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[Citadels Release] Capital Ship changes reaching Singularity!

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Author
Osat Bartlett
your mouse sensitivity is low
Platinum Sensitivity.
#241 - 2016-03-26 05:56:07 UTC
Miss 'Assassination' Cayman wrote:
Osat Bartlett wrote:
I guess that "Remote Repair Impedance" that siege and triage have as bonus don't work as planed.
I've tested in Sisi. And I've confirmed that siegeDN and triageFAX can receive not only cap transfer(Is it included in remote assistance?),but also remote repair.
I wonder if that "Remote Assistance Impedance" don't work too.

I can't check right now, but is the impedance 100%? If not, they should be valid targets for those effects and receive a certain percentage of the effects.


The impedance is not 100%, but it written as nearly 100%(99.9999%).
So RR being able to hit triageFAX is not strange, but thier repair amount looks like not affected by impedance.

Japan Wiki administrator

Marranar Amatin
Center for Advanced Studies
Gallente Federation
#242 - 2016-03-26 09:08:51 UTC
Lugh Crow-Slave wrote:
Marranar Amatin wrote:
care to explain why it is ok if caps loose the ability to rat? Just because you dont like to do this?

There are many people that like to do so, and invested a lot of skillpoints and isk specifically for ratting in capitals. Taking that away just because you dont care about it, is awful.

Hey I have a great idea, lets reduce titan hp to 1/1/1 with zero resists. I dont have one, so if they are not useable afterwards thats ok.


no because it is far more important to balance how these things work against other players rather than how they work against npcs

its far worse to have a ship that is good for ratting but broken in pvp than a ship that is balanced in pvp but cant rat

mission and ratting pay out can be adjusted if it has a huge impact

trust me i want these things out ratting they are one of the best targets to blops onto but i dont want that at the expense of ballance


Now this sounds better, and is something different than "its ok if they cant rat".
Of course its important that any changes due to pve capabilities do not break the pvp balance, I agree with that. But that does not mean that pve capabilities do not matter.
Also in this case, any changes in ratting pay out would not help at all to fix the problem that caps cant be used for ratting anymore. It would only help players to get the same income, but thats not the point.
In my opinion carrier ratting is at a really great point on tranq. Its a high risk high reward acitvity, where the activity of the pilot has a huge impact on the outcome, and also gives incentive for other players since everyone likes carrier killmails. You have a very slow ship and expensive ship that takes a lot of skilltime, that everyone wants to blow up. The payout is related to how you fly (simply shooting one target after the other as works with every other ship results in mediocre payout). That should not go away, and simply giving rattles the same payout as carriers can make is no help at all, it would just break the economy since you could get huge payout without much risk or investment then.

So what has to be done is
1. check if carriers are really broken in pve (maybe I was very unlucky or did some stupid mistake? maybe higher payouts are possible)
2. see where the problem comes from
3. find a solution that does not break pvp.


Just a general note about damage:
I did not check the current dps numbers, but someone said 1.5-2k dps for a carrier earlier. Well thanny on tranq can do ~3.3k. And it was basically never used in pvp. fighter carriers were generally hardly ever used in pvp, so I am not sure how that is going to change if you lower the dps, make fighters more vulnerable, and take the support ability away.
Since carriers lost their support abilities, shouldnt they actually do more dps then before?

This gets especially strange if you look at the super damage which seems to be easily 10x carrier with still a good application to subcaps. Just look at the video that was linked earlier https://youtu.be/sgHZfXcl8Vg, most of the damage is from the heavies just one shotting everything with 18k dmg hits and a great range. And this is just counting the anti subcap heavies, the anti cap heavies do probably even more, how many seconds does a carrier survive against a supercarrier with anti capital heavies?
I do not really see a reason to bring a carrier right now, except maybe as an anti fighter platform.
But "bring as many super carriers as possible" seems to be a viable strategy since they can do everything. They have exceptional damage against capitals, they have exceptional damage against big subcaps, and as a bonus they still can do everything that a normal carrier can do, without sacrificing anything, due to the two squads of light fighters that they can launch additionally (and which get better bonus than a normal carrier). Wasnt one point of the capital rework to remove this n+1 supercap gameplay?
Sisi Collins
School of Applied Knowledge
Caldari State
#243 - 2016-03-26 13:46:19 UTC  |  Edited by: Sisi Collins
Eli Stan wrote:
All numbers are still very much in flux, and CCP aren't talking about their plans. We're still in the phase of bug hunting and testing functionality. The time to worry about ratting ticks will be later.


