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[Citadels Release] Capital Ship changes reaching Singularity!

First post
Author
Mister Ripley
Ministry of War
Amarr Empire
#341 - 2016-04-04 15:05:29 UTC  |  Edited by: Mister Ripley
CCP Lebowski wrote:

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.

This is awesome. It works on all ships. I'm playing around with it and it's just awesome!! So much fun! Big smileBig smile

IMO it's pretty hard to see the thin vertical line. This screenshot is in front of an almost black background. Maybe adding a brighter spot on the horizontal pane can help.

BUG:

  • You can activate the move cirlce ('M' Key) while docked in a citadel in outside view.
  • The Tactical Overlay stays active when docking in a citadel. When undocking the ocerlay pane is still active but it doesn't function properly. Like not showing the arcs for things on grid or the direct line from my ship to the selected object.
Lugh Crow-Slave
#342 - 2016-04-04 15:26:47 UTC  |  Edited by: Lugh Crow-Slave
Mister Ripley wrote:
CCP Lebowski wrote:

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.

This is awesome. It works on all ships. I'm playing around with it and it's just awesome!! So much fun! Big smileBig smile

IMO it's pretty hard to see the thin vertical line. This screenshot is in front of an almost black background. May adding a brighter spot (second picture) on the horizontal pane can help.


also in order to see my fighter squads number i need fighters on my overview

anyway we can make it so i always see my fighters?

also

so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights

and you have 3 flights of T2 at 189 mill

so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull
Sisi Collins
School of Applied Knowledge
Caldari State
#343 - 2016-04-04 19:30:40 UTC
so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???

Or more info will come???
Lugh Crow-Slave
#344 - 2016-04-04 22:14:33 UTC
Sisi Collins wrote:
so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???

Or more info will come???


i would of loved to see some of these randomly spawn about in LS

be crazy to see what would happen if an NPC titan spawned in the middle of a hub fight in FW
Sisi Collins
School of Applied Knowledge
Caldari State
#345 - 2016-04-04 23:10:32 UTC
Lugh Crow-Slave wrote:
Sisi Collins wrote:
so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???

Or more info will come???


i would of loved to see some of these randomly spawn about in LS

be crazy to see what would happen if an NPC titan spawned in the middle of a hub fight in FW


CCP Fozzie said that NPC capitals will spawn only in nullsec
Lugh Crow-Slave
#346 - 2016-04-04 23:15:41 UTC
Sisi Collins wrote:
Lugh Crow-Slave wrote:
Sisi Collins wrote:
so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???

Or more info will come???


i would of loved to see some of these randomly spawn about in LS

be crazy to see what would happen if an NPC titan spawned in the middle of a hub fight in FW


CCP Fozzie said that NPC capitals will spawn only in nullsec


i know thats why i said i would have loved not i love how they will
Mr Grape Drink
Doomheim
#347 - 2016-04-04 23:41:51 UTC
So, about the Rorqs 40% bonus to Captial Remote Shield Booster range per level...and the changes to cap reps...what do?
Lugh Crow-Slave
#348 - 2016-04-04 23:49:03 UTC
Mr Grape Drink wrote:
So, about the Rorqs 40% bonus to Captial Remote Shield Booster range per level...and the changes to cap reps...what do?


it's getting a full rework
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#349 - 2016-04-05 00:02:01 UTC  |  Edited by: Miss 'Assassination' Cayman
Lugh Crow-Slave wrote:
so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights

and you have 3 flights of T2 at 189 mill

so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull

Right now if you stuff a carrier full of fighters it will cost around 480 mil. People just don't do it because they don't expect to lose many/any fighters. In a lot of situations the new fighters wouldn't get destroyed either, so people will probably go out without a full hangar.
Lugh Crow-Slave
#350 - 2016-04-05 00:19:02 UTC
Miss 'Assassination' Cayman wrote:
Lugh Crow-Slave wrote:
so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights

and you have 3 flights of T2 at 189 mill

so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull

Right now if you stuff a carrier full of fighters it will cost around 480 mil. People just don't do it because they don't expect to lose many/any fighters. In a lot of situations the new fighters wouldn't get destroyed either, so people will probably go out without a full hangar.


except i now have to use fighters and we have found them very easy to kill with a few T3d spread across the field so they will be lost quit a bit

before i didn't even need fighters and i certanly didn't need a full hanger of them but now i have no choice but to use them
LittleBlackSheep
ISK Unlimited
#351 - 2016-04-05 06:14:14 UTC  |  Edited by: LittleBlackSheep
Lugh Crow-Slave wrote:
Miss 'Assassination' Cayman wrote:
Lugh Crow-Slave wrote:
so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights

and you have 3 flights of T2 at 189 mill

so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull

Right now if you stuff a carrier full of fighters it will cost around 480 mil. People just don't do it because they don't expect to lose many/any fighters. In a lot of situations the new fighters wouldn't get destroyed either, so people will probably go out without a full hangar.


except i now have to use fighters and we have found them very easy to kill with a few T3d spread across the field so they will be lost quit a bit

before i didn't even need fighters and i certanly didn't need a full hanger of them but now i have no choice but to use them

thats quite true, the survivability of fighters against player ships is just bad, at least a resistance profile and way more buffer would be needed so you actually have a chance to call them back. they should be superior to any kind of drone, given their costs and volume requirements. however, even a Gecko launched from a droneboat is more tanky.

