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f13.net General Forums => Eve Online => Topic started by: Raging Turtle on November 28, 2006, 09:13:33 PM



Title: Revelations thoughts.
Post by: Raging Turtle on November 28, 2006, 09:13:33 PM
Yeah I made a new thread wanna fight about it?

Checking out the stats of the new ships online... DAMN the Harbinger is sexy.  Laser cap and damage bonus, 4 meds on an Amarr boat, and 50 drone bay!  I may just stick to Amarr after all.   :-)


Title: Re: Revelations thoughts.
Post by: angry.bob on November 28, 2006, 10:48:24 PM
As a Covetor mining barge pilot, Warp to 0 is a godsend. even with afterburners it took about 10 minutes to cover that 15km.


Title: Re: Revelations thoughts.
Post by: Yoru on November 29, 2006, 12:59:05 AM
New map UI is okay, but I find that the starmap's autopilot UI tends to get tangled with the overview, which you have to keep open for the tabs at the top. The solar system summary tooltips are handy, when they're not obstructing something ELSE you're trying to look at. Anyone know how the scanning stuff works? There's no probes or probe BPOs available in my region (and probe launchers are ~500k), so I haven't been able to poke at that.

Some of the skill requirements are a minor annoyance - Astrometrics V for lith probes? Also, where are the BPOs for any sort of probe?

Warp to zero is great, though. As is the new galactic projection on the star background when you're zipping around. Feels more like space, especially since stars, viewed from space, really shouldn't twinkle like the ones in the textured backgrounds do.


Title: Re: Revelations thoughts.
Post by: Wolf on November 29, 2006, 02:44:13 AM
Didn't have the time to play around ingame yet, but i did mess a bit with EVEmon and the new characters. I came up with a plan that will get an alt in a hulk in 64 days. From creation, to being able to board the ship. Bye, bye money problems? I don't know, but I'll definitely look into this some more :)


Title: Re: Revelations thoughts.
Post by: Der Helm on November 29, 2006, 05:00:09 AM
I would like to give it a try, but I am #18 in queue.

Did I accidentally start up my old WoW client ?


Title: Re: Revelations thoughts.
Post by: Slayerik on November 29, 2006, 05:05:07 AM
I was pleasantly surprised by patch day...Its my first experience with a large CCP patch and it seemed to go pretty damn smooth.


Title: Re: Revelations thoughts.
Post by: Yegolev on November 29, 2006, 07:11:22 AM
As a Covetor mining barge pilot, Warp to 0 is a godsend. even with afterburners it took about 10 minutes to cover that 15km.

Que eff tee, my mining brotha.  Yeah, I had instas for the ice field I am working now, but when it comes time to move one of the barges, or a loaded Iteron, it's fantastic.  I even took the Iteron 3 into 0.4 last night to grab 445 strontium clathrates that I had essentially written off.

Some of you might have noticed that the SP capacity of your medical clone has doubled.  Don't know why they did that, but it saves me some ISK.

The seamless map isn't really seamless, I guess, at least when going from the system view to the galactic view.  However it is still quite nice.  I have some quirks with the waypoint list not appearing sometimes in the galactic map (F10), but otherwise it seems fine.

All containers are white now.  Just a tad irksome.

There was a valid complaint last night that there isn't any way to determine if you have looted a wreck or not.  Bug or feature?  I expect mission-runners would cry "bug" or at least "nerf".

I am getting tired of having to redo my overview settings.  I think there is a way around it but I totally forgot about it since last patch didn't wipe the settings.  I get less and less excited about reprogramming the overview every patch.

The item DB on eve-online.com apparently hasn't been updated... is there another DB somewhere that I can look at things like rig slots while at work?


Title: Re: Revelations thoughts.
Post by: Polysorbate80 on November 29, 2006, 08:41:31 AM
There was a valid complaint last night that there isn't any way to determine if you have looted a wreck or not.  Bug or feature?  I expect mission-runners would cry "bug" or at least "nerf".

I was in the habit of using drones to blow up cans that weren't worth looting (cap charge 800, anyone?  pfft) but the damn things wouldn't fire on the wrecks for me--so, one cruise missile fired into each empty wreck now to keep things 'organized'.

My big complaint about looting is that now I have to dig through the corpse of *every* ship, even though in some missions most of them are actually empty.  I might wind up training salvage after all, although I'll have to dump my railgun to mount the high-slot whatsit-majigger for it.

