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Thread: Patch Notes: Inferno 1.2

  1. #21

  2. #22
    Joe Appleby's Avatar
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    Quote Originally Posted by Aloe View Post
    Okay, with only two mids it's really not that big a deal I suppose. That said, fuck all ECM ships forever. Fuck them right in the neck. Game does not need more ECM.
    Well, it is the racial e-war for Caldari. Each noob frig now provides a bonus for that to get new players some idea about their race. At the same time it provides a comedy re-ship option and a hilarious GN etc theme.
    nevar forget

  3. #23

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    Quote Originally Posted by Joe Appleby View Post
    I assume
    .
    Quote Originally Posted by Glyken Touchon View Post
    Quote Originally Posted by Daneel Trevize View Post
    Quote Originally Posted by Raivi View Post
    Frigate-sized kinetic missiles no longer do zero damage in Wolf-Rayet C5 wormholes.
    Somewhat worried what the code looks like for this to happen, as it's just kinetic missiles.
    That made me raise an eyebrow too. I mean, aren't the modifiers percentage based rather than flat values?
    I wasn't thinking that's quite what's gone wrong (being fully rather than partially subtracted), what makes you think there's flat values? I assumed that instead of just switch/casing on any weapon being one of 2? launchers or 6 small guns to be affected, which may well each have to be explicitely listed rather than inherit some 'small' size property(just like their sig res one, making only 4 or 5 cases), it seems each ammo option also has to be hardcoded into the W-R bonus, and the kinetic missile(s?) got missed/defaulted to a 0.

    That or ignore guns, and in the missile formula there's a branch for each (size of, doesn't really exist for missiles) possible weapon, and then redundantly each damage type is handled separately and again kinetic got a 0 or bad default case for the 'small' missiles kinetic code path. Still that implies bad code in not just 1 but not all of the highly similar branches.

    While that latter situation seems perhaps more likely(especially as each 'gun' I enumberated, e.g. small blasters, actually has 5+ versions and hardcode-listing them all would be nasty), how the fuck was it missed? And has it just been since the missile 'visual' effects changes (obviously they'd dicked with the code because lolBombs, sobroke)? With the sig reduction of a W-R, and iirc the database text saying about small guns being bonused, players might not have paid attention to some small missiles doing negligible damage. But then again, missiles should never do 0 when in range afaik.
    Last edited by Daneel Trevize; August 4 2012 at 04:26:43 PM.

  4. #24

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    Quote Originally Posted by Durzel View Post
    Quote Originally Posted by CCP
    Fixed an issue where delegated fighter drones were scattering to the edge of the system when the owner got disconnected from them. They will now end up in a reasonable position somewhere between the two ships.
    MY DEEP SAFESPOT BACKBONE
    How does this work?

  5. #25

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    If it's anything like what I experienced quite some time ago, that I don't remember clearly and thought they fixed with the deep safe nerf, you:
    get carrier in system, with fighters, and a 2nd pilot elsewhere in system.
    assign fighters, they get in warp to the assigned person.
    disco the carrier pilot.
    fighters do a weird big e-warp.
    combat scan the fighters.
    BM spots, collect fighters.
    repeat, possibly also using quirks of things being accelerated super-fast from inside the sun/celestials and/or while relogging, thought I might be mixing that up with another slingshot trick. Brownian motion means that overall even random large ewarpings will give you BMs out wide from the system rather than just within it. I do think I'm forgetting a detail about aiming the ewarps/slingshots to save fair bit of repetition, but also that it got capped by the deep safe boundary change.
    Last edited by Daneel Trevize; August 4 2012 at 04:43:53 PM.

  6. #26
    Rania Serlia's Avatar
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    Quote Originally Posted by Raivi View Post
    Module mouseover enhancement
    Show the range and type without needing to use showinfo.

    This is going to make fighting TD ships far easier. I mean, assuming the code is in place so that it gives updated stats and not just display static stats calculated from gun+shipbonus+modules+skills. On that note, tracking would be nice to see displayed as well.

    New tackler frigates look amazing, and I feel slightly penalized for not being born gallente when it comes to the free noobships I'm issued. Guess I'll have to reroll some 0sp noob alts in gallente to generate infinite free suicide velators.(which were already OP when compared to all other free ships)
    I consider myself to be a sovereign space holding entity, however the simple fact is that my sphere of influence rarely if ever extends beyond the optimal+falloff*2 of my ship's turrets.

  7. #27
    Glyken Touchon's Avatar
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    Quote Originally Posted by Daneel Trevize View Post
    Quote Originally Posted by Glyken Touchon View Post
    That made me raise an eyebrow too. I mean, aren't the modifiers percentage based rather than flat values?
    I wasn't thinking that's quite what's gone wrong (being fully rather than partially subtracted), what makes you think there's flat values?
    AFAIK the mods aren't flat values. Getting zero damage output from a multiplicative modifier is quite hard unless the bonus wasn't there at all and defaulted to a zero value.

