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Marauder bastion modules not going off line on disconnection.

Author
Biff Rodgers
Caldari Provisions
Caldari State
#1 - 2014-09-17 00:36:53 UTC
Lately I've found my self in the unenviable position of being in the heat of total agro from rats with the bastion module going then,,, hey, why is the hi slots cycling but no missiles are launching and why is the shield booster no longer working...
Oh S$%T, restart the client ASAP.

This has happened twice. The 1st time I got back on with 50% structure left, bastion module still going and the marauder has not moved at all. Hit the shield booster to get something back and shutdown the bastion and get out and repair and change my undies.
The second time the heat was not bad but does not do my health any good.

Outside putting the bastion module in a non repeat mode (which is a pain on two accounts, one being having to keep clicking on it and on powering it on what ever missile you have in space do nothing on hitting the target so you loose a round), can we have the bastion module shutdown on disconnection? Does not have to power off right away, just not keep repeating the cycle, just finish the one it's on.
Donnachadh
United Allegiance of Undesirables
#2 - 2014-09-17 01:00:12 UTC  |  Edited by: Donnachadh
Never had it this bad but this has happened to me as well and I agree that having it shut off and allow a safe warp on disconnect would be nice. Or just simply allow for a safe warp on disconnect even if the bastion is running.

Since that is not how it is all I can do is pass on tips from others and my own experiences.
Single cycle the bastion, yep PIA but it works.
Turn the bastion on and cycle your booster/rep to take advantage of the boost/rep bonus for 1 or 2 cycles of your booster/rep then shut it off. It never runs more than one cycle this way and you can compensate for the resistance losses other ways.
There is one person I know who's internet connection is so bad that he never uses a bastion, just won't take the chance.
Nevyn Auscent
Broke Sauce
#3 - 2014-09-17 01:16:17 UTC
Even if it only finished the current cycle (Which is my experience actually) you still wouldn't emergency warp since the trigger is only at the DC, not as soon as you are actually able to emergency warp. I've lost a Paladin to this.
However, the reason it is that way is to stop people DC'ing to escape from someone entering their site in low/null.
Elyas Crux
The Scope
Gallente Federation
#4 - 2014-09-17 01:38:00 UTC
+1
This would be nice to change so that Marauders could emergency warp like other ships but I understand it would be hard to correct within the limits of the current emergency warp system.
Can anyone confirm if this also applies to Triage and Siege modules?
Nevyn Auscent
Broke Sauce
#5 - 2014-09-17 02:08:48 UTC
It does but they have much larger cycles and EHP, so a DC doesn't hurt them as badly.
Chainsaw Plankton
FaDoyToy
#6 - 2014-09-17 02:26:03 UTC
this is why I use undersized cap stable reps on my marauders. imo it somewhat needs to be there so you can't just pull the cord and warp to safety, but at the same time it really sucks when you aren't in any danger but can't warp away for however long and die to rather low damage.

@ChainsawPlankto on twitter

afkalt
Republic Military School
Minmatar Republic
#7 - 2014-09-17 06:52:52 UTC
Chainsaw Plankton wrote:
this is why I use undersized cap stable reps on my marauders. imo it somewhat needs to be there so you can't just pull the cord and warp to safety, but at the same time it really sucks when you aren't in any danger but can't warp away for however long and die to rather low damage.


But those still stop after the last cycle post D/C.....or so I had thought?
Anthar Thebess
#8 - 2014-09-17 07:08:59 UTC
Bastion is a death trap on DC
Fer'isam K'ahn
SAS Veterinarians
#9 - 2014-09-17 11:47:43 UTC
Works as intended.

Has been discussed on release.

Bastion disallows warp, even emergency warp.

