| Author |
Topic |
 Hellspawn01 Amarr |
Posted - 2004.08.10 14:43:00 - [ 1]
Sticky plz  |
 Adrielle Firewalker Minmatar Amarr Will Eat Itself |
Posted - 2004.08.10 15:03:00 - [ 2]
Cannot enter items into labs anymore :(
It goes through the processes (selecting what you want to do, select the item, number of runs etc), but when you click ok, it just doesn't enter it :( |
 Latta |
Posted - 2004.08.10 15:05:00 - [ 3]
Journal export results in an empty file... deleted the file but does not get re-created...
SOOO looked forward to this one! |
 Mned Graydroggen Mercurialis Inc. Wildly Inappropriate. |
Posted - 2004.08.10 15:09:00 - [ 4]
Edited by: Mned Graydroggen on 10/08/2004 15:16:12 same as with the labs remark above, factories dont work either. Whole proces is there but the final ok results in ... nothing realy.
The new drone bpo's have the same icon as the Hammerhead, same goes for the infiltrator btw, not a biggy but is a pity.
btw request, now that the billing will morph over time, could we get a note added to the bill syaing for which slot number it is ? Would hate guessing the wrong one on unrenting <:) |
 Hellspawn01 Amarr |
Posted - 2004.08.10 15:15:00 - [ 5]
- Guardian Vexor still in market list(not sure if it should)
- Special Ability: 5% to Medium Hybrid Turret Damage and (insert number here)Tracking Speed per level.
- Cloaking now has a 30 second reactivation delay after uncloacking but patch notes say only 10 seconds.
- Frigate contruction skill is under Mechanic but is actually an Industry skill. |
 loladoll Gallente Flower house
|
Posted - 2004.08.10 15:21:00 - [ 6]
Originally by: Adrielle Firewalker Cannot enter items into labs anymore :(
It goes through the processes (selecting what you want to do, select the item, number of runs etc), but when you click ok, it just doesn't enter it :(
Just tried it, put in another BPO to research and everything works fine  |
 Enderweeks Minmatar Society for the Advancement of Repatriated Slaves |
Posted - 2004.08.10 15:26:00 - [ 7]
Edited by: Enderweeks on 10/08/2004 15:35:29 Originally by: loladoll
Originally by: Adrielle Firewalker Cannot enter items into labs anymore :(
It goes through the processes (selecting what you want to do, select the item, number of runs etc), but when you click ok, it just doesn't enter it :(
Just tried it, put in another BPO to research and everything works fine
I think its corp usage that has been affected - personal slots seem to be ok The wallet export is on the journal page so don't you have to load some data first? EditYes it is Corp Slots that don't work - personal do Export doesn't work whaatever is loaded |
 Gregor Romanov |
Posted - 2004.08.10 15:28:00 - [ 8]
Missle damage seems broken mine are doing 2/3 to 3/4 less per missle.
Gregor |
 Waah |
Posted - 2004.08.10 15:30:00 - [ 9]
- Auto scanner is still failing to properly update. Ships don't appear that should and things stay listed that shouldn't
- The graphics bug in which your ship is superimposed by a larger vessel like an indy or battleship seems to be occurring more regularly |
 Latta |
Posted - 2004.08.10 15:31:00 - [ 10]
Originally by: Enderweeks
The wallet export is on the journal page so don't you have to load some data first?
Yes, you have to load it... have you tried it? |
 Schani Kratnorr x13 Raiden. |
Posted - 2004.08.10 15:32:00 - [ 11]
Originally by: Enderweeks The wallet export is on the journal page so don't you have to load some data first?
Tried that, doesn't do any difference at all... |
 Darrin Tobruk Caldari Stonecutter's Guild
|
Posted - 2004.08.10 15:32:00 - [ 12]
Did NPCs get a damage resistance boost? I was shooting some Angels in my Caracal to try out the new missile velocity increase (didn't see much of a change there, tbh) and got these results: Your Scourge Heavy Missile I hits Arch Angel, doing 89.4 damage. (Sheilds) Your Scourge Heavy Missile I hits Arch Angel, doing 198.7 damage. (Hull)
And against a frigate: Your Scourge Heavy Missile I hits Angel Impaler, doing 33.3 damage. (Sheilds) Your Scourge Heavy Missile I hits Angel Impaler, doing 45.4 damage. (Armor) Your Scourge Heavy Missile I hits Angel Impaler, doing 60.5 damage. (Hull?)