They nerfed the WCS hard; 40-50% penalty to target range and scan resolution is much pain for anyone not using, say, blasters--my Raven with a Sensor Booster II and 2 WCS had a max target distance of something like 47k.  I didn't even try looking at it without the booster running.  I promptly swapped them out for another Baliistic Control System II and a Power Diagnostic II.


Title: Re: Revelations thoughts.
Post by: Reg on November 29, 2006, 08:54:46 AM
Yeah, with a nerf like that WCS will be used strictly for traveling to get through gate camps. I don't know why they bothered. It's not likely to make the pirates any happier.


Title: Re: Revelations thoughts.
Post by: dwindlehop on November 29, 2006, 10:04:32 AM
I think the perceived problems with WCS were with stababonds and other combat fittings that were an absolute PITA to pin down.


Title: Re: Revelations thoughts.
Post by: Yoru on November 29, 2006, 10:05:18 AM
Yeah, with a nerf like that WCS will be used strictly for traveling to get through gate camps. I don't know why they bothered. It's not likely to make the pirates any happier.

I think it's a 0.0 thing; when F13 was in 0.0, I remember reading/hearing about how, in fleet battles, people were fitting a couple WCS on their ships and then running at the first sign of tackling. Since WCS now renders defense much more difficult for people who aren't blasterthrons, I'm guessing the idea is to keep WCS for travel but strongly discourage its use in stand-up battles.


Title: Re: Revelations thoughts.
Post by: Slayerik on November 29, 2006, 10:15:42 AM
About the Queues...Another way to push people out of High sec a little more?


Title: Re: Revelations thoughts.
Post by: Chenghiz on November 29, 2006, 08:35:29 PM
Some of you might have noticed that the SP capacity of your medical clone has doubled.  Don't know why they did that, but it saves me some ISK.

I imagine it's so that new players can afford clones, now that they start with so much more SP.


Title: Re: Revelations thoughts.
Post by: Wolf on November 29, 2006, 11:51:34 PM
I think it's a 0.0 thing; when F13 was in 0.0, I remember reading/hearing about how, in fleet battles, people were fitting a couple WCS on their ships and then running at the first sign of tackling. Since WCS now renders defense much more difficult for people who aren't blasterthrons, I'm guessing the idea is to keep WCS for travel but strongly discourage its use in stand-up battles.

Not so much in fleet battles, as in guerrila warefare both in empire and 0.0. People would fit a sniping ship with a couple of WCS, warp in three-four people 200km from a full fleet, shoot a bit and warp out. It was REALLY annoying. I used to run around with 4 points on my 'ceptor at one point because WCS.

I'm pretty sure it won't work on blasterthrons either, because it also increases locking time by a ton. I'm not sure about that though.


Title: Re: Revelations thoughts.
Post by: MahrinSkel on November 30, 2006, 12:46:08 AM
The worst problem was the so-called "Stababond", a Vagabond with WCS in all the lows (5 of them).  Too tough of a natural shield tank to kill before it could warp, too fast to be pinned down in a dictor bubble, you couldn't tackle the damned thing without 3 short-range scramblers, and you generally couldn't keep those in range (7.5km range when both ships are moving over 3kps).  There was no counter that would work without at least half a dozen ships *and* a Vagabond pilot that wasn't paying attention, or using half a billion worth of Officer grade scramblers.  WCS in fleet scenarios were not really a problem.

--Dave


Title: Re: Revelations thoughts.
Post by: dwindlehop on November 30, 2006, 09:25:22 AM
There was a valid complaint last night that there isn't any way to determine if you have looted a wreck or not.  Bug or feature?  I expect mission-runners would cry "bug" or at least "nerf".
Oveur said they're going to provide an indicator of looted status next Tuesday.

Also, looting someone's wreck flags you, but salvaging someone's wreck will not. Not sure how that will work if there's stuff inside the wreck.


Title: Re: Revelations thoughts.
Post by: Chenghiz on November 30, 2006, 09:41:33 AM
Can someone point me to a place that explains salvaging? Also I figured out today that the new starfield is actually every other star seen from your system's point. That is massively cool; one of those little things like the redshift/blueshift in warp that makes the game that much cooler. I love the new map also, I think I blew my roommate's mind showing the zoomin/zoomout to him.


Title: Re: Revelations thoughts.
Post by: ajax34i on November 30, 2006, 10:29:44 AM
Are we supposed to still be able to right-click in space to get that pop-up menu?  I can't anymore.  I can right-click a station and get a pop-up menu, but just right-clicking in space, or the little > triangle under the system name, do nothing.


