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Turrets and Mining Lasers

Author
Kingkev4555 Solette
Brothers of Tyr
Goonswarm Federation
#1 - 2017-02-21 18:04:09 UTC
I was just wondering when there was going to be a fix for the timers on weapons? As of right now with mining lasers when the asteroid gets depleted the laser continues to cycle until turned off or half cycle. The same thing is true with weapons if the target is destroyed the weapon continues to cycle until turned off or half cycle. the problem with this is when you need to switch targets you have to stop the weapon and wait like a quarter of a second after turned off to refire the weapon, this time causes issues when you have multiple targets to kill. I would like to know if CCP even knows about this issue or if they are working on it?
Joey Bags
School of Applied Knowledge
Caldari State
#2 - 2017-02-21 18:13:10 UTC
It is working as intended. The most experienced miners know exactly how much ore there is in the rock, exactly how much ore they get per cycle, how many cycles to collect and how long each cycle lasts so they know when to switch rocks. They use this knowledge to maximize their efficiency. Same with PvE sites and even PvP to a lesser extent. Get all of this down pat and you have and edge over the guy who doesn't have it in the ISK per hour race or even your PvP efficiency.

You can pick your friends and you can pick your nose but you can't pick your friends nose. Unless you podded them...and collected their corpse.

Owen Levanth
Sagittarius Unlimited Exploration
#3 - 2017-02-21 18:58:22 UTC
Kingkev4555 Solette wrote:
I was just wondering when there was going to be a fix for the timers on weapons? As of right now with mining lasers when the asteroid gets depleted the laser continues to cycle until turned off or half cycle. The same thing is true with weapons if the target is destroyed the weapon continues to cycle until turned off or half cycle. the problem with this is when you need to switch targets you have to stop the weapon and wait like a quarter of a second after turned off to refire the weapon, this time causes issues when you have multiple targets to kill. I would like to know if CCP even knows about this issue or if they are working on it?


This is unfixable because EVE Online is running on 1-second ticks server-side. So even if there was no wait-time for you, the server would still force you to wait anyway. Worst case, your client and the server desyncs and bad **** happens.

Because of this your "quarter of a second" is actually a full second in server-time.
Keno Skir
#4 - 2017-02-21 19:15:44 UTC
Well..

If you could end a cycle early in order to re-target and shoot everybody would abuse the hell out of it. Imagine a large artillery cannon with a 30 second cycle time. Don't want to wait 30s to shoot your enemy again? No worries buddy simply cancel the cycle 1 second after first shot and re-engage instantly. No cycle time for anything = 10,000dps Tornado snipers... which though funny would break everything.

Weapons have a set cycle time which you are supposed to take into account as one part of the overall stats you look at when deciding upon a fitting. Asking for a way to reduce cycle time because it's reducing your efficiency is the same as asking for a way to do double DPS because you're taking too long to kill rats. You need to use a weapon system that works for what you need it to do, not assume a weapon is broken because it isn't perfect for the job you chose to use it for Pirate

Welcome to EvE, feel free to get in touch for more help.
Cade Windstalker
#5 - 2017-02-21 19:50:52 UTC
Kingkev4555 Solette wrote:
I was just wondering when there was going to be a fix for the timers on weapons? As of right now with mining lasers when the asteroid gets depleted the laser continues to cycle until turned off or half cycle. The same thing is true with weapons if the target is destroyed the weapon continues to cycle until turned off or half cycle. the problem with this is when you need to switch targets you have to stop the weapon and wait like a quarter of a second after turned off to refire the weapon, this time causes issues when you have multiple targets to kill. I would like to know if CCP even knows about this issue or if they are working on it?


This is all working as intended.

Mining lasers can be stopped manually, if you know how much ore is left in the rock you can calculate when to shut off your lasers and finish off the rock without wasting any time.

As for guns, the cycle time of the gun is essentially the time for chambering another round. If you could end the cycle early you could increase your fire rate, which would be hilariously broken.
Jenn aSide
Worthless Carebears
The Initiative.
#6 - 2017-02-21 20:04:25 UTC
Kingkev4555 Solette wrote:
I was just wondering when there was going to be a fix for the timers on weapons? As of right now with mining lasers when the asteroid gets depleted the laser continues to cycle until turned off or half cycle. The same thing is true with weapons if the target is destroyed the weapon continues to cycle until turned off or half cycle. the problem with this is when you need to switch targets you have to stop the weapon and wait like a quarter of a second after turned off to refire the weapon, this time causes issues when you have multiple targets to kill. I would like to know if CCP even knows about this issue or if they are working on it?


Issue? You mean "intentional design choice" right?

All it really means is "think about what you are doing", same with how people doing mission count missile salvos to shave time off their mission completion time.