Firebolt145 > i didn't
Firebolt145 > because
Firebolt145 > tbh i don't know
Firebolt145 > i tabbed back to find him on me
mod abused
Forum Index > General Games |
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Firebolt145
Lalalaland34486 Posts
March 16 2011 12:25 GMT
#8081
Firebolt145 > i didn't Firebolt145 > because Firebolt145 > tbh i don't know Firebolt145 > i tabbed back to find him on me mod abused | ||
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Firebolt145
Lalalaland34486 Posts
March 16 2011 12:28 GMT
#8082
On March 16 2011 21:16 pahndah wrote: What are you talking about? http://www.eveonline.com/devblog.asp?a=blog&bid=876 Also Firebolt fails at following the train of thought of the thread. oh lol thought johnny was talking about the exploit edit: LOL fuck u kwark | ||
pahndah
1193 Posts
March 16 2011 12:29 GMT
#8083
On March 16 2011 21:28 Firebolt145 wrote: Show nested quote + On March 16 2011 21:16 pahndah wrote: What are you talking about? http://www.eveonline.com/devblog.asp?a=blog&bid=876 Also Firebolt fails at following the train of thought of the thread. oh lol thought johnny was talking about the exploit edit: LOL fuck u kwark Its okay, I'll just assume that you tabbed out for that post! Also I had a nice post about not to use 6 probes scanning but Kwark erased most of your convo. Edit: My english failed me. | ||
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Firebolt145
Lalalaland34486 Posts
March 16 2011 13:53 GMT
#8084
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Weken
United Kingdom580 Posts
March 16 2011 16:57 GMT
#8085
On March 16 2011 22:53 Firebolt145 wrote: it's amazing how much a gcc'd reaper can do Is it really tho? | ||
Warri
Germany3208 Posts
March 16 2011 17:05 GMT
#8086
On March 16 2011 21:28 Firebolt145 wrote: Show nested quote + On March 16 2011 21:16 pahndah wrote: What are you talking about? http://www.eveonline.com/devblog.asp?a=blog&bid=876 Also Firebolt fails at following the train of thought of the thread. oh lol thought johnny was talking about the exploit edit: LOL fuck u kwark How ironical that the guy who posted that is called Fallout. | ||
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Firebolt145
Lalalaland34486 Posts
March 16 2011 19:09 GMT
#8087
Made some changes, credits to you-know-who-you-are. The way you have overview set up right now you are potentially missing a lot of important information. Use total velocity and angular velocity. Transversal is useless, you have divide it by distance to get a relevant number. Use more background colors and color tags. Tags should be bad first, backgrounds should be good first. i.e. colortags should go wars, outlaw, bad, corp/alliance, good, fleet, neutrals background should go fleet, wars, corp/alliance, good, bad, outlaw, neutrals Use a background color for neutrals and no standing so ships stand out in space, and use the colortag for neutrals so you can see who's in your address book by looking at space or local. Outlaw and wars should be red, terrible should be orange, and bad should be yellow so you can immediately tell apart aggression from standings. Outlaw should be a flashing colortag with a solid background, and wars should be a solid colortag with a flashing background. Use dark turquoise for alliance and turquoise for negative sec status/bounties. Use only the background for negative sec and only the colortag for bounties as these are not mutually inclusive. If you set it like this, you can immediately pick out the most important features of pilots in local, while still being able to distinguish reds with personal blue standings in space (that is, someone with both good and bad standings). You will also be able to tell all important features of a pilot's standings even if they are in fleet, in case you need to start killing fleet members. Overview settings Since we've recently stopped doing our training ops I suspect a lot of the newer guys have sub-standard overview settings. [url blocked] These are my overview settings. I'm not saying they are the best settings ever, but they are certainly ideal for what we do and I like them. Feel free to edit them as you see fit. Download file, put it in Documents\Eve\Overview (create this folder if you don't have it already). Import it as follows: ![]() In that same menu, click on 'open overview settings'. Copy these pictures: Uncheck the 'use small colortags' option ![]() ![]() It may not be clear but for the background tab, I have set 'at war with corp/alliance/militia' to blinky red but set 'outlaw' to not blink. This helps me differentiate between people that will get GCC'd if they attack and people that are able to attack me at will without risking anything. Obviously, this doesn't affect you once you are a pirate, since at that point anything will be able to attack you. Quick rundown of each of my overview settings: ![]() Celestials: only sun + gates Default 2: default eve settings with sun and probes Drones: only drones Fleetpvproam: Standard pvp settings, but does NOT show fleet members. Use in fleet fights with more than 3-4 allies (unless you're logi, herp derp) Mission (clean): similar to default, but without wrecks. Obviously for missioning. Missioning: default + wrecks + large colloidable objects, needed for some missions Pvproam: standard pvp settings, and does show fleet members. Use in small fleets (2-3 allies ish) Warfleetpvproam: Pvp settings that ONLY show war targets, and does NOT show fleet members. Warpvproam: Pvp settings that ONLY show war targets, and does show fleet members. I understand that my use of the term 'fleet' in my setting names is the opposite of what it does (fleet in name = doesn't show fleet members), but it's