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When do we get the deployable tractoring thing?

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C C P Alliance
#21 - 2013-10-30 17:29:08 UTC
Berluth Luthian wrote:
Do I get a suspect timer if I troll it with sensor damps?


Yup. Also I can confirm that sensor damps work against it, and that damping it is hilarious.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Minmatar Republic
#22 - 2013-10-30 17:30:06 UTC
Does the device tractor abandoned cargo cans?

does it tractor an auto loot until its full or will it keep tractoring things until there is nothing left to tractor?
C C P Alliance
#23 - 2013-10-30 17:33:44 UTC
Lance Stratos wrote:
Does the device tractor abandoned cargo cans?

does it tractor an auto loot until its full or will it keep tractoring things until there is nothing left to tractor?


The tractor logic will tractor anything that the game would allow the owner to tractor with the normal module.

And yes it keeps tractoring all day long even when full.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

#24 - 2013-10-30 17:35:25 UTC
thx for all the info Fozzie!
any intell you can share about the last incoming structure? the pos-like one?
Minmatar Republic
#25 - 2013-10-30 17:37:41 UTC
CCP Fozzie wrote:
Lance Stratos wrote:
Does the device tractor abandoned cargo cans?

does it tractor an auto loot until its full or will it keep tractoring things until there is nothing left to tractor?


The tractor logic will tractor anything that the game would allow the owner to tractor with the normal module.

And yes it keeps tractoring all day long even when full.



so if i dropped 16 cargo cans with my 8 machinaws, it would pull everything and i would need to warp my rorqual to that area to pick up the remaining non-scooped cans? this will save the hassle of being spread out over a cluster and having my rorqual vulnerable with insta warping interceptors.
C C P Alliance
#26 - 2013-10-30 17:39:01 UTC
gascanu wrote:
thx for all the info Fozzie!
any intell you can share about the last incoming structure? the pos-like one?


Not sure which one you mean.

The structures being released in Rubicon are:

Mobile Depot - small personal base that has item storage and ship fitting
Auto Tractor Unit - the thing this thread is about
Cyno Inhibitor - Prevents normal cynos from being lit within 100km
Siphon Unit - Steals moongoo from starbases

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

#27 - 2013-10-30 17:42:01 UTC
CCP Fozzie wrote:
gascanu wrote:
thx for all the info Fozzie!
any intell you can share about the last incoming structure? the pos-like one?


Not sure which one you mean.

The structures being released in Rubicon are:

Mobile Depot - small personal base that has item storage and ship fitting
Auto Tractor Unit - the thing this thread is about
Cyno Inhibitor - Prevents normal cynos from being lit within 100km
Siphon Unit - Steals moongoo from starbases


Mobile Depot - small personal base that has item storage and ship fitting - this one
C C P Alliance
#28 - 2013-10-30 17:45:14 UTC
gascanu wrote:
CCP Fozzie wrote:
gascanu wrote:
thx for all the info Fozzie!
any intell you can share about the last incoming structure? the pos-like one?


Not sure which one you mean.

The structures being released in Rubicon are:

Mobile Depot - small personal base that has item storage and ship fitting
Auto Tractor Unit - the thing this thread is about
Cyno Inhibitor - Prevents normal cynos from being lit within 100km
Siphon Unit - Steals moongoo from starbases


Mobile Depot - small personal base that has item storage and ship fitting - this one


Log onto Sisi and I'll hand you one Lol

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Caldari State
#29 - 2013-10-30 17:48:37 UTC
Hey Fozzie,

You do realize that even with a slower than standard velocity, the range alone kills marauder tractor bonus right?


I had an idea to keep Marauders special though...
Most Marauder pilots don't loot, they only salvage.
So why not drop tractor bonus on Marauders and give them a salvage range of 60km...

This would not kill the use of Noctis, because noctis is designed for loot and salvage, and would have faster salvage.
#30 - 2013-10-30 17:54:54 UTC  |  Edited by: gascanu
CCP Fozzie wrote:
gascanu wrote:
CCP Fozzie wrote:
gascanu wrote:
thx for all the info Fozzie!
any intell you can share about the last incoming structure? the pos-like one?


Not sure which one you mean.

The structures being released in Rubicon are:

Mobile Depot - small personal base that has item storage and ship fitting
Auto Tractor Unit - the thing this thread is about
Cyno Inhibitor - Prevents normal cynos from being lit within 100km
Siphon Unit - Steals moongoo from starbases


Mobile Depot - small personal base that has item storage and ship fitting - this one


Log onto Sisi and I'll hand you one Lol



heh, not all of us can play eve while working Blink

ps. can i sell my rights? Twisted
C C P Alliance
#31 - 2013-10-30 17:57:56 UTC
gascanu wrote:
CCP Fozzie wrote:
gascanu wrote:
CCP Fozzie wrote:
gascanu wrote:
thx for all the info Fozzie!
any intell you can share about the last incoming structure? the pos-like one?


