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Aya Vandenovich
Posted - 2009.02.19 14:03:00 - [151]
 

It's not a vacuum cleaner, it's a Skeksi.

Doctor Goodhead
Posted - 2009.02.19 17:11:00 - [152]
 

Edited by: Doctor Goodhead on 19/02/2009 17:13:18
May I ask where the Subsystems are seeded for the Proteus?Rolling Eyes


T'Amber
Garoun Investment Bank
Posted - 2009.02.19 17:54:00 - [153]
 

Originally by: Aya Vandenovich
It's not a vacuum cleaner, it's a Skeksi.


No.

This is a skeksi

Laughing

T'Amber
Garoun Investment Bank
Posted - 2009.02.19 18:00:00 - [154]
 


Hundreds of Amarr, Caldari and Gallente Hi Res Screenshots here


Some raw t3 combination videos:

Med Res Amarr
Caldari and a Few Gallente Lo Res
Caldari and a Few Gallente Hi Res

Laughing

Stitcher
Caldari
Posted - 2009.02.19 18:18:00 - [155]
 

Small problem with the Tengu - of all the Caldari offensive subsystems thus far released, Offensive Subsystem 1 has the most visible turret hardpoints on the model. However, OSS1 is the one that gives you all the missile slots and no gun slots.

Please visit your user settings to re-enable images.

I filed it as a bug report under "models"

Tibberg
Brutor Tribe
Posted - 2009.02.19 18:37:00 - [156]
 

Does anyone know if there will be skill bonuses associated with Tech 3 ships, like tech 1 and 2?

They seem pretty fail otherwise :s

Marlenus
Ironfleet Towing And Salvage
Posted - 2009.02.19 19:29:00 - [157]
 

I built a Tengu and, with the subsystems currently available, there doesn't seem to be any way to lock more than two targets at a time with it. Just like my Badger II!

Praying hard for more options out of Electronics Subsystems 4 and 5.

CCP Dionysus

Posted - 2009.02.19 20:56:00 - [158]
 

Originally by: Tibberg
Does anyone know if there will be skill bonuses associated with Tech 3 ships, like tech 1 and 2?

They seem pretty fail otherwise :s


Yes, the t3 subsystem skills will have an effect on the operation of the ship. The stats you are looking at now are the ones you get while unaffected by skills (ie, you have the t3 subsystem skills at 0).

The ships get better :)

Nozh will have more to say on this.

Marlenus
Ironfleet Towing And Salvage
Posted - 2009.02.19 23:04:00 - [159]
 

Originally by: CCP Dionysus
Nozh will have more to say on this.
And the heavens will open, and angels will walk among us...

Don't worry, I know Nozh can't build ships and write dev blog at the same time, and if you forced me to choose at blasterpoint, I'd rather get the ships built. But man, there are a lot of people waiting very hard for Nozh to speak! Very Happy

MotherMoon
Huang Yinglong
Posted - 2009.02.20 01:09:00 - [160]
 

I hope you fix the fitting wondow with tech 3 ships.

things like it shows your armor will be 4000, when in fact it's just forgetting your replacing the other piece.

but I'm sure you allready know about that bug.

Shadowsword
The Rough Riders
Ares Protectiva
Posted - 2009.02.20 07:04:00 - [161]
 

Originally by: CCP Dionysus
Originally by: Tibberg
Does anyone know if there will be skill bonuses associated with Tech 3 ships, like tech 1 and 2?

They seem pretty fail otherwise :s


Yes, the t3 subsystem skills will have an effect on the operation of the ship. The stats you are looking at now are the ones you get while unaffected by skills (ie, you have the t3 subsystem skills at 0).

The ships get better :)



I hope they get better fast, because time is running short, and we'd need at least a few weeks to give proper feedback...

Mc Velvet
Posted - 2009.02.20 10:41:00 - [162]
 

Just on remark to the fitting "possibilities" auf Strategic Cruisers.

with 5x5x5x5x5 we will have a variety of 3125. ( 5 Slots with eventuel 5 different Modules )

would be nice if the community doesnt have to develog a EFT for T3 so that we easiely see bevor we create the cruiser what we are going to "see" the ship and what stats the ship will have.