what I started with and I've stuck with it. Feel free to correct it. I have 5 overview tabs open, as follows: Default - switch between Default 2 and Missioning overviews as needed Pvp 1 and Pvp 2 - I usually have two tabs dedicated for pvp overviews so I can switch between only WT's/all ships and fleet members/no fleet members as appropriate. Drones - Drones. Duh. Celestials - Celestials. I switch to this tab as I'm about to die so I can quickly select something to warp to once my pod is out. You should definitely have the Velocity column open, and the Hope this helps. EDIT: Few extra titbits. When dscanning, I generally use my Pvp tabs to find ships. Once I find them and have narrowed them down somewhat, I switch to my Default tab. This will then show any wrecks (signifying that they have been missioning) or any POS modules (showing that they are pos'd). EDIT2: Made some changes and updates based upon advice I was given. | ||
StallingHard
144 Posts
March 16 2011 19:10 GMT
#8088
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Pufftrees
2449 Posts
March 16 2011 19:16 GMT
#8089
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Firebolt145
Lalalaland34486 Posts
March 16 2011 19:44 GMT
#8090
I'm so bad at this game hahahaha | ||
disformation
Germany8352 Posts
March 16 2011 20:02 GMT
#8091
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Firebolt145
Lalalaland34486 Posts
March 16 2011 20:07 GMT
#8092
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DiracMonopole
United States1555 Posts
March 16 2011 20:21 GMT
#8093
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disformation
Germany8352 Posts
March 16 2011 20:55 GMT
#8094
![]() This guide, while not being perfect for what we do, is also a nice read. Helped me to adjust my overview to my needs and preferences. While still maintaining a pvp, fleet, missioning and drone tab. | ||
tHornstein
United Kingdom201 Posts
March 16 2011 20:58 GMT
#8095
On March 17 2011 05:21 DiracMonopole wrote: I would suggest using angular velocity and radial velocity instead of traversal velocity and total velocity, unless you like doing trig in your head in the middle of battle. Tracking is in angular velocity, so its what matches up to combat the best. Radial velocity indicates if they are burning towards you or not, as opposed to total velocity, which only tells you if they are fast or slow. radial velocity is relatively useless because, god damn it, you can SEE what direction they're moving in actual velocity is very important for keeping range on stuff, knowing when something is burning etc | ||
DiracMonopole
United States1555 Posts
March 16 2011 21:13 GMT
#8096
radial velocity is relatively useless because, god damn it, you can SEE what direction they're moving in actual velocity is very important for keeping range on stuff, knowing when something is burning etc How does actual velocity help you keep range on something better than radial velocity? | ||
tHornstein
United Kingdom201 Posts
March 16 2011 21:19 GMT
#8097
On March 17 2011 06:13 DiracMonopole wrote: Show nested quote + radial velocity is relatively useless because, god damn it, you can SEE what direction they're moving in actual velocity is very important for keeping range on stuff, knowing when something is burning etc How does actual velocity help you keep range on something better than radial velocity? call it preference but i prefer to know the exact speed something is moving at a key situation for this would be if something was burning at me so i could see when it reaches a max velocity so i can know if i can continue to outburn it when my ship reaches its max speed or not personally i find it alot easier to judge acceleration from actual velocity too | ||
WiljushkA
Serbia1416 Posts
March 17 2011 00:22 GMT
#8098
On March 17 2011 05:58 tHornstein wrote: Show nested quote + On March 17 2011 05:21 DiracMonopole wrote: I would suggest using angular velocity and radial velocity instead of traversal velocity and total velocity, unless you like doing trig in your head in the middle of battle. Tracking is in angular velocity, so its what matches up to combat the best. Radial velocity indicates if they are burning towards you or not, as opposed to total velocity, which only tells you if they are fast or slow. radial velocity is relatively useless because, god damn it, you can SEE what direction they're moving in actual velocity is very important for keeping range on stuff, knowing when something is burning etc i use actual, angular, and radial velocity, covers all the bases. radial is pretty important. | ||
pahndah
1193 Posts
March 17 2011 00:44 GMT
#8099
On March 17 2011 09:22 WiljushkA wrote: Show nested quote + On March 17 2011 05:58 tHornstein wrote: On March 17 2011 05:21 DiracMonopole wrote: I would suggest using angular velocity and radial velocity instead of traversal velocity and total velocity, unless you like doing trig in your head in the middle of battle. Tracking is in angular velocity, so its what matches up to combat the best. Radial velocity indicates if they are burning towards you or not, as opposed to total velocity, which only tells you if they are fast or slow. radial velocity is relatively useless because, god damn it, you can SEE what direction they're moving in actual velocity is very important for keeping range on stuff, knowing when something is burning etc i use actual, angular, and radial velocity, covers all the bases. radial is pretty important. I use none of the above these days because I fly a scimitar and all I need to know is orbit gate at 500, align, and gtfo. In that order. | ||
jnkw
Canada347 Posts
March 17 2011 01:20 GMT
#8100
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