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Huge post: Quantum Rise changes (warning: lots of pics)
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Ico



Joined: 28 Jan 2007
Posts: 86
Location: Uninvited Guests

PostPosted: Wed Nov 05, 2008 9:16 am    Post subject: Huge post: Quantum Rise changes (warning: lots of pics) Reply with quote

I was curious about the new changes that are gonna drop next week (!) and decided to finally download the patches and crap to get on sisi, the test server. I took some screengrabs of modules and gates and stuff, and then have some screencaps from the current build for comparison purposes.

The only things I could shoot were rats, so I don't know how to accurately gauge the missile/speed changes. Also, I didn't have any rigs to take caps of. If someone can do that, that'd be cool, because we have a few people affected by the nano nerf.

Anyway, for the tl;dr crowd, missile explosion velocity is about 10% what it used to be. I shot at a frig, cruiser and BS, with HAMs. Frig went down in 1.8 volleys, cruiser 4 volleys, BS like 50 volleys. I didn't web anything, so didn't test that. ODs lost 40% of their usefulness, and nanofibers have a speed bonus and no mass bonus. You get an interia bonus instead. Yay! Anyone wants to get on Sisi at some point, let me know we'll try stuff out (wink, wink) one-on-one.

So, after mod changes, pics of my short jaunt into 7Q.

Here are lights from the current build:



And here are the new light missiles from sisi:



The heavies on TQ:



The heavies on Sisi:



HAMs on TQ:



HAMs on Sisi:



Cruises on TQ:



Cruises on Sisi:



Torps on TQ:



Torps on Sisi:



And lastly the speed mods. On TQ:



And on Sisi:



So missiles are going to be... interesting. Toprs took it right in the short hairs. I wouldn't shoot at anything under a BS with torps anymore.

I also took a little trip around, since I wanted to shoot something. Gates have changed, as has the graphic for jumping though a gate. It was a bright, white flash/cone before. Now it's a little orange ball and then a smallish grey cylinder. It'll be harder to see, I think.

I had a stabber in the station, unfitted. I put two OD IIs and a nanofiber II on it, then an MWD and an AB. Here's the MWD: http://27.org/images/eve/quantum_rise/sisi-stabber-mwd.jpg

And here's the AB: http://27.org/images/eve/quantum_rise/sisi-stabber-ab.jpg

I docked that up and went ratting. Here's me shooting a frig: http://27.org/images/eve/quantum_rise/sisi-ratting1.jpg. Damage seems to be about the same, near as I can tell. Rats don't move that fast, but that damage seems about right. Note the wording on the damage. That's damage for all five launchers at once. So divide that by five and each HAM did that much damage. Same for arty, whatever. It'll total it all up and give you one "score". Weapon grouping is pretty cool, aside from one annoying bug, which I have pics of later.

Gates are different. Here's the 7Q gate in Khabi: http://27.org/images/eve/quantum_rise/sisi-7q-gate-khabi.jpg. I tried to go into that center bit, but couldn't, even though you can see right through it, and the ship will fit. Big bummer for hictor pilots. I've had a few Onyxes saved by being sorta unbumpable.

Here's a sorta-pic of me jumping into 7Q: http://27.org/images/eve/quantum_rise/sisi-gatefire.jpg. I didn't quite get the effect at its peak.

Here's me shooting a BS rat: http://27.org/images/eve/quantum_rise/sisi-ratting2.jpg. Again, damage seemed about right on this. One thing to note: check out the DCU and the HAM group. See that white semi-circle on the outside of both mods? That's a timer graphic. It'll show you how long the cycle for a mod is. I was puzzled at first, but after thinking about it, this rocks. You can time racks of neuts/nos, reppers, etc way better now. And for the hictor folks, you'll be able to tell when the bubble will come down.

I got in close hoping they'd web me. They did. I MWDed out of it no sweat. But, again, it's NPCs so I don't know what to say about that.

Here's the Khabi gate in 7Q, just for aesthetic reasons: http://27.org/images/eve/quantum_rise/sisi-khabi-gate-7q.jpg. I'm curious about those two "arms" to either side. When I jumped in, it said I was 12km from the gate. But I was pretty close to center. I'm wondering if the gate isn't like those minmatar gates that are like 50km long and you have folks jumping in that could be 35km from you if you're parked in the "center" of the gate according to the overview.

I tried to get in the middle of this one too. My ship just did that little "can't go forward, try to go any way" dance. So I jumped and snapped a pic: http://27.org/images/eve/quantum_rise/sisi-jumping-khabi.jpg. That orange fireball thing lasts maybe half a second. It's fast, blink and you miss it.

Last one: weapon grouping. I think I'll like this a lot. Deal is, you unload everything. Then you go into weapon grouping mode, shown here: http://27.org/images/eve/quantum_rise/sisi-weapon-grouping.jpg. You then drag like modules onto other ones, creating groups. But there's one hitch: If you have "lock modules" set, then you can't drag shit. So you have to uncheck that first. Which struck me as sorta lame, but not much more than an annoyance.

