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Broadsword empire pod killer - How is it possible??

Author
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#41 - 2012-03-08 15:18:35 UTC
1. If at any point in time you rely on spamming in a game, you are still a noob.

2. Any game that gives favor to spammers blows.

I am glad to see CCP figured that out and fixed it.

internet spaceships

are serious business sir.

and don't forget it

Demolishar
United Aggression
#42 - 2012-03-08 15:23:59 UTC  |  Edited by: Demolishar
Another nail in the pvp coffin. Now we can't fly in highsec or lowsec with implants without risking an extremely expensive loss. Or alternatively we can fly with no implants in and lose training time. Roll
Malcanis
Vanishing Point.
The Initiative.
#43 - 2012-03-08 15:31:42 UTC
Demolishar wrote:
Another nail in the pvp coffin. Now we can't fly in highsec or lowsec with implants without risking an extremely expensive loss. Or alternatively we can fly with no implants in and lose training time. Roll


Hypothetically, you could mitigate your losses by winning the occasional fight.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Sverige Pahis
Deep Core Mining Inc.
Caldari State
#44 - 2012-03-08 15:40:01 UTC
ice ******* burn Malcanis shiiiiiiiiiiiiiiiiit
Demolishar
United Aggression
#45 - 2012-03-08 15:40:05 UTC
Malcanis wrote:
Demolishar wrote:
Another nail in the pvp coffin. Now we can't fly in highsec or lowsec with implants without risking an extremely expensive loss. Or alternatively we can fly with no implants in and lose training time. Roll


Hypothetically, you could mitigate your losses by winning the occasional fight.


And then I pod the person I won against, and they either lost training time due to not having implants, or they lose their implants. It can benefit noone.
Demolishar
United Aggression
#46 - 2012-03-08 15:41:03 UTC
Sverige Pahis wrote:
ice ******* burn Malcanis shiiiiiiiiiiiiiiiiit


Oh right, I forgot this was about point-scoring, not having a discussion.
Vincent Athena
Photosynth
#47 - 2012-03-08 16:26:48 UTC
This is the second thread Ive seen about pods getting caught. I wonder if it has something to do with the overview changes CCP made. The overview use to update once every 2.5 seconds. Now it does so once a second. The result is they see your pod sooner. If fact, they could well see your pod before you do, depending on local internet latency of your and their connection. Result: you can get locked even before your client has been informed you are in a pod.

CCP, maybe you should take a look at this. It seems to me that to be fair everyone should get the same information at the same time. Something like the server, once the target has taken sufficient damage to explode, telling all clients "do not explode the ship and spawn the pod until 04:14:32" so as to give time for all clients to get the message.

Know a Frozen fan? Check this out

Frozen fanfiction

Cearain
Plus 10 NV
#48 - 2012-03-08 20:47:37 UTC
Vincent Athena wrote:
This is the second thread Ive seen about pods getting caught. I wonder if it has something to do with the overview changes CCP made. The overview use to update once every 2.5 seconds. Now it does so once a second. The result is they see your pod sooner. If fact, they could well see your pod before you do, depending on local internet latency of your and their connection. Result: you can get locked even before your client has been informed you are in a pod.

CCP, maybe you should take a look at this. It seems to me that to be fair everyone should get the same information at the same time. Something like the server, once the target has taken sufficient damage to explode, telling all clients "do not explode the ship and spawn the pod until 04:14:32" so as to give time for all clients to get the message.



Based on what Diagoras has posted it does seem like there has been a significant increase in the number of pods killed/pership kill after incarna. Based on the the thrid qen for 2010 In the month of june 2010, pods were caught about 28.5% of the time in pvp kills. I got that percent by taking the percent of total kills each section of space was getting based on diagoras's numbers in his post crucible dev blog.

Diagoras has posted that that pods account for about 25% of the total ship kills for the 2 weeks on either side of crucible going live. Now he didn't say that was only considering pvp kills so I am thinking that would include pve ship deaths as well. Pvp accounts for about 65% of the ship deaths. Since no rats or npc entities kill pods that means that this 25% is extemely high.

Now the question is where did this large increase in pod kills come from? Did everyone just forget how to warp their pods out? If we assume people weren't just suddenly struck dumb on how to warp pods out it seems the game changed.

Again this increase is especially significant if it came pretty much from low sec and high sec. Also if we consider that a certain amount of pod kills that happen in high and low sec are going to be due to people not even know how to warp their pod out, and we also assume that the percent of ignorrant pilots did not increase. (again why would it?) Then this number will likely demonstrate that even if you do what you are supposed to do you are still several times more likely to get your pod killed in empire after incarna.

CCP claims they have not done anything to effect this but I think the actual statistics demonstrate they have.

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

Arienne Deveraux
Star Frontiers
Brotherhood of Spacers
#49 - 2012-03-09 03:03:09 UTC
The issue appears to have to do with the "spamming warp" tactic. If you have commands queued up through mashing the "Warp" button as you transition sessions when your ship explodes, it appears that there is a de-synch between client and server whether your ship or capsule is in warp or not.

