Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 [16] 17 18 19 20 30 40 50 .. 50 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 48 post(s) |
![Steve Ronuken Steve Ronuken](https://images.evetech.net/characters/90926985/portrait?size=64)
Steve Ronuken
Fuzzwork Enterprises
1390
|
Posted - 2013.05.10 01:31:00 -
[451] - Quote
Possibly covered, but:
The description of the Parity decryptors says that the modifier for the ME is 1. All the others have a + or -.
Was the change in the ME adjustment from 3 to 4 deliberate for the Process decryptors?
And did someone break the Data Interfaces, so they're now consumed during invention? (On TQ, they're not.) Because it sure looks like they are on SiSi Steve Ronuken for CSM 9!-á I'm starting early :) Handy tools and an SDE conversion Twitter: @fuzzysteve on Twitter |
![Omnathious Deninard Omnathious Deninard](https://images.evetech.net/characters/90924597/portrait?size=64)
Omnathious Deninard
The Scope Gallente Federation
980
|
Posted - 2013.05.10 01:34:00 -
[452] - Quote
Olari Vanderfall wrote: A great post on ways to improve upon PvP scanning.
Scanning could go in many new directions, as the poster above described a great way to improve PvP scanning. Exploration and PvE scanning could be improved as well, there is a good thread in F&I about new ways of escalation. That could be expanded upon with Relic and Data sites giving a possible location to a hidden pirate base, a expedition if you will. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
![Maggeridon Thoraz Maggeridon Thoraz](https://images.evetech.net/characters/1960625123/portrait?size=64)
Maggeridon Thoraz
Reconfiguration Nation Existential Anxiety
58
|
Posted - 2013.05.10 01:39:00 -
[453] - Quote
Roel Yento wrote:
I normally use 1 dsp to cover system and then 7 core probes for scanning down the sigs, disable the dsp when needed. While i like many of the probe changes and am not opposed to the new system. My only issue is not having anything to cover extremely large ranges. If you can explain why dsp's are pointless then maybe i'd be fine with the idea.
i do the same :1 dsp and 7 core. made totally sense for me using 8 probes. I think wh space will be now even safer than ever with theses scan changes coming
|
![Tyberius Franklin Tyberius Franklin](https://images.evetech.net/characters/1575457021/portrait?size=64)
Tyberius Franklin
Federal Navy Academy Gallente Federation
662
|
Posted - 2013.05.10 01:47:00 -
[454] - Quote
Omnathious Deninard wrote:Dedication to the exploration way of life. That seems to subjective to be actionable, unless the fundamental meaning is to make it tedious to the point of discouraging participation. I'd prefer that not to be the goal. |
![Tauranon Tauranon](https://images.evetech.net/characters/1116780361/portrait?size=64)
Tauranon
Weeesearch
167
|
Posted - 2013.05.10 01:53:00 -
[455] - Quote
So I experimented with this last night.
1 - It took me about 15 minutes to realise its meant to be used hands-off keyboard, and as soon as you mess with the probe sizes by right clicking in the UI, you ruin everything, and have to max size the probes again to fix it - in some ways this can get into near unfixable states, and will have new players stuck as a result, and we won't be able to explain to them what went wrong.
2 - it forgets 100% sigs, which is tiresome.
3 - the sweep formation has holes in it, and produces unreliable results, so there is -->>>>>> NO <<<<<<<-- time saving because of this system. ie I pop the sweep out, and then I have to sit there and hand adjust the sweep to reposition all the probes to actually contain the real positions of the celestials. This is as much work as putting together a standard box for pinpointing, because its not rote like building a pinpoint box. I went into a wormhole and then the really tiresome nature of this became very apparent.
4 - I detected no anomolies at all in half a dozen systems.
|
![Zedah Zoid Zedah Zoid](https://images.evetech.net/characters/608757447/portrait?size=64)
Zedah Zoid
Adhocracy Incorporated Adhocracy
21
|
Posted - 2013.05.10 01:58:00 -
[456] - Quote
Well, might as well add my two cents.
1) I don't like the way it launches 7 probes by default. The number to launch should be selectable. It's fine if you want to make 7 (or better yet, 8) the default.
2) I would like to see sigs removed from the UI overlay in WH space for obvious reasons. Keep the anoms on there because they are accessible with the onboard scanner today. Maybe the lore could be updated such that sigs in K-space appear on the UI overlay due to some assistance from the stargate network positioning functions or whatever. But in Wormholes it would be nice to still not know about sigs unless you scan for them with probes. At least in my opinion. Yes, it's a different game mechanice. WH space is a different game mechanic. Eve is hard. HTFU.
