Test Server Feedback

 
4 PagesPrevious page1234Next page
 

[March] Structure, Drone & Fighter improvements from Team Five 0

First post
Author
Cynosural Field Theory.
#41 - 2017-02-24 00:42:14 UTC
Clara Enaka wrote:
lanyaie wrote:
Quote:
Increased the maximum possible drone interaction range from 250km to 500km to allow drones to be used more effectively against XL structures (This has no effect on the range a target must be from the controlling ship).


Does this affect grand theft excavator?

And if it does, can it not be introduced k thx Big smile


I agree, can we not introduce a super useful and important feature that benefits a lot of people, to allow an exploit for breaking drone control to the advantage of a couple people?

/s


Please spend some time looking into what an exploit actually is.
Thanks

Spaceprincess

People who put passwords on char bazaar Eveboards are the worst.

Goonswarm Federation
#42 - 2017-02-24 01:14:52 UTC
Nice , can i also get a 'compress ore' assigned to some key , TIA
L A Z E R H A W K S
#43 - 2017-02-24 01:50:00 UTC
Wtb abandon all fighters hotkey

also plz no

http://i.imgur.com/ix8JBsx.png

Great work otherwise

K162

#44 - 2017-02-24 12:12:57 UTC
... so repair will not be taxable?

now i know they could just undock and tether but i feel this should still be an option for station owners
The Initiative.
#45 - 2017-02-24 16:05:17 UTC  |  Edited by: SnakeTheBest
make the favorite drone things per ship plz !!!

also a reconect to lost figthers button ...
Care Factor
#46 - 2017-02-25 11:44:26 UTC
Huzzah!
Goonswarm Federation
#47 - 2017-02-25 20:30:05 UTC
Lawke Eislen wrote:
Is there any chance of getting some kind of graphical indicator of how damaged a particular fighter squadron is.

Right now we just have a white block turn red to indicate that a fighter has taken some damage, sure we can mouseover and see the actual percentage, but that takes time, prevents us from doing other actions while looking and we can only see one squadron at a time.

It would be super awesome to have some kind of visual queue as to just how much **** your fighters are eating so you we can make more accurate decisions on how to deal with certain scenarios.

Maybe have some kind of sliding gradient between yellow (1%) and red (99%) or possibly maybe break it into chunks like 1-25 is yellow, 26-75 is orange, 76-99 is red.

This change seems like you want fighters to be taking more damage and die quicker, giving us some tools to help manage those situations a little better would be pretty dope.


I think its is a good idea, with the tooltip being expanded its now harder to see the fighter damage.
Amarr Empire
#48 - 2017-02-25 20:40:52 UTC
"- Toggle Selection of Tube 1-5"

Like other people have pointed, does this mean there will finally be keyboard shortcuts to select fighter groups ?
If not then i'm honestly bamboozled why you're spending time on those other shortcuts first :/

Would be nice to get a response on this :)
The Craftsmen
#49 - 2017-02-26 14:54:38 UTC
CCP Lebowski wrote:

Added assignable shortcuts for various fighter actions (These are unassigned by default but can be set up in the Esc menu):
- Launch all Fighters <--- 1.
- Open Fighter Bay
- Select All Fighters
- Deselect All Fighters
- Launch All Fighters <-- 2.
- Recall All Fighters
- Launch Selected Fighters
- Recall Selected Fighters
- Toggle Selection of Tube 1-5
- Toggle Selection of Ship




Is the first different from the second one and if yes, how ?
RvB - BLUE Republic
#50 - 2017-02-26 15:02:07 UTC
This may not be worth it from the time-savings or ergonomics point of view, but how about the "launch drones" shortcut then be followed with a number indicating which group you want to launch? E.g., if your shortcut is "Alt-L" then "Alt-L 1" launches the top group on the list. Since drone groups are all ordered alphabetically it shouldn't be too hard for the user to keep the numbers straight when moving between ships.

And how about a shortcut for abandoning drones?

Former Blue CEO, admirer of Caracals (and Tristans)

#51 - 2017-03-03 12:13:12 UTC
CCP Lebowski wrote:
Scotsman Howard wrote:
- Launch Drone Shortcut - Is the favorite group selected in the drone window itself or in the options? Also, does this "favorite" group get saved by ship or is it the same for all ships?
It's currently saved per pilot, so will be the same regardless of the ship. We're open to adjusting this though to be per ship type based on the feedback we recieve.


