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[Citadels Release] Capital Ship changes reaching Singularity!

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Author
Luscius Uta
#381 - 2016-04-13 06:52:09 UTC
Do capital neuts have undocumented reduced effectiveness on ships with signature radius below 8000 m? If not, what their signature radius attribute means? And if yes, it'll mean people will still fit heavy neuts to get rid of stuff like HICs.

Workarounds are not bugfixes.

Lugh Crow-Slave
#382 - 2016-04-13 06:56:45 UTC
Luscius Uta wrote:
Do capital neuts have undocumented reduced effectiveness on ships with signature radius below 8000 m? If not, what their signature radius attribute means? And if yes, it'll mean people will still fit heavy neuts to get rid of stuff like HICs.


What do you mean undocumented?

But yes they have a reduced effectiveness the math works the same as with bombs


They are not supposed to replace heavy nuets on capitals they are just a new nuet meant to be used against capitals
Luscius Uta
#383 - 2016-04-13 07:10:13 UTC
Lugh Crow-Slave wrote:
Luscius Uta wrote:
Do capital neuts have undocumented reduced effectiveness on ships with signature radius below 8000 m? If not, what their signature radius attribute means? And if yes, it'll mean people will still fit heavy neuts to get rid of stuff like HICs.


What do you mean undocumented?

But yes they have a reduced effectiveness the math works the same as with bombs


They are not supposed to replace heavy nuets on capitals they are just a new nuet meant to be used against capitals


I mean there's nothing in the module description that implies what the purpose of new signature radius attribute is. Not sure if someone explained it in forum posts previously though, but I haven't read every forum post ever.

Workarounds are not bugfixes.

Lugh Crow-Slave
#384 - 2016-04-13 07:18:24 UTC
Luscius Uta wrote:
Lugh Crow-Slave wrote:
Luscius Uta wrote:
Do capital neuts have undocumented reduced effectiveness on ships with signature radius below 8000 m? If not, what their signature radius attribute means? And if yes, it'll mean people will still fit heavy neuts to get rid of stuff like HICs.


What do you mean undocumented?

But yes they have a reduced effectiveness the math works the same as with bombs


They are not supposed to replace heavy nuets on capitals they are just a new nuet meant to be used against capitals


I mean there's nothing in the module description that implies what the purpose of new signature radius attribute is. Not sure if someone explained it in forum posts previously though, but I haven't read every forum post ever.



It's not like it's some new attribute. Or does the same thing it does for any other item with it. I guess I'm still confused. Why does this one module warrant an explenation fit this one stat?
Luscius Uta
#385 - 2016-04-13 07:33:22 UTC
Because it's a new stat that wasn't associated with this type of module, and why is there no signature radius factor for heavy and medium neuts as well? Doesn't seem only incomprehensive but inconsistent as well.

Workarounds are not bugfixes.

Lugh Crow-Slave
#386 - 2016-04-13 07:38:28 UTC  |  Edited by: Lugh Crow-Slave
Luscius Uta wrote:
Because it's a new stat that wasn't associated with this type of module, and why is there no signature radius factor for heavy and medium neuts as well? Doesn't seem only incomprehensive but inconsistent as well.


OH I normally look at the stats of modules before I fit them the first time so I wasn't thinking that way

Yes something in the description about being intended fir use against very large targets would be good

Add to why there is no such factor for other nuets that is because they ate intended to be used against all sizes
Lugh Crow-Slave
#387 - 2016-04-13 16:52:51 UTC
Looks like you missed the T1 locust when you changed the sizes

also i like how the minm/amarr are getting better range


but why do T2 supiriority fighters have less tank when they proc the evasive maneuvers than the t1?
Antony Ottig
Brutor Tribe
Minmatar Republic
#388 - 2016-04-13 18:47:19 UTC
Lugh Crow-Slave wrote:



have you not been paying attention? they wanted to remove any and all chance of spider-tanking capitals so they made sure Capital RR is basically worthless outside of triage


So what stops me from spider tanking with large remote rep modules?
Lugh Crow-Slave
#389 - 2016-04-13 19:20:51 UTC
Antony Ottig wrote:
Lugh Crow-Slave wrote:



have you not been paying attention? they wanted to remove any and all chance of spider-tanking capitals so they made sure Capital RR is basically worthless outside of triage


So what stops me from spider tanking with large remote rep modules?