If you check your logs, it will show that the client believes you are already in warp and refuses to acknowledge the command. I have seen this on several occasions for a number of pilots.

Latency does not appear to have anything to do with this, as the warp command will fail for several seconds (perhaps even indefinitely). I have confirmed my own connectivity to Tranquility to be in 140-150ms range consistently with 0% packet loss. This is not a network connectivity problem.

Even if you don't get podded at this point, you will not be able to warp to your originally selected destination. You will, however, be able to switch destination and warp to it without any further issues.

Workaround: Start hammering warp *after* your ship goes explody.
Mara Rinn
Cosmic Goo Convertor
#50 - 2012-03-09 06:23:11 UTC
I play from Australia. Due to graphics lag, network lag and general latency, I usually get podded before my ship has finished losing structure.

My greatest complaint is the habit of the camera to reset to 0m range when the target the camera was previously focussed on is destroyed. At about the time my ship is in deep structure, I know I have been podded because the camera resets to 0m in preparation for playing the death explosion of my ship. The catch here is that my computer becomes entirely unresponsive for several seconds, so I can't click "warp to" even if I was able to pick exactly the right moment to do so. I just sit there watching the death explosion try to render itself using features my video card doesn't support at about two fames per second, with all the fans in the computer doing their est jet-on-takeoff impression.

About five seconds later the HUD starts blinking red and white due to the client apparently getting confused about whether the thing I am flying has hit points to not. About ten to twenty seconds into this experience, the game will busily be trying to render the hangar where my medical clone has been resuscitated while simultaneously trying to play the shield, armour and structure warnings from the pod being shot up, pop up the dialogue and voiceover from Aura telling me I have been podded and do I want to learn about clones, followed closely by my system shutting down from thermal overload.

All this because CCP decided that resetting the camera distance to 0 would be cool.

Of course someone might come along and suggest I need a new computer: this will happen in time (new iMac range due out in a month or so). My story relates to the past and contains a useful point for CCP to consider :P
Cearain
Plus 10 NV
#51 - 2012-03-09 16:02:58 UTC
Arienne Deveraux wrote:
The issue appears to have to do with the "spamming warp" tactic. If you have commands queued up through mashing the "Warp" button as you transition sessions when your ship explodes, it appears that there is a de-synch between client and server whether your ship or capsule is in warp or not.

If you check your logs, it will show that the client believes you are already in warp and refuses to acknowledge the command. I have seen this on several occasions for a number of pilots.

Latency does not appear to have anything to do with this, as the warp command will fail for several seconds (perhaps even indefinitely). I have confirmed my own connectivity to Tranquility to be in 140-150ms range consistently with 0% packet loss. This is not a network connectivity problem.

Even if you don't get podded at this point, you will not be able to warp to your originally selected destination. You will, however, be able to switch destination and warp to it without any further issues.

Workaround: Start hammering warp *after* your ship goes explody.



If you try to start hammering warp after your ship goes explody you will get podded by anything with a decent scan res. This is the mistake that I used to make. Everything sort of locks up for a bit after your ship explodes.

At least that is the way it used to work, now I don't know.

The only thing I know is I used to get my pod out without anyone targetting me about 99% of the time. Now I get targetted about 20% of the time.

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

Indeterminacy
Deep Core Mining Inc.
Caldari State
#52 - 2012-03-09 17:20:40 UTC  |  Edited by: Indeterminacy
Lunarra wrote:
Hi everyone,

How is it possible to fit a broadsword that can kill pods in epire during wars?

Yesterday i bought a Vigil (yes even old players enjoy some Vigil goodness). That ship wasn't fitted yet when i crossed the way of a war target Broadsword on the other side of a gate.
I thought, good luck catching me and proceed to warp.

First surpriseUgh: He warp scrambled me, ok fair enough, he might be super sensor boosted, and being an empty Vigil i thought well who gives a damn, so proceeded to spam warp until i pop so i can save my pod.

Second surpriseShocked: While i was spamming warp since he got me my pod should have been able to escape. Particulary in empire since there are no bubbles etc.
Well no!!!!!! As soon as i popped my pod was locked!!!!!!!


I want to know how is that possible.
Also, looking at my killer KB i can see that guy is the pro of empire pod killing, pretty much all his victime got pod killed in empire. If you wanna look for his name: Bulletproof Cupid

Thanks for your help!



Since nobody else has asked...what implants did you lose?
Cearain
Plus 10 NV
#53 - 2012-03-11 22:58:44 UTC
Mara Rinn wrote:
I play from Australia. Due to graphics lag, network lag and general latency, I usually get podded before my ship has finished losing structure.