3) 8 probes would be nice. Is not game breaking to leave this out but see 1) above.
4) The auto-recall upon jumping should be configurable so you can disable it. There are use cases where leaving probes in a system while you are next door can result in fun.
5) While you're at it, a slider to select D-scan range would be awesome, and it should be in AU to match the UI overlay info. |
![Olari Vanderfall Olari Vanderfall](https://images.evetech.net/characters/329549429/portrait?size=64)
Olari Vanderfall
Z3R0 RETURN MINING INC. Illusion of Solitude
17
|
Posted - 2013.05.10 02:02:00 -
[457] - Quote
Tyberius Franklin wrote:Omnathious Deninard wrote:Dedication to the exploration way of life. That seems to subjective to be actionable, unless the fundamental meaning is to make it tedious to the point of discouraging participation. I'd prefer that not to be the goal.
I'd prefer it not to be the goal as well. I don't think what I described need to be tedious. I do like the ability to launch multiple probes in pre-set patterns at the push of a button.
What I don't like is the simplified nature of what we're getting. 2 probe types, 2 formations that I don't currently use. The loss of an 8th probe which offered multiple different methods to scan, including 2 sigs at a time. I'm all for getting rid of tedium, but not at the expense of deeper gameplay. It takes skill to lay out 8 probes in the pattern I want with the probes I want. I'll concede it can be tedious to spend <30 seconds to setup your probes, but if you're going to take away something that required skill due to dedicating myself to learing how to actually lay them out at a decent speed then replace it with something else that requires skill, not just a click. |
![Utremi Fasolasi Utremi Fasolasi](https://images.evetech.net/characters/1731049142/portrait?size=64)
Utremi Fasolasi
The Jagged Edge Rebel Alliance of New Eden
210
|
Posted - 2013.05.10 02:05:00 -
[458] - Quote
Zedah Zoid wrote:
5) While you're at it, a slider to select D-scan range would be awesome, and it should be in AU to match the UI overlay info.
So much this. The current UI inconsistency doesn't seem very 250th century at all and dare I say is immersion breaking for that reason. |
![Tyberius Franklin Tyberius Franklin](https://images.evetech.net/characters/1575457021/portrait?size=64)
Tyberius Franklin
Federal Navy Academy Gallente Federation
663
|
Posted - 2013.05.10 02:12:00 -
[459] - Quote
Olari Vanderfall wrote:Tyberius Franklin wrote:Omnathious Deninard wrote:Dedication to the exploration way of life. That seems to subjective to be actionable, unless the fundamental meaning is to make it tedious to the point of discouraging participation. I'd prefer that not to be the goal. I'd prefer it not to be the goal as well. I don't think what I described need to be tedious. I do like the ability to launch multiple probes in pre-set patterns at the push of a button. What I don't like is the simplified nature of what we're getting. 2 probe types, 2 formations that I don't currently use. The loss of an 8th probe which offered multiple different methods to scan, including 2 sigs at a time. I'm all for getting rid of tedium, but not at the expense of deeper gameplay. It takes skill to lay out 8 probes in the pattern I want with the probes I want. I'll concede it can be tedious to spend <30 seconds to setup your probes, but if you're going to take away something that required skill due to dedicating myself to learing how to actually lay them out at a decent speed then replace it with something else that requires skill, not just a click. To be honest I think the majority of this complaint could be resolved by simply not having presets and just allowing people to save their own formations. That and not mandating 7 probes. |
![Maggeridon Thoraz Maggeridon Thoraz](https://images.evetech.net/characters/1960625123/portrait?size=64)
Maggeridon Thoraz
Reconfiguration Nation Existential Anxiety
59
|
Posted - 2013.05.10 02:20:00 -
[460] - Quote
a slider for d-scan would be nice that automatically converts from km to au once its is >= 1 au
|
|
![Ciba Lexlulu Ciba Lexlulu](https://images.evetech.net/characters/91094943/portrait?size=64)
Ciba Lexlulu
United Evian Peace Corp
14
|
Posted - 2013.05.10 02:21:00 -
[461] - Quote
I was playing around with the new probing mechanic and trying to find Radar (new Data) and Magneto (new Relic) sites. Unfortunately only can find Relic sites. Unless something is broken, out of 4 Relic sites in Null and Low in Sisi, there are no 'cans' to be hacked/analyzed with the new Relic analyzer.
