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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
414
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Posted - 2013.12.12 08:51:00 -
[61] - Quote
CCP Nullarbor wrote:So seriously, how long do we all think they should have to respond? There is a timeout system already and from memory it will currently hang around for 60 seconds. 10 seconds max Something that notifies friendlies on tacnet would also be a great idea so blueberries know not to go in that area until after the orbital has dropped. |
CEOPyrex CloneA
The Unholy Legion Of DarkStar DARKSTAR ARMY
492
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Posted - 2013.12.12 08:52:00 -
[62] - Quote
No seriously after some time to think about this, (and sobreing up ALOT) i think its good that this is a tihng, i would just reduce the punishment a tad, being kicked and banned for potentially 23 hours from that side of the game was the issue i had.
Couldnt care less i killed blues, it was the kick i didnt like... |
Iviin'yc Skirata
Poetic Exiles
6
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Posted - 2013.12.12 09:08:00 -
[63] - Quote
Kevall Longstride wrote:It takes 10 secs to switch to orbital bombardment ammo for an Eve pilot, unless they're using lasers which are instant swap but need to be not firing.
Add 5-6 seconds for reaction time, another 10 to 15 for possible warp in time and possible TiDi effects and I'd say 40 secs max before the OB is cancelled.
The other way is to have a warning to the pilot that FF casualties will occur if fired at current location and give an option to abort the OB.
Also for the totality of the timeout, from the ordering of the OB to the timer expiring, alert the Merc with a 'Danger Close' or 'incoming' alert should they wander into the fire zone, then it's their fault for not getting out in time.
Problem solved.
This makes a lot of sense to me.
Poetic Exiles || Verd || @CEOLevetDara || www.facebook.com/poeticexiles
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Hawkings Greenback
Red Star. EoN.
85
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Posted - 2013.12.12 09:18:00 -
[64] - Quote
CEOPyrex CloneA wrote:just killed half my squad and was kicked as i called in an orbital on an enemy position, eve pilot took 30 seconds to respond, drop came, killed team.
******* broken pile of **** mechanic, fix it. put a timer that if the fat stupid **** in orbit doesnt respond in 5 seconds, the order cancels
Stop farming likes please
Logi For Life-Mini Logi suit wearer & proud
Forum Lurker-level unknown
Do clones dream of Dolly the sheep
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Zatara Rought
Fatal Absolution
1832
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Posted - 2013.12.12 09:19:00 -
[65] - Quote
Zatara Rought wrote:CCP Nullarbor wrote:So seriously, how long do we all think they should have to respond? There is a timeout system already and from memory it will currently hang around for 60 seconds. Honestly why is it that the pilot pushes the last button to send the OB, why can't the pilot notify and then the SL calls it in instantly and his button press is the one that decides the time the OB drops? That'd be much more feasible.
I've been buried
Master naders: Geniuses at evening the odds.
Favorite
Skype: Zatara.Rought
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
83
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Posted - 2013.12.12 09:25:00 -
[66] - Quote
CEOPyrex CloneA wrote:just killed half my squad and was kicked as i called in an orbital on an enemy position, eve pilot took 30 seconds to respond, drop came, killed team.
******* broken pile of **** mechanic, fix it. put a timer that if the fat stupid **** in orbit doesnt respond in 5 seconds, the order cancels
that preety much happend to me last ngiht. now i cant do faction warfare untill after DT. all because 1 stuoid blueberry walki\ed into my ob that dropped 10 secs after i called fro it. and i got boogted due to the damage/freindly fire.
its retarted how TK works with ob when they stroll into by acedent. |
RKKR
The Southern Legion The Umbra Combine
517
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Posted - 2013.12.12 09:28:00 -
[67] - Quote
LOL CCP telling their customers they have the wrong attitude about communication.
That being said, even a toddler could figure out that kicking people out of a game based on damage and letting EVE-pilots decide the timing was going to cause problems. |
Tiberius Ernaga
State Patriots
5
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Posted - 2013.12.12 09:31:00 -
[68] - Quote
CEOPyrex CloneA wrote:just killed half my squad and was kicked as i called in an orbital on an enemy position, eve pilot took 30 seconds to respond, drop came, killed team.
******* broken pile of **** mechanic, fix it. put a timer that if the fat stupid **** in orbit doesnt respond in 5 seconds, the order cancels
Same thing happened to me.
Closed beta vet
State Patriots public - State Patriots - Join for Caldari and Amarr faction warfare
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MINA Longstrike
2Shitz 1Giggle
164
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Posted - 2013.12.12 09:34:00 -
[69] - Quote
CCP Nullarbor wrote:Wrong forum and wrong attitude.