When you drag them, you make logical groups. Trick is, every mod in the group has to have the same charge loaded. Here's a pic of my 5 launchers with 3 missile types loaded: http://27.org/images/eve/quantum_rise/sisi-weapon-groups.jpg. The F1 .. Fn keys still work but they pertain to groups. So in the pic above F4 does nothing. F1 .. F3 fire the groups I have set there.

Overall, I like this change. You miss that "missile hose" effect, which is kinda sad. When you fire a group there's only one charge released. So all the shooting I did at the rats, I only saw one HAM flying out when I was shooting. I imagine some folks will call this a laser BS nerf, since seeing pretty colors is half of what makes people train Amarr. But you can make groups, or not, so it's all still the same if you want a rainbow-rack of damage.

I didn't try dragging my HUD around, because that totally useless, IMO. As bad as the eve UI is, at least I know where to look for things. I've got "spinal macros" like everyone else. Moving things now would be bad. I'll get a 30" monitor if things get cramped.

Hmm, what else. I was only on Sisi for a few minutes, so didn't try a lot of stuff. Like I said, I'd be willing to try tactics out on there as need be if anyone else wants to log on. Let me know when...
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Narmio



Joined: 31 Dec 2007
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PostPosted: Wed Nov 05, 2008 9:24 am    Post subject: Reply with quote

Huge poast is hueg. <3 Ico, awesome work.
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MaZ
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Joined: 18 Nov 2006
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PostPosted: Wed Nov 05, 2008 9:28 am    Post subject: Reply with quote

Excellent post Cool

I'm going to see how viable my NANO APOC is after the nerf Laughing
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orcane



Joined: 19 Jan 2007
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PostPosted: Wed Nov 05, 2008 9:46 am    Post subject: Reply with quote

nice job

also, lolmissiles Laughing
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Barbaro55a



Joined: 17 Jan 2008
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PostPosted: Wed Nov 05, 2008 10:04 am    Post subject: Reply with quote

Nice post, don't like the new gates.
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Aeon Jonas



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PostPosted: Wed Nov 05, 2008 10:07 am    Post subject: Reply with quote

Good job mate. A lot of time and effort put into this.
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Varrakk



Joined: 23 Jan 2008
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PostPosted: Wed Nov 05, 2008 10:07 am    Post subject: Reply with quote

Explosion Velocity on Hvy Missiles looks totally borked.
Cruise missiles got tons better stats on it
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Cleanse



Joined: 05 Sep 2008
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PostPosted: Wed Nov 05, 2008 10:31 am    Post subject: Reply with quote

what screen res you at bro ?

you seem to have so much more room than me :/
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Quen Azle



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PostPosted: Wed Nov 05, 2008 10:34 am    Post subject: Reply with quote

Awesome post dude.
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Nicocat



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PostPosted: Wed Nov 05, 2008 10:40 am    Post subject: Reply with quote

So... how does the missile math work now, again?
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Beef Hardslab



Joined: 02 Mar 2007
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PostPosted: Wed Nov 05, 2008 11:36 am    Post subject: Reply with quote

Hell of a writeup. I'm wondering though, you seem to assume that guns will fire just one giant shot when linked because missiles fire just one missile. I imagine the guns still fire individually, graphics-wise anyway.
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Joe Appleby



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PostPosted: Wed Nov 05, 2008 12:19 pm    Post subject: Reply with quote

Actually, the missiles fired in a single volley are displayed individually, you can see that by the bigger glow of the missiles engines as well as the reduction of that glow when the first rat defenders hit.
I have been using a Logitech G11 for quite some time and through that got weapon grouping already, so I can safely say, all weapons are still displayed individually. Also of course applies to guns.
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iloni atoriandra



Joined: 19 May 2008
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PostPosted: Wed Nov 05, 2008 12:38 pm    Post subject: Reply with quote

Awesome post +1 internets.

With such a large reduction in explosion velocity does this mean missles will be doing shit all damage to smaller things?
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Goumindong



Joined: 02 Feb 2007
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PostPosted: Wed Nov 05, 2008 12:49 pm    Post subject: Reply with quote

Nicocat wrote:
So... how does the missile math work now, again?


I don't know the full formula but its something like


Min(Sig rad/exp rad, (sig rad/velocity)/(exp rad/exp vel)) with some constants thrown in.

NPC's since they are going to be going very slow probably aren't going to see much change from current. But ships can avoid damage by fitting for speed.
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Rodj Blake



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PostPosted: Wed Nov 05, 2008 1:36 pm    Post subject: Reply with quote

iloni atoriandra wrote:
Awesome post +1 internets.

With such a large reduction in explosion velocity does this mean missles will be doing shit all damage to smaller things?


I think that the idea is to make your enemy go slower, thus negating the effect of the lower explosion velocity.
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