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Inferno Features on Singularity

First post First post
Author
Sarmatiko
#321 - 2012-05-03 00:12:25 UTC
Looks like Harbinger V3 missing something. Not sure what exactly missing but ship looks plastic compared to other T1 amarr ships.
Bienator II
madmen of the skies
#322 - 2012-05-03 00:18:17 UTC
Sarmatiko wrote:
Looks like Harbinger V3 missing something. Not sure what exactly missing but ship looks plastic compared to other T1 amarr ships.

agreed

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Hamster Too
Golden Fowl
#323 - 2012-05-03 00:22:55 UTC
radecz3k wrote:
MotherMoon wrote:
radecz3k wrote:
CCP Goliath wrote:

• Fueled Shield booster (Small/Medium/Large Ancillary Shield Booster), using Cap Boosters as charges



Since you have working shield booster for fuel make us happy, and rename it to "Covert cloak" and remove cloaky 24/7 afk campers from eve. I would say we need more nerf of covert cloak than shield boosters for fuel... This would remove advantage of people who arent next to pc over people who are really active.


what?



Covert ops cloaking device using fuel in place of standard covert ops cloaking device, as one we have is overpowered. This will remove bombers and recons spending days in hostile systems blocking usage of system. This is seen in 0.0 on daily basics, and there is no way to catch cloaky people who just have pcs started 24/7. Covert cloak gives advantage to people with out of game resources like extra pcs running 24/7/extra account with covert toon. Using LO for fuel would reduce time spend in system cloaked to cargo bay. If cloaker would intall cargo expanders he would lose a lot of pvp ability at same time. I dont think that covert cloak should be used as weapon as there is no counter weapon for it. Also there is no need to be cloaked more than few hours.


AFK cloak whiners invaded SISI forum now? CryCryCry

Either grow a pair or move out of null. Or quit EVE. If the current state of null (safest space in EVE) is not safe enough for you then it is time to look for a new game.
Jayrendo Karr
Caldari Provisions
Caldari State
#324 - 2012-05-03 00:41:46 UTC
Amarr ships are far too dull, they need to shine and stand out.
Spc One
The Chodak
Void Alliance
#325 - 2012-05-03 00:46:16 UTC
Jayrendo Karr wrote:
Amarr ships are far too dull, they need to shine and stand out.

Truth
Nalha Saldana
The Vomit Comets
#326 - 2012-05-03 00:46:40 UTC
Got popped and now my Inventory is stuck on loading contents, seems buggy.
GeeShizzle MacCloud
#327 - 2012-05-03 00:57:29 UTC
noticed some minmatar models dont show up in the hangars eg cheetah and scimitar for me.

i see where the new Inventory UI is going but theres some discrepancies eg:

Ships tree only shows assembled ships names and when they are shown you dont know what they are so u have to cycle through them all.
Yes you can right click and open in a new window for a more traditional form but doing this all the time is tedious.
normally accessing and moving ammo and drones into your active ship is a lil confusing cause your active ship doesnt appear on the ship list to right click and open cargo/dronebay etc...

Bombers are AWESOME!!! but the bomb launcher animation shouldnt retract in warp... cause 90% of bombs are dropped straight after exiting warp... and the bomb isnt there when you launch typically.
Had a few issues with launching bombs ant them traveling infinitely for 100's of km's (all the way off grid)
Cearain
Plus 10 NV
It Burns When I'm PvPing
#328 - 2012-05-03 01:02:42 UTC
CCP Ytterbium wrote:
Hans Jagerblitzen wrote:
sYnc Vir wrote:


No, the point is losing space when asleep cause it can be done in 5 hours. There is no fun to be had with that. However should it take longer then its something we can live with.


I absolutely agree 100%, this was something I was very firm with the developers about. Cool


I can quote that for great justice, the CSM has been most helpful with discussing FW changes and bringing good points forward. We'll get started on a blog that explains most of the changes, expect it next week.



If it takes longer that will just mean the side that has the biggest numbers will always be able to prevent the change and there is nothing a fast smaller fleet can do.

Denial of station access + long time delays before a system flips = sov null sec and big slow blobs always win.