Also it feels generally totally wrong that fighters that should be superior to drones on most ways can neither guard my ship (auto-aggro when someone is attacking the carrier) nor aggress the next target once one has been shut down, nor auto-MWD for longer distances - all these things drones can do and in a highly advanced space-environment like eve-online there it feels hilarious that fighters can't do these same basic tasks.

I understand that you don't want to have auto-aggro because you want no afk-farming and such. Perfectly understandable, but there is a simple solution:
Give Fighters 1/3 of their total-DPS in a way like drones (auto-aggro) and 2/3 via the special-attack that needs to be triggered manually (increase the rounds to an amount any normal missile launcher could hold, else you will be more reloading than fighting). This way, "afk farming" would be pretty slow and ineffective, because the carrier has only 1/3 of its damage potential.

Also for the movement, give them automated afterburners for general movement (200% speed boost) and a manually triggered MWD for highspeed long distance travel. So a player still has great benefits when acting manually, but they are not worse than drones on their own.
Lugh Crow-Slave
#352 - 2016-04-05 08:35:40 UTC
Another issue I see with the coast of these is when you go up against another carrier

I like that space superiority fighters do there job well and the balance is right no change needed

But my god carrier vs carrier fights will not be cheap
Jeff Morpox
Pure Victory
#353 - 2016-04-05 11:16:07 UTC
Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.
Lugh Crow-Slave
#354 - 2016-04-05 11:32:32 UTC
Jeff Morpox wrote:
Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.


Currently tank speed and tank skills from drones are not Appling to them correctly
Zenafar
#355 - 2016-04-05 16:11:03 UTC
Lugh Crow-Slave wrote:
Jeff Morpox wrote:
Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.


Currently tank speed and tank skills from drones are not Appling to them correctly



I did like 10 Drone Horde and Serpentis Heaven/Sanctum with Thanatos and didn't lose a single fighter. I recall them for rearm only and i did these anomalies faster than i can do on TQ.
And when skills like Drone interfacing and navigation will work it would be even better.
Alex Lenin
No.Mercy
Triumvirate.
#356 - 2016-04-05 18:38:09 UTC  |  Edited by: Alex Lenin
Some fighters feedback.

Please do somethings with fighters killmails. Some sort of combat efficiency evaluation is good. But not fully killmails. It's pointless. Fighter has no fit, no loot, has nothings. It's on same level as dron killmails. Simple line "Player X destroyed fighter squad of player Y" will be enogh. Or make filter for killmails beause really important info\killmail in notifications center\combat logs just drowns in tons of fighters killmails.

Funny fact. One battle during masstest and i have two full pages of empty fighters killmails in combat logs
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#357 - 2016-04-05 18:49:30 UTC
Well, based on the mass test it seems like anti-fighter fighters are super OP. I basically went into the fight with two incomplete squadrons of T1 Grams and came out with about 40 T2 heavy fighter squadron killmails. That's some supreme ISK efficiency right there.

Zenafar wrote:
Lugh Crow-Slave wrote:
Jeff Morpox wrote:
Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.


Currently tank speed and tank skills from drones are not Appling to them correctly



I did like 10 Drone Horde and Serpentis Heaven/Sanctum with Thanatos and didn't lose a single fighter. I recall them for rearm only and i did these anomalies faster than i can do on TQ.
And when skills like Drone interfacing and navigation will work it would be even better.

I'm not sure when you tested that, but skills seem to be working now. At least the skills effecting speed; I'm not so sure about damage.
Luscius Uta
#358 - 2016-04-06 07:52:31 UTC
After trying new fighter system for the first time yesterday in a mass test, I can say that the interface confused me a bit. First, there is no indication of what target my fighters are currently shooting (there should be an icon below the selected target, like there is with weapons and drones). Then I would like to know how far they are from selected target, so I can know should I turn on their microwarpdrives or not. And at one moment, fighter interface moved from bottom center of the screen to top left and it took me a bit to find the button to bring in back since it was hidden under neocom.
I'm also not enjoying the fact that I had to train new skills to use fighters I could use before. Yes I know that skills are seeded and that we have enough time to train them, but it's still a kick in the nutts for the people who aren't on a good remap in respect to drone skills.

Workarounds are not bugfixes.

Lugh Crow-Slave
#359 - 2016-04-07 01:17:58 UTC
is it intended that the gal FAX does shield RR and the minm does Armor

currently the CPU/PG forces this set up

ofc none of the FAX seem to have enough cpu/pg so idk
Sekeris
Order of Celestial Knights
#360 - 2016-04-07 07:24:43 UTC
Lugh Crow-Slave wrote:
is it intended that the gal FAX does shield RR and the minm does Armor

currently the CPU/PG forces this set up

ofc none of the FAX seem to have enough cpu/pg so idk


Look at the faction mods, they are much reduced in fitting (shield booster upto 90tf!), and seem to the only way to effectively make use of the fitting room on all capitals...