)% optimal range, 15(30)% falloff, 15(30)% tracking speed (script stats in parentheses)

Triple T2 ODL fit *no scripts*
Tracking 0.069
Optimal 49.2km
Falloff 16.9km

Triple T2 ODL fit *range scripts*
Tracking 0.049
Optimal 58.2km
Falloff 23km

Triple T2 ODL fit *tracking scripts*
Tracking 0.095
Optimal 41.2km
Falloff 12km

So while triple tracking scripts do give marginally better tracking performance than pre-1.1, it's at the cost of an optimal range reduced by over 30km. And that, by any standard, is a sh*t ton of nerf.

Even triple Fed Navy ODL's with range scripts will only give a Garde II 59.5km optimal. Granted the falloff's almost doubled, but the tracking is back at a poxy 0.049.

In short - the dumbing down of the ODL module's base stats (splitting off optimal & falloff and giving the Optimal Range bonus the short end of the stick) means we're left with a bunch of ships whose primary weapons platform has been royally screwed.

And the fact that we have to resort to a (albeit superb) Third Party app to get even the most basic stats for our drones, when the game itself should be providing them wholesale, strikes me as ridiculous.

One very peeved Domi pilot X
Ezra Blade Blade
Aliastra
Gallente Federation
#29 - 2014-01-28 21:27:39 UTC
DAMMIT!! CCP! ^^^^^

This is crap! I thought I was just a noob and not wrapping my mind around how bad that module got spanked but gimme a frrakking break1 20% to 5% (t1)????
It all but breaks the Domi/drone build. I had a hard enough time prioritizing my mids-
thank you above poster for confirming my issue with this.
very lame.
WTF do I do now- my wardens look like they are throwing small pebbles @ 100 km now and I don't wanna be any closer
Bertrand Butler
Cras es Noster
#30 - 2014-01-28 21:35:52 UTC
Quote:
WTF do I do now- my wardens look like they are throwing small pebbles @ 100 km now and I don't wanna be any closer


Go closer.
Ezra Blade Blade
Aliastra
Gallente Federation
#31 - 2014-01-28 21:40:59 UTC
Bertrand Butler wrote:
Quote:
WTF do I do now- my wardens look like they are throwing small pebbles @ 100 km now and I don't wanna be any closer


Go closer.



hahah- well, ill take that as a joke, since the build is defined by how far away you can get :)
snake03
#32 - 2014-01-28 21:41:53 UTC
Zircon Dasher wrote:
Batelle wrote:

Oh yeah. My bad. I've been doing calculations by hand.


It amazes me how many people cannot do those calcs on a napkin anymore. Sad



/when-I-was-young



You use a napkin for your calculations???? I carve mine in slate.

I'm just a modern day caveman in search of a bigger club.

Bertrand Butler
Cras es Noster
#33 - 2014-01-28 21:53:50 UTC  |  Edited by: Bertrand Butler
Ezra Blade Blade wrote:

hahah- well, ill take that as a joke, since the build is defined by how far away you can get :)


Then you might be doing that a little wrong. The base range of wardens with lvl5 skills is 103+30km...and three scripted omnis will give you more tracking now.

[Dominix, XxX]

Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Large Armor Repairer II

Sensor Booster II
Omnidirectional Tracking Link II, Tracking Speed Script
Omnidirectional Tracking Link II, Tracking Speed Script
Omnidirectional Tracking Link II, Tracking Speed Script
Large Micro Jump Drive

[Empty High slot]
[Empty High slot]
[Empty High slot]
Drone Link Augmentor II
Drone Link Augmentor II
Drone Link Augmentor II

Large Drone Scope Chip I
Large Auxiliary Nano Pump I
Large Capacitor Control Circuit I

Warden II x5

...And the following gives them even more optimal with better tracking than before. I don't think that range was ever an issue with wardens...
Ezra Blade Blade
Aliastra
Gallente Federation
#34 - 2014-01-28 22:19:48 UTC
Well, nothing actually is at max skill- still training- (only been playing 4 months) and all t1 stuff until I can actually get it except for the dda, so the nerf maybe hits me a little harder.
Im sure I wont blink once my skill are up and the t2 stuff is loaded
baltoxtdl
TheDarkLegion Inc
#35 - 2014-01-28 22:26:08 UTC
scripts do NOT work at all!
Ezra Blade Blade
Aliastra
Gallente Federation
#36 - 2014-01-28 22:29:26 UTC
they don't work at all- or the are just not registering on the tool-tip?
Hrett
The Scope
Gallente Federation
#37 - 2014-01-28 22:34:45 UTC
Cypher Decypher wrote:
The way modules affect drones has been the bane of sentry boat pilots since the little beggars were first launched.

There has never been a drone Info panel reflecting anything other than "stock" stats for a drone in space. That continues to this day.

Briefly, for the last several months we've had the ability to see how passive modules affect drone stats as long as the drones were still in the drone bay. That's been useful, if not ideal.

Now, though, with the advent of the active ODL even that has been b*ggered up. To make matters worse, CCP have seen fit not just to script it, but to completely nerf the base stats of the module.

