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First test of new command bursts

First post
Author
CCP Habakuk
C C P
C C P Alliance
#1 - 2016-09-28 12:10:07 UTC  |  Edited by: CCP Goliath
Hey,

We are starting the first public test of the new command bursts, which will replace the old fleet boosting system. Feel free to read first our dev blog about this feature from last month, if you are not sure about the details.

This test is focused on the mechanics of the new system and the client and server performance. The old fleet boosting system is still active and the new command bursts are not added yet to the market. You can find command burst modules in your redeem queue (there are also a few skill injectors there). The charges are seeded on the market (for today only in the Syndicate region).

Detailed limitations of this test:
* The old fleet boosting system is still active (keep the commander positions empty, if you want to test without old fleet bonuses)
* The numbers on the new Command Bursts are not final! The range is for example set to 50km for testing.
* All the bonuses from skills or implants are still missing. This also leads to all having the same duration (60 seconds).
* The icons for the modules, charges, and buff bar are not final
* There are no weapons timer or similar yet for command bursts
* The skill requirements of the Command Bursts have not been reduced yet

What to test:
* General mechanics of the command bursts
* Notifications, graphical effects (for various parties), display of bonuses in the buff bar
* Client performance of the graphical effects - we had to tweak them already a bit to make them faster
* There will also be a mass test tomorrow, Thursday, at 17:00 EVE-time - best to keep a few modules in spare for this

Known issues:
* The bonuses of the Electronic Hardening Charge are not working correctly
* Only one Command Burst module can be fitted on any ship (new bug on Sept 29)
* Docking at a Citadel does not stop an applied burst.

Feedback + bug reports:
* Please send specific feedback directly related to this test to this forum thread.
* Please send general feedback about the feature to the forum thread for the dev blog .
* For any bugs please send bug reports with appropriate screenshots through the client (F12 - Report Bug) and include [Command Bursts] in the title.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Lugh Crow-Slave
#2 - 2016-09-28 12:14:55 UTC  |  Edited by: Lugh Crow-Slave
can't wait to test it


EDIT:

not much of a bug but a bit of feed back would be showing the % the boost is giving on the mouse over


shield extension not working some of the time(seems any charge use at the same time as a like charge has a chance to fail)

like if i fire shield harmonizing and shield extension at the same time one doesn't always apply




if two like charges are fired there is only one animation considering how important it is to know when these activate that is not a good thing. It is not just the animation the timer over the hud only shows the time on the one with the longest duration



EDIT 2

the information and skirmish icons should be swapped atm a sensor is used for skirmish and a ship is used for information
Anthar Thebess
#3 - 2016-09-28 12:23:11 UTC  |  Edited by: Anthar Thebess
Just small detour from main topic:
Can we get some additional information about changes planned to T3 cruiser boosting ships.
If they stay like now - we can extract T3 subsystems from most of our alts.

Can we get additional setting that will just disable all animation connected to command burst only.
It look fancy, people put a lot of work in this but after 100th time eyes will hurt.
This thing will stay with us for years, and not all people like when something flashes in the screen every few seconds.
Luscius Uta
#4 - 2016-09-28 12:33:14 UTC  |  Edited by: Luscius Uta
Anthar Thebess wrote:
Just small detour from main topic:
Can we get some additional information about changes planned to T3 cruiser boosting ships.
If they stay like now - we can extract T3 subsystems from most of our alts.


And Command ships - I would like to know if training the Command Ship skill to 5 will still be a good investment for those of us who mostly use them as DPS boats

Workarounds are not bugfixes.

Lugh Crow-Slave
#5 - 2016-09-28 12:43:58 UTC  |  Edited by: Lugh Crow-Slave
Anthar Thebess wrote:
Just small detour from main topic:
Can we get some additional information about changes planned to T3 cruiser boosting ships.
If they stay like now - we can extract T3 subsystems from most of our alts.

Can we get additional setting that will just disable all animation connected to command burst only.
It look fancy, people put a lot of work in this but after 100th time eyes will hurt.
This thing will stay with us for years, and not all people like when something flashes in the screen every few seconds.



speak for yourself we will be using them just as much if not more in our blops now that they can warp off and cloak right after the drop

not to mention still having the best tank and the only ones who can use 3 bonused types of links
Anthar Thebess
#6 - 2016-09-28 13:00:24 UTC
This is why i stated "most".
From fleet and most skirmish perspective T3 boosters will be worthless.
To easy targets.
For HD getting a command ship will be always better solution, better boost, tank, dps.
Command links are strongly tied to ships they can be used on.

Without getting ships first, we cannot say :
- T3 need stronger boosts at cost of range
- Command ships need bigger range
- Command destroyers need more speed
- Specific Battlecruisers need better cap regeneration
Kaling of Titans
Aliastra
Gallente Federation
#7 - 2016-09-28 13:03:45 UTC
Will the tooltip for the command bursts be updated to show how much the burst gives? Currently cannot find that info on SiSi.
Lugh Crow-Slave
#8 - 2016-09-28 13:14:07 UTC
Anthar Thebess wrote:
This is why i stated "most".
From fleet and most skirmish perspective T3 boosters will be worthless.
To easy targets.
For HD getting a command ship will be always better solution, better boost, tank, dps.
Command links are strongly tied to ships they can be used on.