My greatest complaint is the habit of the camera to reset to 0m range when the target the camera was previously focussed on is destroyed. At about the time my ship is in deep structure, I know I have been podded because the camera resets to 0m in preparation for playing the death explosion of my ship. The catch here is that my computer becomes entirely unresponsive for several seconds, so I can't click "warp to" even if I was able to pick exactly the right moment to do so. I just sit there watching the death explosion try to render itself using features my video card doesn't support at about two fames per second, with all the fans in the computer doing their est jet-on-takeoff impression.

About five seconds later the HUD starts blinking red and white due to the client apparently getting confused about whether the thing I am flying has hit points to not. About ten to twenty seconds into this experience, the game will busily be trying to render the hangar where my medical clone has been resuscitated while simultaneously trying to play the shield, armour and structure warnings from the pod being shot up, pop up the dialogue and voiceover from Aura telling me I have been podded and do I want to learn about clones, followed closely by my system shutting down from thermal overload.

All this because CCP decided that resetting the camera distance to 0 would be cool.

Of course someone might come along and suggest I need a new computer: this will happen in time (new iMac range due out in a month or so). My story relates to the past and contains a useful point for CCP to consider :P



I'm not sure I follow exactly what you are saying. Why do you think this because of the camera resetting?

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

gfldex
#54 - 2012-03-11 23:12:26 UTC
Miyahon wrote:
This is a relatively new thing I have experienced and wonder if there has been a small change somewhere, unannounced by CCP.


The server is running a simulation step once every second (since Bloodlines that is). Before we got TiDi movement commands got prioritised over any other command type. That means if you got your IP packet with your warp command to the server in the same second then the warp scram command, you warped off. That's not the case anymore.

There is no reason for whining tho. Before Bloodlines I was able to scram shuttles before they warped from a gate.

If you take all the sand out of the box, only the cat poo will remain.

Cearain
Plus 10 NV
#55 - 2012-03-12 13:41:17 UTC
gfldex wrote:
Miyahon wrote:
This is a relatively new thing I have experienced and wonder if there has been a small change somewhere, unannounced by CCP.


The server is running a simulation step once every second (since Bloodlines that is). Before we got TiDi movement commands got prioritised over any other command type. That means if you got your IP packet with your warp command to the server in the same second then the warp scram command, you warped off. That's not the case anymore.

There is no reason for whining tho. Before Bloodlines I was able to scram shuttles before they warped from a gate.




Now what happens? The scram command comes first? I think the delays I have seen some of the time this is not just a matter of who wins in a split second. For a max skilled broadsword to target a pod it should take 8.5 seconds - not including reaction time to actually click the pod. If someone is spamming warp out they should have that request coming in much more regularly.

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

Terminal Insanity
KarmaFleet
Goonswarm Federation
#56 - 2012-03-12 14:03:21 UTC
Your client usually pauses for a couple seconds when your ship 'splodes. Its loading the pod graphics/sounds/etc. Sometimes my disk thrashes for a few seconds and i end up in station instead of in warp.

Its been happening for a looong time, and even though i can play 2x clients on max graphics smoothly, it still locks up.

"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

Cearain
Plus 10 NV
#57 - 2012-03-12 17:54:55 UTC
Terminal Insanity wrote:
Your client usually pauses for a couple seconds when your ship 'splodes. Its loading the pod graphics/sounds/etc. Sometimes my disk thrashes for a few seconds and i end up in station instead of in warp.

Its been happening for a looong time, and even though i can play 2x clients on max graphics smoothly, it still locks up.


I agree it was never fully reliable but now its gotten much worse.

Do you think the better pod graphics are to blame?

I think it got worse after incarna and I don't think the pod graphics were improved at that time.

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

cklm
The Scope
Gallente Federation
#58 - 2012-03-13 11:05:53 UTC
Terminal Insanity wrote:
Your client usually pauses for a couple seconds when your ship 'splodes. Its loading the pod graphics/sounds/etc. Sometimes my disk thrashes for a few seconds and i end up in station instead of in warp.

Its been happening for a looong time, and even though i can play 2x clients on max graphics smoothly, it still locks up.

i agree you probably had a sec or 2 with lag that should be enough to lock a pod if you have 100-2000 scan ress

this may look like a signature... but it isn't

Cearain
Plus 10 NV
#59 - 2012-03-13 21:29:54 UTC
cklm wrote:
Terminal Insanity wrote:
Your client usually pauses for a couple seconds when your ship 'splodes. Its loading the pod graphics/sounds/etc. Sometimes my disk thrashes for a few seconds and i end up in station instead of in warp.

Its been happening for a looong time, and even though i can play 2x clients on max graphics smoothly, it still locks up.

i agree you probably had a sec or 2 with lag that should be enough to lock a pod if you have 100-2000 scan ress



So its the graphics change?

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

James J Hill
Doomheim
#60 - 2012-03-13 22:29:54 UTC
Lunarra wrote:
How is it possible to fit a broadsword that can kill pods in empire during wars?


On SISI during Time Dialation testing, there was plenty of time to click away, etc. I noticed a lot more podding going on.

Since Kill Rights do not allow podding, I wonder why wars get away with it.