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[Citadels Release] Capital Ship changes reaching Singularity!

First post
Author
Dorijan
W-Space IT Department
Test Alliance Please Ignore
#21 - 2016-03-18 17:51:31 UTC
CCP Lebowski wrote:
Singularity is now back after a reboot.


It's still having issues though.
CCP Lebowski
C C P
C C P Alliance
#22 - 2016-03-18 17:57:04 UTC
Thanks for the patience everyone. Singularity is coming down for a reboot to try and resolve some of the db issues we've been having. Once it returns you should all have another 8 skill injectors! :)

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

Xavindo Sirober
KarmaFleet
Goonswarm Federation
#23 - 2016-03-18 17:59:41 UTC
Awsome, really nice to be able to test supercaps even though most of us aren't trained for it Big smile
CCP Masterplan
C C P
C C P Alliance
#24 - 2016-03-18 18:06:56 UTC
Masterdant wrote:
seams that I cannot abandon Fighters AND they do not warp with me(carrier).

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

Intended?

Abandoning fighters is definitely something we're adding, but it isn't quite there yet.
Recalling has some more restrictions to be added, including what happens when you recall fighters that are off-grid from you.
Both of these features should be coming online with next week's updates.

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

@ccp_masterplan  |  Team Five-0: Rewriting the law

Morrigan LeSante
Perkone
Caldari State
#25 - 2016-03-18 18:13:49 UTC  |  Edited by: Morrigan LeSante
What kind of feedback are you after here, gameplay, or balance?

This one is a bit of both so: Are the bay and fighter m3's ballpark realistic?
Amak Boma
Dragon Factory
xX SERENITY Xx
#26 - 2016-03-18 18:19:18 UTC
total 16 injectors are not eoungh for being able to fly all titans . have a char with 7m sp which atm has tengu. to train for titan need around 300 days . plus support skills , some more then. to be honest if we could have 24 skill injectors would be fine as probably thus should let us fill all skill gaps to try each titan/super
Dorijan
W-Space IT Department
Test Alliance Please Ignore
#27 - 2016-03-18 18:28:19 UTC
CCP Lebowski wrote:
Thanks for the patience everyone. Singularity is coming down for a reboot to try and resolve some of the db issues we've been having. Once it returns you should all have another 8 skill injectors! :)


Still loading the character list after the latest reboot. :-(
Dorijan
W-Space IT Department
Test Alliance Please Ignore
#28 - 2016-03-18 18:32:58 UTC
Restart, Reboot, Reinstall.

Guess the next step in this iteration is Reinstall. ;-)
Saeko Allas-Rui
Crazydiamond The Works
#29 - 2016-03-18 18:37:28 UTC
Skill Injectors were seedeed on the market at one point (bought 1000). Doesn't seem to be the case anymore however
Maleficarius
Royal Amarr Institute
Amarr Empire
#30 - 2016-03-18 18:50:46 UTC
A few things I've noticed while playing around with the new fax machines on sisi:
- All fax-machines have a collision model that is signifficantly bigger than the visual model, meaning that they can be inside of a bubble and unable to warp even though the visual model is well outside of the bubble (I've submitted a bug report about this)
- None of the new fax-machines have (working) triage animations, other than the old hull-sparkle-effect
- The Lif and Ninazu do not seem to have a warp animation (either it's not working/bugged or I'm blind, pretty sure it's the former); the Apostle/Minokawa do have working animations
Morrigan LeSante
Perkone
Caldari State
#31 - 2016-03-18 18:57:20 UTC  |  Edited by: Morrigan LeSante
Masterdant wrote:
seams that I cannot abandon Fighters AND they do not warp with me(carrier).

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

Intended?



Change ship and you can reload stuff






If you change ship with the fighter controls visible when you docked and undock, you lose all mod visibility in the new ship
Lee Maulerant
The Scope
Gallente Federation
#32 - 2016-03-18 19:13:00 UTC
Mizhir wrote:
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).


This in a nutshell. 8 injectors between 5.5m and 50m SP will only give 3.2m SP which is a far cry from making any use of carriers efficiently or inefficiently.

It's fine if certain people have the skills on TQ but those of us not currently specialized in carriers are held back because of it. I know adding more injectors could bother the balance a little so other alternatives could be searched for.

And though I usually have ideas or alternates, I don't see many useful ways to apply them as such without further breaking the balance.
Morrigan LeSante
Perkone
Caldari State
#33 - 2016-03-18 19:37:28 UTC
I assumed the injectors are to get existing pilots over the hump of new skills which they may not yet have trained (supports/T2 fighters) etc. Not so much to get non carrier dudes into carriers
Sisi Collins
School of Applied Knowledge
Caldari State
#34 - 2016-03-18 19:38:45 UTC  |  Edited by: Sisi Collins
CCP Lebowski wrote:

Known Issues/Bugs (In extremely rough order of badness)

- NPCs do not currently aggress fighters.



Does I understand correctly, that fighters should auto-aggro and attack NPCs if they will attack carrier/supercarrier?
Morrigan LeSante
Perkone
Caldari State
#35 - 2016-03-18 19:41:38 UTC
Sisi Collins wrote:
CCP Lebowski wrote:

Known Issues/Bugs (In extremely rough order of badness)

- NPCs do not currently aggress fighters.



Does I understand correctly, that fighters should auto-aggro and attack NPCs if they will attack carrier/supercarrier?



You do not.

It means NPCs aren't shooting them.
CCP Lebowski
C C P
C C P Alliance
#36 - 2016-03-18 19:53:48 UTC
Morrigan LeSante wrote:
Sisi Collins wrote:
CCP Lebowski wrote:

Known Issues/Bugs (In extremely rough order of badness)

- NPCs do not currently aggress fighters.



Does I understand correctly, that fighters should auto-aggro and attack NPCs if they will attack carrier/supercarrier?



You do not.

It means NPCs aren't shooting them.
Fighters do not auto aggress NPCs. That's by design.

NPCs dont aggress Fighters. That's a bug

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

Dorijan
W-Space IT Department
Test Alliance Please Ignore
#37 - 2016-03-18 19:55:03 UTC
Any update on the Sisi market? Still down. :-\
Jaantrag
#38 - 2016-03-18 20:57:09 UTC
can someone tidy up the afterburners and mwd market group .. small-med-large-xlarge ... also the faction capital sized ab-s and mwd are in the standars section atm ..

EVElopedia < add this to your sig to show u WANT it back

Epiphtheria Amilupar
Night Raven Task Force
United Interests
#39 - 2016-03-18 20:58:12 UTC
The t1 light fighters have new skill requirements beyond fighters 4 and light fighters 4? Also the fighters dont have their requirments tab in info
Alex Lenin
No.Mercy
Triumvirate.
#40 - 2016-03-18 21:27:39 UTC
New FAX has bonus to logi-drones, but triage still disconected drones. Why not make this: triage do not disconected drones for using logi-drones as addition reps to small ships or armor\hull reps on shield FAX. And in order to make useless combat drones in trage make in triage module drone damage penalty (for example 90% drone damage reduction)