Good suggestion though, we'll have a think about shortening the timeout.
No, I'm pretty sure he has a right to be angry, it wasn't his fault the pilot took too long to respond to the order. Also I'm having a big issue with the FW OB strikes... namely there *ISNT ANY EVER*. |
rpastry
Carbon 7 CRONOS.
101
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Posted - 2013.12.12 09:39:00 -
[70] - Quote
10 seconds, with an on-screen countdown and indication for both eve pilot and all friendly ground troops.
If call-in fails then OB times out for 30 seconds after which it is available again.
eve pilot should have ob ammo loaded before OB goes live (after all he knows when its due) so thats a non-argument.
my corp has had good comms with pilots so far, theyve come in ~5 seconds after request and nobody has been kicked for squad kills (yet)
display suggestion for ground merc;
OB AVAILABLE - flashing top right when available (squad leaders only) OB REQUESTED - solid red with flashing countdown plus location(s) indicator on battlefield like a rally target but different colour or icon(all mercs) OB INCOMING - flashing green or OB FAILURE - flashing red for 5 seconds. (all mercs)
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Tiberius Ernaga
State Patriots
5
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Posted - 2013.12.12 09:42:00 -
[71] - Quote
CCP Nullarbor wrote:Wrong forum and wrong attitude.
Good suggestion though, we'll have a think about shortening the timeout.
It's not the wrong attitude when we dedicate loads of isk just to almost get to lvl 3 then a heavy walks in to my grenade boom -4.50 standing and 24 hours out also I learned it kicks u from all FW not just the one u got kicked playing. Well I guess I have nothing to do for 24 hours not to mention all the time I spent was stolen from me considering I am back to level 0 =))). Great job ccp, not.
Also way to go banning my main until the 24th just for posting first in "1.7 known issues" guess i wont be posting any of the huge amount of bugs i have found while playing the game.
And honestly Cal fw is the worst constant stompings it took me forever just to get almost to lvl 3 just for an overly harsh standing drop that put me back at 0. How many kills and wins did I secure for Caldari fw? probably 200 - 300 kills and 4 deaths sets all my work back? Still can't get over the isk time wasted
Closed beta vet
State Patriots public - State Patriots - Join for Caldari and Amarr faction warfare
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Aero Yassavi
Scions of Athra
3975
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Posted - 2013.12.12 09:47:00 -
[72] - Quote
CCP Nullarbor wrote:So seriously, how long do we all think they should have to respond? There is a timeout system already and from memory it will currently hang around for 60 seconds. A lot can change in 60 seconds. Move it down to 10 seconds at least, but I'd personally prefer it at 5 seconds. If the pilot doesn't respond immediately, I could be getting team kills.
Angels of vengeance, angels of mercy, scions of Athra. Amarr Victor
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Himiko Kuronaga
Fatal Absolution
2492
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Posted - 2013.12.12 09:48:00 -
[73] - Quote
CCP Nullarbor wrote:So seriously, how long do we all think they should have to respond? There is a timeout system already and from memory it will currently hang around for 60 seconds.
Under the current system? Around 7 seconds.
Reaction times would become a non-factor as soon as you remove that part from the equation eve-side, though. Ideally I am thinking of the ability to filter which squads you are allowing to request ordinance, and then have your guns automatically fire when a request is called as opposed to manually like it is now.
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
273
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Posted - 2013.12.12 18:10:00 -
[74] - Quote
Oswald Rehnquist wrote:CEOPyrex CloneA wrote:just killed half my squad and was kicked as i called in an orbital on an enemy position, eve pilot took 30 seconds to respond, drop came, killed team.
******* broken pile of **** mechanic, fix it. put a timer that if the fat stupid **** in orbit doesnt respond in 5 seconds, the order cancels Do you communicate with your EVE pilots? Usually they tell us when they can or can't get to them in time (tactically speaking), and thus they ignore the order themselves, or we tell them to delay that order because we are in there.
I haven't had a single problem with the system. That being said, I was in squad on comms on one toon in Dust with my arm reached across to my PC keyboard smashing the F1 button as soon as the squad leader said he was dropping.
Now, if only I my EVE Alliance mates could drop OB's in FW and I didn't have to stuff a throw-away 500K SP alt into FW to get around the restriction nonsense.
CEO of General Tso's Alliance.
Winner of Hulkageddon IV.
Contact me on my EVE character: Burseg Sardaukar
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Leadfoot10
Molon Labe. Public Disorder.