That is scaring me a lot. 1 month to release and we have huge amount of bugs/issues/not implemented features. CCP first want to release in December 2015 Citadels.... now we are in end of March and still almost nothing is working correctly...
LittleBlackSheep
ISK Unlimited
#244 - 2016-03-26 14:48:04 UTC  |  Edited by: LittleBlackSheep
Can we please have SHARED HOTKEYS with drones for:

- Launch all Fighters
- All Fighters Engage Target (Primary Attack)
- All Fighters Return to HangarBay

That would make things a lot more intuitive. Controlling them via other Hotkeys/Mousebuttons than drones for their basic functions is very uncomfortable.
John Sparten1117
#245 - 2016-03-26 14:57:13 UTC
I like that new Doomsday but it's almost impossible to target at 90° down. I don't get more than around 80°
Mark O'Helm
Fam. Zimin von Reizgenschwendt
#246 - 2016-03-26 16:12:08 UTC
John Sparten1117 wrote:
I like that new Doomsday but it's almost impossible to target at 90° down. I don't get more than around 80°

I could not find them in the market. Please give me a tip.

"Frauenversteher wissen, was Frauen wollen. Aber Frauen wollen keine Frauenversteher. Weil Frauenversteher wissen, was Frauen wollen." (Ein Single)

"Wirklich coolen Leuten ist es egal, ob sie cool sind." (Einer, dem es egal ist)

John Sparten1117
#247 - 2016-03-26 16:20:12 UTC
Mark O'Helm wrote:
John Sparten1117 wrote:
I like that new Doomsday but it's almost impossible to target at 90° down. I don't get more than around 80°

I could not find them in the market. Please give me a tip.

It's the Doomsday HOG or something like that
Mark O'Helm
Fam. Zimin von Reizgenschwendt
#248 - 2016-03-26 16:26:41 UTC
John Sparten1117 wrote:
Mark O'Helm wrote:
John Sparten1117 wrote:
I like that new Doomsday but it's almost impossible to target at 90° down. I don't get more than around 80°

I could not find them in the market. Please give me a tip.

It's the Doomsday HOG or something like that

Thanks. Now i have to get it out of the Station and into my Avatar. Haha. But first i have to sleep. Fly safe, Chief.

"Frauenversteher wissen, was Frauen wollen. Aber Frauen wollen keine Frauenversteher. Weil Frauenversteher wissen, was Frauen wollen." (Ein Single)

"Wirklich coolen Leuten ist es egal, ob sie cool sind." (Einer, dem es egal ist)

Circumstantial Evidence
#249 - 2016-03-26 22:11:59 UTC
Sisi Collins wrote:
Eli Stan wrote:
All numbers are still very much in flux, and CCP aren't talking about their plans. We're still in the phase of bug hunting and testing functionality. The time to worry about ratting ticks will be later.
That is scaring me a lot. 1 month to release and we have huge amount of bugs/issues/not implemented features. CCP first want to release in December 2015 Citadels.... now we are in end of March and still almost nothing is working correctly...
This seems perfectly normal. An amazing number of bugs get fixed during every update cycle, in this period of time after the core features are finally "in." Game balance stuff is often sorted out in weekly patches, after the big update hits.

Crazy KSK wrote:
The Nidhoggurs cargo is so small it can only hold 8 navy 3200 cap boosters no enough to full load an asb.
Could be improved by adding a dedicated cap booster storage bay.
Crazy KSK wrote:
Active tank on carriers feels weak...
I think that's by design: active tank may be useful solo or in small groups just like with subcaps, but buffer tanks are preferred in larger fleet ops, especially if logi is available. Check this capital focus group reddit thread for theory-crafting on capital EHP and tanking.
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#250 - 2016-03-26 23:25:37 UTC  |  Edited by: Soleil Fournier
That being true, active reps have historically been underpowered and should be much better than they are now. Capitals are mostly going to be fighting against other capitals and heavily damaging citadels. They need to have some survivability on the capital battlefield. Reliant on FAX'S yes, but there should still be a viable choice between active reps and buffer tank. Right now that choice does not exist.

I believe when I worked the numbers my cap armor rep ll only did 800dps worth of repair (skills might improve that some). But that won't even tank a single dreadnaught.

My moros got wtfbbq'd the other day. Even with siege and an ancillary rep, each cycle did barely a sliver of repair and wound up doing nothing to prolong the ships destruction. That's why buffer is the only choice, active reps are useless.

Reps should repair a good chunk of damage but at the cost of high cap drain to prevent perma repping.
Mark O'Helm
Fam. Zimin von Reizgenschwendt
#251 - 2016-03-27 00:20:20 UTC
Circumstantial Evidence wrote:
An amazing number of bugs get fixed during every update cycle, in this period of time after the core features are finally "in." Game balance stuff is often sorted out in weekly patches, after the big update hits.

I have heard at Siemens this is called a "Banana Product". It matures at the Customer.

