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Blodhgarm Dethahal
Transcendent Sedition Dustm3n
78
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Posted - 2014.01.09 05:21:00 -
[31] - Quote
If it is not shot at by NPCs then I would drop 5 or so before starting to run sites because then a scout has to check each site by warping to it to confirm if we are there or not. Of course they could just combat probe us but that would definitly alert us (assuming we didn't see the new sig pop up anyway). I think it would be a useful stalling technique using these scan inhibitors.
Also the clever and not so clever traps people will think up. -Bl+¦d
Transcendent Sedition is recruiting! Join "TSED Recruitment" chat ingame to talk to us if you are interested in Wormhole life! |
Red Garsk
34
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Posted - 2014.01.09 05:58:00 -
[32] - Quote
Blodhgarm Dethahal wrote:If it is not shot at by NPCs then I would drop 5 or so before starting to run sites because then a scout has to check each site by warping to it to confirm if we are there or not. Of course they could just combat probe us but that would definitly alert us (assuming we didn't see the new sig pop up anyway). I think it would be a useful stalling technique using these scan inhibitors.
Also the clever and not so clever traps people will think up.
Trust me, we already do this without the use of probes. As soon as you enter a system and see something on Dscan that looks remotely like a site runner we warp to sites just to check them out regardless, nothing really new there...
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Chitsa Jason
Future Corps Sleeper Social Club
1063
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Posted - 2014.01.09 09:20:00 -
[33] - Quote
Kynric wrote:It is a smokescreen, not a cammoflauge net. I believe it only has a two hour duration so if you see one it should be of interest. I rather like this addition and see lots of applications for both hunters and prey. As always we will live or die through the efforts ofour scouts.
It has a secondary effect on the meta which makes scouts with expanded probe launchers more useful relative to ones such as the asteros that only have core probe launchers.
Best comment so far. When making this thing wormholes have definatelly been taken into consideration so our usual gameplay style is not affected that much. In the end it will add to the meta in some fun ways whovever is smart to use it. CSM8 Member Twitter:-á@ChitsaJason Skype: Casparas
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Altrue
Exploration Frontier inc Brave Collective
824
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Posted - 2014.01.09 10:40:00 -
[34] - Quote
MSI + Bubble + Gridfu + Trap = Hard to execute but awesome. G££ <= Me |
Blodhgarm Dethahal
Transcendent Sedition Dustm3n
79
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Posted - 2014.01.09 18:52:00 -
[35] - Quote
Red Garsk wrote:Blodhgarm Dethahal wrote:If it is not shot at by NPCs then I would drop 5 or so before starting to run sites because then a scout has to check each site by warping to it to confirm if we are there or not. Of course they could just combat probe us but that would definitly alert us (assuming we didn't see the new sig pop up anyway). I think it would be a useful stalling technique using these scan inhibitors.
Also the clever and not so clever traps people will think up. Trust me, we already do this without the use of probes. As soon as you enter a system and see something on Dscan that looks remotely like a site runner we warp to sites just to check them out regardless, nothing really new there...
You actually take your time to warp to each of the sites instead of just DScaning them? -Bl+¦d
Transcendent Sedition is recruiting! Join "TSED Recruitment" chat ingame to talk to us if you are interested in Wormhole life! |
Piwat King
Piwat Explorations Enterprises
6
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Posted - 2014.01.09 21:36:00 -
[36] - Quote
Depending on the cost of the item, I can see these being very useful for hiding small fleets temporarily (2 hours)
Sure you can scan it down, even it it showed up on D-scan it wouldn't matter.
To be effective you'd have to basically play a shell game with them. Drop lots of them in a system any scout has to scan down each one and warp to it.
Also, you can use it to decloak scouts by placing a mobile bubble in it, ( and using cans/ship positioning to decloak them)
there are lots of possibilities for use in WH space.
But does it change WH space as a whole? No. It's just another strategy to be explored and manipulated
This will be absolutely useless for sleeper sites however, as it's 30km range means any wrecks created outside of 30km will show on Dscan and therefore make it very easy to locate which site is being run.
My personal opinion is , it should show on Dscan, BUT it should be very hard to scan down (we're talking near max skills for scanning here and sisters probes and launcher/T2/ implants) But it should also be expensive and deployable and like 2x the cost of a mobile warp disruptor.
So even if you alert the people using it who are running a site, if they leave it behind you can still shoot it and inflict economic penalties on them for leaving thier device behind.
Just a thought |
Chris Winter
Zephyr Corp V.A.S.T.
335
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Posted - 2014.01.09 23:54:00 -
[37] - Quote
Changes made to the original design:
CCP Fozzie wrote:Ok everyone, here is our first round of changes since the beginning of public feedback. These are some quite large changes but we think the end result is a much stronger design.
(snip MJU changes)
Mobile Scan Inhibitor
Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled. We're adding a minimum distance of 75km from wormholes. We're reducing the sensor strength of the structure to 5 and increasing the signature radius to 500. Go ahead and apply as many projected ECCM to that as you want. We're increasing the build cost to ~15m isk. We're decreasing the structure's lifetime in space to 1 hour. Minimum distance to another MSI is now 100km. We're increasing the volume of the structure to 100m3.
I'll be updating the OP momentarily.
So...it seems to me that this has become even more useless for carebearing in WHs (unless you have a scout outside of the thing, at which point why do you need the thing in the first place? They'll only be used to hide fleet compositions (probably in conjuction with a bubble to catch scouts trying to get on grid) prior to an imminent fight.
Other than that...what are they good for? I mean, other than luring unsuspecting carebears into using one thinking it makes them safer. |
Ori Muvila
Armax Arsenal. Clandestine.
1
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Posted - 2014.01.10 06:02:00 -
[38] - Quote
calaretu wrote:Bring on invisible anom running :(
Not quite, as the unit itself is apparently made easy to scan. Besides if they drop it in an anom, just Dscan which anom it is, and send a cloaky in. |
Shilalasar
Dead Sky Inc.
19
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Posted - 2014.01.10 08:30:00 -
[39] - Quote
Anoms not scanable was a bug, not sure about sigs though. And you want to make the inhibitors hard to scan. And if someone keeps talking about wrecks outside of the cloaked area, you know there are things called tractorbeams and even deployable tractor units. |
Chris Winter
Zephyr Corp V.A.S.T.
335
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Posted - 2014.01.10 20:52:00 -
[40] - Quote
Shilalasar wrote:Anoms not scanable was a bug, not sure about sigs though. And you want to make the inhibitors hard to scan. And if someone keeps talking about wrecks outside of the cloaked area, you know there are things called tractorbeams and even deployable tractor units. The inhibitors will be very easy to scan. |
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