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[Citadels Release] Capital Ship changes reaching Singularity!

First post
Author
Zenafar
#401 - 2016-04-16 23:04:56 UTC
LittleBlackSheep wrote:
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.


Obviously it's not finished. The drifter has pretty much hitpoints, I tackle him with 1 fighters squad so he didn't warp off :)
And we didn't see his DD yet. So just wait
LittleBlackSheep
ISK Unlimited
#402 - 2016-04-17 11:46:01 UTC
Zenafar wrote:
Obviously it's not finished. The drifter has pretty much hitpoints, I tackle him with 1 fighters squad so he didn't warp off :)
And we didn't see his DD yet. So just wait

Yeah, probably.

Did you check how much loot the Drifter BS has when you kill it?
Zenafar
#403 - 2016-04-17 14:03:47 UTC
LittleBlackSheep wrote:
Zenafar wrote:
Obviously it's not finished. The drifter has pretty much hitpoints, I tackle him with 1 fighters squad so he didn't warp off :)
And we didn't see his DD yet. So just wait

Yeah, probably.

Did you check how much loot the Drifter BS has when you kill it?


it was like ~220 mil before Drifter and more than 500 mil after. without salvage
LittleBlackSheep
ISK Unlimited
#404 - 2016-04-17 21:45:02 UTC
Yeah I tested it again, 272M for a Core Stronghold + 300M for the Drifter.

The anomaly took 25min to finish, the Drifter took 35min to kill -_-

Didn't salvage.
Lugh Crow-Slave
#405 - 2016-04-17 21:46:13 UTC
LittleBlackSheep wrote:
Yeah I tested it again, 272M for a Core Stronghold + 300M for the Drifter.

The anomaly took 25min to finish, the Drifter took 35min to kill -_-

Didn't salvage.




Salvage can sometimes hold more than half the isk
Torgeir Hekard
I MYSELF AND ME
#406 - 2016-04-18 06:50:45 UTC
Uhh, was out of touch with new eden for a while. What's the new movement interface binding for fighters again?
It was M or something. Is it Q now?
Because I have module activation binded to the WASD corner, so Q is my F1, and I can't seem to find the fighter navigation in bindings.
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#407 - 2016-04-18 07:10:59 UTC
Torgeir Hekard wrote:
Uhh, was out of touch with new eden for a while. What's the new movement interface binding for fighters again?
It was M or something. Is it Q now?
Because I have module activation binded to the WASD corner, so Q is my F1, and I can't seem to find the fighter navigation in bindings.

It's the approach command. That tripped me up for a while too.
Torgeir Hekard
I MYSELF AND ME
#408 - 2016-04-18 07:45:04 UTC
Miss 'Assassination' Cayman wrote:

It's the approach command. That tripped me up for a while too.

Ah, so the new movement interface replaces the old approach command and is unified for both ships and fighters?
Neat.

Or maybe not. Approach-Keeep At Range combo is quite useful for kiting ships with tracking issues (esp frigates because less time for mouseclicking stuff), so losing a quick approach (old-style) shortcut is kinda sad.
Lugh Crow-Slave
#409 - 2016-04-18 07:50:11 UTC
Torgeir Hekard wrote:
Miss 'Assassination' Cayman wrote:

It's the approach command. That tripped me up for a while too.

Ah, so the new movement interface replaces the old approach command and is unified for both ships and fighters?
Neat.

Or maybe not. Approach-Keeep At Range combo is quite useful for kiting ships with tracking issues (esp frigates because less time for mouseclicking stuff), so losing a quick approach (old-style) shortcut is kinda sad.


you can still do this by double clicking the object you want to aproch then using the keep at range key


however CCP is there a chance that if our first click when pressing Q would act as a normal approach (or better yet don't make them the same key at all)
Torgeir Hekard
I MYSELF AND ME
#410 - 2016-04-18 08:05:21 UTC  |  Edited by: Torgeir Hekard
Lugh Crow-Slave wrote:

you can still do this by double clicking the object you want to aproch then using the keep at range key

It's easier to single click the approach button than doubleclick a moving frigate in this case.
Lugh Crow-Slave
#411 - 2016-04-18 08:11:46 UTC
Torgeir Hekard wrote:
Lugh Crow-Slave wrote:

you can still do this by double clicking the object you want to aproch then using the keep at range key

It's easier to single click the approach button than doubleclick a moving frigate in this case.


i know thats why i added the second line
Cebraio
State War Academy
Caldari State
#412 - 2016-04-18 10:41:45 UTC
Capital testing feedback - UI

Fighters


The fighter UI is very confusing (and personally I find the module icons above the fighter squads very ugly).
I managed to send some heavy fighters after a citadel and light fighters after hostile fighters. Was Ok.

