These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

[Citadels Release] Capital Ship changes reaching Singularity!

First post
Author
Thunder Fenix
Imperial Academy
Amarr Empire
#421 - 2016-04-25 13:59:52 UTC
Did i do smth wrong updating my sheets or using new sisi bpo stats the Revelation will be quite a bit expensive to build than all other 3 dreads?

P.S.: it still requires 28 capital power generators like current TQ stats, all other dread got reduced quantity to 6-13-6 (Naglfar-Moros-Phoenix)....

Did they forgot to tweak this on Revelation? With new stats seems it need about 7M units of tritanium more than Moros/Naglfar and even 10M more than Revelation

Seeking lights



LittleBlackSheep
ISK Unlimited
#422 - 2016-04-25 15:39:39 UTC
Only 2 days to release and there is still no DPS-value in the fitting screen for carriers and no hotkeys for launching, recalling etc.?
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#423 - 2016-04-25 16:16:44 UTC
LittleBlackSheep wrote:
Only 2 days to release and there is still no DPS-value in the fitting screen for carriers and no hotkeys for launching, recalling etc.?

Recall all fighters is bound to the same hotkey as recall all drones, shift+R by default. No hotkey I could find for launching though.
Lugh Crow-Slave
#424 - 2016-04-25 16:26:51 UTC
still i can't believe they are putting this in w/o the dps being displayed (or several other UI things that are needed) and with FAX the way they are.
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#425 - 2016-04-25 16:53:13 UTC
Lugh Crow-Slave wrote:
still i can't believe they are putting this in w/o the dps being displayed (or several other UI things that are needed) and with FAX the way they are.

I'm just hoping SiSi is behind a version or something and they have made progress we're not seeing.
Lugh Crow-Slave
#426 - 2016-04-25 17:21:57 UTC
not according to the patch notes :/. looks like ccp will do a wait and see and come back a year or two latter to "try" and fix them. this is why so many ppl didn't like the idea of releasing so close to fan fest but it made for great pr i guess
Rivr Luzade
Coreli Corporation
Pandemic Legion
#427 - 2016-04-26 14:04:03 UTC
Where is the shortcut option for Open Fighter Hangar? I do not see anything like that.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#428 - 2016-04-26 15:45:54 UTC
The buttons to undock and move the fighter controls from the HUD as well as the button to switch between fighter control and ship module HUD view need to be more visible. In their current state, neither button is visible on any kind of background (dark or light). I found them by luck and really closely looking at the controls.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Lugh Crow-Slave
#429 - 2016-04-26 21:36:58 UTC
they are not that hard to find once you know where they are. last thinig we need is them becoming more intrusive
Luscius Uta
#430 - 2016-04-27 09:45:04 UTC
Today I discovered that a burst projector can be activated mid-warp. I somehow doubt this is intentional.

Workarounds are not bugfixes.

Luscius Uta
#431 - 2016-05-02 07:13:57 UTC
Lugh Crow-Slave wrote:
Luscius Uta wrote:
Kieron VonDeux wrote:
Luscius Uta wrote:
I noticed that the Capital Ancillary Shield Booster doesn't even require Capital Shield Operation skill, which is not consistent with other capital modules. Also, the T2 25m plate requires only Hull Upgrades I, which in combination with the former issue leads me to believe that skill requirements of new capital modules aren't well thought of or balanced.



Placeholder requirements are not release requirements.


Are you implying they will change? Because I would like to know them in advance, so I can decide should I postpone my remap or not.


no ccp is just going to leave the T2 plate at hull upgrades IRoll


And that's what they indeed did!

Workarounds are not bugfixes.

Lugh Crow-Slave
#432 - 2016-05-02 14:40:54 UTC
Luscius Uta wrote:
Lugh Crow-Slave wrote:
Luscius Uta wrote:
Kieron VonDeux wrote:
Luscius Uta wrote:
I noticed that the Capital Ancillary Shield Booster doesn't even require Capital Shield Operation skill, which is not consistent with other capital modules. Also, the T2 25m plate requires only Hull Upgrades I, which in combination with the former issue leads me to believe that skill requirements of new capital modules aren't well thought of or balanced.



Placeholder requirements are not release requirements.


Are you implying they will change? Because I would like to know them in advance, so I can decide should I postpone my remap or not.


no ccp is just going to leave the T2 plate at hull upgrades IRoll


And that's what they indeed did!

FFS
Marin Lunaire
The Scope
Gallente Federation
#433 - 2016-05-07 12:18:34 UTC
As it stands the new carriers masively dull down eve pvp. They create a now fly zone in which every subcap piloting tactic is rendered useless. This is bad game design. The obvious fix: fast/small things shouldn't get hit by fighters as in a skilled mwd frig pilot should be able to outmaneuver them. Right now carriers are what CCP never wanted: The ultimate solo Pwnmobiles. Assigning Fighters>Piloting Skill
Lugh Crow-Slave
#434 - 2016-05-07 12:42:00 UTC
You sir are not flying or fitting well. A carrier can at most get one volley off on an unassisted frig sized target b4 its mwd shuts down one volley is not enough to kill the frigate.

Also fighters can be perma jammed and made a none issue.

They are also very easy to tackle as well as highly susceptible to all forms of e-war.

They're very week against anything bigger than a t1 cruiser so long as you have logistics

Carriers are built to be a counter to sub capitals but they themselves are very easy to counter so long as you are not trying to fight them like old carriers.
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#435 - 2016-05-07 18:07:30 UTC
Lugh Crow-Slave wrote:
You sir are not flying or fitting well. A carrier can at most get one volley off on an unassisted frig sized target b4 its mwd shuts down one volley is not enough to kill the frigate.

Also fighters can be perma jammed and made a none issue.

They are also very easy to tackle as well as highly susceptible to all forms of e-war.

They're very week against anything bigger than a t1 cruiser so long as you have logistics

Carriers are built to be a counter to sub capitals but they themselves are very easy to counter so long as you are not trying to fight them like old carriers.

A couple corrections there: One missile volley is enough to kill most frigates if they're not moving at high speed. Also fighters are not highly susceptible to ewar other than ECM at the moment. As of a couple days ago they are unaffected by targeting range damps or tracking disruption, leaving only ECM, scan res damps, and target painting.

Agreed about the rest though. They're not much more of a "solo pwnmobile" than a pimped faction battleship, and probably cost twice as much.
Lugh Crow-Slave
#436 - 2016-05-07 19:09:56 UTC
What I meant by unassisted was no one was tackling or painting the frig so if our was not moving fast it would be poor fit or piloting. And really they are unaffected by missile disruptors they were working on sisi before release? Of course ccp does break things from time to time. Also webs and scram are very effective against fighters considering you only need to pin 3 per carrier down. I didn't bother testing taking disruptors
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#437 - 2016-05-07 19:16:35 UTC
Lugh Crow-Slave wrote:
What I meant by unassisted was no one was tackling or painting the frig so if our was not moving fast it would be poor fit or piloting. And really they are unaffected by missile disruptors they were working on sisi before release? Of course ccp does break things from time to time. Also webs and scram are very effective against fighters considering you only need to pin 3 per carrier down. I didn't bother testing taking disruptors

The day before the patch I decided to test all the ewar on SiSi and range damps and tracking/guidance disruptors had no effect. CCP Larrikin said they plan to fix that eventually, but I don't think it has happened yet.
Lugh Crow-Slave
#438 - 2016-05-07 19:52:04 UTC
Lol very good to know tonight could have gone very bad for me