So a T3 building "Simulator" would be nice ...

Regards


Aynen
Posted - 2009.02.20 11:47:00 - [163]
 

I've been putting some tech 3 ships together of the Gallente variety, and I've noticed that the modules of the different series don't visually connect together quite as seemlessly as their Caldari counterpart. Texture use and shape-style vary too greatly, making it appear a bit too much like 'patchwork'. Not that the design is outright bad, but with certain combinations atleast a bit awkward. Does anyone share this opinion with me, or is it just me who thinks so?

CCP Lemur

Posted - 2009.02.20 16:37:00 - [164]
 

Originally by: Aynen
I've been putting some tech 3 ships together of the Gallente variety, and I've noticed that the modules of the different series don't visually connect together quite as seemlessly as their Caldari counterpart. Texture use and shape-style vary too greatly, making it appear a bit too much like 'patchwork'. Not that the design is outright bad, but with certain combinations atleast a bit awkward. Does anyone share this opinion with me, or is it just me who thinks so?


If you could point out some combinations or better write a BR with screenshots, I'd forward it to the art guys. Polish will be going on till release, so there might still be minor artifacts and glitches.

Aynen
Posted - 2009.02.20 17:05:00 - [165]
 

Originally by: CCP Lemur
Originally by: Aynen
I've been putting some tech 3 ships together of the Gallente variety, and I've noticed that the modules of the different series don't visually connect together quite as seemlessly as their Caldari counterpart. Texture use and shape-style vary too greatly, making it appear a bit too much like 'patchwork'. Not that the design is outright bad, but with certain combinations atleast a bit awkward. Does anyone share this opinion with me, or is it just me who thinks so?


If you could point out some combinations or better write a BR with screenshots, I'd forward it to the art guys. Polish will be going on till release, so there might still be minor artifacts and glitches.


I'll make some screenshots in a while to show you what I mean, but i have to start training the skills and looking for a place in the market that works again because there was a new mirroring of the sisi server.

Aynen
Posted - 2009.02.20 19:57:00 - [166]
 

Edited by: Aynen on 20/02/2009 20:03:19
Edited by: Aynen on 20/02/2009 20:02:40
Edited by: Aynen on 20/02/2009 20:01:08
Edited by: Aynen on 20/02/2009 20:00:09
Edited by: Aynen on 20/02/2009 19:59:12
Ok, I've made some screenshots to illustrate my point...

Please visit your user settings to re-enable images.

This picture shows how in a mixed module ship there are some modules that use darker green patches in their textures designated by arrows A, which, when using all modules that have this feature looks fine. But as arrow B illustrates more clearly, when a color only occurs in a ship once, it looks a bit odd. (this looked worse in the last 2 builds, so it's allready improved some, but I still think using as much the same color schemes as possible would be better. You can either choose to implement the darker green on all modules, or choose to get rid of it to improve cohesion).

Please visit your user settings to re-enable images.

Arrow C on this picture illustrates a particularly noticable feature on one of the modules. The 'donut-' hole here is something I'd really like to see go. It's not at all in tune with the Gallente style, aswell as that it doesn't appear to serve a perpose when seen within the ingame 'reality'. To include such a visually unusual feature in a ship should, in my subjective oppinion, only be done with good reason.

Please visit your user settings to re-enable images.

Arrow D in this picture points to a bit of model and texture work that shows a lot of tubing and what appear to be inner workings of the spacecraft. By itself this is rather cool, but when used on such a relatively large surface inbetween other modules that don't have this visual style, it becomes odd. Arrow E points to another individually cool-looking feature, which I do like, exept that it's not so much in tune with the rest of the gallente ship designs. (although this feels a bit like nit-picking, but I figured that since I was pointing stuff out, I might aswell include it) Arrow F points to a particular module that visually I just don't like very much. It's in tune with Gallente style, but to me it rather makes the ship look like a platipus duckbill. But that's just my subjective opinion.

