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[Citadels Release] Capital Ship changes reaching Singularity!

First post
Author
Kainif voncarstion
Caldari Provisions
Caldari State
#101 - 2016-03-21 05:05:38 UTC
you cant buy skill point injectors if you don't have the 5bill to buy them with. unless by some miracles reason I missed something hear.
Lugh Crow-Slave
#102 - 2016-03-21 05:20:44 UTC
Kainif voncarstion wrote:
you cant buy skill point injectors if you don't have the 5bill to buy them with. unless by some miracles reason I missed something hear.


... just commit insurance fraud we are talking server right?
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#103 - 2016-03-21 10:22:05 UTC  |  Edited by: Soleil Fournier
Useability:

1) I would like an individual color selection for each fighter group while in space - so I can make my fighters highlighted in green, bombers red, support yellow. Each squad is numbered right now but it's hard to distinguish that in space quickly. Color selections would be a gigantic help.

2) Would also like a button to engage all fighters (basic attack) like grouped weapons. Annoying having to click on each squad every time.

3) I'd like to be able to right-click the launch tubes on the hud and reload/change fighters like ammo. Right now I have to open the fighter bay and manually load them.

4) My OCD is going nuts not having symmetrical numbers of squad types. It's 3 heavy's + 2 fighters/support. I can't even do a 2-2-2 setup because there's only 5 tubes. Can't put enough emphasis on how much it hurts. I don't like the restrictions anyways - we're already restricted to 5 squads. So lets end the nightmare by removing restrictions and adjusting balance.

5) The icons for each type of fighter needs to be different, so we can tell what bay has what easily. EX: right now the icons for gallente are all firbolgs.

6) There seemed to be some lag/buggieness with the hud when in combat. For ex: Numbers representing special ability ammo did not always display properly.

7) The UI scaling on tubes compared to the other ship mods is off because they're different sizes. I can't get them to line up with each other. Again, OCD.

Thank you
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#104 - 2016-03-21 10:32:04 UTC  |  Edited by: Soleil Fournier
Also:

The 2500mm plate t1 and named only add 94hp (I believe shield extenders are also like this). The 75k on the t2 isn't enough to make me want to abandon a damage mod or hardner, it needs to be significantly higher, at least on par with the %'s of 1600 plates to BC/BS.

Local capital armor/shield reps need some buffage.

Don't see capital versions of many modules. IE: Larakin said he would be ok with adding capital smart bombs at eve vegas.

Supers were shown as getting a special ability doomsday type thing. Haven't seen anything mentioned on it nor any planned mentions of changing the remote ecm burst. This still happening?
Morrigan LeSante
Perkone
Caldari State
#105 - 2016-03-21 10:33:39 UTC  |  Edited by: Morrigan LeSante
I take it back, fighters are crazy hard to drop. That shield recharge daaaaamn.

Ed: I'm not sure the damage of the normal, light fighters (firbs/templars etc) is what I'd call "super overpowered" to be honest.
Torgeir Hekard
I MYSELF AND ME
#106 - 2016-03-21 10:41:25 UTC
Took a niddy for a ride, and

1) How do you move fighters around. I thought there was supposed to be a homeworld-ish interface, but can't seem to cast it. Read somewhere it's on M, but nothing there. I don't have anything binded to it either.

2) When you detach fighter UI from your modules, shortcuts stop working. Well, not exactly. They just switch to fighters permanently.
Zeus Cronus
Brutor Tribe
Minmatar Republic
#107 - 2016-03-21 13:22:30 UTC
Hi,

I'm missing visual feedback what my fighters are doing.