I have Caldari cruiser and heavy missile skills both at level 4 and I have done the full 210 points of damage against NPC ship hulls in the past.
Is this new? |
 Mir0s Caldari Caldari Provisions |
Posted - 2004.08.10 15:38:00 - [ 13]
Originally by: Darrin Tobruk Did NPCs get a damage resistance boost? I was shooting some Angels in my Caracal to try out the new missile velocity increase (didn't see much of a change there, tbh) and got these results: Your Scourge Heavy Missile I hits Arch Angel, doing 89.4 damage. (Sheilds) Your Scourge Heavy Missile I hits Arch Angel, doing 198.7 damage. (Hull)
And against a frigate: Your Scourge Heavy Missile I hits Angel Impaler, doing 33.3 damage. (Sheilds) Your Scourge Heavy Missile I hits Angel Impaler, doing 45.4 damage. (Armor) Your Scourge Heavy Missile I hits Angel Impaler, doing 60.5 damage. (Hull?)
I have Caldari cruiser and heavy missile skills both at level 4 and I have done the full 210 points of damage against NPC ship hulls in the past.
Is this new?
Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum. |
 Ebedar Gallente Primary Intelligence
|
Posted - 2004.08.10 15:40:00 - [ 14]
According to a player in another post, the missile changes have been implemented so that the amount of damage a missile causes is affected by the size of target it is hitting.
Firing missiles at frigates means you only cause a portion of the damage. |
 Ky Vatta Majority 12 |
Posted - 2004.08.10 15:44:00 - [ 15]
 As mentioned above, nothing can be built in Corp factories...haven`t checked labs yet. This needs fixing fast!! |
 Marcus Davion |
Posted - 2004.08.10 15:52:00 - [ 16]
Is it just me or have lock times for Battleships increased?
Yesterday with 1 sensor booster 1 I was able to lock a Cruiser in about 7 or 8 sec. Today post patch it's takeing me 10 - 11 sec.
Is this normal and I have just not noticed? |
 Darrin Tobruk Caldari Stonecutter's Guild
|
Posted - 2004.08.10 16:04:00 - [ 17]
Edited by: Darrin Tobruk on 10/08/2004 16:06:34 Quote: Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
 |
 Harisdrop Gallente Vindicate and Deliverance
|
Posted - 2004.08.10 16:11:00 - [ 18]
XML data is not updating the skillpoints. Is there a time lag or am I missing something? |
 Koronos Interstellar eXodus BricK sQuAD. |
Posted - 2004.08.10 16:14:00 - [ 19]
|
 Kuggington |
Posted - 2004.08.10 16:16:00 - [ 20]
Originally by: Darrin Tobruk Edited by: Darrin Tobruk on 10/08/2004 16:06:34
Quote: Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.

Agreed, would someone care to point that out to me in the patch notes? Does the velocity bonus on the Caracal work? It was my understanding that increased velocity meant increased range, but my missiles don't go any farther. |
 Korben Allahn Gallente Doomheim |
Posted - 2004.08.10 16:29:00 - [ 21]
Originally by: Darrin Tobruk Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
I suppose I'm biased, but I like this, considering my Corp depends heavily on fast, cheap frigates to facilitate our strikes and policing actions. However, it seems everyone's using heavy missiles and siege missiles. They probably actually nerfed it so that you use Standard Missiles against frigs, and other missiles against larger targets. I'm pleased though. A BS can still kill a frigate, but a blaster frigate now stands a chance of lasting against a Moa in mining configuration that has two missiles launchers. Trying to hit a frigate with a cruise missile should be like trying to hit a gnat with ship-to-shore cannons. |
 Mynobe Soletae |
Posted - 2004.08.10 16:32:00 - [ 22]
Originally by: Mned Graydroggen btw request, now that the billing will morph over time, could we get a note added to the bill syaing for which slot number it is ? Would hate guessing the wrong one on unrenting <:)
The request is pretty good, I'd like to see that as well, but I think you misunderstood the way they'll do bills. As a station fills up, ALL slots will cost more, not just the latest rented. |
 Koronos Interstellar eXodus BricK sQuAD. |
Posted - 2004.08.10 16:38:00 - [ 23]
Originally by: Korben Allahn
Originally by: Darrin Tobruk Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
.... Trying to hit a frigate with a cruise missile should be like trying to hit a gnat with ship-to-shore cannons.