Please visit your user settings to re-enable images.

This picture shows perhaps the most important issue I have with the Gallente modular ships. Arrow G encircles the line of seperation between one module and another. The borderline is quite visable, making the ship really look like a bunch of seperate parts strapped together. Arrow H however shows a much better integrated borderline between two modules, showing that it doesn't have to be that obvious. This and the texturing are the biggest issues I have with the Gallente modular ships. Looking at the Amar and Caldari versions it seems that they are much more succesfull at creating seemless transitions between modules, aswell as coherent texturing and preserving the visual styles that make their nations so recognisable while still creating a sense of dealing with a more technologically advanced ship than the other types of ship available for those races. The Gallente strategical cruiser, once again in my subjective opinion, still needs to work on these points.

Edit: I'm not sure why but the links I put into the post aren't showing up for me.
Second Edit: ah, I think I fixed it, if the pictures aren't showing for you, let me know please.

Ral Ulgur
Caldari Provisions
Posted - 2009.02.21 09:59:00 - [167]
 

Can we please have only one set of subsystem skills, not one set per race?
The starship command skilltab is already crowded as it is, 24 new skills aren't gonna help.
To compensate the rank of racial strategic cruiser could be increased.

Admiral Frools
Habitual Euthanasia
Pandemic Legion
Posted - 2009.02.21 10:35:00 - [168]
 

Please visit your user settings to re-enable images.

Laughing Apparently there's a slight bug with switching around modules on T3 ships which allows you to create a ship with no velocity, or a ship capable of around 20 million km/s. Keep an eye out for it, I've not bug reported it yet because I've stumbled across it twice now doing different things and still don't quite understand what's causing it Confused

CCP Dionysus

Posted - 2009.02.21 11:05:00 - [169]
 

That speed is not legitimate.

Bouncing ships gives you a speed that is not caused by the fittings.

That issue you are seeing there is not caused by t3 ships, but by the physics engine of eve - please bug report that.

Admiral Frools
Habitual Euthanasia
Pandemic Legion
Posted - 2009.02.21 11:19:00 - [170]
 

Originally by: CCP Dionysus
That speed is not legitimate.

Bouncing ships gives you a speed that is not caused by the fittings.

That issue you are seeing there is not caused by t3 ships, but by the physics engine of eve - please bug report that.


Definitely not caused by bumping <-- fraps of bug on sisi

I haven't quite worked out how to reproduce it properly yet but I'm gonna report it asap Smile

King Hopy
Interstellar eXodus
BricK sQuAD.
Posted - 2009.02.21 16:30:00 - [171]
 

Should I file a bug report about this? I had a legion with all subsystem 2's expect 3 for the engineering. I had 4 lasers and when I fired one volley out of them I went from 100% (~1800 cap) to around 10% cap. Now talk about lasers using a lot of cap. Also 2 cycles of afterburner drained it down to around 10%.

Amy Wang
Posted - 2009.02.21 17:11:00 - [172]
 

The variant 1 engineering subsystems for amarr and minmatar (couldnt test the other 2 races) seem to not give their listed bonus for turret hardpoints, although they give the listed high slot number and the turret hardpoint modifier of the offensive subsystems seems to work correctly.

Is that a bug or intended? If the turret hardpoint bonus worked as listed in the info tab you could make t3 cruisers with 6-7 turrets Shocked

Ishkawa Ontorus
Posted - 2009.02.22 00:08:00 - [173]
 

I expect the balancing still is not done. I noticed a major flaw with the proteus. it looks like mainly if you would liek to create a dps hungry machine youd be shiled tanking the ship, becuase the slot read outs come out heavly sided to mid slots as apposed to low slots. Is there going to be a realy option for low slot tanking? from what it seems the maximum number of low slots possible is 5 or6, but with half the firepower of a deimos. ieg. you use the middle reactor, 1 defense subsystem and 2 for offense. you get a ship with 4 guns, a launcher and 5 scout drones. I know these are not supposed to be uber pwn mobiles, but i think a hac related ship that is equal to tech II isnt to much to ask. or is it?

