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[Bugs]Bug reports for March 22 - |
Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-03-25 14:34  
14.engines/speeds
icc command carrier, stock, 4 ie engines, 31.0gu/s top speed. wtf?
4 ames, 34.4. 4 pfes give 23.2, which isnt wholey unreasonable. and 4 afes, 27.6... who said dreads werent supposed to be able to drag race scouts?
cruisers do 43 stock, dessies are slower than cruisers at 39, frigates top out at 46 and scouts keep their 34.
trannys can get up to 19, nothing really wrong with that, 28 for engies and 32 for sups...
- Known issue, speeds for all ships not accurate. Spread sheet was set to Add the modifiers instead of timing them. So on the spread sheet high values matched what was projected, but when plugged into the game were excessively high. Fixed, will be reflected in speed reductions next update.
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Binks 1st Rear Admiral
Joined: November 28, 2003 Posts: 469
| Posted: 2005-03-26 17:36  
15: Scanners randomly toggle themselves off when turned on...
16: Capturing results in the ship going to the enemy shipyard from which it spawned, and sitting there. Recapturing results in them sitting there with a green diamond...
[ This Message was edited by: Binks on 2005-03-26 22:00 ]
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Captain Sternn Grand Admiral
Joined: March 18, 2004 Posts: 225
| Posted: 2005-03-26 18:07  
noticed that when fighters return to ship they dont always go back into launcher
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2005-03-27 01:08  
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On 2005-03-26 17:36, Binks wrote:
15: Scanners randomly toggle themselves off when turned on...
16: Capturing results in the ship going to the enemy shipyard from which it spawned, and sitting there. Recapturing results in them sitting there with a green diamond...
[ This Message was edited by: Binks on 2005-03-26 22:00 ]
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Scanners no longer work like ECM/ECCM...more like weapons. You activate it and it briefly reveals enemy ships (including cloaked ships), but then has to recharge.
The targets do tend to be visible for at least long enough to get off an alpha-strike, though...
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-03-27 03:50  
9. Homing mines not homing
- Fixed, homing mines move towards nearest enemy vessel.
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RagAnok Admiral
Joined: February 02, 2004 Posts: 237
| Posted: 2005-03-27 06:43  
18: bombers only fire on the first run at the target..
[ This Message was edited by: ragAnok on 2005-03-27 20:58 ]
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Captain Sternn Grand Admiral
Joined: March 18, 2004 Posts: 225
| Posted: 2005-03-27 14:41  
telekinetic bomb only can have 2 salvos in flight at a time
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Binks 1st Rear Admiral
Joined: November 28, 2003 Posts: 469
| Posted: 2005-03-27 18:35  
Quote:
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On 2005-03-27 01:08, Jim Starluck wrote:
Quote:
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On 2005-03-26 17:36, Binks wrote:
15: Scanners randomly toggle themselves off when turned on...
16: Capturing results in the ship going to the enemy shipyard from which it spawned, and sitting there. Recapturing results in them sitting there with a green diamond...
[ This Message was edited by: Binks on 2005-03-26 22:00 ]
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Scanners no longer work like ECM/ECCM...more like weapons. You activate it and it briefly reveals enemy ships (including cloaked ships), but then has to recharge.
The targets do tend to be visible for at least long enough to get off an alpha-strike, though...
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Well that's a HUGE problem for us carrier likers then...I tried to use a scanner so I could fighter bomb from optimal distance but just before teh fighters fired it would turn off the and the fighters would turn back to me...
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Max Kepler Fleet Admiral Templar Knights
Joined: March 08, 2002 Posts: 589 From: ICS Victory
| Posted: 2005-03-27 21:42  
Concerning Doran's post (last on the previous page):
RE: 13.3 -You _can_ install ICC fighter bays, just not in the Command Carrier (for some reason). From what I see, the Carrier Cruiser, CD, and AD's fighter bays work fine.
RE: 13.2 -The Assault Fighters _have_ cannons? I didn't see them firing -- just the missiles.
My own findings:
13.4 -The Carrier Cruiser cannot launch ICC Interceptors -- or at least mine couldn't.