Per pilot only works if you only ever fly one ship.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Test Alliance Please Ignore
#52 - 2017-03-03 15:19:43 UTC
I think drone favorites should be per ship. Drone layouts change on every ship. Different drone bay sizes.... etc.

http://youtu.be/YVkUvmDQ3HY

Brothers of Tangra
#53 - 2017-03-04 20:58:15 UTC
+1 as a request for being able to trigger abilities per fighter squadron, this would be a huge improvement.

Ref general drone changes - sentries are still a PITA. The drone control range still seems to dictate what they will engage, instead of control range being from you to the drone, and optimal from the drone to the target. Any plans to adjust the treatment of the two range distances?
#54 - 2017-03-04 21:46:55 UTC  |  Edited by: noone kun
6 Vinatieri wrote:

+1 to that

so, you guys are working on drones, good thing i met you.

few more great ideas:

drones warping with the contriller ship & auto - scoop when docking / jumping gate/brige
example,
if i cleared down the combat site and warped to another - my drones will warp with me, and they will land with me (not in front of me or after me) like players do during fleetwarp.
if i got pointed while aligning for warp - my drones will stay with me.
if i got disconnected - they will warp and come back into dronebay
if i jump into the gate/brige or dock - drones will return to dronebay (like scan probes are returning to cargo hold)

for drones in grid - adding state like "approaching" - when they are on their way to the target

activating auto-aggro when f pressed
fro example, if ship got jammed before i deployed drones - they will do nothing

replacing extra drone bandwith with extra damage/hp bonus (role one like gila has, maybe)
example
currently vexor can 238dps with 5 t2 hammers or 315dps with 2 ogres 2 hammers 1 hobgoblin 2s
but seeing heavy drones with their terrible tracking and speed on a cruiser is kind of strange
doubling its damage/hp per skill lvl bonus will pretty much fix this (316 with hammerhead II's )
and its not abour vexor, its about all drone ships with extra bandwith they are loosing lots of drone tracking and speed when they deploy heavy instead of medium drones

adding medium and light sentry drones. few reasons for it:
- there are no long range drones for gila/ chameleon and worm/wheeptail - they can't deploy even 1 sentry
- this could solve ishtar's problem instead of adding special bonus for sentries
- drone frigs dessies and cruisers will get better sentry tracking instead of huge optimal/faloff than can't use anyway.
all5 tristan can lock at 50km and shoot at 60km while warden II has 75km optimal range. not to mention than 40m sig frigate deployng 100m sig drone looks kind of weird.

adding all sizes of drones armed with missles reason:
- tacticks for using missles is a bit different from the one for turrets: its good when target orbits you (missles will hit faster), and its bad when target is approaching (damage application is worse because target is burning on full speed).
if both, ship and its drones, will use same weapon system, they will be much easier to manage.
- same ewar could be used to apply damage from ship's primary weapon and its drones

can you pls remove this freeze after drones killed target and before they go for next one? coz if warrior II is orbiting target at 900m/s and then instantly stops - it doesnt look like sci-fi space combat, more like a bug that nobody cares. not to mention that drone will instantly die. aslo imagine drones spreading in different directions from exploding target ^_^
same thing with npc's

adding a "drone support unit" for subcapitals.
right now i need to fit 4 officer drone damage amplifiers on all5 dominix to make augmented Ogres deal 1k dps.
and still there will be 6 unused turret slots
in same time, most of battleships (and some cruisers / bc's) are able to deal 1k dps with t2 fitting
so i suggest to add a passive highslot module that adds 10% to drone damage/hp, with no stacking.
it should have small, medium and large sizes (for small, med and heavy / sentry drones),
it should simply replace 1 turret (or 1 extra drone, deployed from.. that amazing old old carriers.. ) and will have cpu/pg requirements equal to 1 turret.
also, if this will happen, ppl will have something to fit in 1-2 empty high slots on turret ships

module(s?) that allows to repair sll of my drones in space, like "drone shield booster".

adding 4 more fighter-based Gecko-style 2.5x damage crazy speed heavy drones, able to be produced by players, like "limited dragonfly"

adding "drone control unit (reborn)" - passive highslot module that adds drone bandwith and dronebay: small(5mbit / 10m3), medium (10mbit / 20m3), large (25mbit / 50m3). using those will allow ships with small drone bandwith to deploy full flight of 5 drones (including fighter-based Gecko-style drones) . and yep, its another option for empty high slot.

adding lowslot module / rig that adds dronebay by the cost of ship's speed.
#55 - 2017-03-04 23:02:22 UTC  |  Edited by: noone kun
*doublepost
Central Omni Galactic Group
#56 - 2017-03-06 03:46:01 UTC
so. trying to play with the new d-scan and probe window.