Because those are also pretty much useless on unbonused ships you would be better off using logistics for that.

Nothing is stopping you they are just trying to make it non viable
Lugh Crow-Slave
#390 - 2016-04-14 21:03:02 UTC  |  Edited by: Lugh Crow-Slave
so amarr and minm have racial ranges for their fighters however caldari doesn't have they just not been implemented


right now they seem to be between the amarr and gal and this goes against another dev post when asking why speeds were how they were.(because that is a racial trait) so range should be no different


now the reason i bring this up is because right now there is no reason to use a cal fighter over a gal fighter
elitatwo
Zansha Expansion
#391 - 2016-04-15 06:56:24 UTC
Lugh Crow-Slave wrote:
so amarr and minm have racial ranges for their fighters however caldari doesn't have they just not been implemented


Sad and the saga about the sad Caldari continues..

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lugh Crow-Slave
#392 - 2016-04-15 22:38:04 UTC
issue i see with the new cap booster


we only have the 3200 and it has about the same effect as loading a 100 into a med booster rather than say an 800

while sure that has its uses unless we have larger boosters to use with this most cases are not covered when using the booster even the gal/minm fax do not get enough out of them


larger charge boosters with bigger volume are needed
LittleBlackSheep
ISK Unlimited
#393 - 2016-04-16 08:39:38 UTC  |  Edited by: LittleBlackSheep
○ We have still no shortcuts (keyboard hotkeys) for launching and recalling fighters? Please use the same commands like for drones (launch, recall, engage), since there are no ships that have fighters and drones at the same time, so there will be no conflicts anyway.

○ Still no damage estimation for fighters in the fitting screen. "Drone DPS" says zero.

○ Fighters with enabled MWD still having problems when trying to land in the hangar bay. They sometimes stay outside next to the carrier until their mwd cycle has ended, then you need to recall them again to force them to land.

○ Reload time for the light fighters missile attack is way too long. You lose more damage during the recall-reload-reengage period from not shooting with the primary attack, then the secondary attack brings you in bonus damage.

○ Fighter squads still die like flies once tackled from multiple webs. Their buffer is too weak to survive even the way back to the hangar bay.

○ When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.

○ Stacking Penalty für Fighter Support Units is an incredibly bad idea, given the small boni each one gives. The increasing effect is barely noticable when using more than one or two of them, and that for a capital module in a very expensive high-slot? Either increase their effect A LOT or remove the stacking penalty.
Lugh Crow-Slave
#394 - 2016-04-16 08:48:24 UTC
LittleBlackSheep wrote:


○ When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.


only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose
LittleBlackSheep
ISK Unlimited
#395 - 2016-04-16 08:53:17 UTC
Lugh Crow-Slave wrote:
LittleBlackSheep wrote:


○ When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.


only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose

What good is that? They are out of their missile range after 3 seconds anyway and hit for 0 damage, but still prolonging your timer?
Lugh Crow-Slave
#396 - 2016-04-16 08:59:34 UTC
LittleBlackSheep wrote:
Lugh Crow-Slave wrote:
LittleBlackSheep wrote:


○ When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.


only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose

What good is that? They are out of their missile range after 3 seconds anyway and hit for 0 damage, but still prolonging your timer?


with just one tracking link my drones can still hit at 24 km with first fall off at 18.7km if i'm just pulling them in to avoid some damage or to swap out and im not running i would like to get as much damage in as i can.

to stop shooting i recall and hit f1 to keep shouting i need to recall wait for the cycle to finish then hit f1 that takes much more of my time and focus
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#397 - 2016-04-16 09:12:31 UTC
LittleBlackSheep wrote:
○ We have still no shortcuts (keyboard hotkeys) for launching and recalling fighters? Please use the same commands like for drones (launch, recall, engage), since there are no ships that have fighters and drones at the same time, so there will be no conflicts anyway.

○ Still no damage estimation for fighters in the fitting screen. "Drone DPS" says zero.

○ Fighters with enabled MWD still having problems when trying to land in the hangar bay. They sometimes stay outside next to the carrier until their mwd cycle has ended, then you need to recall them again to force them to land.

○ Reload time for the light fighters missile attack is way too long. You lose more damage during the recall-reload-reengage period from not shooting with the primary attack, then the secondary attack brings you in bonus damage.

○ Fighter squads still die like flies once tackled from multiple webs. Their buffer is too weak to survive even the way back to the hangar bay.