-The ICC Interceptor does not work at all against enemy fighters. It just fires a few quick rounds of Gauss (or whatever weapon it is), which miss the fighter horribly. Even if the hit box on the fighter was bigger, they'd still miss by a _long shot_ if the fighter was maneuvering at all. This was probably meant to be fixed already, but thought I'd mention it anyway. They also like to fire and then pull away... I kinda thought they'd be the fighter that sticks close to the enemy fighter's tail and keeps shootin'.
[small][ This Message was edited by: Max Kepler on 2005-03-27 21:51 ][/small]
[ This Message was edited by: Max Kepler on 2005-03-27 21:52 ]
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-03-28 00:30  
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On 2005-03-27 14:41, Captain Stern wrote:
telekinetic bomb only can have 2 salvos in flight at a time
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Fixed, was limited to 2 max projectiles, raised to 15 even though item has ammo of 10.
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-03-28 12:38  
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On 2005-03-27 06:43, ragAnok wrote:
18: bombers only fire on the first run at the target..
[ This Message was edited by: ragAnok on 2005-03-27 20:58 ]
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What race?
Kluth Bombers fire their bombs in groups of 2.
ICC and UTGO bombers fire theirs one at a time.
The bombers carry between 2 and 4 bombs each.
I sat in beta for 30 minutes with a kluth dread and 4 wasp hordes and watched them bomb a planet. Launching from range with scanners on, the Wasps had enough time (starting at 250 gu or so from target) to fire all of their bombs on the initial pass. Furthermore, 4 bays of 5 Wasp Hordes are effective enough when launched at range that they can take a planet with 8 Def III bases and 1 shield down to 76% shielding.
Working with a supply or better, several kluth carriers working in unison (ie teamwork), the K'luth have an effective bombing stratedgy focused on teamwork.
The ICC has a strength in Bombing as they did back in the original version of the game. A good pilot in a bomber dessy can jump in to the edge of a dictor range and make a good solid bombing run on a planet with 16 to 20 def bases and successfully take out 1 of the def bases per run and escape back out. I successfully did so 8 out of 10 attempts last night. Fighter bases dont shoot down incoming bombs and missiles, but their fighters tear the heck out of any incoming and outgoing ships... So mixing the two bases is a good idea. This gets bombing back to how it was a long time ago in the game. Fun, and difficult, but possible with skill or team work.
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BorgDrone4of20(KuYa) Cadet
Joined: May 08, 2003 Posts: 31 From: Cube 69 Section 4 Alcove 20
| Posted: 2005-03-28 14:26  
On the kluth mandi the first two fighter bays do not work after modding them they say they fire and there is sound but no fighters are launched
also after the wasp horde is out of ammo they keep making bombing runs till they run out of fuel and I could not get to return to the ship by pressing shift n
EDIT after logging out and back in this was fixed and i have not been able to reproduce it
[ This Message was edited by: BorgDrone4of20 on 2005-03-28 14:34 ]
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-03-28 16:35  
Quote:
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On 2005-03-28 14:26, BorgDrone4of20 wrote:
On the kluth mandi the first two fighter bays do not work after modding them they say they fire and there is sound but no fighters are launched
also after the wasp horde is out of ammo they keep making bombing runs till they run out of fuel and I could not get to return to the ship by pressing shift n
EDIT after logging out and back in this was fixed and i have not been able to reproduce it
[ This Message was edited by: BorgDrone4of20 on 2005-03-28 14:34 ]
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Anyships you have in your garage do not update, their devices become void. You will have to remove those ships and take fresh ships from the shipyards/jumpgates.
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2005-03-28 16:44  
20. hyper mass accelerator, JD2 class, swaps for icc WH cruiser's WH1. supposed to be for stations yes? (JD3/WH2)
21. getting stuck in limbo after using shipyard. player view remains at planet, ship dissapears. have to hit ESC then Play to get into ship selection screen. intermittant.
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JRE Grand Admiral
Joined: August 14, 2003 Posts: 570
| Posted: 2005-03-28 18:08  
Quote:
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On 2005-03-28 16:44, Doran wrote:
20. hyper mass accelerator, JD2 class, swaps for icc WH cruiser's WH1. supposed to be for stations yes? (JD3/WH2)
21. getting stuck in limbo after using shipyard. player view remains at planet, ship dissapears. have to hit ESC then Play to get into ship selection screen. intermittant.
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#21 happened to me a couple of times also
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