  8. #28
    Donor Sponk's Avatar
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    Can someone log into sisi and find out the build requirements of the new rigs?
    Contract stuff to Seraphina Amaranth.

    "You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."

  9. #29

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    OI! ccp get back on the derp powder, dont make things like this that makes me almost want to give you money again.

  10. #30

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    static WH bug on Sisi. Statics have not changed after down time for the last week.
    as i've reported multiple times - mackinaw cargo and ore hold do not match the patch notes.
    Lots of mutterings of issues and the/a Release Candidate has already been put on Sisi at least since Sunday.
    And because it's an RC it points to TQ, so you need to launch it with something like
    "C:\Program Files (x86)\CCP\Singularity\launcher\launcher.exe" /forcelauncher /server:87.237.38.50

  11. #31

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    Quote Originally Posted by Daneel Trevize View Post
    If it's anything like what I experienced quite some time ago, that I don't remember clearly and thought they fixed with the deep safe nerf, you:
    get carrier in system, with fighters, and a 2nd pilot elsewhere in system.
    assign fighters, they get in warp to the assigned person.
    disco the carrier pilot.
    fighters do a weird big e-warp.
    combat scan the fighters.
    BM spots, collect fighters.
    repeat, possibly also using quirks of things being accelerated super-fast from inside the sun/celestials and/or while relogging, thought I might be mixing that up with another slingshot trick. Brownian motion means that overall even random large ewarpings will give you BMs out wide from the system rather than just within it. I do think I'm forgetting a detail about aiming the ewarps/slingshots to save fair bit of repetition, but also that it got capped by the deep safe boundary change.
    There's still a way of making "deep" safes out of scan range (Best succes so far was +30 AU from warpable), involving blackops bridging. If you bridge a ship in the second the covert cyno goes down, so that the ship loads grid after the cyno died, it'll send the ship to a random spot in system. Most of the time, that spot will be out of scan range, if you open the cyno somewhere in the center of the system. Oddly enough, if you do it at a celestial object in the rim of the system, it'll send you towards the center and within scan range instead. Last time, it landed me a couple of kilometres below a station - so I'd imagine, you could land within blap range of a POS too.

  12. #32

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    Also, incursion sites spawn way out of the system I think. Great source of deep safes.

  13. #33

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    Quote Originally Posted by Shade Millith View Post
    Quote Originally Posted by Raivi View Post
    Module mouseover enhancement
    Show the range and type without needing to use showinfo.
    This NEEDS to be an option to turn off. Having that black box fucking up everywhere when I'm trying to click on things I ALREADY know the stats on is just going to get in the way.
    well, someone can tell them to make it an option ?
    like press shift + mouse over to show full info, on mouse over only the basic tooltip ? (if is not working that way already)
    so close so resub again. to bad i got into planetside 2 beta. and mechwarrior online.

  14. #34
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    Quote Originally Posted by EntroX View Post
    ecm is kawaii-desu

  15. #35
    Donor Sponk's Avatar
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    as i've reported multiple times - mackinaw cargo and ore hold do not match the patch notes.
    Maybe because after the first tweak, there was a second?
    Contract stuff to Seraphina Amaranth.

    "You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."

  16. #36
    Smuggo's Avatar
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    Some decent changes here. Wondering how improved T2 armor plates will change some established fittings, and new attack frigates could be interesting.

  17. #37
    Madner Kami's Avatar
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    Quote Originally Posted by Smuggo View Post
    Some decent changes here. Wondering how improved T2 armor plates will change some established fittings, and new attack frigates could be interesting.
    The extra HP are at about 14% for each of the plates, which is quite a notable increase. Sure, they still retain their mass-disadvantage, but I'm certain we'll see those on killmails more often now.

    /me huggles his T2 1600mm BPC-stash

  18. #38
    Donor Sponk's Avatar
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    Quote Originally Posted by Madner Kami View Post
    /me huggles his T2 1600mm BPC-stash
    Just put five dozen into the oven myself.
    Contract stuff to Seraphina Amaranth.

    "You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."

  19. #39
    kyrieee's Avatar
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    Quote Originally Posted by Madner Kami View Post
    Quote Originally Posted by Smuggo View Post
    Some decent changes here. Wondering how improved T2 armor plates will change some established fittings, and new attack frigates could be interesting.
    The extra HP are at about 14% for each of the plates, which is quite a notable increase. Sure, they still retain their mass-disadvantage, but I'm certain we'll see those on killmails more often now.

    /me huggles his T2 1600mm BPC-stash
    The CPU is a bigger issue than the mass

  20. #40
    Cydo's Avatar
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    Quote Originally Posted by Sponk View Post
    Can someone log into sisi and find out the build requirements of the new rigs?
    Here you go, need anything more just ask:


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