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First test of new command bursts

First post
Author
Shalashaska Adam
Snakes and Lasers
#41 - 2016-10-03 13:20:11 UTC
Sylvia Kildare wrote:
Shalashaska Adam wrote:
Is it intended that the command burst modules will apply their effect to the user if they are in a fleet of just themselves?


It was stated in the first thread about command bursting that the user can apply the effects to themselves while not even in a fleet at all. So yes, a fleet of one would work as well. It's independent of fleet structure (no need for SC, WC, or FC position or re-assigning the booster for squad/wing/fleet any longer) and indeed indepedent of the fleet itself if you're truly solo in a boosting ship.


Ah excellent, I must have missed that. Thanks.
Zan Shiro
Doomheim
#42 - 2016-10-04 13:32:35 UTC  |  Edited by: Zan Shiro
Lugh Crow-Slave wrote:
how is sitting in a belt running links any more tedious than sitting in a pos running links?



they have to be there and do stuff besides the usual wake up to invite to fleet and go back to other things. watch local, align to gtfo point, maybe do corrective burns for drift if moving around has to be done now.....you know actual work.



Pressed for time to play actual game let alone play on sisi at the moment. Would any kind souls care to share if the speed boost is being abused to hell and back? It is one of the boosts I am interested in, but as mentioned in the dev blog originally CCP is wary of it, and I would not blame them for that tbh.

Just getting a feel for if the oversized prop mod crew presence that prevalent to be pissing on my cornflakes with this bonus at some point.
Lugh Crow-Slave
#43 - 2016-10-04 13:42:44 UTC
the numbers for the boosts are not in yet so cant test if the speed one is to strong
Zan Shiro
Doomheim
#44 - 2016-10-04 14:43:06 UTC
Lugh Crow-Slave wrote:
the numbers for the boosts are not in yet so cant test if the speed one is to strong


thanks, will keep an eye on it I guess. Or hope rl gets better to see this on sisi myself in time as it evolves.


Nocobo
EDUHCTBO
#45 - 2016-10-06 02:07:08 UTC
170 000 ISK in 1 minute for one bonus (10 000 000 per hour).
Six months trainig commmand ships and skills to do missions in high-sek. And what am I going to do with it? My strategy of flying was designed for him.
Logistics next?
Lugh Crow-Slave
#46 - 2016-10-06 03:46:33 UTC
its about 500 isk per boost and the boost last more than 1 min how are you getting 170k?
Nocobo
EDUHCTBO
#47 - 2016-10-06 03:59:38 UTC
Lugh Crow-Slave wrote:
its about 500 isk per boost and the boost last more than 1 min how are you getting 170k?


sorry, i see on recipe in production tab. it is not price for one script?

Tritanium x100 = 600
Isogen x100 = 8700
Heavy Water x300 = 30000
Helium Isotopes x100 = 66000
Oxygen Isotopes x100 = 66000
Lugh Crow-Slave
#48 - 2016-10-06 05:09:37 UTC
each rum makes 500 scripts
Mole Guy
Bob's Bait and Tackle
#49 - 2016-10-08 17:59:32 UTC
they are not working.
i cant find burst modules anywhere.

normal ones show as passive now and change nothing.

all there is to be had is ammo, no modules.
Lugh Crow-Slave
#50 - 2016-10-09 00:36:27 UTC
check your redeemable items they are not on the market yet
Heinrich Rotwang
Spectre Fleet Corporation
#51 - 2016-10-25 11:59:21 UTC
Lugh Crow-Slave wrote:
how is sitting in a belt running links any more tedious than sitting in a pos running links?


Because POS == ez mode afk farming vs. belt == you got to show some effort.
Chan'aar
State War Academy
Caldari State
#52 - 2016-10-25 13:47:35 UTC
I'm not a fan of the command burst duration bonus these ships get. I really can't see the point other than as a micro-management task to fry peoples brains.

The command burst modules cycle (with my skills) every 60 seconds and carry 25 "rounds" of ammo. So set on auto repeat they will run for 25 mins.

BUT with the duration bonus each round of ammo lasts 103 seconds. So in theory, if you time your manual operation correctly you could get 42 mins out of 1 full load.

On a mining ship, maybe that would be OK, but on a combat ship? Won't you already have a lot to manage?

It just seems wasteful and I can't see the point
Daniel Jackson
Universal Exos
#53 - 2016-10-26 00:00:07 UTC
Chan'aar wrote:
I'm not a fan of the command burst duration bonus these ships get. I really can't see the point other than as a micro-management task to fry peoples brains.

The command burst modules cycle (with my skills) every 60 seconds and carry 25 "rounds" of ammo. So set on auto repeat they will run for 25 mins.

BUT with the duration bonus each round of ammo lasts 103 seconds. So in theory, if you time your manual operation correctly you could get 42 mins out of 1 full load.

On a mining ship, maybe that would be OK, but on a combat ship? Won't you already have a lot to manage?

It just seems wasteful and I can't see the point

ya i dont see the point eather i would much rather have it going on repeat and getting the full duration without using more burst charges, so right now since the timer is like 2min 10 seconds its using a charge every 1min if on auto repeat but not adding ontop the timer thats allready there so there for the charge is being wasted
121209
Dirty Sanchez Squad
#54 - 2016-11-03 12:25:21 UTC
So when can we actually start testing how effective booster alts will be...... whats eta on having all related skills, rigs, ships etc on SiSi?

Current status is there is no use in testing with only parts of the puzzle in place.
CCP Fozzie
C C P
C C P Alliance
#55 - 2016-11-03 17:09:52 UTC
121209 wrote:
So when can we actually start testing how effective booster alts will be...... whats eta on having all related skills, rigs, ships etc on SiSi?

Current status is there is no use in testing with only parts of the puzzle in place.


Anything in particular that you're missing? Everything should have been in place for a while now, but if anything is missing atm just let me know and we'll get it sorted.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Tribal Trogdor
Doomheim
#56 - 2016-11-03 19:48:51 UTC
CCP Fozzie wrote:
121209 wrote:
So when can we actually start testing how effective booster alts will be...... whats eta on having all related skills, rigs, ships etc on SiSi?

Current status is there is no use in testing with only parts of the puzzle in place.


Anything in particular that you're missing? Everything should have been in place for a while now, but if anything is missing atm just let me know and we'll get it sorted.


Hard to put the puzzle together if you dont first open the box
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