Has this been seeded in Sisi? |
![Karsa Egivand Karsa Egivand](https://images.evetech.net/characters/90580686/portrait?size=64)
Karsa Egivand
Sebiestor Tribe Minmatar Republic
149
|
Posted - 2013.05.10 02:27:00 -
[462] - Quote
Please run this by a panel of selected players who have varying styles of probing.
Fleet scouts/punters, w-space residents, w-space PvPers, etc.
Don't just assume nobody here knows what they are talking about or they just aren't able to adapt. There are some really critically broken things in here. Never forget that a good prober is a profession onto itself (not a game-intended one, but a VERY valuable one for a given corporation). |
![Tonto Auri Tonto Auri](https://images.evetech.net/characters/887313171/portrait?size=64)
Tonto Auri
Vhero' Multipurpose Corp
158
|
Posted - 2013.05.10 02:29:00 -
[463] - Quote
As a matter of fact, they are turning exploration into mission running. Dumb and straightforward money grind. The two most common elements in the universe are hydrogen and stupidity. ---áHarlan Ellison |
![Jack Ogeko Jack Ogeko](https://images.evetech.net/characters/92568914/portrait?size=64)
Jack Ogeko
Republic University Minmatar Republic
5
|
Posted - 2013.05.10 02:34:00 -
[464] - Quote
i'm little confused please correct me if i mistake something, they delate dsp, but give new Sensor Overlay Scan wich should work like dps, ofcorse it not work yet like dsp but ccp work on it? and they do this becouse they wish to make from scaning more simple thing, with out waiting for astrometics 5? or they not plan to improve this more and leave like it is rigth now, with hope there will be any riot? |
![Octoven Octoven](https://images.evetech.net/characters/1046318947/portrait?size=64)
Octoven
Phoenix Productions Headshot Gaming
115
|
Posted - 2013.05.10 03:09:00 -
[465] - Quote
Jack Ogeko wrote:i'm little confused please correct me if i mistake something, they delate dsp, but give new Sensor Overlay Scan wich should work like dps, ofcorse it not work yet like dsp but ccp work on it? and they do this becouse they wish to make from scaning more simple thing, with out waiting for astrometics 5? or they not plan to improve this more and leave it like is it rigth now, with hope there will be any riot?
To clear your confusion, they want to give ALL players equal footing in KNOWING how many IDs are in any system no matter how small or large the system is which replaces the DSP uses. However, you still need skills to scan faster. Yes, scanning is kind of fast for new players, but skilled players can do it even faster. The actual scan time for analysis is the same 5-10 seconds, the only thing that is making it faster is the better scan deviation and strength.
Everyone is reacting negatively to this new interface because it is COMPLETELY alien to how we think of EVE and sometimes that doesnt sit well with players. However, I think its a good change. Skills in EVE allow players to have an advantage over others, this is the essence of the game, but when that gap is too large...it needs fixed.
Although some players enjoy taking time to actually sit and scan, some of us (including me) would rather spend our time running the sites we scan rather then taking that whole time to scan. I don't want to spend 70% of my time scanning and 30% running sites. With the new change its more like 50-50 now and that allows players to run MORE sites in less time and thus make more money. |
![Olari Vanderfall Olari Vanderfall](https://images.evetech.net/characters/329549429/portrait?size=64)
Olari Vanderfall
Z3R0 RETURN MINING INC. Illusion of Solitude
18
|
Posted - 2013.05.10 03:24:00 -
[466] - Quote
Octoven wrote:
To clear your confusion, they want to give ALL players equal footing in KNOWING how many IDs are in any system no matter how small or large the system is which replaces the DSP uses. However, you still need skills to scan faster. Yes, scanning is kind of fast for new players, but skilled players can do it even faster. The actual scan time for analysis is the same 5-10 seconds, the only thing that is making it faster is the better scan deviation and strength.
Everyone is reacting negatively to this new interface because it is COMPLETELY alien to how we think of EVE and sometimes that doesnt sit well with players. However, I think its a good change. Skills in EVE allow players to have an advantage over others, this is the essence of the game, but when that gap is too large...it needs fixed.
Although some players enjoy taking time to actually sit and scan, some of us (including me) would rather spend our time running the sites we scan rather then taking that whole time to scan. I don't want to spend 70% of my time scanning and 30% running sites. With the new change its more like 50-50 now and that allows players to run MORE sites in less time and thus make more money.
This is completely untrue, well, except for the part where you say you can't scan. I believe that.