"Frauenversteher wissen, was Frauen wollen. Aber Frauen wollen keine Frauenversteher. Weil Frauenversteher wissen, was Frauen wollen." (Ein Single)

"Wirklich coolen Leuten ist es egal, ob sie cool sind." (Einer, dem es egal ist)

Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#252 - 2016-03-27 00:29:34 UTC
Mark O'Helm wrote:
Circumstantial Evidence wrote:
An amazing number of bugs get fixed during every update cycle, in this period of time after the core features are finally "in." Game balance stuff is often sorted out in weekly patches, after the big update hits.

I have heard at Siemens this is called a "Banana Product". It matures at the Customer.

To be fair, it's incredibly hard to balance stuff in a game this big on a test server. There are just so many variations in fleet sizes and compositions, markets, transportation, player behavior, etc.
Alex Lenin
No.Mercy
Triumvirate.
#253 - 2016-03-27 00:43:18 UTC
2devs:
Is energy transmitter works as planed? I mean cap transfer into triaged FAX without penalty or extraordinary amount of energy ( ~2K activation cost and ~11K capacity bonus when triaged)
Crazy KSK
Tsunami Cartel
#254 - 2016-03-27 02:39:16 UTC
Please increase the maximum lock range for all ships further, long range battleships and dreads especially can shoot even past 500km

Quote CCP Fozzie: ... The days of balance and forget are over.

Eli Stan
Center for Advanced Studies
Gallente Federation
#255 - 2016-03-27 04:01:43 UTC
Crazy KSK wrote:
Please increase the maximum lock range for all ships further, long range battleships and dreads especially can shoot even past 500km


Only if they extend scrams to 500km too. Twisted
Jimcy Darthrakei
Road Ready Canine Transport
#256 - 2016-03-27 05:10:52 UTC
anyone else notice that the Satyrs tend to just randomly take off sometimes? i was messin around ratting with a thanny since i couldnt find any other way to test them out (im nowhere near c-6 or whatever it is) after i cleared one site, i hit recall all drones, started to warp to the next site then i noticed my satyr squadron was still stuck in "returning" mode but couldnt see them anywhere. panned out and looked, and they were almost 700km away from the ship.

at this point, warp drive activated. this leads me to the next issue. if for whatever reason, you leave a squadron behind, they get stuck in returning mode. even if you dock up, you can not reload that tube. even logging off and back on, i couldnt reload that tube until after downtime the next day
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#257 - 2016-03-27 05:53:06 UTC
Jimcy Darthrakei wrote:
anyone else notice that the Satyrs tend to just randomly take off sometimes? i was messin around ratting with a thanny since i couldnt find any other way to test them out (im nowhere near c-6 or whatever it is) after i cleared one site, i hit recall all drones, started to warp to the next site then i noticed my satyr squadron was still stuck in "returning" mode but couldnt see them anywhere. panned out and looked, and they were almost 700km away from the ship.

at this point, warp drive activated. this leads me to the next issue. if for whatever reason, you leave a squadron behind, they get stuck in returning mode. even if you dock up, you can not reload that tube. even logging off and back on, i couldnt reload that tube until after downtime the next day

Interesting. I thought they were supposed to warp after you and be abandonable now. Also, you can type /moveme and choose C-6.
Lugh Crow-Slave
#258 - 2016-03-27 07:30:45 UTC
Soleil Fournier wrote:
That being true, active reps have historically been underpowered and should be much better than they are now. Capitals are mostly going to be fighting against other capitals and heavily damaging citadels. They need to have some survivability on the capital battlefield. Reliant on FAX'S yes, but there should still be a viable choice between active reps and buffer tank. Right now that choice does not exist.

I believe when I worked the numbers my cap armor rep ll only did 800dps worth of repair (skills might improve that some). But that won't even tank a single dreadnaught.

My moros got wtfbbq'd the other day. Even with siege and an ancillary rep, each cycle did barely a sliver of repair and wound up doing nothing to prolong the ships destruction. That's why buffer is the only choice, active reps are useless.

Reps should repair a good chunk of damage but at the cost of high cap drain to prevent perma repping.


I feel like it is intentional that Dreads active rep better than carriers and carriers buffer better than dreads and i dont find that difference to be a bad thing
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#259 - 2016-03-27 08:00:08 UTC
Lugh Crow-Slave wrote:

I feel like it is intentional that Dreads active rep better than carriers and carriers buffer better than dreads and i dont find that difference to be a bad thing


My point was that my Moros in siege, with a charged AAR, repped next to nothing. The reps are useless even on a dread.
Oxide Ammar
#260 - 2016-03-27 08:07:50 UTC
Eli Stan wrote:
Crazy KSK wrote:
Please increase the maximum lock range for all ships further, long range battleships and dreads especially can shoot even past 500km


Only if they extend scrams to 500km too. Twisted


Your wish is granted, Supers now have ability to equip high slot weapon that can shoot warp disruption bubbles and it has absurd range, you can lol gate camp with fleets in your super carrier at 300+ KM away from the fight.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.