1

(11 replies, posted in Feature discussion and requests)

Why limit how many routes you can save? That would just be an annoying restriction and makes no sense. We just need a way of reliably getting from A to B while afk or without having to touch the controls. Dont make a good thing bad!

this idea should die in a fire.

3

(21 replies, posted in Balancing)

I would like to be able to make my own routes with lots of waypoints and then set zombie pilot to follow it. You could share these routes between characters so you only have to make them once. Once the are made you just drive to the starting waypoint and then tell the bot to follow the remaining waypoints. You would only have to come back to click on the TP and set it off on the next waypoint path. This way you could have effective semi-AFK movement without the worry that your lithus train has just stopped moving 200 metres outside the terminal.

Basically, I want to undock from Jita and set autopilot to my destination, hit go and then come back an hour later to discover that my hauler is in the right place.

Traveling sucks, it takes so long, its tedious, annoying and offers no enjoyment. Make the pain of it go away but still require the bots to travel the path and thereby expoise themselves to danger or whatever, just dont make me sit through 3 hours of moving *** from one alpha island to another.

4

(11 replies, posted in General discussion)

There is no transversal or tracking here. The closest thing is hit dispersion for turrets and explosion dispersion (maybe other name) for missiles. The turret one dictates how often a gun hits a target of smaller size than the gun, the missile one reduces the dmg of big missiles against smaller targets.

Navi 10 is really nice. If your character isnt a station drone who just clicks away at factory jobs or the market then you would benefit greatly from it. Taking it up to level 5 will cost very little EP and be a nice boost while you consider what other skills you need.

5

(48 replies, posted in Balancing)

Arga wrote:

WTB auto-matic looting robot! smile

Not a script, but a new robot Roomba class for Perp. All it does is run around vacuuming up loot cans!

Yes, a little baby sequer deployed like a can is big_smile

update on zombie pilot's strange behaviour:

As i mention above when travelling in convoy I dont get more than 20 metres before my lead bot just stops moving. Just noticed that this only happens if the follow bot "rubberbands" on the screen of the leader bot. If i set the speed of the follow bot to the same or less than the leader bot the zombie pilot works fine. If the the follow bot gets caught on a plant and starts rubberbanding on leader bot's screen then he stops.

TokTok wrote:

When it breaks the bot travels 10-20 meters then stops, shift clicking on the radar or double clicking on the ground will only make it travel another 10-20 meters then stop.


This happens to me whenever I have alts following the leader. The leader moves a few paces forward then stops and I double click the map again and so it continues. I dont use zombiepilot now if I am moving a convoy. neutral

Still getting this problem. Not getting black screen when i login now though which is better.

Just had a DC in combat again. When i tried to log back in I was stuck on a black screen and had to X the client. I saw this character vanish from the terrain on my alt and then was able to log back in.

Took long enough that I nearly lost my support sad

10

(101 replies, posted in Balancing)

Alexander wrote:

When 5 mechs meets 5 mechs on the battle field it should not be tanking that works out the winner but the use of terrain and cover.

Why should tanking not play a part in a fight?

The spawns I have experienced this on are the same old spawns as always. I think the only other mobs on my overview are drones too.

It happened again last night, think i was just typing while in combat that time. I am not noticing anything in particular or common between the events that could be triggering it other than it only has happened while in combat.

and again....this time while double clicking a new target on landmarks sad

just happened again, was during reloading.

Not that I can think of, the last time it happened a client on the second screen was the active window on my computer and I saw this character get the DC so I definately didnt press any buttons that time. The launchers and hardener are running on auto, if they ever stop i hit space bar to fire again.

I normally multibox a few accounts. Since the patch one of my accounts keeps disconnecting while in combat. It goes back to the login screen and there is a reconnecting bar moving along. I cancel that, hit reconnect and the login box appears again. Its always the same account and the others stood next to it are unaffected.

16

(101 replies, posted in Balancing)

Seriously considering whether it is viable to continue training my repper slave any further. This change seems extremely heavy handed.

17

(2 replies, posted in Resolved bugs and features)

The targetting computer window is most confusing. When you select items from the landmarks window to lock onto they show in the targetting computer window. In the targetting computer window the items change their order for no apparant reason making selection of the precise target you are interested in difficult/annoying at times.

This is not caused by the items changing their position relative to each other or any change in their status, the objects in the targetting computer window just move randomly.

To test:

Get 4 characters and stand them in a line when NPCing. Lock on to them all with 1 character. Dont move any of them. While fighting the NPCs watch the window that has all your alts locked and try to click on the one you want to repair.




Also, totally seperate issue....:landmarks window has a button that you can press to stop it jumping around like a maniac when you want to target something. Could this be made into an option to freeze the landmarks window when you mouseover it? Would be nice to not have to press another key every single time i want to lock something.

My repper alt also has remote armor repair at lvl 5 and remote armor repair accumalator usage is unaffected. Tested with small and med T3- modules.

cash for ep = unsub for me

im pretty new too.

sweet, cheers big_smile

21

(7 replies, posted in Feature discussion and requests)

sry for necro but having problems doing this.

I have a logitech mx 518 which i want to bind a few of the buttons to ingame functions. normally this is no problem but i cant get it to work here. I have tried a couple of different pieces of software. With the logitech setpoint software there is no effect in game. i cant get the keystrokes to even show in a chat window, they work fine when out of game. the other piece of software i used, X mouse-button control, works a bit but not properly. With that program i can make text appear in the ingame chat when i press my mouse button but it wont fire ze missiles.

can anyone who has managed to get this working post some instructions?

better yet, could the devs just let us map functions to mouse keys.

\o/

nice, cheers smile

docking timer has to be reduced. this is too annoying.


ugh......i am able to hand in and collect missions on 3 accounts and still have 20 secs left on that frikkin timer when i hit undock.

It works for local armor repper modules on a squad member, just tested that so it has some effect. It just doesnt seem to increase the amount that a remote armor repper provides.

Repairer nexus module description:

"Repairer NEXUS modules raise the amount of '''armor repair''' of all squad members within the issuer's effect range. Higher module efficiency can be achieved by installing the appropriate NEXUS extension."

The repairer nexus module is not affecting squad member's remote armor repair modules. The stat "repair" on the module show information screen remains the same and the amount repaired is not increased from standard amount.

Is this working as intended? If so, the description on the nexus module could be clearer imo.