Well, that's an excessive comparison, but I agree with the thrust of it. So, my argument is that in that case the change needs to be made to missile targetting, not to missile damange. But, maybe the idea is that you can't get as close to the frigate with your explosion so it won't do as much damage. Guess that makes some sense after all. |
 Hue Jorgon Arcane Technologies The Five |
Posted - 2004.08.10 16:52:00 - [ 24]
Still get other ships subimposed over mine when warping from a gate at the same time as someone else.
This should be simple to solve. |
 Kivran Slangeorm |
Posted - 2004.08.10 17:49:00 - [ 25]
Edited by: Kivran Slangeorm on 10/08/2004 17:52:28I don't know who came up with this bright idea for the missile change, but this is a 'balance' change that needs to be backed out immediately. My corpmate just tested all four torp types against a *cargo container* and all did 129.4 damage, so it is not just frigates that have become 'too manoeuverable' to damage.  |
 Ravelin Eb NibbleTek Pandemic Legion |
Posted - 2004.08.10 18:01:00 - [ 26]
Firstly as has been mentioned the ships models being stuck on you bug has become much worse. Only bright point is that it now happens so frequently that surely it must make it easier to debug. Just sit at any gate for a while and watch the ships models pile up on you.  Cloaking, is it a bug that you can't jump through a gate whilst cloaked, even with a Covert Ops Cloak? Kind of ruins the stealth aspect if you have to decloak first. If it's deliberate then it's still bugged cos if you try to do it then de-cloak and try again it's no better than 50-50 whether you'll jump or not. Seems to get really messed up at times, first telling you that you can't jump then telling you that the jump is already in progess the next time you try. On the same theme, I seem to be able to get right to a gate whils cloaked i.e. under the 2k de-cloak limit but try to cloak near a "Gas Cloud" (coming out of Vakir station in Pator for instance) and it'll stop you cloaking. What does or doesn't cause you to de-cloak or uncloak would be nice to know! |
 Fenix UA Gallente Solar Dragons SOLAR FLEET |
Posted - 2004.08.10 18:04:00 - [ 27]
The second bonus of the Thorax is incorrect calculated. |
 obscuroditus Insurrection Inc
|
Posted - 2004.08.10 18:08:00 - [ 28]
Edited by: obscuroditus on 10/08/2004 18:12:35 I'm afraid several secondary bonusess are incorectly calculated (read : not at all).
My caracal heavy missiles reach _exactly_ 45km, and not a shod more, despite having Level4 Caldari cruiser level.
This should be well into the 60-km range. Test was done using a cargo cannister and stop-still cruiser using scourges.
I just received a report from a friend that has a Exequrour that gets his calculated new 10% cargo bonus as it should be. |
 tritoch |
Posted - 2004.08.10 18:39:00 - [ 29]
Anyone having problems with their thorax when cap is low? Ex. I have 400 cap left out of 1000, more than enough to activate a medium armor rep. When I try, it says I only have 124 cap and I need 160. Same for MWD, so I'm guessing it's a trax bug, namely with the new MWD bonus. |
 Korben Allahn Gallente Doomheim |
Posted - 2004.08.10 21:21:00 - [ 30]
Originally by: Koronos
Originally by: Korben Allahn
Originally by: Darrin Tobruk Dmg from missiles is now dependant on size of ships. Small ship = less dmg! Check out the missile thread in Ships and modules forum.
.... Trying to hit a frigate with a cruise missile should be like trying to hit a gnat with ship-to-shore cannons.
Well, that's an excessive comparison, but I agree with the thrust of it. So, my argument is that in that case the change needs to be made to missile targetting, not to missile damange. But, maybe the idea is that you can't get as close to the frigate with your explosion so it won't do as much damage. Guess that makes some sense after all.
Also, the faster ship won't be within the blast zone as long as other, larger ships. It can be simply RP'd away realistically as maneuverability + speed of explosion + size and shape of warhead. |