End of thread.
Sentenced 1989
#10 - 2014-09-17 12:41:37 UTC
This is still something buggy

In general, I lost 2 marauders recently due to server going down at wrong times.
At one point I was out for 4-5 minutes, logged in, one toon was sitting in pod, other toon was in 50% armor (bastion still running), turned on reppers on 2nd toon, salvaged first toon, petitioned, got ship back

Second time it happened, again 5 minutes out of game, logged in, one toon was sitting in pod, other toon was in 80% hull, bastion was off, he was 1AU out of mission area. I most definitely turned on bastion for him and his bastion did shutdown and he did warp off. Petitioned first ship, got it back

Also, we used marauders in incursions as well, at first it was as expected, you DC with bastion running, we kill most of the stuff, keep one NPC alive not to force next wave, you log in, still on grid, still bastion running, we continue.

After a while (like 4-5 months ago) we noticed that it isn't acting as expected. Somebody has full room aggro, we know bastion is running since he isn't scrammed, pilot DC's, we kill all but one non-scramming NPC, bastion shuts off, ship warps off!?
On five occasions we've dropped one pilot with scramming NPC to see what happens, 2 times he stayed on grid bastion running all the time till pilot logged in, 1 time he stayed on grid and got scrammed in about 45 seconds after pilot logged off, 1 time he warped out after 30 seconds (aggro swapped), 1 time he just stayed there (aggro swapped, he wasn't scrammed when he exited bastion, visual check)

So all in all, I don't mind either way. I've stopped using marauders since it took CCP both times about a week or so to replace my ships, so I said : eff it, ill use pirate hulls. But it would be nice to have clear set of use case scenarios, what happens in what cases.

Before it used to work that high energy slots go inactive, mid / low slots keep on working, ship tries to enter warp once at the point of disconnections, if it fails, it stays there
After a while, those set of rules didn't apply in every case...
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#11 - 2014-09-17 13:53:26 UTC
Sentenced 1989 wrote:
This is still something buggy

In general, I lost 2 marauders recently due to server going down at wrong times.
At one point I was out for 4-5 minutes, logged in, one toon was sitting in pod, other toon was in 50% armor (bastion still running), turned on reppers on 2nd toon, salvaged first toon, petitioned, got ship back

Second time it happened, again 5 minutes out of game, logged in, one toon was sitting in pod, other toon was in 80% hull, bastion was off, he was 1AU out of mission area. I most definitely turned on bastion for him and his bastion did shutdown and he did warp off. Petitioned first ship, got it back

Also, we used marauders in incursions as well, at first it was as expected, you DC with bastion running, we kill most of the stuff, keep one NPC alive not to force next wave, you log in, still on grid, still bastion running, we continue.

After a while (like 4-5 months ago) we noticed that it isn't acting as expected. Somebody has full room aggro, we know bastion is running since he isn't scrammed, pilot DC's, we kill all but one non-scramming NPC, bastion shuts off, ship warps off!?
On five occasions we've dropped one pilot with scramming NPC to see what happens, 2 times he stayed on grid bastion running all the time till pilot logged in, 1 time he stayed on grid and got scrammed in about 45 seconds after pilot logged off, 1 time he warped out after 30 seconds (aggro swapped), 1 time he just stayed there (aggro swapped, he wasn't scrammed when he exited bastion, visual check)

So all in all, I don't mind either way. I've stopped using marauders since it took CCP both times about a week or so to replace my ships, so I said : eff it, ill use pirate hulls. But it would be nice to have clear set of use case scenarios, what happens in what cases.

Before it used to work that high energy slots go inactive, mid / low slots keep on working, ship tries to enter warp once at the point of disconnections, if it fails, it stays there
After a while, those set of rules didn't apply in every case...


I've noticed that the disconnect behavior for Bastion Module has changed at some point in the recent past as well. Quite honestly, I'm fine with it being either way, I'd just like to know which way it is, or even if it's consistently one way or another or random.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Rena Monachica
Capital Hot Rods
#12 - 2014-09-17 14:04:34 UTC
Was there ever a statement by CCP if this is working as intended? I keep an eye on this since the introduction of the bastion module and I´m not aware of any official clarification
Sentenced 1989
#13 - 2014-09-17 15:01:17 UTC
Rena Monachica wrote:
Was there ever a statement by CCP if this is working as intended? I keep an eye on this since the introduction of the bastion module and I´m not aware of any official clarification