124
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Posted - 2013.12.12 18:15:00 -
[75] - Quote
I like the idea of shortening the timer. Dust orbitals need to be done quickly -- 10 seconds or less sounds about right to this Dust Clone (don't play Eve).
That said, another alternative is for the requested orbital spot be visible (perhaps on the minimap) -- so people entering the danger area know they may be fried by the incoming orbital. Enter at your own risk. |
SHANN da MAN
D3LTA FORC3
108
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Posted - 2013.12.12 18:28:00 -
[76] - Quote
CCP Nullarbor wrote:So seriously, how long do we all think they should have to respond? There is a timeout system already and from memory it will currently hang around for 60 seconds. If you call for an OB and it's not dropped within 15 Seconds, the battlefield conditions have changed too much for the target to still be legitimate. The timeout should be set to 15 seconds - at MOST 30 seconds, anything more gives too great a risk of friendly fire kills.
nothing to see here ... move along
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howard sanchez
Sanchez Cartage llc
826
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Posted - 2013.12.12 18:34:00 -
[77] - Quote
CEOPyrex CloneA wrote:also yes i overreacted, it was my firms xmas lunch yesterday and i had to be carried home
TBH 30 seconds is okay, id just make it less 'punishy' for OBs as they arnt the same as shooting a dude in the back of the head My squad was setting up an ambush for 3 Caldari State Gunloggis that were ruining our attempts to capture B and C on the map with the high central tower(don't know the name). That part of the road approaching A that makes a 90 degree turn. We had a plasma cannon set up and proximity mines across the road. Eve support had a destroyer on the beacon ready but we were trying to draw more than 1 red tank into the trap. The strike was ordered on that corner and if we could get them there we would drop multiple red tanks and swing the match.
But players over reacting to poor eve/dust coordination led CCP to reduce the 60 sec window to less than 10 sec and we lost the strike order.
Folks, this week is the START of much closer integration between eve and dust. We have heard from others in this thread that better communication between eve pilots and squad leaders can lead to effective and well timed strikes.
We are all used to the immediate response of npc generated orbitals. Just because it's not the same as it was last week doesn't mean it's broken |
SHANN da MAN
D3LTA FORC3
108
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Posted - 2013.12.12 18:39:00 -
[78] - Quote
Iviin'yc Skirata wrote:Kevall Longstride wrote:It takes 10 secs to switch to orbital bombardment ammo for an Eve pilot, unless they're using lasers which are instant swap but need to be not firing.
Add 5-6 seconds for reaction time, another 10 to 15 for possible warp in time and possible TiDi effects and I'd say 40 secs max before the OB is cancelled.
The other way is to have a warning to the pilot that FF casualties will occur if fired at current location and give an option to abort the OB.
Also for the totality of the timeout, from the ordering of the OB to the timer expiring, alert the Merc with a 'Danger Close' or 'incoming' alert should they wander into the fire zone, then it's their fault for not getting out in time.
Problem solved. This makes a lot of sense to me. OB mechanics have changed. You can't Warp in, drop OB, and Warp out anymore ... Pilot has to stay connected to satellite for 3 minutes to earn OB in EVE
nothing to see here ... move along
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
495
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Posted - 2013.12.12 18:44:00 -
[79] - Quote
THUNDERGROOVE wrote:CCP Nullarbor wrote:So seriously, how long do we all think they should have to respond? There is a timeout system already and from memory it will currently hang around for 60 seconds. Honestly, I think after the squad lead choses a location there should be a warning for everything on their team along with some warning flare for the location and any TKs that happen after 10s are auto forgiven. I don't think very many if anyone at all will really grief with orbitals.
Sharp idea. It could function like sqd orders but viewable across the entire team. Soon as the shot caller marks the target for the fleet the team order / warning starts to pulse. |
Vin Mora
Sanguis Defense Syndicate
259
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Posted - 2013.12.12 19:14:00 -
[80] - Quote
CCP Nullarbor wrote:So seriously, how long do we all think they should have to respond? There is a timeout system already and from memory it will currently hang around for 60 seconds. This is where playtesting and actual playing differs. When your playtesting, your doing so under ideal conditions; everyone on Team comms, everyone working together, so on and so forth. In reality this is never going to happen until you give corps the option to team deploy.
Also, FF from OBs should be not counted, or be very lenient.
Sanguis Defense Syndicate: Recruitment now open for players of all skill levels
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Dimmu Borgir II
The New Age Outlaws WINMATAR.
189
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Posted - 2013.12.12 23:03:00 -
[81] - Quote
CCP Nullarbor wrote:So seriously, how long do we all think they should have to respond? There is a timeout system already and from memory it will currently hang around for 60 seconds.
