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Singularity Missile & Launcher Defect Thread

First post
Author
Drezzster
Caldari Provisions
Caldari State
#121 - 2012-05-05 00:43:46 UTC
Just noticed a BIG issue.

When mission running being able to see where your missiles are headed whilst zoomed out is very useful (makes volley counting easier).

The new effects are close to invisible at any sort of range, which as it stands will be real pain in the arse.
Alice Katsuko
Perkone
Caldari State
#122 - 2012-05-05 01:55:29 UTC
Mindnut wrote:
- The new inventory is a great idea but I don't like the fact that it's forcing everything into one window. A lot of resizing will be involved.
I like having a big inventory window when in station and a small window for ship cargohold when in space.
The old system remembered the sizes of the windows and position.
That was especially useful when doing a mining op with the use of orca/rorqual corp hangars. When mining I had many inventory windows open all the time - mostly to view the filling process.

I think the new inventory should also remember the size, possition, filters and setting of the windows so that if you open the corp hangar in space it should bring up the window where you want it and not where the last one was open or where your current one is.t


You can Shift+Click or use the right-click context menu to open a folder in the inventory in a new window.
Alice Katsuko
Perkone
Caldari State
#123 - 2012-05-05 02:34:53 UTC  |  Edited by: Alice Katsuko
Missiles look awesome, but noticing a few minor issues.

(1) When undocking, for a few seconds I get the invisible ship with floating turrets bug.

(2) When an NPC defender missile intercepts a rocket, the rocket swarm effect still continues to run towards the target as though the rocket hasn't been intercepted, but the hit effect correctly doesn't show up.

(3) The missile explosions look awesome at a distance. But it is now no longer possible to track a missile's flight path. Would it be possible to have an option for players to see something like the old glowing missiles when zoomed out if they want to?

(4) The bottom-most torpedo in a torpedo launcher does not fire. Only the top two torpedoes are animated.

(5) Bomb explosion effect seems to be missing

(6) Bomb launcher needs a cycle timer.

(7) Bomb launcher reload animation doesn't work. The launcher shows a deployed and ready bomb even after a bomb is launched. The bomb launcher reload animation should cycle while the bomb launch timer is running. The bomb bay should remain closed if the bomber does not have a loaded bomb.

(8) Missile launchers such as torpedoes should be closed (as though the ship is in warp) if the ship does not have any missiles loaded.
TheButcherPete
Blackbase Incorporated
#124 - 2012-05-05 02:38:27 UTC  |  Edited by: TheButcherPete
Seems like every time I launch a bomb, two bombs are created graphically. One bomb will appear next to the ship, the other will fly into space normally. The one next to the ship will detonate and display the effect (with no damage dealt) and the other will not show an effect.

Edit: New missiles.
There are now heavy and light defender missiles.

Light can only be loaded into rapid light, and normal light launchers.

Heavy can only be loaded into Heavy and Heavy Assault launchers.

Loading the preview for Heavy Defender loads correctly, however the preview for Light is bugged. Light Defenders are also not seeded on Singularity.

[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

Lost True
Perkone
Caldari State
#125 - 2012-05-05 03:17:23 UTC
1. Citadel missiles flies directly from laucher to target, instead of flying some distance off the launcher and then allign.
2. Effect of citadel torp explosion(scourge, at least) - when looking at the target very close, multiple explosions causes a major FPS drop. Something like from 30-40 to 2.

in 2007 i've thought it's a sci-fi simulator, not an "e-sports" game. I'm not a teenager, how would i like it much?

Cpt Arareb
Viziam
Amarr Empire
#126 - 2012-05-05 05:55:59 UTC
drake have launchers on top of launchers .. and dont come tell me that is launchpads cause I dont byte it.. anyway good job on overall with the new launchers and missile efects it looks awesome
Galphii
Caldari Provisions
Caldari State
#127 - 2012-05-05 07:26:10 UTC
The arbitrator's 3rd turret slot is in a weird place - When adding the missile launcher in that third slot, it's kind of stuck to the front left hand side, whereas there's a perfectly good spot for a hardpoint in the centre behind the bridge. The current location just looks... wrong P Wouldn't take much effort to move that hardpoint, no sir..

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Avila Cracko
#128 - 2012-05-05 09:11:15 UTC  |  Edited by: Avila Cracko
missiles are hard to see.
you zoom out a little and they are gone.
can you make theirs flairs brighter so that we can actually see them when they are rendered?
cam you make that they render from grater distance?

truth, the whole truth and nothing but the truth.

