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Terminal Insanity
Minmatar Echo Squad
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Posted - 2009.04.02 04:42:00 -
[1]
How?
The old system used to allow me to place 5 or 6 probes and scan my targets down within about 30 seconds. I do not see how this is possible anymore using the current system.
The new system is great and even fun for finding hidden belts, wormholes, plexes... but its pretty much killed my ability to find players...
Lets say i know my target is in a hulk, and he is in SystemX. I drop down a load of probes and start scanning. I get about 100 hits. Now my job is to narrow down on each of these 100 hits untill i find a hulk?
It takes FOREVER to find my wartargets now. I used to be able to do this within 30 seconds, and now its a half hour and pure luck that my target hasnt moved.
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.04.02 05:54:00 -
[2]
Edited by: Kahega Amielden on 02/04/2009 05:54:45 No. Your target is a hulk.
You drop down overlapping probes. You switch to your scan filter that only shows exhumers. The scanning interface, without you having to probe anything down, will tell you which belts have exhumers at them after about one scan
Granted you could do this with the directional scanner too.
The new system requires a bit of creativity and dedication.
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Terminal Insanity
Minmatar Echo Squad
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Posted - 2009.04.02 11:35:00 -
[3]
that works if they're at some random public belt, but if they're mining in a mission, they could be far away from any planet...
also if my target is a Raven in say, a caldari mission hub... i can no longer just scan and go and look at each result, i have to scan, narrow down and then look at the result one by one
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Herr Wilkus
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Posted - 2009.04.04 21:44:00 -
[4]
Meh.
CCP has even acknowledged that PVP scanning for specific targets doesn't work well. This new system was designed specifically for PVE content. Works well for exploration, but I cant be bothered. Sounds like they are open to ideas to improve PVP scanning, but implementation is pretty low priority. Further, any proposed improvement cannot have a negative effect on PVE difficulty.
Sadly, until they were nerfed, it seems that Deep Space Probes were effective in finding a target within 30 seconds or so...but CCP wants your target to have more time then that to spot your smiling WT face on local chat so they can SS and cloak/log off.
My advice, turn on the TV, and gatecamp or station camp. Leave the probes for Wormhole diving.
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Zzptek
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Posted - 2009.04.04 22:58:00 -
[5]
Would I be right in assuming then that if a WT warps between two or more safe spots they are virtually immune to being scanned out?
I've still not managed to do any successful pvp scanning - has anyone out there got an idea of how long it takes to get a position?
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Dala min
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Posted - 2009.04.06 07:30:00 -
[6]
From the other angle, one question? Let¦s assume someone tries to scan u down in a mission/plex. Before u could spot his probes in directional scanner and that was a warning to align and warp. Yesterday I was doing the same and dude landed on me without any probes showing up on directional?! . It was a good fight . a) are the probes today undetectable for dir. scanner b) if not, under which category they belong so that I can turn them on (on overview settings for dir. scanner)
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Mayobe
Minmatar Brutor tribe
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Posted - 2009.05.12 00:17:00 -
[7]
I tried PVP scanning experimentally today with a friend and hell yes it's borked.
The existing probes all pretty much so the same thing with different stats. The only one that's unique is the core scan probe and that's just because it's more limited in what it picks up.
As much as I love the new system, even despite its epilepsy inducing bugginess, I really think a different scanning method for PVP use should be added on top of it.
For instance, a 'Hunter Class' probe could be introduced that seeks only ships and structures and uses a clever system to acquire targets but much more quickly. In fact, I'm going to put some thought into this. I think I'm getting a couple ideas here.
I'll update a bit later once I've thought about this.
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Louis DelaBlanche
The Anonna Mouse Commune
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Posted - 2009.05.12 00:30:00 -
[8]
step one. Get a general idea which planet they're at step two. drop 4 probes set at about 4au step 3. scan
The current system requires you to know what your looking for & have an idea where it is. Once you know that, you can be ontop of your target very quick. For catching targets prone to moving across the system quick, its not much use. But to catch something in a belt/in a mission/sitting off something, its great imo.
_________________ Space is reserved _________________ |

FU22
Beyond Transcendence
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Posted - 2009.05.12 00:32:00 -
[9]
Originally by: Zzptek Would I be right in assuming then that if a WT warps between two or more safe spots they are virtually immune to being scanned out?
I've still not managed to do any successful pvp scanning - has anyone out there got an idea of how long it takes to get a position?
I probed out a golem missioning once.
haven't had any other success though and not through lack of targets to probe 
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Mayobe
Minmatar Brutor tribe
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Posted - 2009.05.12 01:03:00 -
[10]
Edited by: Mayobe on 12/05/2009 01:08:32
Quote: The current system requires you to know what your looking for & have an idea where it is.
Yeah, that's sort of the problem. Scanners are supposed to provide that information and until Apoc did a very good job at it.
Okay, how about this.
A 'hunter' probe could be launched and the probe will request a 'target' prior to leaving the launcher. The target would be: Signature ID (the 3-3 id num from 'normal scanning') - 100% of probe's scan strength used Ship type - 75% scan strength Ship name - 50% scan strength used Pilot name - 25% scan strength used
The idea being that the more specific intel you have on the target the faster you can lock them.
The probe would be set to a location and then scan like other probes. Proximity to the 'target' and the set scan range would determine the resulting signal strength (rather than triangulation). Once the probe's signal strength hits 100% its position in space locks (until probe is ordered to return) and it provides a real-time warp point to the target so long as the target is within its 'bubble'.
For instance, I launch a set of combat probes and pick up a signal for a ship with signal ID 'HQX-349'. I then launch a hunter probe and when it asks for a target I give it that signal ID. I position it by the signal and scan. The actual ship is say... 2AU from where I placed the hunter probe, and I have it set to a 16AU radius (from a max 32 like combat probes). So it has 100% of its potential because its target is a signature ID. It has whatever % of its potential from the set scan radius (again like other probes) which is applied after that. It's 2AU from the target, so let's assume I have maxed out skills and rigs and all that jazz. I get a 50% signal strength.
So I tighten the normal probes to get a better position on the target and then move the hunter probe closer to the target. Now I'm at 1 AU and the hunter gets 100% strength. Its position and scan radius lock and I can see the ship type/name and pilot name. The position of the ship's 'dot' on my map is now updated in real-time and I can warp to it if I like. I watch him move around for a moment but then he warps to a position outside the signal radius of the hunter probe and the probe loses the signal and unlocks.
Altogether that's probably less than a minute to lock the ship.
The probe would ask before locking a target since multiple hits could occur when scanning for ship name or type.
Additionally, a probe type with a 1AU radius could be added that does not boost signal strength but instead provides the name and type info for anything in its radius rather than requiring a 60% strength first or whatever the number is. That could help with isolating a specific target in a busy system.
The numbers certainly need played with and I know the idea is a little sketchy but I think that would be an adequate and sufficiently cool fix for pvp scanning.
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