Without getting ships first, we cannot say :
- T3 need stronger boosts at cost of range
- Command ships need bigger range
- Command destroyers need more speed
- Specific Battlecruisers need better cap regeneration



T3 generally have better tank and DPS than a command ship

t3 give up strength for the extra link type.

their range is fine in order to encourage more boosters in a fleet

these things are already scary fast

it seems the cap cost of these has been drastically nerfed

but yes overall i can't even stand behind any of these points until we see how they are changing command ships. Hell these things need to change to balance them with in the class(atm some are just flat worse than others)
CCP Habakuk
C C P
C C P Alliance
#9 - 2016-09-28 13:50:26 UTC  |  Edited by: CCP Habakuk
Regarding discussion about balance testing, ship types and similar: Yes, this is too early to test on Singularity as many of the numbers are not authored yet. This will need to wait for the next stage of our tests.

@Lugh Crow-Slave:
* Could you please send a bug report about the failure to apply the shield extension?
* The icons are all just placeholder and will change significantly

Lugh Crow-Slave + Kaling of Titans: I'll discuss the displayed info of bursts with the team. I'll report back as soon as I have a clear answer.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Lugh Crow-Slave
#10 - 2016-09-28 14:08:28 UTC
Every time i try to send in a bug report on sisi the client crashes :/ but i can try again once sisi is back up
CCP Habakuk
C C P
C C P Alliance
#11 - 2016-09-28 14:42:16 UTC
Lugh Crow-Slave wrote:
Every time i try to send in a bug report on sisi the client crashes :/ but i can try again once sisi is back up

That's concerning and really should not happen. Please send an appropriate bug report through the web site, if it keeps failing through the client.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Lugh Crow-Slave
#12 - 2016-09-28 14:44:44 UTC  |  Edited by: Lugh Crow-Slave
... forgot you could do that report sent



EDIT

another miner issue is when you are boosting a fleet it will say x boost applied to # fleet members however with multiple links is seems to just pick a name at random to display out of all the links that went of that tick changing it to "your boosts applied to #" would probably make for a better user experience when more than one fire off at the same time
DG Lager
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#13 - 2016-09-28 16:01:02 UTC
On my Damnation I can use 3 Warfare links simultaneously. But with the Command Bursts I can only run 2 at a time? When I try to run the 3rd I get "The Skirmish Command Burst cannot be activated as it requires access to resources and/skills which 2 modules of the same purpose are already using up."
I have 4 different Command Bursts fitted. Armored Command Burst, Information Command Burst, Skirmish Command Burst and Shield Command Burst. All my Leadership skills are at 5.
Lugh Crow-Slave
#14 - 2016-09-28 16:04:07 UTC
command ships can only use 2 command bursts its been reduced from 3 links i would suggest reading the dev blog. there are a lot of differences
Rayn Cerak
Silver Division
#15 - 2016-09-28 16:47:09 UTC  |  Edited by: Rayn Cerak
1 hour later and I'd have been able to make the mass test :/ I wish so many events weren't being held in the middle of the work day in the US.
Dunk Dinkle
Brave Newbies Inc.
Brave Collective
#16 - 2016-09-28 22:06:55 UTC
I tried briefly this morning.

One thing I learned was that you can fit as many Command Burst modules as you want. Only the ship rated number of Command Burst modules can be ACTIVE at any one time.

In other words, you can fit your Command Ship with more than 2 modules and have the script/ammo loaded, enabling you to switch buffs without reloading.

The command burst cycle is 2 minutes (I think).

So if you want to switch buff, you have to stop the buff and wait out the cycle, unload the charge to cargo, load the new charge (takes 10 seconds), restart buffing.

There may be situations where that 10-15 second reload time makes the difference (it's two logi rep cycles...) where this may be critical.
Regan Rotineque
The Scope
Gallente Federation
#17 - 2016-09-29 03:20:34 UTC
Glad i read this all now - I started testing and was like WTF ?? 50km range

Plus the icons/artwork is all the same.

Gonna go take some medication now and relax.......


hehehehehehehe

(puts pitchfork and torches away........for now......)
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#18 - 2016-09-29 06:37:00 UTC
Mechanics seemed to work great.

-The graphics were crisp
-All effects seemed to apply properly when in fleet
-Effects didn't apply when outside of fleet
-Ammo loaded and unloaded without issue
-Ammo in cargo that was not related to the module equipped could not be loaded into that module.
-Application also worked well....I have max skills but noticed my EHP would go higher when someone else hit me. Was thinking that the effect was stacking, but turned out he had the mindlink in and I didn't...so that worked as it should.

Good Job
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#19 - 2016-09-29 07:54:30 UTC
Ashterothi noticed something when we were testing.

He had one armor module, I had the other 2. We activated at different times, but the Armor buff icon always refreshed to the longest one, and you couldn't tell which effects had what timer since they all shared the same icon.

He suggested that the icons for the different buffs cascade up when you hover your mouse over it, so you can tell which ones have what timer.

Wasn't sure if he'd make it to this thread so posting just in case.
Alto DeRaqwar
Gemini-Dragon Industries
#20 - 2016-09-29 08:28:39 UTC
If you warp the cooldown for the command buff clears and you can immediately rebuff on landing. Not sure if bug or working as intended.
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