Texty
State War Academy
Caldari State
#129 - 2012-05-05 10:00:39 UTC
Alice Katsuko wrote:
(3) The missile explosions look awesome at a distance. But it is now no longer possible to track a missile's flight path. Would it be possible to have an option for players to see something like the old glowing missiles when zoomed out if they want to?

Avila Cracko wrote:
missiles are hard to see.
you zoom out a little and they are gone.
can you make theirs flairs brighter so that we can actually see them when they are rendered?
cam you make that they render from grater distance?


^^These. I can no more visually notice how many volleys are on their way to the target at the moment.
Ceptia Cyna
The Scope
Gallente Federation
#130 - 2012-05-05 14:25:37 UTC  |  Edited by: Ceptia Cyna
Missle Launcher on Cruiser sized Ships:

Problem: Cosmetic

Type: HML and HAM

Description:
The HML and HAM Launchers tend to look a bit akward when place on certain smaller Ships like the Tengu. They somehow ruin the overall Shipdesign.

Solution:
Reduce the Size to a moderate level 75% 50% 25%? I dont really know what exact number would look appropriate but you might figure it out at the Designcomputer. Size Reduction should ONLY apply to Cruiser Size Ships!

The Video shows HML and HAM would look much better if resized to Rapid Light Missile Launcher Size.

Video: NEW!
HML on Tengu
http://www.youtube.com/watch?feature=player_detailpage&v=OVjjgFk0BWA#t=44s

HAM on Tengu:
http://www.youtube.com/watch?feature=player_detailpage&v=OVjjgFk0BWA#t=71s

Rapid Light ML on Tengu:
http://www.youtube.com/watch?feature=player_detailpage&v=OVjjgFk0BWA#t=86s


Best Regards and keep up the good Work!
VLAD VIRONS
X-SENSE Security
#131 - 2012-05-05 15:26:43 UTC  |  Edited by: VLAD VIRONS
Just a question to Designers:

Guys you realy like how these launchers looks on ships like tengu, scorpion etc ? I just hope you are about to adjust its positions on ships, some of them like tengu would be enough to have only launchers that placed on wings (depend on sub ofcourse). We wanna Launchers but not so many at once on a single ship =)

And maybe that smoke, abit to much of it.
Verite Rendition
F.R.E.E. Explorer
#132 - 2012-05-06 12:05:22 UTC
This is a low priority for sure, but snowballs could use some love. Besides the lack of a launcher model, the missile model is just that, a missile. It doesn't even begin to look like a snowball, particularly since it's leaving a smoke trail rather than an ice trail.
Severian Carnifex
#133 - 2012-05-06 20:24:15 UTC
and again... launchers on BSs look so tiny... Sad
ELECTR0FREAK
#134 - 2012-05-06 23:53:59 UTC  |  Edited by: ELECTR0FREAK
Galphii wrote:
Just noticed the heavy missile launcher firing animation seems to be on the wrong pylon - it's firing from pylon A while shooting the missile from pylon B and visa-versa


Was going to post this but decided to see if anyone else had already mentioned it.

That and my craptop (ASUS P50IJ) is displaying smoke trails but not the actual engine flare. This with the graphics turned all the way up. I tried out a Drake and rocket launchers, standards, assaults, HMLs and HAMs on it just to try out the effects... they don't look so hot when all you can do is see the smoke trails. I went on the YouTubes and got to see what I was missing out on.

I realize that this Intel GMA4500 video card is pretty crap but it sucks to miss out on the new awesome. Let me know if you need me to grab some screencaps or anything in the event this is something you guys can fix.
iSwissMiss
Doomheim
#135 - 2012-05-07 02:40:00 UTC
The missiles are looking very promising and great, however a few tweaks here and there will make it even more EPIC.



- one thing i noticed and kind of bugs me is that the trails from the missiles whip/flap around too much "like a sperms tail" quote from some people on sisi lol, i agree less flapping around of trail smoke will look less 'out of control', dont make it completely straight, just minimal flapping about.


- also fix the proportional size of missile explosions based on the missile size i.e. rockets small explosions, light missiles slightly bigger, heavy missiles bigger, cruise Big and torps BIG, bombs MASSIVE etc etc (some explosions look the same size for different missiles). and change size of launchers based on ship size too if you can do, would look awesome.



- also when some missiles fire the animations are wrong or not really good, some fire backwards like the HML i think, and the CML (cruise) the missile turns too quickly and snaps towards the target instead of smooth curve like the torp missiles do when launched.


- will we be able to see the actual missiles themselves? so far its just the flame i believe for most missiles (i think yes?) and click on them/look at or follow them to target?


