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[1.7] Beta Feedback |
Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-10-02 16:33  
Quote:
On 2013-10-02 10:48, Sheraton *XO* wrote:
In Beta. Sometimes my fighters disappear from my screen and I become unable to give them orders. However, even if I have the maximum number of fighters deployed, the game is still letting me try and launch new ones. This results in wasting my fighters ammunition and rendering fighters less useful because I cannot see where my fighters are or what they are doing. It would appear that other people can still see them, but I cannot order them to do anything. Even ordering them to return does nothing. I chiefly seem to experience this bug after I do a jump away from an enemy ship to get out of their weapon range.
-Sheraton
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You're desynced.
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Sheraton*XO* Chief Marshal Faster than Light
Joined: January 18, 2013 Posts: 482 From: Keel Mountains
| Posted: 2013-10-02 18:03  
Quote:
On 2013-10-02 16:33, Pantheon wrote:
Quote:
On 2013-10-02 10:48, Sheraton *XO* wrote:
In Beta. Sometimes my fighters disappear from my screen and I become unable to give them orders. However, even if I have the maximum number of fighters deployed, the game is still letting me try and launch new ones. This results in wasting my fighters ammunition and rendering fighters less useful because I cannot see where my fighters are or what they are doing. It would appear that other people can still see them, but I cannot order them to do anything. Even ordering them to return does nothing. I chiefly seem to experience this bug after I do a jump away from an enemy ship to get out of their weapon range.
-Sheraton
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You're desynced.
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Is there a particular cause of this desynch? Or is it just random?
-Sheraton
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Altodar 2nd Rear Admiral
Joined: September 29, 2013 Posts: 25
| Posted: 2013-10-03 02:08  
We've have several cases of desync plaguing the game, mainly with missiles and fighters.
The worst part is that the gadget cooldown lockout seems to be client side, so even if you are able to fire a missile or launch a fighter server-side, the client will not let you because on your client it is still recharging.
Making clients wait to receive a message from the server before starting the gadget cooldown could resolve some issues of desync. Basically, you wouldn't see the blue recharge bar until the server sends back the instruction to start it, and to what capacity, possibly accounting for ping in the process.
[ This Message was edited by: Altodar on 2013-10-03 02:09 ]
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Sheraton*XO* Chief Marshal Faster than Light
Joined: January 18, 2013 Posts: 482 From: Keel Mountains
| Posted: 2013-10-03 08:07  
Quote:
On 2013-10-03 02:08, Altodar wrote:
We've have several cases of desync plaguing the game, mainly with missiles and fighters.
The worst part is that the gadget cooldown lockout seems to be client side, so even if you are able to fire a missile or launch a fighter server-side, the client will not let you because on your client it is still recharging.
Making clients wait to receive a message from the server before starting the gadget cooldown could resolve some issues of desync. Basically, you wouldn't see the blue recharge bar until the server sends back the instruction to start it, and to what capacity, possibly accounting for ping in the process.
[ This Message was edited by: Altodar on 2013-10-03 02:09 ]
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ping is already fixed in beta. I haven't managed to ping any k'luth in beta.
-Sheraton
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Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"
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Admiral Valeor Tackle Admiral
Joined: February 26, 2012 Posts: 106
| Posted: 2013-10-03 08:21  
liking the nemesis alot
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Pleasse do not cry
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Admiral Valeor Tackle Admiral
Joined: February 26, 2012 Posts: 106
| Posted: 2013-10-03 08:30  
could you please add a faction switch for beta? It would be much easier to test ships rather than just logging and relogging
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2013-10-04 14:37  
UGTO command dread is a bit disordered (1 proton - 1 quantum - 4 proton - 1 quantum - proton...).
Command is a close range ship so EWAR aura is not a good default. Security and Damage seems to be best combo on Command. Subscpace and Tactical seems fine on Citadel. Of course aura doesn't affect the mothership itself but the combo maybe fit the ships that have same layouts. Citadel will be among cannon ships, while Command will be among assault ships.
By the way
Go test them folks.
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2013-10-05 07:22  
noticed luth stations have ahr, and damage contoll, also the hive doesn't have its reload drones, just a aoe repair field.
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Sheraton*XO* Chief Marshal Faster than Light
Joined: January 18, 2013 Posts: 482 From: Keel Mountains
| Posted: 2013-10-05 08:31  
Quote:
On 2013-10-05 07:22, Borgie wrote:
noticed luth stations have ahr, and damage contoll, also the hive doesn't have its reload drones, just a aoe repair field.
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AHR and DC is intentional I think...
Also I believe the removal of repair drones is also intentional. Since the ICC Support Station no longer has those either.
-Sheraton [ This Message was edited by: Sheraton *XO* on 2013-10-05 09:15 ]
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Taelon Marshal
Joined: December 26, 2011 Posts: 255
| Posted: 2013-10-05 13:39  
Umm when i recall fighters from a station or from other fighter carrying ship my game swiftly crashes...
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2013-10-05 14:23  
I noticed that the Nemesis' mesh is a little corrupted. Must have happened during the FBX conversion.
I've done the necessary corrections and have reuploaded the model. Jim and Wally will take care of it once they have the time.
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-xTc- ExisT Chief Marshal Army Of Darkness
Joined: March 20, 2010 Posts: 534 From: Red Lobster
| Posted: 2013-10-07 00:34  
I remember when they first added damage control, luth stations had it as well as AHR, but they removed DC from lobster stations a couple days later due to it being overpowered.
Maybe they are trying it again this time around or have adjusted the numbers?
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Chewy Squirrel Chief Marshal
Joined: January 27, 2003 Posts: 304 From: NYC
| Posted: 2013-10-07 01:03  
Any chance of adding the ability to disable Damage Control?
In a standoff situation where you are the attacker and have external support you might want to save some of it for a more critical time instead of it constantly triggering when you are in no danger of dieing.
Especially since now returning to a planet to refill it in a station is going to be much more of a PITA.
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Sheraton*XO* Chief Marshal Faster than Light
Joined: January 18, 2013 Posts: 482 From: Keel Mountains
| Posted: 2013-10-07 08:59  
Quote:
On 2013-10-07 01:03, Chewy Squirrel wrote:
Any chance of adding the ability to disable Damage Control?
In a standoff situation where you are the attacker and have external support you might want to save some of it for a more critical time instead of it constantly triggering when you are in no danger of dieing.
Especially since now returning to a planet to refill it in a station is going to be much more of a PITA.
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If stations work as envisioned by the devs, then a station should usually only be around a planet. However, I agree that the option would still be nice.
-Sheraton
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Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"
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Enterprise Chief Marshal
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2013-10-07 10:27  
Quote:
On 2013-10-07 08:59, Sheraton *XO* wrote:
Quote:
On 2013-10-07 01:03, Chewy Squirrel wrote:
Any chance of adding the ability to disable Damage Control?
In a standoff situation where you are the attacker and have external support you might want to save some of it for a more critical time instead of it constantly triggering when you are in no danger of dieing.
Especially since now returning to a planet to refill it in a station is going to be much more of a PITA.
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If stations work as envisioned by the devs, then a station should usually only be around a planet. However, I agree that the option would still be nice.
-Sheraton
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A lone station will have a better chance around a planet, but without something to intercept long range cannon/missile/carrier boats then its just easy pickings. Stations are actually really vulnerable. They can't run very far and are very easy to track (much slower jump drive, massive cooldown, huge signature, etc). Can't dock while in combat.
And the only variant that can really defend itself is the combat ones - and those are easily taken out by long range too.
Without support, don't bring one out. You'll just lose prestige.
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