How the true power of the Garde II on a full-skilled Domi pilot has been nerfed into oblivion can be summed up like this:

Pre-1.1 Rubicon
T2 ODL - 25% optimal range and 25% tracking speed.

Triple T2 ODL fit:
Tracking 0.086
Optimal 71.7km
Falloff 12km

Post=-1.1 Rubicon:
T2 ODL - 7.5(15)% optimal range, 15(30)% falloff, 15(30)% tracking speed (script stats in parentheses)

Triple T2 ODL fit *no scripts*
Tracking 0.069
Optimal 49.2km
Falloff 16.9km

Triple T2 ODL fit *range scripts*
Tracking 0.049
Optimal 58.2km
Falloff 23km

Triple T2 ODL fit *tracking scripts*
Tracking 0.095
Optimal 41.2km
Falloff 12km

So while triple tracking scripts do give marginally better tracking performance than pre-1.1, it's at the cost of an optimal range reduced by over 30km. And that, by any standard, is a sh*t ton of nerf.

Even triple Fed Navy ODL's with range scripts will only give a Garde II 59.5km optimal. Granted the falloff's almost doubled, but the tracking is back at a poxy 0.049.

In short - the dumbing down of the ODL module's base stats (splitting off optimal & falloff and giving the Optimal Range bonus the short end of the stick) means we're left with a bunch of ships whose primary weapons platform has been royally screwed.

And the fact that we have to resort to a (albeit superb) Third Party app to get even the most basic stats for our drones, when the game itself should be providing them wholesale, strikes me as ridiculous.

One very peeved Domi pilot X


Ok I knew they were good and would be nerfed because everyone was abusing them before. I had no idea they were that good. 71k optimal Gardes? heh.

spaceship, Spaceship, SPACESHIP!

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#38 - 2014-01-28 22:41:05 UTC
Hrett wrote:
Cypher Decypher wrote:
The way modules affect drones has been the bane of sentry boat pilots since the little beggars were first launched.

There has never been a drone Info panel reflecting anything other than "stock" stats for a drone in space. That continues to this day.

Briefly, for the last several months we've had the ability to see how passive modules affect drone stats as long as the drones were still in the drone bay. That's been useful, if not ideal.

Now, though, with the advent of the active ODL even that has been b*ggered up. To make matters worse, CCP have seen fit not just to script it, but to completely nerf the base stats of the module.

How the true power of the Garde II on a full-skilled Domi pilot has been nerfed into oblivion can be summed up like this:

Pre-1.1 Rubicon
T2 ODL - 25% optimal range and 25% tracking speed.

Triple T2 ODL fit:
Tracking 0.086
Optimal 71.7km
Falloff 12km

Post=-1.1 Rubicon:
T2 ODL - 7.5(15)% optimal range, 15(30)% falloff, 15(30)% tracking speed (script stats in parentheses)

Triple T2 ODL fit *no scripts*
Tracking 0.069
Optimal 49.2km
Falloff 16.9km

Triple T2 ODL fit *range scripts*
Tracking 0.049
Optimal 58.2km
Falloff 23km

Triple T2 ODL fit *tracking scripts*
Tracking 0.095
Optimal 41.2km
Falloff 12km

So while triple tracking scripts do give marginally better tracking performance than pre-1.1, it's at the cost of an optimal range reduced by over 30km. And that, by any standard, is a sh*t ton of nerf.

Even triple Fed Navy ODL's with range scripts will only give a Garde II 59.5km optimal. Granted the falloff's almost doubled, but the tracking is back at a poxy 0.049.

In short - the dumbing down of the ODL module's base stats (splitting off optimal & falloff and giving the Optimal Range bonus the short end of the stick) means we're left with a bunch of ships whose primary weapons platform has been royally screwed.

And the fact that we have to resort to a (albeit superb) Third Party app to get even the most basic stats for our drones, when the game itself should be providing them wholesale, strikes me as ridiculous.

One very peeved Domi pilot X


Ok I knew they were good and would be nerfed because everyone was abusing them before. I had no idea they were that good. 71k optimal Gardes? heh.

On a fully skilled pilot for a range bonused boat. Much like scorch on a Paladin, if you use that as your only frame of reference you get a distorted view of how it performs in general.
Lephia DeGrande
Luxembourg Space Union
#39 - 2014-01-28 22:49:04 UTC
You also could try it out some Missions dont have initial aggro so you could try the ranges step by step.
Constantin Catweazle
Schneewiesel
#40 - 2014-01-28 23:25:45 UTC
The nerf makes it almost impossible to hit smaller targets with slightest traversal using Gardes. If they are closer than say 50km, you won't hit them because of tracking. If targets are any further away, the are absurdly deep into falloff and apply hardly any damage. Cruiser size targets have a small window where Gardes can apply half of their usual damage.

As its impossible to dictate range using sentry and droneboats with competitive damage output are poor when it comes to tanking: the are useless now.

Concerning any other sentry type: seems optimalmods became almost pointless, damage still isn't competitive from a pve perspective