The interface is not alien. It is completely understandable and it's incredibly easy. It is one step from press buttan get sig since you might have to move the probe set. It takes less time to get a sig than to request one from an agent in station. That's what you really want anyway. |
![iain iain](https://images.evetech.net/characters/1291627686/portrait?size=64)
iain
The.Fallen Unclaimed.
0
|
Posted - 2013.05.10 03:40:00 -
[467] - Quote
I guess, as someone who just probes the odd anomoly or the odd ship, some of these changes are quite nice, the 8th probe is a bit of a pain tho, i like to leave one probe sitting on my fleet at min range/max strength to get a good 'lock' on my own people as they come in (to ignore).
Really tho, what I think gets me most is that this set of changes really undermines the new system - actually I'd go so far as to say the new system was always flawed but this improvement in the user interface really makes it more obvious.
Why not: Remove this whole 'multiple probe' thing entirely, make it a single spherical probe that just returns data (using deviation etc) for everything inside it.
It just simplifies the edges off the process thats already in place, the "trick" to scanning under the new system is just to keep your objective inside the central overlap area and narrow down, rather like the old (currently live) system but easier with the new formations and controls.... but basically that internal area where they overlap is the focus. why not just replace that with a single sphere rather than have all this irrelevant glitter and complexity.
Then, make it so two of these things can be launched at once with max skills, thats the 'win' move, replicating the old system of 'pairs of 4'.
Reducing the scan probe 'set' down to a single probe will significantly simplify the code for controlling the probes - lets face it, people are really going to want the '2 sets of 4' thing for multiprobing, but thats going to require multiple association sets of the probes and thats just tedious work. Replace instead with '2 sets of 1 probe' and there's no association or complexity to anything, code wise or interface wise. just a box with a sphere around it that people move and resize. like the formation system, except less cluttered.
This would simplify the 'scan' algorithm substantially, which will in future be spending 99% of its processing time running the same "relative positions" of the probes (i.e. the angles between their intersections and distance from the center relative to the area scanned are fairly constant if you stick to using formations, thats the point of the formation.) if you replace it with a single spherical scan, most of this maths goes down the drain, its either in the sphere, or it isn't. after that you just have to throw the deviation and scan strength algorithms through a few tweaks to work it under the new system.
I dunno, I always thought the current scanning system (the one on live at the moment) was pretty "cool", tho having used it, its pretty pointless scanning 'smart' ships (i.e. anyone who moves) and pretty tedious for scanning anything (half the reason i quit easy WH space, so bored of scanning), but still the "idea" was cool. But when I look at it from this perspective with the formations and the fact it might as well just be a scanning sphere, I'm forced to wonder if the system was ever actually all that great, it's just become really obvious how much of a mindless micromanagement chore it was, which the UI now simplifies, to the point where ... why not just finish what you started here.
And yes, for everyone with their probe tricks, I appreciate they continue to be broken under this system. The deep space probe trick was probably not intentional in the first place (or it would have been made clearer and simpler)...
I think however, regardless of what you do with your probes, be it simple 4-pyramid scanning of things or some weird combination of probe types and ranges, the present test server system is the worst of both worlds - either we revert back to what we had and its increased power at increased micromanagement/complexity, or it needs to evolve forwards, either to some very complicated "association sets" thing, or just to accept that ultimately this *is* a trivialisation of scanning micro and to just complete the job entirely. |
![Octoven Octoven](https://images.evetech.net/characters/1046318947/portrait?size=64)
Octoven
Phoenix Productions Headshot Gaming
115
|
Posted - 2013.05.10 03:43:00 -
[468] - Quote
Olari Vanderfall wrote:Octoven wrote:
To clear your confusion, they want to give ALL players equal footing in KNOWING how many IDs are in any system no matter how small or large the system is which replaces the DSP uses. However, you still need skills to scan faster. Yes, scanning is kind of fast for new players, but skilled players can do it even faster. The actual scan time for analysis is the same 5-10 seconds, the only thing that is making it faster is the better scan deviation and strength.
Everyone is reacting negatively to this new interface because it is COMPLETELY alien to how we think of EVE and sometimes that doesnt sit well with players. However, I think its a good change. Skills in EVE allow players to have an advantage over others, this is the essence of the game, but when that gap is too large...it needs fixed.
Although some players enjoy taking time to actually sit and scan, some of us (including me) would rather spend our time running the sites we scan rather then taking that whole time to scan. I don't want to spend 70% of my time scanning and 30% running sites. With the new change its more like 50-50 now and that allows players to run MORE sites in less time and thus make more money.