- i also agree with whats been said about the adaptive armor hardener and it should reset resists to default after 1 or 2 cycles when no damage has been taken during that time and re-adapt to new damage while active.



if something is unclear just say so and i'll edit :)

thanks CCP!
miiriiah
Republic Military School
Minmatar Republic
#136 - 2012-05-07 09:46:55 UTC
Missiles are abit too hard to see when zoomed out(probably mentioned before) torps being "kicked" out of the launchers with flashy effects could use some work !!!!There is no shockwave from torpedoes!!!! I want my awesome shockwaves back, make them abit smaller if their size was a problem.

Launchers on BS look abit too small/badly positioned(Raven)

Abit OT: while you're at it, fix Tachyon lasers aswell http://www.youtube.com/watch?v=uspRNVCqmgk&feature=related This is a Tachyon beam laser, not the puny ms paint line they shoot now that happens to be the thickness of a frig laser, and it disappears way too quickly.
TheButcherPete
Blackbase Incorporated
#137 - 2012-05-07 11:10:52 UTC
miiriiah wrote:
Missiles are abit too hard to see when zoomed out(probably mentioned before) torps being "kicked" out of the launchers with flashy effects could use some work !!!!There is no shockwave from torpedoes!!!! I want my awesome shockwaves back, make them abit smaller if their size was a problem.

Launchers on BS look abit too small/badly positioned(Raven)

Abit OT: while you're at it, fix Tachyon lasers aswell http://www.youtube.com/watch?v=uspRNVCqmgk&feature=related This is a Tachyon beam laser, not the puny ms paint line they shoot now that happens to be the thickness of a frig laser, and it disappears way too quickly.


xD nice ending to that video.
I love how Tachyons are particles that move backwards in time, but CCP made them INTO A LAZER :3

This is a laser.

[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

Futchmacht
TERRA CORE INDUSTRIES
#138 - 2012-05-07 11:29:34 UTC  |  Edited by: Futchmacht
Well I would like to say Great job so far!! the missle launchers look great!!!

The major problems i find are what some others have mentioned as well but i want to repeat them so it comes up as a "problem"

#1. Explosions - The size of the large missle types like cruse and torp are way to small.. i know your trying to move away from the current deathstar explosion radius. but before it was easy to se what kind of missle was hitting you based on the size of the BOOM!!!! now we cant. so please larger missiles make there effects larger based on size of missile.

#2. At range the missles no longer have a glow.. its funny how you get rid of the space dots.. cause they are lame.. and then we realize wow .. we use that stupid dot to guage distance and expected impact.. and for long range fights thats totally needed.. so you need to re add the dot effect as "flare" effect.

#3. Some of the missles when they fire out of the launchers have a jerky effect like a 90 deg turn then streight to the target. need to make the wide arc more fluid. (more of an view thing). the other 2 points actually effect game play and are more important!


Other then that you have done a great job.. the different looks for the effects for different type EMP KIN ect.. are easy to see the twisting trails ect all looks great!! keep up the good work CCP!!
impli
Ministry of War
Amarr Empire
#139 - 2012-05-07 13:18:56 UTC
Have only I the impression that there is no explostion sound at all ? The vissuall efects are awesome .. really like them .. but size them a little bit more with the missle size pls...

The new heat boom is cool .. do them more in foreground .. and the after boom efect a llitle bit longer / stronger if I shoot EM missiles on a taget it just lighten up and the em effect is to short .. (lightings)

But anyway .. just polish them a little bit more and add sound to the explosions.. :D

btw.. the bombs doesnt explode at all :( BUg ?
Javelin6
#140 - 2012-05-07 17:06:29 UTC
I sent this as a bug report originally, I am posting it here as well for the community so they can add into or comment on it.

Quote:

Launcher placement on Scorpion-class hulls

Not sure if this a bug or by design. Its seems like there is a pattern for launcher placement, with "turreted" launchers (ie; rockets ect.) going to the "legacy" gun turret slots and "silo" launchers (ie; torps, ect.) going to new slots on the "bow" of the hull. However, Heavy Missile launchers (turreted) and Cruise Missile launchers (silo) are the exact opposite.

Again not sure if this is by design or a bug, but it seems to me that those 2 launchers should follow the rest of them right? As you can see from my attached screenshots when the Heavy Missiles are placed on the hull they do not even look like they have room to pivot on there current locations on the "bow". Shouldn't Cruise Missiles be placed on the "bow" and Heavy Missiles be placed on the "wings"?

https://bugs.eveonline.com/files/060551619451.jpg

https://bugs.eveonline.com/files/060551619462.jpg