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[Citadels Release] Capital Ship changes reaching Singularity!

First post
Author
RedHand
Lazerhawks
L A Z E R H A W K S
#41 - 2016-03-18 22:33:21 UTC
All very cool, however a couple things I noticed (didn't have the time to try reproduce but perhaps someone else can try)

When in a paladin fit with a reactive armor hardener, being attacked by dragonfly 1s, it went to 60% kinetic bonus, as it's meant to. However, when another carrier put their Templar IIs on me it didn't realign towards the EM damage and stayed at 60% kinetic. Didn't get the time to try it again afterwards.

Also, in 6-CZ, I attempted to warp to the second Tri Keepstar citadel and it would keep warping me in the opposite direction. No idea what was causing it, although warping to a wreck near it posed no issue.
Giuseppe R Raimondo
Aliastra
Gallente Federation
#42 - 2016-03-18 23:25:57 UTC
So any news on the skills requirements for the new fighters and their t2 versions? and how our current fighter skills will be translated to after the patch?
Vestara Khai
Feylanviek Trading Contor
#43 - 2016-03-19 00:28:18 UTC
Is there a chance that we will maaaybe get another batch of injectors? Would be great, because we newbros could test the capitals too then !
Exarcheia
The Scope
Gallente Federation
#44 - 2016-03-19 01:11:35 UTC  |  Edited by: Exarcheia
Currently, fighters seem to orbit at >5km, which means if one tried to smartbomb them, one would need T2 (or better) Large Smartbombs. Are there any plans to change the orbitting distance so that they are within T1/Meta Large Smartbombs?

Example: https://i.imgur.com/fcVI4iX.png (Carrier POV, Meta-4 Smartbomb, fighters attacking the carrier)
elitatwo
Zansha Expansion
#45 - 2016-03-19 01:13:32 UTC
Carriers cannot launch heavy fighters. I wanna 2 volley supers with my carrier too.

Maybe it wasn't such a great idea to seed supers for trying the new fauxillery ships out? Yes kids, you can doomsday them, what an almost unexpected outcome.

The new fighters could use a hint which ones you are supposed to use on what ship class. The ones that are on them define "small ships" but what ship class(es) are small in that case?

The Siren is an indestructible madness drone. Please make it a dampening drone.

The fighter launch bay looks solid, kudos to that.


The new capital modules are on the market but seem to not be final yet. It's difficult to predict the outcome when you can only assume if they would be useful.

Make all doomsdays a once in a life gun. Once is more than enough for them. Oh and give them heavy missile tracking.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Galendil
Center for Advanced Studies
Gallente Federation
#46 - 2016-03-19 02:34:55 UTC
The notes look like it is not possible to send the fighter to a location as shown at EVE Vegas (click, drag horizontally, click, drag vertically) Can you confirm?

--- | --- Flammis Acribus Addictis --- | ---

Kibitt Kallinikov
Stimulus
Rote Kapelle
#47 - 2016-03-19 03:17:49 UTC
I'm not sure which of you at CCP decided to make carriers lock faster than every other ship in the game, but I hope you don't actually intend to release carriers on TQ with scan res that bests that of a Svipul while also having the ability to volley the vast majority of subcapital ships with its fighters.

Well, I guess it's hilarious while it lasts, but simultaneously frustrating for the person on the other end.
Shade Millith
Tactical Farmers.
Pandemic Horde
#48 - 2016-03-19 03:26:38 UTC  |  Edited by: Shade Millith
Fighter movement/ability aiming UI should be centered around the carrier, so that the Tactical Overlay can be used. Or have the tactical overlay move with the camera

As is, it's a confusing mess. I have no reference to direction in either the X axis or Y axis in where I'm sending my fighter, or the distance.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#49 - 2016-03-19 06:16:19 UTC
I would like to add a voice for people concerned with SiSi SP we have received. So far it looks like it's intended that it mostly onle covers needs of people who were already quite close to flying them / those already capital-capable so that they could cross-train. That's a bit disappointing I'd say, but of course I understand the reasons (especially after dealing with what amounts to heavy tidi in test system right after announcement yesterday).
Lugh Crow-Slave
#50 - 2016-03-19 07:37:24 UTC
how do i tell fighters where to go?
Epiphtheria Amilupar
Night Raven Task Force
United Interests
#51 - 2016-03-19 08:39:15 UTC
Is the construction cost of fighters going to come down to reflect the decrease in size and ehp? I wouldnt mind it as it is if the damage stayed this high, but you guys already said no to that..
Lugh Crow-Slave
#52 - 2016-03-19 08:48:14 UTC  |  Edited by: Lugh Crow-Slave
Epiphtheria Amilupar wrote:
Is the construction cost of fighters going to come down to reflect the decrease in size and ehp? I wouldnt mind it as it is if the damage stayed this high, but you guys already said no to that..



it already is on sisi a 0/0 bp cost about 3mill iirc or 3 mill was the t2 variant (for light attack fighters)

this means a flight is more than on tq now but not to much

tbh i think this is a little high but still acceptable
Morrigan LeSante
Perkone
Caldari State
#53 - 2016-03-19 11:30:00 UTC
Anyone else getting fighter groups just freezing up in space not responding to commands?
Exarcheia
The Scope
Gallente Federation
#54 - 2016-03-19 11:48:17 UTC
Currently, the fighter management panel extends upward when fighters are deployed, regardless of its position on screen. Would it be possible to give us options for having a fixed size panel that doesn't move all edges (similar to "show empty slots" on modules)? I would also like custom controls like we have for the notifications, where we can choose a direction in which it extends, so that the panel can ultimately be attached to any part of the screen and extend appropriately (down if aligned to the top, up if aligned to the bottom, left if aligned to the right margin, vice versa for left-anchoring).