1) i am a mac user and it seems like none of the hotkeys work.
2) Wheres the filter for d-scan?
3) LOOKINGS LIKE AN AWESOME UPGRADE CCP. I really do like the new cleaner look... not sure if i like the d-scan/probe-scanner docking with the system map right from the start, might need a tool-tip pop up letting people know about undocking/docking it.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

C C P Alliance
#57 - 2017-03-06 13:30:31 UTC
Thanks for all the responses so far! Just a couple of things I'd like to address at this point.

Drone Favourites
We've now changed this to be per ship type, much like the default orbit distance, thanks for all the feedback on this one.

Drone Feature Requests
There's seems to be a fair amount of posts regarding drone features big and small. I just want to temper expectations in this respect. CCP Karkur added a few QoL drone improvements in this release, but Five 0 have no plans at this time to do any further drone work. Sorry for any disappointment there.

Amarisen Gream wrote:
so. trying to play with the new d-scan and probe window.

1) i am a mac user and it seems like none of the hotkeys work.
2) Wheres the filter for d-scan?
3) LOOKINGS LIKE AN AWESOME UPGRADE CCP. I really do like the new cleaner look... not sure if i like the d-scan/probe-scanner docking with the system map right from the start, might need a tool-tip pop up letting people know about undocking/docking it.
You're in the wrong thread my friend, try posting over here.

TheRighteousOne wrote:
"- Toggle Selection of Tube 1-5"

Like other people have pointed, does this mean there will finally be keyboard shortcuts to select fighter groups ?
If not then i'm honestly bamboozled why you're spending time on those other shortcuts first :/

Would be nice to get a response on this :)
Shortcuts for existing functionality are considerably easier to implement than a squadron grouping system and were an element of the original fighters release that we didn't have time to implement then.

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

Blades of Grass
#58 - 2017-03-06 19:29:31 UTC
Graf-Zero wrote:
is there any chance to add shortcuts for Fighters Abilitis ?

f.e.

pulse cannon from Fighers Squad 1 - F1
pulse cannon from Fighers Squad 2 - F1
pulse cannon from Fighers Squad 3 - F2

microwarp from fighers Squad 1 - f3
microwarp from fighers Squad 2 - f3
microwarp from fighers Squad 3 - f3

heavy rocket salvo from fighers Squad 1 - f5
heavy rocket salvo from fighers Squad 1 - f6
heavy rocket salvo from fighers Squad 1 - f7

??


This! Tried the hotkeys out on sisi and it takes more keystrokes than clicks for them to do the same thing.

Select group 1
Cannon
Mwd
Deselect group 1
Select group 2
Cannon
Mwd
Deslect etc.

Can we go with hotkeys for individual fighter squad abilities?
#59 - 2017-03-06 22:23:16 UTC  |  Edited by: noone kun
CCP Lebowski wrote:
Thanks for all the responses so far! Just a couple of things I'd like to address at this point.

Drone Favourites
We've now changed this to be per ship type, much like the default orbit distance, thanks for all the feedback on this one.



better do that simply "per ship", coz favorites on dominix and raven will be different. (or pvp dominix and pve dominix)
this way favorites will be like fitting or module layout for ships, made for different purposes.
Caldari State
#60 - 2017-03-08 13:57:16 UTC
Might be unrelated but could address a balance issue regarding multiple gilas assisting a single ship, usually a T3, mount a small weapon on it, and simply fire at something and the drones will go after the target, usually nuking everything they are aimed at effortlessly, it only bothers me that it eliminates the player interaction with the game and leaves all the work to one person, the only order need to follow out there is to assist your drones to your fleet commander and he will do all the work for the rest of a fight.
4 PagesPrevious page1234Next page
Forum Jump