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[Citadels Release] Capital Ship changes reaching Singularity!

First post
Author
CCP Lebowski
C C P
C C P Alliance
#1 - 2016-03-18 14:57:46 UTC  |  Edited by: CCP Lebowski
Greetings capital ship keen capsuleers!

As some of you may have already noticed, Capital ships and many things relating to them have started to change on Singularity! I'm here to provide you with some details to get you started! So without further ado, heres a runthrough of the main new shineys!

[NOTE: This will be the official feedback thread for the Capital ships and their related mechanics and features. Any feedback relating to Citadel Structures should be given here.]


The Launch Deck

Accompanying the fighter bay of your Carrier, Supercarrier or Citadel is a new section called the Launch Deck. It shows the launch tubes available on your ship, and is great for loading, launching, recalling and checking the status of your fighter squadrons. It's designed to clearly show how the mechanics of the new fighter system work as well as allowing you to manipulate them while docked. In the top right of the window it also shows you the number of each type of squadron you can field.
[img]http://cdn1.eveonline.com/www/newssystem/media/66567/1/LaunchDeck.png[/img]
Launch tube 1 controls a launched squadron, launch tube 2 contains a squadron that is loaded and ready to launch.
Launch Tubes 3-5 are empty


The Fighter HUD

In space, (after clicking the small button to the bottom left of your ships modules) you'll see the new fighter HUD. Think of this like up to five small self contained ship HUDs, complete with, health, status and fighter modules. Each squadron can be individually selected and ordered, or multi selected and ordered together, either through clicking their abilities or using keyboard shortcuts (Currently set to F1-F3).
[img]http://cdn1.eveonline.com/www/newssystem/media/66567/1/FighterHUD.png[/img]
Squadrons 1 & 2 are launched, squadron three is loaded and launch tubes 4 & 5 are empty


Giving movement orders to your Fighter squadrons

When you have one or more fighter squadrons selected in the fighter HUD (Note the selection functionality is not yet final), you can give it/them a move order in one of the following ways:

  • Using the conventional right click menu or radial menu.
  • Using the selected item window
  • Using go to point navigation AKA the newly upgraded approach command! (hold Q)

You can also now select your ship in the same way by clicking your ships HUD. This allows you to give orders to your ship and one or more fighter squadrons at the same time.


Superweapons

The name speaks for itself. New and awesome super weapons to play with! Final stats coming soon

Spaceships!

Stats & Feedback threads:
Carriers
Supercarriers
Titans


Coming soon: Info on new modules, capital PvE content and more, watch this space!

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

CCP Lebowski
C C P
C C P Alliance
#2 - 2016-03-18 14:58:53 UTC  |  Edited by: CCP Lebowski
As always we warn you that everything you're seeing here is still a work in progress and open to change, these features are in an earlier/less polished version than we would normally expose to public testing, but we really wanted to get them into your hands as soon as we possible could to allow as much feedback and iteration time as possible. Please bear this in mind when providing your feedback! I this post I will keep an update list of the features still coming and the known issues currently affecting these features

Notes/ Features still to be implemented

- Most numbers (fighter and ship and module stats but also fighter loading, launching, recalling and reloading times) are close to, but not completely final.
- Tooltip contents are not final in many cases.
- Some fighter abilities are not fully implemented (Bombing)
- Fighter squad selection is not yet final
- Some seeded capital modules do not yet have their industry requirements

Known Issues/Bugs

- Active fighter modules are deactivated when selected while using F1 to active other squadrons modules
- Saved fittings do not include fighters.
- Double click squad move commands result in ship moving.
- Dragging a stack of fighters that is too large to the fighter hangar does not give option to split the stack.
- The AOE doomsday modules do not damage all the appropriate things
- Rapid torpedo launchers are missing their models.
- Various modules are missing variation tabs

Your feedback and suggestions are welcome in this thread, and please submit a bug report in game for any issues you find that are not listed above (F12 -> Report Bug).

Thanks and happy testing!

UPDATES
24/3 - Updated the known issues!
25/3 - Added a couple more.
31/3 - Updated the known issues once again
8/4 - Known issues significantly reduced Big smile

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

CCP Lebowski
C C P
C C P Alliance
#3 - 2016-03-18 15:15:52 UTC  |  Edited by: CCP Lebowski
How to test the Capital changes

UPDATE #1: 8 more injectors added!
UPDATE #2: Another 8 injectors added!

  • All new and updated T1&2 items are seeded on the market at the standard 100isk along with Carriers and Force Auxillaries.
  • As of today, you should find that your redeeming queue contains Supercarriers, Titans and a small stack of skill injectors. Hopefully this should be enough to get anyone started in testing these new things! We may give out another batch at a later date but this is not guaranteed, so don't go and sell them all or blow them up immediately!

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

Rob Kaichin
Aliastra
Gallente Federation
#4 - 2016-03-18 15:18:37 UTC
CCP Lebowski, when do I get the 2 mil SP from participating in SiSi mass tests?