You could go buck wild and choose the first reacotr, with the second defenseive system and get 7 high slots, 6 mids and 2 lows. make a shield tank machine with 6 guns and a luancher... but again now the issue is no mid slots of ew. I thought they were supposed to fill multiple roles while holding steady to something specific. ieg, a ship with a good dps, and tank, with some moderate ew. Or a ship with heavy EW, and moderate dps.

Correct me if I am wrong. I think maybe that reactor 1 for the proteus should remove 1 mid slot and give a low slot, as apposed to removing a low slot and giving a mid slot.

Ikoras
Minmatar
Final Agony
B A N E
Posted - 2009.02.22 19:56:00 - [174]
 

Edited by: Ikoras on 22/02/2009 21:42:29
Why is it that you can only have 2 targets. It doesn't seem right for a t3 ship

Also I feel the cargo capacity needs to be increased a bit. 220 might work for a frig but a cruiser class ship...

Condiment
Minmatar
GoonFleet
GoonSwarm
Posted - 2009.02.23 02:43:00 - [175]
 

Don't know if you've seen this: it's an illegal combination of subsystems for the loki in which the # of turret hardpoints exceeds the number of available slots.

http://img.waffleimages.com/5cb7f396740a3a0d5c84442fa830176e12628b10/eve nerd.png

Pytria Le'Danness
Posted - 2009.02.23 08:20:00 - [176]
 

Originally by: Ikoras
Edited by: Ikoras on 22/02/2009 21:42:29
Why is it that you can only have 2 targets. It doesn't seem right for a t3 ship


"Thank you for your bugreport - ID:71391 Title: Proteus and Legion have only two locked targets
The problem you have described as an intended game feature, and not a bug."

Sad

Delezar
Hellfire-Empire
Posted - 2009.02.24 09:13:00 - [177]
 

Originally by: Pytria Le'Danness
Originally by: Ikoras
Edited by: Ikoras on 22/02/2009 21:42:29
Why is it that you can only have 2 targets. It doesn't seem right for a t3 ship


"Thank you for your bugreport - ID:71391 Title: Proteus and Legion have only two locked targets
The problem you have described as an intended game feature, and not a bug."

Sad


Just fit a few autotargeting systems or signal amps.

Pytria Le'Danness
Posted - 2009.02.24 14:34:00 - [178]
 

Originally by: Delezar

Just fit a few autotargeting systems or signal amps.


So I fly a T3 ship with more slots (*) but I have to use up these slots simply to get the same stats as your basic T1 cruiser?

Especially high slots are a premium on every ship, and lows are better used for tank or damage mods.

If they want people to waste slots to make the ship halfway fun to fly I prefer if they'd take away these slots in the first place - the two locked targets will make everyone go "WTF? T3 sucks!" even if they should have excess slots.

And on the builds I did the slots were barely adequate, I certainly did not have an overabundance of slots.




(*) I haven't actually checked if T3 ships generally have more slots than other ships

Cade Morrigan
Caldari
Posted - 2009.02.24 16:36:00 - [179]
 

Originally by: Pytria Le'Danness
Originally by: Ikoras
Edited by: Ikoras on 22/02/2009 21:42:29
Why is it that you can only have 2 targets. It doesn't seem right for a t3 ship


"Thank you for your bugreport - ID:71391 Title: Proteus and Legion have only two locked targets
The problem you have described as an intended game feature, and not a bug."

Sad

Lame!

IceAero
Amarr
Shadow Company
Posted - 2009.02.24 17:07:00 - [180]
 

Every time I board a fitted T3 ship I get an error about my slot layout changing and how it has to move my mods to the hangar...but it doesn't and it sorta breaks the ship. I have to add/remove a subsystem and then leave and re-board the ship for it to start acting normal again.

Is this a known issue for anyone else or am I going crazy?


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