Title: Re: Revelations thoughts.
Post by: Chenghiz on November 30, 2006, 12:31:14 PM
Right-click still works for me.


Title: Re: Revelations thoughts.
Post by: Viin on November 30, 2006, 01:15:23 PM
I heard a rumor that Salvaging's requirements will be reduced to Survey IV instead of Survey V during patch next Tuesday. Those of you working on that might want to wait to go beyond IV until then.


Title: Re: Revelations thoughts.
Post by: Morat20 on November 30, 2006, 01:28:50 PM
I heard a rumor that Salvaging's requirements will be reduced to Survey IV instead of Survey V during patch next Tuesday. Those of you working on that might want to wait to go beyond IV until then.
I haven't even started Survey yet.


Title: Re: Revelations thoughts.
Post by: dwindlehop on November 30, 2006, 01:36:23 PM
Oveur confirmed that they're lowering the requirements for Salvaging. I can't find any mention of what the new requirements will be, but Survey IV is probably a safe bet.


Title: Re: Revelations thoughts.
Post by: Yoru on November 30, 2006, 05:28:24 PM
I heard a rumor that Salvaging's requirements will be reduced to Survey IV instead of Survey V during patch next Tuesday. Those of you working on that might want to wait to go beyond IV until then.

Motherf------. I've had Survey V training for the past 2 days. Time to switch that shit when I get home tonight.


Title: Re: Revelations thoughts.
Post by: dwindlehop on December 03, 2006, 09:17:13 AM
Quote from: patchnotes
The Salvaging skill requirements have been lowered to Mechanic level 3 and Survey level 3.
Corporations can now set their Tax rate anywhere between 0.0% and 100.0%
All player owned and item bookmarks within a 25km radius of a station or stargate will be deleted, including itemized Instajump bookmarks. Loading time for players with a large number of bookmarks should decrease drastically.
That was unexpectedly drastic.
Woo communism.
Also woo loading time decrease.


Title: Re: Revelations thoughts.
Post by: Morat20 on December 03, 2006, 09:30:35 AM
Sweet.  I can train Salvage when the patch goes live (I lacked Mechanic V -- only have IV). I have jury-rigging up to three, and some nice Drone rig schematics just waiting for me to finally get some salvage together.

Depending on what the actual salvage rate is, I might invest in the salvage rig too.

What's the status on wrecks? Do they poof once they're salvaged?


Title: Re: Revelations thoughts.
Post by: SpaceDrake on December 03, 2006, 12:09:46 PM
Sweet.  I can train Salvage when the patch goes live (I lacked Mechanic V -- only have IV). I have jury-rigging up to three, and some nice Drone rig schematics just waiting for me to finally get some salvage together.

Depending on what the actual salvage rate is, I might invest in the salvage rig too.

What's the status on wrecks? Do they poof once they're salvaged?

Yes they do. The problem we have right now is that wrecks aren't going poof because NOBODY has ever trained Survey V before now.


Title: Re: Revelations thoughts.
Post by: dwindlehop on December 15, 2006, 10:50:24 AM
I love post-patch wrecks. They tell you if there's loot, they tell if it's from an NPC or PC, they tell you if it's cruiser loot or frigate loot. I can decide whether to investigate other people's wrecks now.

I need to fiddle with my overview settings so inspected wrecks get filtered. At least until I think about training salvaging.


Title: Re: Revelations thoughts.
Post by: Viin on December 15, 2006, 11:03:39 AM
I love post-patch wrecks. They tell you if there's loot, they tell if it's from an NPC or PC, they tell you if it's cruiser loot or frigate loot. I can decide whether to investigate other people's wrecks now.

I need to fiddle with my overview settings so inspected wrecks get filtered. At least until I think about training salvaging.

I didn't know it told you the ship type, that's cool. I could see folks going out and just salvaging other ppl's kills for a living.


Title: Re: Revelations thoughts.
Post by: Yoru on December 15, 2006, 11:18:33 AM
I was having a little issue with it last night; the cans were properly marked as loot-filled or empty upon initially popping the rat, but if I opened it, looted it and let it hang around (because I was going to salvage it later) then it would randomly be marked as loot-filled or not-loot-filled. And flip back and forth between them when I moused over them.

Just a little irritating UI glitch, I think.