They shoot somebody? The guns will cycle but I don't get a UI feedback who they shoot
You try to tackle somebody? No UI feedback
You try to jam somebody with your fighters? No UI feedback and you will never know if it was successful

If would be perfect if fighters would give you the same visiual feedback as drones and the different E-War modules when you use them so you see which ships your fighters are currently attacking, pointing and jamming.
Eli Stan
Center for Advanced Studies
Gallente Federation
#108 - 2016-03-21 15:14:29 UTC
On a positive note, I can report that the new capital emergency DC is working properly. My Nina took only 47 hull damage when hit by an Avatar wielding the new GTFO doomsday. Cool
Torgeir Hekard
I MYSELF AND ME
#109 - 2016-03-21 15:22:51 UTC
Eli Stan wrote:
On a positive note, I can report that the new capital emergency DC is working properly. My Nina took only 47 hull damage when hit by an Avatar wielding the new GTFO doomsday. Cool

BTW, considering the emergency DC. Why does it give you a criminal flagQuestion
Rob Kaichin
Aliastra
Gallente Federation
#110 - 2016-03-21 15:26:23 UTC
So you can't refit with it, or play docking games with it.
Lugh Crow-Slave
#111 - 2016-03-21 17:08:28 UTC
Zeus Cronus wrote:
Hi,

I'm missing visual feedback what my fighters are doing.

They shoot somebody? The guns will cycle but I don't get a UI feedback who they shoot
You try to tackle somebody? No UI feedback
You try to jam somebody with your fighters? No UI feedback and you will never know if it was successful

If would be perfect if fighters would give you the same visiual feedback as drones and the different E-War modules when you use them so you see which ships your fighters are currently attacking, pointing and jamming.


features still to be implemented wrote:

- Fighters squadrons will have status text displaying important information (Range, speed, current action etc)
Lugh Crow-Slave
#112 - 2016-03-21 17:29:32 UTC
Morrigan LeSante wrote:
I take it back, fighters are crazy hard to drop. That shield recharge daaaaamn.

Ed: I'm not sure the damage of the normal, light fighters (firbs/templars etc) is what I'd call "super overpowered" to be honest.


i noticed this too particularly on E-war fighters


i think when they do lower the tank they should (if needed up the THP) but greatly lower the recharge when being shot have the recharge only happen if they are not being shot at. It is very unrewarding to be shooting something and to keep seeing its health jump up so rapidly
Kenneth Fritz
DND Industries
#113 - 2016-03-21 18:53:45 UTC
Fair warning, I didn't read every post or even past the third page so many of my observations have probably been touched on already but I am setting out some suggestions on tweeks to try and help the devs.


Though I have no way of helping address this issue the problem of the run time error when destroying fighter groups seems to only happen when it is fighter on fighter. I smashed 3-4 groups with a dreadnaught an failed to get the failure.

Now on to the main event.

Though the bombs still aren't working (or at least I can't get them to work) as of last night (so I can't comment on them) the heavy fighter torpedo salvo seems a bit over powered in that when using a single T1 H-fighter group I can almost one shot a dreadnaught using the torpedo salvo. I realize the damage levels are high as they are so as to make the super carriers able to threaten a titan but I feel that it should be brought down a notch or two. Another issue in regards to fighters is that in extreme close range you and cycle your heavy fighters in and out of your fighter bay to reset their torpedo timer. I watched a guy melt a titan in approximately 30-40 seconds by doing this.

The other thing with fighters are the skills and the way in which you gain access. Using lights as an example you don't get access to the attack light fighters until 'Light Fighters' Lvl 5. This also allows the use of the T2 variant at the same time. This may have been an oversight or accident. However, if this were to remain as such I don't see why one would use the T1 variant for the attack lights fighters other than due to availability restrictions. There is also no gradial requirement to go from lights to heavy fighters once you can train one you can train the other. Since I know the super carriers are the only ones that can use heavy fighters this is somewhat understandable but at the same time supers can still use the light fighters so making the progression from lights to heavy fighters a gradiant one would add play value to ther use.

My suggestion/idea/hope(?) is for a skill scheme somewhere along the lines as follows:

Requirement to reach L-fighters can remain the same as they have been

Light Fighters Lvl1: Access to the T1 interceptor L-fighters as it currently is.
LIght Fighters Lvl2: simple progression
LIght Fighters Lvl3: access to the T1 attack L-fighters
LIght Fighters Lvl4: part of the lvl req to train H-fighters
LIght Fighters Lvl5: Part of the requirements to access the T2 L&H-fighters

Heavy Fighters would follow a similar gradiant access scheme.

Access to the T2 fighters should depend on the lvl of the some of the fighter support/core skills.