How about some form of graphic (similar to the redline graphic on the minimap) for the orbital area/zone for all team-mates so they know to get out of the strike area?
Blue is good, red is bad, orange you glad you're not red?
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NextDark Knight
Hellstorm Inc League of Infamy
108
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Posted - 2013.12.12 23:06:00 -
[82] - Quote
Dear Devs,
Can we set our own timeout in options? Between 10 and 60 seconds depending on preference.
Secondly, is there a audible noise on the eve side to let people know orbitals are ready to be dropped?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
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Forlorn Destrier
Bullet Cluster Legacy Rising
2279
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Posted - 2013.12.12 23:09:00 -
[83] - Quote
CCP Nullarbor wrote:Wrong forum and wrong attitude.
Good suggestion though, we'll have a think about shortening the timeout.
A lot of this is about communication with the Eve pilot and not the mechanics in game. OP most likely didn't check with Eve pilot to see if he were in orbit when it was needed, or to see if he might have been engaged in combat with other pilots in orbit. OB's we have called were dropped remarkably fast - faster than our Dust players expected, to be honest. From my experience, the timing is fine.
What will be your legacy? Will you rise, or will you fall?
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Sextus Hardcock
Blackwater Society
175
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Posted - 2013.12.12 23:10:00 -
[84] - Quote
Honestly, I think after the squad lead choses a location there should be a warning for everything on their team along with some warning flare for the location and any TKs that happen after 10s are auto forgiven.
I don't think very many if anyone at all will really grief with orbitals.
lol |
Poultryge1st
Da Short Buss
16
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Posted - 2013.12.12 23:14:00 -
[85] - Quote
CCP Nullarbor wrote:So seriously, how long do we all think they should have to respond? There is a timeout system already and from memory it will currently hang around for 60 seconds. 5 to 10 secs |
Bethhy
Ancient Exiles. Renegade Alliance
449
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Posted - 2013.12.12 23:14:00 -
[86] - Quote
CEOPyrex CloneA wrote:just killed half my squad and was kicked as i called in an orbital on an enemy position, eve pilot took 30 seconds to respond, drop came, killed team.
******* broken pile of **** mechanic, fix it. put a timer that if the fat stupid **** in orbit doesnt respond in 5 seconds, the order cancels
Constructive feedback :D |
Sextus Hardcock
Blackwater Society
175
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Posted - 2013.12.12 23:15:00 -
[87] - Quote
also 10 seconds, with visual representation of where the orbital is coming down, and the option to revoke an orby request. |
AfroSunshineY Consequence
R 0 N 1 N
219
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Posted - 2013.12.12 23:26:00 -
[88] - Quote
CEOPyrex CloneA wrote:I need more FW footage for the review, i am banned till after downtime so..... you know.....
Rail rifle is good, feels like a higher caliber rifle to the AR, like it alot
Combat rifle not sure about yet
FW seemed fun, was being SUPER careful not to TK but then orbiltaled i think 8 blues (heh)
Review vid will come when i got more than 3 mins of footage :D
Assault combat rifle is OP! Try it out. Also lulz at dev getting angry at Pyrex (any fool could tell his numerous videos are good for dust) and giving his drunk thread a blue tag while simultaneously ignoring the 5000 post scout registry thread for months. Sometimes I just love this community |
AfroSunshineY Consequence
R 0 N 1 N
219
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Posted - 2013.12.12 23:26:00 -
[89] - Quote
NextDark Knight wrote:Dear Devs,
Can we set our own timeout in options? Between 10 and 60 seconds depending on preference.
Secondly, is there a audible noise on the eve side to let people know orbitals are ready to be dropped?
This man just won the debate.
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Roy Ventus
Foxhound Corporation General Tso's Alliance
693
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Posted - 2013.12.12 23:32:00 -
[90] - Quote
AfroSunshineY Consequence wrote:CEOPyrex CloneA wrote:I need more FW footage for the review, i am banned till after downtime so..... you know.....
Rail rifle is good, feels like a higher caliber rifle to the AR, like it alot
Combat rifle not sure about yet
FW seemed fun, was being SUPER careful not to TK but then orbiltaled i think 8 blues (heh)
Review vid will come when i got more than 3 mins of footage :D Assault combat rifle is OP! Try it out. Also lulz at dev getting angry at Pyrex (any fool could tell his numerous videos are good for dust) and giving his drunk thread a blue tag while simultaneously ignoring the 5000 post scout registry thread for months. Sometimes I just love this community
They've confirmed and released some goals they have for scouts in a recent blog.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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