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Hellspawn01
Amarr
Posted - 2004.08.10 14:43:00 - [1]
 

Sticky plzVery Happy

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 fineugh

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 fineugh


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?

Edit

Yes 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]
 

NeutralAs 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.


Mad

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]
 

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.


Mad



Well said. Nerfing something due to a misguided idea of game balance so that the nerf makes things unrealistic is getting on my nerves. Why are they so dead-set on making it hard to kill a frigate with a battleship?? My Caracal is a designed frigate killer. A cruiser designed to kill frigates should be able to easily kill frigates. Now, it's going to be much more of a pain in the a$$. Argh.

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.


Mad

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 17:52:28
I 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. Mad

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. Laughing

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.


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