For example T2 L-fighters would need Fighters Lvl 4 and Hangar Management Lvl 4. Where as Heavies would need those same skills to Lvl 5. I realize this would be months of training but I believe that with as powerful as they arem, even with the slight rebalancing they need, I believe it would be worth the grind to get them.

Next I would like to address the remote ECM for the super carriers. Strickly speaking as far functionality goes I think the duriation of some of the effects needs to be extended if only by a few seconds to make them truly viable. The requirements to use said modules obviously needs fixed. And I think the easiest soulution would be to make it so that you have to meet the requirement to train the doomsday skill to Lvl 1. Needing to be able to fly the Caldari Titan to use any of them is well the equivilant to an invisible game barrier. And everyone hates invisible game barriers.

And last but not least missile damages seems to have taken a searious hit. A buddy of mine and I tried a close range duel with seiged dreads me amarr him caldari. I was using concord beams with multi-freq lens and he was using equivalent torp fit initially and no matter what he did he couldn't come close to my damage out put and I was never in any danger against his many fitting attempts while I would have been able to beat him into submission everytime. The only difference being the amount of time it would take me. We will be test this further but these are our current finding.

If you read this far I thank you and 'Fly Safe'.

Who's your end of the world buddy?

NextDarkKnight
Storm Chasers.
Pandemic Horde
#114 - 2016-03-21 19:25:09 UTC
Couple question,

Regular carriers will still be able to field drones just we are limited to 8 now?

Also keep C++ Errors and client crashes when I'm instant popped by a wave of bombers. Anyone else getting that problem with other peoples bombers deployed.


Are the fighters going to have any price changes. It seams like it will be really easy to burn though a bunch of fighters the way things are looking just wondering if that is factored into the effectiveness of the changes.

Eli Stan
Center for Advanced Studies
Gallente Federation
#115 - 2016-03-21 20:55:51 UTC  |  Edited by: Eli Stan
NextDarkKnight wrote:
Couple question,

Regular carriers will still be able to field drones just we are limited to 8 now?


There will be no more drones at all on carriers. "Carriers and Supercarriers still have drone bays" is listed as a known issue/bug by CCP Lebowski.
NextDarkKnight
Storm Chasers.
Pandemic Horde
#116 - 2016-03-21 23:25:27 UTC
Eli Stan wrote:
NextDarkKnight wrote:
Couple question,

Regular carriers will still be able to field drones just we are limited to 8 now?


There will be no more drones at all on carriers. "Carriers and Supercarriers still have drone bays" is listed as a known issue/bug by CCP Lebowski.


I though that was only for Super Carriers.

That's a shame for the carrier because it's nice to have some versatility that doesn't cost you a ton of isk to field.

I can understand the super carriers but not the regular carriers. Shame
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#117 - 2016-03-21 23:29:38 UTC  |  Edited by: Soleil Fournier
There's currently no way that I could find to display stats on fighters - damage, speed, etc when factoring in skills/mods. That would be greatly helpful so I could determine I need 5 FSUs, 5 Damage mods, ect or if I only need 3 of them. Prefer to not be guessing.
Lugh Crow-Slave
#118 - 2016-03-22 00:47:50 UTC
NextDarkKnight wrote:
Eli Stan wrote:
NextDarkKnight wrote:
Couple question,

Regular carriers will still be able to field drones just we are limited to 8 now?


There will be no more drones at all on carriers. "Carriers and Supercarriers still have drone bays" is listed as a known issue/bug by CCP Lebowski.


I though that was only for Super Carriers.

That's a shame for the carrier because it's nice to have some versatility that doesn't cost you a ton of isk to field.

I can understand the super carriers but not the regular carriers. Shame

the near infinite waves of sub cap aplication was not versatility it was op
thormadragon
Doomheim
#119 - 2016-03-22 06:12:57 UTC
While trying out the free supers, i noticed they can dock also in a Fortizar large citadel... Definitely a bug?
Torgeir Hekard
I MYSELF AND ME
#120 - 2016-03-22 09:46:45 UTC
I forgot my fighters outside while docking.
Now I can't reconnect to them, can't scoop them anywhere and can't launch support fighters because apparently I've reached the limit on active support squads. What do?

Also still dunno how to homeworld fighters around.