If you are going to deny access at least make it easy to flip the system back without needing the blob.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Ines Fy
#329 - 2012-05-03 01:06:03 UTC  |  Edited by: Ines Fy
just been on sisi:


Amarr Ships

guardian - some parts of the ship have too dark skin, in 0.0 you can barelly seen the details,even in station is not good.


Factional warfare

Factional warfare windows doesn't open from menu


New inventory window

AWESOME

but
- missing capability to import and export custom filters, I have 7 accounts, 21 chars, creating each filter I need in each one will be a nightmare!, please implement import export of inventory filters!!
- missing capability to create tabs/folders/virtual divisions to separate my stuff, still have to use cans... disapointed...
- Also missing capability to use this new window to see my stuff on other stations...

bug: sometimes when using the filter in the top right I right. I write something then go to delete it and doesnt show all my stuff, I have to press backspace one more time, even with the filter field is empty, too see all inventory contents again.

Edit; I dont no if it is a sisi issue, it took 5 seconds to open this window after each dock...

edit 2:
- menu option to open my cargo from my ship in a separate window is missing, only option opens the inventory!
- shift + click on the ship in the hangar doesnt open cargohold in another window, just the normal inventory. The same happens when we press the cargohold icon in the fitting window...
Flakey Foont
#330 - 2012-05-03 01:17:31 UTC
Invisible Drake, cleared cache. Still invis. Missile effects great.
MalVortex
Applied Agoraphobia
#331 - 2012-05-03 01:17:33 UTC
Bug Report:

@ CCP:

Tracking disruptors new +explosion radius bonus are not receiving hull or skill bonuses to strength, nor is there any script that adjusts the strength of the explosion radius bonus (upwards or downwards).
Piranhas
Aliastra
Gallente Federation
#332 - 2012-05-03 01:20:27 UTC
GeeShizzle MacCloud
#333 - 2012-05-03 01:23:48 UTC
GeeShizzle MacCloud wrote:


i see where the new Inventory UI is going but theres some discrepancies eg:

Ships tree only shows assembled ships names and when they are shown you dont know what they are so u have to cycle through them all.
Yes you can right click and open in a new window for a more traditional form but doing this all the time is tedious.
normally accessing and moving ammo and drones into your active ship is a lil confusing cause your active ship doesnt appear on the ship list to right click and open cargo/dronebay etc...


wait... im being dumb... :P

although personally i still think this stands:

GeeShizzle MacCloud wrote:

Bombers are AWESOME!!! but the bomb launcher animation shouldnt retract in warp... cause 90% of bombs are dropped straight after exiting warp... and the bomb isnt there when you launch typically.
Had a few issues with launching bombs ant them traveling infinitely for 100's of km's (all the way off grid)
Shade Millith
xHELLonEARTHx
Simple Farmers
#334 - 2012-05-03 01:35:40 UTC  |  Edited by: Shade Millith
Ok, missiles look cool, but on my system are dropping my FPS to half every time I fire.

My biggest issue right now is this Tracking Disruptor now affecting Missiles. As it currently stands, missile users have no possible defense against this.

If this is so, then missiles need a script for Tracking Computers to decrease our missile explosion radius. Otherwise this is a massive kick in the teeth to missile weapons.

EDIT: Not to mention why this wasn't in the OP. This is a rather huge change
GeeShizzle MacCloud
#335 - 2012-05-03 01:43:57 UTC
Shade Millith wrote:
Ok, missiles look cool, but on my system are dropping my FPS to half every time I fire.

My biggest issue right now is this Tracking Disruptor now affecting Missiles. As it currently stands, missile users have no possible defense against this.

If this is so, then missiles need a script for Tracking Computers to decrease our missile explosion radius. Otherwise this is a massive kick in the teeth to missile weapons.


ecm and sensor dampening, as missiles especially heavy missiles have a long optimal compared to other weapon types.
Shade Millith
xHELLonEARTHx
Simple Farmers
#336 - 2012-05-03 01:49:20 UTC  |  Edited by: Shade Millith
GeeShizzle MacCloud wrote:
Shade Millith wrote:
Ok, missiles look cool, but on my system are dropping my FPS to half every time I fire.

