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Fixes gone wrong

Author
Serene Repose
#41 - 2012-02-22 06:11:59 UTC
Cosmo Raata wrote:
Trolls need not respond, nor do you need to mention the literally hundreds of other changes CCP has made to cater toward the Bear.

Thanks

I detect an attempt to control community speech. You're welcome.

We must accommodate the idiocracy.

TS5P
Caldari Provisions
Caldari State
#42 - 2012-02-24 19:56:17 UTC
Cosmo Raata wrote:

Second, why should I have to change the way I play for CCP to make a change? Since when did these carebears change their style of play? They just whine and complain without any solid reasoning.

Exactly. Well said.
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#43 - 2012-02-24 21:04:01 UTC
Gogela wrote:
Cosmo Raata wrote:
#2
I have been observing this for some time and I do admit, its entirely possible that I can live with this change granted the first issue is corrected.
It used to be when you jumped through a gate, you would be placed at some RANDOM spot around the gate at approximately 13km. This worked great because you had a chance of be placed too close to something or someone that could scram or decloak you upon warp initiation.
NOW...CCP has changed the random placement to a fluid placement based on the clearest location around the gate. If you have 100 people on one side of the gate, the pilot entering system will consistently be placed on the opposite side. If you are chasing a target, it won't matter if you get ahead of him, he'll be spawned across from you making a tackle difficult to impossible.

That's interesting! I didn't know that! So tell me if this seems sound: If I wanted to set up a gatecamp and instead of a drag bubble just catch people coming through a gate, I could litter the gate with cans but leave one section clear, and thus be assured of where the incoming ship will materialize? Is that right?


Cans to de cloak = exploit? I thought prople petitioned that kind of thing.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Xolve
GoonWaffe
Goonswarm Federation
#44 - 2012-02-24 21:07:01 UTC  |  Edited by: Xolve
Cosmo Raata wrote:

#1
Long ago CCP attempted to fix the decloaking from planets problem. You used to fly a covert ops cloaked ship through a planet and become decloaked, often without noticing. This was a real issue that resulted in a quick fix with no foresight of the future problems it caused.


I have an abnormally high rate of uncloaking things while doing 'things'. This isn't a game design issue, this is a ****** player issue. Try Harder.

Just because you and yours suck at it, doesn't mean its broken by design.


Cosmo Raata wrote:

#2
I have been observing this for some time and I do admit, its entirely possible that I can live with this change granted the first issue is corrected.
It used to be when you jumped through a gate, you would be placed at some RANDOM spot around the gate at approximately 13km. This worked great because you had a chance of be placed too close to something or someone that could scram or decloak you upon warp initiation.
NOW...CCP has changed the random placement to a fluid placement based on the clearest location around the gate. If you have 100 people on one side of the gate, the pilot entering system will consistently be placed on the opposite side. If you are chasing a target, it won't matter if you get ahead of him, he'll be spawned across from you making a tackle difficult to impossible.



This is random, get better control of your people, and have them spread on a gate- If this is a problem for your camp, the obvious call would be to get someone in a Lachesis and another in a Huginn... You could even keep your current T3 Doctrine and swap some subsystems around.

Edit- Actually 3 of my losses in the last 2 months have been directly opposite to your claim, and landing literally with 2000m of a insta-hic or some other fast tackle.
Xolve
GoonWaffe
Goonswarm Federation
#45 - 2012-02-24 21:18:31 UTC
Wacktopia wrote:
Cans to de cloak = exploit? I thought prople petitioned that kind of thing.


Cans to decloak or over using bubbles to cover large areas are no longer an exploit.

Its an exploit if it adds unnecessary lag to a system (which after the server upgrades and TiDi) would take alot.. Several CFC types anchored 60 T2 Large Bubbles, and dropped close to 400 cans around the Torrinos gate in EC- with zero change to game performance (from anyone, in a 80 man fleet).


Slosh Ops, Best Ops
Vaerah Vahrokha
Vahrokh Consulting
#46 - 2012-02-25 01:18:21 UTC
Why didn't they just implement something in their tick loop like:

if (IsShipInWarp()) {
DisableDecloakDetection();
}

As of now if they only disable planets uncloak then you risk warping thru i.e. a Titan and getting uncloaked in the process.

Another finer check would be:


if (IsShipInWarp() && ShipSpeed > DETECT_SPEED) {
DisableDecloakDetection();
}

So that you will be uncloaked if you are say below 50 km / s. That would uncloak the ship when it's almost stopped from a warp and still goes thru a big ship.
Ladie Harlot
Viziam
Amarr Empire
#47 - 2012-02-25 01:28:23 UTC
Cosmo Raata wrote:
Trolls need not respond


Heh

The artist formerly known as Ladie Scarlet.

DarkAegix
Center for Advanced Studies
Gallente Federation
#48 - 2012-02-25 01:30:37 UTC
OP is butthurt that his 100-man gatecamp missed out on an Ibis kill.

Does this mean that an Ibis pilot is superior in skill and intellect to the OP and 99 of his buddies combined? Most likely.
Akirei Scytale
Okami Syndicate
#49 - 2012-02-25 01:36:40 UTC
GATECAMPS ARE SO IMPORTANT HURF BLURF
Mr Kidd
Center for Advanced Studies
Gallente Federation
#50 - 2012-02-26 16:46:48 UTC
Gate camper tears...best tears!

Don't ban me, bro!

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