Example: http://i.imgur.com/SJTy2L7.png
Mizhir
Devara Biotech
#55 - 2016-03-19 11:53:54 UTC
When using the Anti-fighter fighters they don't automatically shoot when you send them after a target that is outside their shooting range. Instead they just burn into range and do nothing despite having clicked the Micro Missile button. Is that intended or is it a bug? Light figthers do the opposite and start shooting before they even get into range.

❤️️💛💚💙💜

Dawn'of'the'DeAd
Trust Doesn't Rust
Goonswarm Federation
#56 - 2016-03-19 12:00:35 UTC
i cant log onto any of my accounts on sisi it keeps saying there is an error.... do any of u guys know how to fix thiis problem??
http://prntscr.com/ah6y4y
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#57 - 2016-03-19 12:29:53 UTC
If carriers are supposed to be still useable for ratting, then we need one of the following

1. Much more ehp on fighters.
2. Much lower costs on fighters
3. An even greater damage increase on fighters
4. A reliable way to keep aggro off fighters.


Its not possible to test them vs npc right know, but looking at their stats and shooting them with an alt, shows that fighters die very quickly.

With the current mechanic I would assume that the only way to keep all fighters alive, is to immediately call them back if one is attacked. Which is quite difficult since they die so fast and there is no clear warning when one is attacked. Also this would be a huge dps loss since this means to call back the whole squadron.

And loosing a few fighters per anomaly makes the whole thing pointless if the anomalie is only worth ~30 mil while each fighter already costs 3 mil.

If they are supposed to be used like ammo, meaning you are supposed to loose and replace them all the time (which seems to be the purpose, consindering the size of the fighter bay, their ehp and the "reloading" mechanic), then either the costs needs to be also on the level of ammo, so the fighter need to be much cheaper, or they need to be much stronger, to make up for the loss by being able to clear anos faster.
The latter would probably mean they are completely overpowered in pvp.
Lets say you loose only 5 fighter per ano, with the current costs (about 3 mil from the blueprint) thats about half the bounty of a heaven, so you need to be able to do twice as many heavens as before, and since warping also costs time, the kill speed (and thus the damage) needs to be increased by about a factor of 2.5. This is probably too much damage for pvp.

Otherwise its not possible to use them as ammo so we need a way to keep them alive. Either much more ehp or a way to keep aggro off them. If the ehp increase is only so much that we can call them back in time, then we still need a significant damage increase, to make up for the 33% damage loss while recalling.


My prefered solution would be to make them much cheaper. This has the advantages of being easier to balance, since they dont get actually stronger, it makes the ratting more active since you have to send out new fighters, and creates a new good with constant demand for industrialists.
Lugh Crow-Slave
#58 - 2016-03-19 13:00:35 UTC
Marranar Amatin wrote:
If carriers are supposed to be still useable for ratting, then we need one of the following

1. Much more ehp on fighters.
2. Much lower costs on fighters
3. An even greater damage increase on fighters
4. A reliable way to keep aggro off fighters.


Its not possible to test them vs npc right know, but looking at their stats and shooting them with an alt, shows that fighters die very quickly.

With the current mechanic I would assume that the only way to keep all fighters alive, is to immediately call them back if one is attacked. Which is quite difficult since they die so fast and there is no clear warning when one is attacked. Also this would be a huge dps loss since this means to call back the whole squadron.

And loosing a few fighters per anomaly makes the whole thing pointless if the anomalie is only worth ~30 mil while each fighter already costs 3 mil.

If they are supposed to be used like ammo, meaning you are supposed to loose and replace them all the time (which seems to be the purpose, consindering the size of the fighter bay, their ehp and the "reloading" mechanic), then either the costs needs to be also on the level of ammo, so the fighter need to be much cheaper, or they need to be much stronger, to make up for the loss by being able to clear anos faster.
The latter would probably mean they are completely overpowered in pvp.
Lets say you loose only 5 fighter per ano, with the current costs (about 3 mil from the blueprint) thats about half the bounty of a heaven, so you need to be able to do twice as many heavens as before, and since warping also costs time, the kill speed (and thus the damage) needs to be increased by about a factor of 2.5. This is probably too much damage for pvp.

Otherwise its not possible to use them as ammo so we need a way to keep them alive. Either much more ehp or a way to keep aggro off them. If the ehp increase is only so much that we can call them back in time, then we still need a significant damage increase, to make up for the 33% damage loss while recalling.


My prefered solution would be to make them much cheaper. This has the advantages of being easier to balance, since they dont get actually stronger, it makes the ratting more active since you have to send out new fighters, and creates a new good with constant demand for industrialists.


The fighters do not need added damage and they do not need more ehp they ate on a good place right now for pvp if that means they may be weaker in PVE so be it
Dawn'of'the'DeAd
Trust Doesn't Rust
Goonswarm Federation
#59 - 2016-03-19 13:22:32 UTC
is singularity going to be put back online yet orr....
Lugh Crow-Slave
#60 - 2016-03-19 13:26:54 UTC
Dawn'of'the'DeAd wrote:
is singularity going to be put back online yet orr....



... it has been I'm on now and have been on for 3-4hrs