AFAIK, only that you can't warp while bastion is active, they never did clear what happens exactly and how it works when you are disconnected for longer then bastion time left for the cycle end, or I missed it as well
Ralph King-Griffin
New Eden Tech Support
#14 - 2014-09-17 15:47:43 UTC  |  Edited by: Ralph King-Griffin
Sentenced 1989 wrote:
Rena Monachica wrote:
Was there ever a statement by CCP if this is working as intended? I keep an eye on this since the introduction of the bastion module and I´m not aware of any official clarification


AFAIK, only that you can't warp while bastion is active, they never did clear what happens exactly and how it works when you are disconnected for longer then bastion time left for the cycle end, or I missed it as well

they did, the ship only gets one ewarp command on dc, if you are in bastion or rats have you pointed, the ship can't take it.
Arsine Mayhem
Doomheim
#15 - 2014-09-17 16:00:12 UTC
I did some testing on the test server, and from what I can see it does warp off, probably after the module cycles. I DC'd and connected back in about 5 minutes. Pretty sure it warped off every time. Run some tests yourself.

If you're taking heavy damage at the time, you could still lose your ship.

I setup my varg to be cap stable and have my repper turned on when I switch to bastion to minimize the chance of losing it.

Alternative, don't use bastion.
Rowells
Pator Tech School
Minmatar Republic
#16 - 2014-09-17 16:12:55 UTC
Arsine Mayhem wrote:
I did some testing on the test server, and from what I can see it does warp off, probably after the module cycles. I DC'd and connected back in about 5 minutes. Pretty sure it warped off every time. Run some tests yourself.

If you're taking heavy damage at the time, you could still lose your ship.

I setup my varg to be cap stable and have my repper turned on when I switch to bastion to minimize the chance of losing it.

Alternative, don't use bastion.

Did you test with timers? That's the main problem. Because after 30 seconds (iirc) your ship will disappear unless you have a timer. Last I checked being aggro'd kept you in place until timer runs out.
Sentenced 1989
#17 - 2014-09-17 16:20:35 UTC
Rowells wrote:
Arsine Mayhem wrote:
I did some testing on the test server, and from what I can see it does warp off, probably after the module cycles. I DC'd and connected back in about 5 minutes. Pretty sure it warped off every time. Run some tests yourself.

If you're taking heavy damage at the time, you could still lose your ship.

I setup my varg to be cap stable and have my repper turned on when I switch to bastion to minimize the chance of losing it.

Alternative, don't use bastion.

Did you test with timers? That's the main problem. Because after 30 seconds (iirc) your ship will disappear unless you have a timer. Last I checked being aggro'd kept you in place until timer runs out.


Just entering bastion you get timers, 1 min aggression and 5 minutes logoff afaik
Rowells
Pator Tech School
Minmatar Republic
#18 - 2014-09-17 16:31:21 UTC
Sentenced 1989 wrote:
Rowells wrote:
Arsine Mayhem wrote:
I did some testing on the test server, and from what I can see it does warp off, probably after the module cycles. I DC'd and connected back in about 5 minutes. Pretty sure it warped off every time. Run some tests yourself.

If you're taking heavy damage at the time, you could still lose your ship.

I setup my varg to be cap stable and have my repper turned on when I switch to bastion to minimize the chance of losing it.

Alternative, don't use bastion.

Did you test with timers? That's the main problem. Because after 30 seconds (iirc) your ship will disappear unless you have a timer. Last I checked being aggro'd kept you in place until timer runs out.


Just entering bastion you get timers, 1 min aggression and 5 minutes logoff afaik

It's a weapons timer. Afaik that timer only affects things like docking and crime watch. Also she said about 5 minutes before she logged off.
Katia Echerie
The Tuskers
The Tuskers Co.
#19 - 2014-09-17 17:27:05 UTC
I will have to agree with the OP on this. I have had marauders DC on me and it isn't a fun moment. They don't have to instantly warp off, just as long as the bastion module turns off after it has fully cycled so it allows for warping is good enough.
Kell Braugh
Caldari Provisions
Caldari State
#20 - 2014-09-17 18:33:43 UTC
can't you set the module to no auto-repeat?
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