Not sure which one you mean.

The structures being released in Rubicon are:

Mobile Depot - small personal base that has item storage and ship fitting
Auto Tractor Unit - the thing this thread is about
Cyno Inhibitor - Prevents normal cynos from being lit within 100km
Siphon Unit - Steals moongoo from starbases


Mobile Depot - small personal base that has item storage and ship fitting - this one


Log onto Sisi and I'll hand you one Lol



heh, not all of us can play eve while working Blink


I contracted you 1000 in 6-C Smile

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

#32 - 2013-10-30 17:59:54 UTC  |  Edited by: gascanu
CCP Fozzie wrote:





I contracted you 1000 in 6-C Smile


thx Lol
#33 - 2013-10-30 18:02:58 UTC
Will we get killmails for destroying those thingies?
#34 - 2013-10-30 18:03:08 UTC
CCP Fozzie wrote:

I contracted you 1000 in 6-C Smile

Can I also get some to test them a bit? I've been after them for a while now.

Serge SC Le Frenchman Friendly FC

#35 - 2013-10-30 18:04:57 UTC
Speaking of tractors..
CCP Fozzie can you explain one thing mentioned by CCP Ytterbium in other thread:

CCP Ytterbium wrote:
What's the point of keeping tractor bonuses with the new deployable structure?

  • The new structure might not have the same attributes than the Marauders - it will only tractor one item at a time and while the tractor range will be longer than the Marauders, it won't be as fast (no tractor beam velocity bonus). I'll let CCP Fozzie explain the details.

  • Why do you hate tractor on marauders? Why limit it to 48km when you can satisfy a lot of marauder pilots with simple one digit change in ship attribute?
    #36 - 2013-10-30 18:07:40 UTC
    Sarmatiko wrote:
    Speaking of tractors..
    CCP Fozzie can you explain one thing mentioned by CCP Ytterbium in other thread:

    CCP Ytterbium wrote:
    What's the point of keeping tractor bonuses with the new deployable structure?

  • The new structure might not have the same attributes than the Marauders - it will only tractor one item at a time and while the tractor range will be longer than the Marauders, it won't be as fast (no tractor beam velocity bonus). I'll let CCP Fozzie explain the details.

  • Why do you hate tractor on marauders? Why limit it to 48km when you can satisfy a lot of marauder pilots with simple one digit change in ship attribute?

    Now that you mention that. 2000m/s is somewhat faster (40%) than what my marauders with T2 tractors get. Or are tractor speeds increased now? Did I miss something?

    Might as well, give us marauders longer ranges and speeds on tractor or a bonus to salvage or something...

    Serge SC Le Frenchman Friendly FC

    #37 - 2013-10-30 18:12:58 UTC  |  Edited by: Sarmatiko
    Serge SC wrote:
    Might as well, give us marauders longer ranges and speeds on tractor or a bonus to salvage or something...

    Might as well just ignore. This matter was ignored since "Soundwave wants your little things" thread or even earlier.
    72km tractor beam on Marauder is TOO STRONK, WILL RUIN ECONOMY. *sigh*
    #38 - 2013-10-30 18:16:06 UTC
    CCP Fozzie wrote:
    Lots of questions :)
    [...]
    At the moment it checks for targets every 10 seconds.
    Am I reading this right: tractors 1 item at a time, with a 10 second delay between each? That seems... long.

    But, it would compliment other methods, if it were to prioritize wrecks by greatest distance.
    Caldari State
    #39 - 2013-10-30 18:40:50 UTC
    CCP Fozzie wrote:
    Current stats are:

    100m3 volume
    When deployed has storage of 27000m3 (just slightly less than a jetcan)
    125km tractor range
    Can tractor one target at a time.



    OH, hey Fozzie...

    Even though I'm talking about how Marauder tractor is useless even if these barely outrange them, I still just wanted to let you know something.


    Don't tell the rest fo the guys at CCP, but you're my favorite....
    Caldari State
    #40 - 2013-10-30 18:43:23 UTC
    CCP Fozzie wrote:
    You can scoop and reuse it. If you scoop it while it has items in the cargo, it will spawn a jetcan with those items which you can then loot what you'd like from.

    Tractor speed is currently set at 2000m/s, but very well may change. We're aiming to tune it as a useful item but still leave value to be gained by going with a marauder or noctis tractoring instead. The key advantage of using a ship or course is the option to use more than one tractor beam at once.



    HOLY SH!T B@LLS!!!!!




    i JUST REALIZED YOU CAN JET CAN MINE AND THE STRUCTURE WILL PICK IT UP FOR YOU!!!!!



    That's way better than getting can flipped, and would be awesome for fleet mining without Orcas.
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