My biggest issue right now is this Tracking Disruptor now affecting Missiles. As it currently stands, missile users have no possible defense against this.

If this is so, then missiles need a script for Tracking Computers to decrease our missile explosion radius. Otherwise this is a massive kick in the teeth to missile weapons.


ecm and sensor dampening, as missiles especially heavy missiles have a long optimal compared to other weapon types.


FOF's are hardly an effective counter to ECM, or Sensor dampening.

FOF's fire at the closest thing. Which means 95% of the time, you're shooting at drones. Shooting at unwebbed, untarget painted drones with 75% normal damage.
And I'm pretty sure FOF's only fire out to lock range. Which means they're useless against sensor dampening.

Not to mention they only exist for Standard Missiles, HML and cruise.

Turrets Defense against TD
Tracking Computer, Tracking Enhancer, Web, Target Painter, Tracking Links.

Missile Defense against TD
Target Painter.
Commissar Kate
NulzSec
#337 - 2012-05-03 02:01:23 UTC
Piranhas wrote:


Shocked

Lol I about crapped my pants when I saw those in game, I came across the one in the second link fist and first thing that came to my mind was "This looks like something out of WoD"


Also, i'd like to say the new missile turrets are amazing.
Lord Joshua
Deep Core Mining Inc.
Caldari State
#338 - 2012-05-03 02:06:44 UTC
Ok new misiles AWSOME !!!! BUT the new item and ship hanger is not so good :( i would keep this feature SIMPLE atleast keep it simple while in hangar mode andnot Captians quarters.. i found it more difficult to transfer thigns from ships cargo hold to cargo hold and so on seemed like i was doing 5 extrax clicks for soemthing that should only be 2 :P
Zongrash
Caldari Provisions
Caldari State
#339 - 2012-05-03 03:05:11 UTC
neat changes, few things though.

The missile explosion effects are nice, except that all of the missiles have the same animation. It is kinda a buzzkill shooting a heavy and a torp and having the same animation, different size, but the same. I would recommend creating separate explosion animations for each missile type.

Also, new modules are not seeded.

Good job. Enjoy
Katy Ling
Crimnson Concept Flame
#340 - 2012-05-03 03:10:30 UTC  |  Edited by: Katy Ling
well, I'm checking some of the new features in sisi ... they seem interesting and you obvious put a lot of work on them.

but i suggest punting an option to have old options as default.

- having 1 item menu and having to access the others from 1 window
- configure which one is which
- changing ship and trying to see current ship / renaming / seeing which kind of ship you are
- moving items from one item menu to other (or inside of same menu)

- all those little things are now configurable and a bit confusing, making what was simple 1-2-3, in to a single box, with lots of configurations, turning it a bit confusing and prone to mistakes, loosing too much time.

sad enough, you had a lot of work with it, and seems to **** me off, because i actually take longer looking for where the heck i am, and actually making me take longer doing what was before, simple and obvious.


also ... :

1) - items menu is over complex, turning a simple task in a complex one

2) - when you suitch ship:
2.1) - you don't get automatic the new ship cargo hold, which make you take longer switching ships and checking if things are ok
2.2) - you end up not seeing in the ship hangar, which ship are you on (having a deficient perception of the ships you have in the ship hangar)


3) - why is there only 1 Armor Adaptive Hardener I (armor resistance that shifts damage resistance type) only for armor and not for shield ?

4) - there seems to be a "Shield Booster Fuel Allocation Script" wich seems to be loaded in the shield ... then the "Large Ancillary Shield Booster I" and has a cargo capacity, to take cap booster charges ... so, is it going to charge the script and the cap booster charges or is still in development ?

5) - additionally, those "Large Ancillary Shield Booster I" (190 GJ) take charges "cap Booster 150" (150 GJ) and "cap Booster 200" (200 GJ) so, is it going to consume 1 or 2 "cap booster 150" ?

6) why those "(size) Ancillary Shield Booster I" don't have a option to go up on the high slot/ besides the medium slot ?


- and also ... how about a damage module (low/mid/high slot) that would run on cap boosters !?