○ When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.

○ Stacking Penalty für Fighter Support Units is an incredibly bad idea, given the small boni each one gives. The increasing effect is barely noticable when using more than one or two of them, and that for a capital module in a very expensive high-slot? Either increase their effect A LOT or remove the stacking penalty.

As Lugh Crow-Slave mentioned it's a lot easier to stop your fighters from shooting than to keep them shooting if they stop when you don't want them to. For that reason I have to disagree with your idea to stop shooting when recalling them.

Stacking penalties on FSUs are nasty, but the way stacking penalties work I don't think they can remove the penalties for one type of module. They could make them stack separately from Drone Navigation Computers just like Damage Controls are separate from normal tank modules, but I don't think the code would support multiple modules of the same type not stacking if they affect stacking-penalized attributes. Speaking of which, I'm 99% sure their shield bonuses are not stacking-penalized, so they still increase fighter suvivability exponentially as you add more.

Good points though and I agree with everything except not shooting while recalling.
Lugh Crow-Slave
#398 - 2016-04-16 09:16:43 UTC  |  Edited by: Lugh Crow-Slave
Miss 'Assassination' Cayman wrote:

As Lugh Crow-Slave mentioned it's a lot easier to stop your fighters from shooting than to keep them shooting if they stop when you don't want them to. For that reason I have to disagree with your idea to stop shooting when recalling them.

Stacking penalties on FSUs are nasty, but the way stacking penalties work I don't think they can remove the penalties for one type of module. They could make them stack separately from Drone Navigation Computers just like Damage Controls are separate from normal tank modules, but I don't think the code would support multiple modules of the same type not stacking if they affect stacking-penalized attributes. Speaking of which, I'm 99% sure their shield bonuses are not stacking-penalized, so they still increase fighter suvivability exponentially as you add more.

Good points though and I agree with everything except not shooting while recalling.



with the FSU i feel they should penalize but their effects need to be stronger

6-7-8-9 going up

so start from 6 with the compact and go up 1% rather than .5


the reason i want them to be penalized is because i want choice in my highs and fighters are so weak right now that if they were not i would feel forced to fit all 4.


edit:

oh yeah and fighters are still shut down by even novice ECM
LittleBlackSheep
ISK Unlimited
#399 - 2016-04-16 13:02:59 UTC  |  Edited by: LittleBlackSheep
The Cap escalation in C5 sites do not seem to work properly.

At warpin there are 3 Upgraded Avenger Battleships in addition to the first wave. While they are a bit tougher than the normal sleeper battleships, they are no real danger to any capital. Their DPS and energy neutralizing power is quite low, compared to the capital escalations on TQ. The only nasty thing about them is the fact that they seem to have unlimited tracking or something similar, because they eat fighters in seconds.

At the end a "Transmission Relay" decloaks and if you attack that, a Drifter Battleship spawns, sometimes an Apollo Tyrannos, sometimes an Artemis Tyrannos, seems to be random. But that Battleship just stands there with 0m/s and does nothing while you fire at the Transmission Relay. The relay has quite some hitpoints, so it takes a while to bring it down. Anyway, the Drifter just sits there and waits, it doesn't even attack the fighters.

Once the relay dies, there is a container with some Antikythera Elements and some Sleeper Loot parts (worth ~5 million ISK), but it takes around 15 minutes to kill it with a single carrier, probably not worth the kill, even if you have a capital group on field (sharing nothing is even less -_-)

When you begin to shoot the Drifter, it will orbit (1000m/s) and attack you, but the damage output is perfectly tankable for a solo carrier. It also has quite some hitpoints, but it warps off after a few minutes. My carrier never comes close to kill it but also is never in any danger while fighting him solo.

To be honest, the current capital escalation on TQ is by far more challenging and rewarding at the same time. The additional spawns damage output and neut pressure should be quite a bit higher. Rewards probably too, else there is little reason to bring capitals at all. For a group of capitals, the current ecalation feels quite weak.
Zenafar
#400 - 2016-04-16 22:55:05 UTC
LittleBlackSheep wrote:
Lugh Crow-Slave wrote:
LittleBlackSheep wrote:


○ When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.


only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose

What good is that? They are out of their missile range after 3 seconds anyway and hit for 0 damage, but still prolonging your timer?


btw there are long range heavy fighters and they can shoot 50+ km easily