When I tried to send superiority fighters after hostile fighters, I got the message that the targets are too far away. My thoughts: "Too far away from what?", "Where are my fighters actually?", "Can't they fly over to the targets?"

In the end, I also managed to send them after the hostile fighters, but the whole time I was just randomly clicking on fighter commands and hoping they would get the hint.

The intended way of telling your fighters where to go is not at all clear to me.

Remote Burst weapons

The UI for launching those bursts is also confusing and pretty useless. Multiple times I have tried to launch a bubble, but the red-circle UI suddenly disappeared when my cursor moved to far away. When I managed to launch a probe (what's the command for that anyway? double click seemed to work) it never got exactly where I wanted it.

So with both UIs, there is a whole lot of luck involved. By chance you get the intended outcome.

Registering for EVE-Uni class Super UI 101.


Lugh Crow-Slave
#413 - 2016-04-18 22:49:13 UTC
can we add to the fighter control double clicking in space(the same way we can use that to move ships)

this would let me move my camera to my fighter and take direct control as if i was flying a frigate
Thercon Jair
Sebiestor Tribe
Minmatar Republic
#414 - 2016-04-19 09:14:59 UTC
Still absolutely nada about FAXes. So I guess we'll get them "as is" and then we can hope they will be ballanced 2 years down the line? ;)
Lugh Crow-Slave
#415 - 2016-04-19 09:17:30 UTC
Thercon Jair wrote:
Still absolutely nada about FAXes. So I guess we'll get them "as is" and then we can hope they will be ballanced 2 years down the line? ;)


How do you think the Rorqual feels it didn't even have a chance pr want is changes announced out fanfest so we will have very little time for feedback
Alex Lenin
No.Mercy
Triumvirate.
#416 - 2016-04-19 18:35:47 UTC
I'm not sure that is right topic for this question but...

In what pos structure we can make new t1 and t2 fighters? Cause dron assebly array on SiSi hasn't any information about fighters and Small Ship Assembly Array has standart info from TQ ("A mobile assembly facility where smaller ships such as Fighter and Fighter Bomber Drones...")
Lugh Crow-Slave
#417 - 2016-04-19 22:17:30 UTC
Alex Lenin wrote:
I'm not sure that is right topic for this question but...

In what pos structure we can make new t1 and t2 fighters? Cause dron assebly array on SiSi hasn't any information about fighters and Small Ship Assembly Array has standart info from TQ ("A mobile assembly facility where smaller ships such as Fighter and Fighter Bomber Drones...")


it's the drone assembly and it bugs the crap out of me these are small ships not big drones :/
Gnadolin
Space Pioneers
#418 - 2016-04-21 10:56:30 UTC
The new Doomsday weapons are terrible hard to aim with.

Its kinda confusing UI and the fact that you cant rotate the Camera while aiming, to check your target angle (espeacially the Reaper DDs) make it pure luck to hit or miss.

My first couple tries yesterday resulted in much laughter with my Corpies, when the Reaper DD fired off in the complete opposite direction or miss by 90°.

Maybe have something like keeping the clicking the module button to draw the line, while beeing able to rotate and move the camera without loosing the red preview line and clicking the module againt to confirm firing in the currently displayed vector.
Lugh Crow-Slave
#419 - 2016-04-21 11:01:46 UTC
Gnadolin wrote:
The new Doomsday weapons are terrible hard to aim with.

Its kinda confusing UI and the fact that you cant rotate the Camera while aiming, to check your target angle (espeacially the Reaper DDs) make it pure luck to hit or miss.

My first couple tries yesterday resulted in much laughter with my Corpies, when the Reaper DD fired off in the complete opposite direction or miss by 90°.

Maybe have something like keeping the clicking the module button to draw the line, while beeing able to rotate and move the camera without loosing the red preview line and clicking the module againt to confirm firing in the currently displayed vector.


its not intuitive if your not used to they system but it is very good once you learn it

but moving the camera would be nice CCplz
Parou Qong
Et Cras Provocare
#420 - 2016-04-21 16:03:53 UTC
I've filed a bug report for this, but may as well give feedback here.

The Force Auxiliary Capitals do not have the 5x entosis penalties as with all other capitals.