I've done maybe 4 or 5 now, and I've never got any free SP. It's pretty frustrating.
Mizhir
Devara Biotech
#5 - 2016-03-18 15:23:16 UTC
Cool. Looking forward to trying this out :)

❤️️💛💚💙💜

Invisusira
Escalated.
OnlyFleets.
#6 - 2016-03-18 15:28:56 UTC
Rob Kaichin wrote:
CCP Lebowski, when do I get the 2 mil SP from participating in SiSi mass tests?

I've done maybe 4 or 5 now, and I've never got any free SP. It's pretty frustrating.

You get the free SP from doing SiSi tests on SiSi. It's not free SP for your main on TQ.
CCP Lebowski
C C P
C C P Alliance
#7 - 2016-03-18 15:29:12 UTC
Rob Kaichin wrote:
CCP Lebowski, when do I get the 2 mil SP from participating in SiSi mass tests?

I've done maybe 4 or 5 now, and I've never got any free SP. It's pretty frustrating.
Mass test SP is applied on SIngularity, and is wiped when we reset the server to a new mirror.

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

Rob Kaichin
Aliastra
Gallente Federation
#8 - 2016-03-18 15:36:49 UTC  |  Edited by: Rob Kaichin
I mean, where do I collect it?

Is it applied as 'free' sp? If so, is it removed when I use the '/copyskills' command?

I'm pretty confused :(

And all of this is on SiSi, I know.


Edit: Is SiSi actually working?

I can't log in. :(
Querns
Science and Trade Institute
Caldari State
#9 - 2016-03-18 15:40:12 UTC
A really small request: at patch time, could all of our fighters be repackaged? On Singularity, fighters that were already in my bay were assembled and could not stack. This means that they have to be individually dragged into the launch tube, compared to packaged, stackable fighters, which can be dragged as a whole into the launch tube, where they are loaded sequentially.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

CCP Masterplan
C C P
C C P Alliance
#10 - 2016-03-18 15:54:50 UTC
Querns wrote:
A really small request: at patch time, could all of our fighters be repackaged? On Singularity, fighters that were already in my bay were assembled and could not stack. This means that they have to be individually dragged into the launch tube, compared to packaged, stackable fighters, which can be dragged as a whole into the launch tube, where they are loaded sequentially.

We have a migration plan for performing a bunch of operations on fighters (particularly moving fighters from DroneBay to FighterBay, and moving non-fighter drones from DroneBay to another location). However this isn't yet in place in the current Sisi build. I'll see what I can do about sorting out fighter singletons as part of this migration.

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Matt Faithbringer
YOLO so no taxes please
#11 - 2016-03-18 16:07:13 UTC  |  Edited by: Matt Faithbringer
- DELETED -
Corps Holder
Isk making 101
#12 - 2016-03-18 16:11:39 UTC
Will test on singularity today after work and will leave detail feedback. (10hrs from now)
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#13 - 2016-03-18 16:11:44 UTC
are they still going to be instagibbing subcaps? because that's horrible

and are there any plans for a 'spool up' on jump drives and cynos, or a fix for mwd warping to skip slow capital align time?
Karer II
Doomheim
#14 - 2016-03-18 16:17:05 UTC
CCP Lebowski
C C P
C C P Alliance
#15 - 2016-03-18 16:34:59 UTC
Singularity is now back after a reboot.

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

Aaron Honk
Distributed Denial of Service
#16 - 2016-03-18 16:51:15 UTC


Literally unplayable Big smile
Barrogh Habalu
Imperial Shipment
Amarr Empire
#17 - 2016-03-18 17:08:53 UTC  |  Edited by: Barrogh Habalu
This is smallest "issue", but still.

The way I imagine it is "Hangar -> Deck -> Space". This is how fighter travels between most inactive and most active states. Or between bowels of your carriers and space.

Because deck window is topmost and space is at the bottom of the window, it looks like "Deck -> Hangar -> Space". A little bit unintuitive, although I can see the logic behind current layout too.

Edit: but all of this is f****g amazing. Even if one day it will become our "just another day", right now this is very exciting. New control scheme, new concept of interaction between player-controlled objects, new combat mindset.
Mizhir
Devara Biotech
#18 - 2016-03-18 17:17:56 UTC
Can you give us more injectors? The 8 Injectors only covers 1/3 of the skills needed to get into a carrier (jumpskills + advanced spaceship command + capital ships).

❤️️💛💚💙💜

Chipu Vyvorant
Pandemic Horde Inc.
Pandemic Horde
#19 - 2016-03-18 17:28:14 UTC  |  Edited by: Chipu Vyvorant
Hi CCP, I have a Problem with my HomeSystem and can't login the Testserver because my Homesystem have "some Issues"
I hope you fix them very fast because I claimed all gifts now there so if you move my character i lose the Supers and Skill Injectors...

http://prntscr.com/agwj1i
Masterdant
Masterderizando
#20 - 2016-03-18 17:36:45 UTC  |  Edited by: Masterdant
seams that I cannot abandon Fighters AND they do not warp with me(carrier).

Even if I dock, they are still returning, YAY!

Intended?
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