This is completely untrue, well, except for the part where you say you can't scan. I believe that. The interface is not alien. It is completely understandable and it's incredibly easy. It is one step from press buttan get sig since you might have to move the probe set. It takes less time to get a sig than to request one from an agent in station. That's what you really want anyway.
No...but I don't want to spend valuable skill time to train lvl 5 in everything in order to scan anything half decently either. |
![Olari Vanderfall Olari Vanderfall](https://images.evetech.net/characters/329549429/portrait?size=64)
Olari Vanderfall
Z3R0 RETURN MINING INC. Illusion of Solitude
20
|
Posted - 2013.05.10 03:56:00 -
[469] - Quote
Octoven wrote: No...but I don't want to spend valuable skill time to train lvl 5 in everything in order to scan anything half decently either.
You don't need level 5 to scan anything decently. That's possible because I learned about probe placement and how to read my scans by actually working at learning how to do it.
The way things are now on SISI I could probably scan out a COSMOS drug site with a noob character.
Things are not looking better if all I need to do is press a button and 7 probes pop out in optimal arrangement and just drag it over to the sig.
The earlier comments about making it a single sphere makes a lot of sense if we're going this way. |
![Octoven Octoven](https://images.evetech.net/characters/1046318947/portrait?size=64)
Octoven
Phoenix Productions Headshot Gaming
115
|
Posted - 2013.05.10 04:19:00 -
[470] - Quote
Olari Vanderfall wrote:Octoven wrote: No...but I don't want to spend valuable skill time to train lvl 5 in everything in order to scan anything half decently either.
You don't need level 5 to scan anything decently. That's possible because I learned about probe placement and how to read my scans by actually working at learning how to do it. The way things are now on SISI I could probably scan out a COSMOS drug site with a noob character. Things are not looking better if all I need to do is press a button and 7 probes pop out in optimal arrangement and just drag it over to the sig. The earlier comments about making it a single sphere makes a lot of sense if we're going this way.
Yeah well the problem with the way it is now is unless you KNOW how to do it...you have to go look up external sources on HOW to do it and that is not how a game should function. You shouldnt need to read a whole web page or watch a 20 minute video to learn how to use such a basic function of the game. If that means making scanning a bit easier so you don't need this rediculous process then so be it. |
|
![Akira Menoko Akira Menoko](https://images.evetech.net/characters/1350242104/portrait?size=64)
Akira Menoko
Dark Matter Fleet Yards Care Factor
2
|
Posted - 2013.05.10 04:46:00 -
[471] - Quote
I tried out some probe scanning briefly and had a few issues:
- In the probe "spread" formation, there are some coverage gaps in between the probes. I'd love it if the default formation for the probes was brought in a bit so that even though there is some overlap in the probes, there is no gaps in the coverage.
- I tried using a relic analyzer in a magnetometric site and it didn't work, saying it couldn't be used on a spew container. But I could just open it like a regular can though.
I definitely, without a doubt, would love to see the spread formation not have any coverage gaps in it. The pinpoint formation looks great and I rather like it. |
![Omnathious Deninard Omnathious Deninard](https://images.evetech.net/characters/90924597/portrait?size=64)
Omnathious Deninard
The Scope Gallente Federation
984
|
Posted - 2013.05.10 04:48:00 -
[472] - Quote
Currently (on my main) I am running around scanning in a Vexor, I have astrometrics 4, support skills to 3, my ship is fit with a sisters probe launcher and 1 T1 Medium Gravity Capacitor Upgrade. With this setup I was able to grab a 2.5% signal in about 3~5 min. If I were to be using my scanning alt with the new changes it would have taken me less than 1 min to pinpoint that singal. The Odyssey system makes scanning way to easy and destroyes it place as a full profession. Leave our skills alone. Give us back our DSP. Leave us with 8 porbes. Remove non 100% signals form the Sensor Overlay. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
![Octoven Octoven](https://images.evetech.net/characters/1046318947/portrait?size=64)
Octoven
Phoenix Productions Headshot Gaming
115
|
Posted - 2013.05.10 05:36:00 -
[473] - Quote
Omnathious Deninard wrote:Currently (on my main) I am running around scanning in a Vexor, I have astrometrics 4, support skills to 3, my ship is fit with a sisters probe launcher and 1 T1 Medium Gravity Capacitor Upgrade. With this setup I was able to grab a 2.5% signal in about 3~5 min. If I were to be using my scanning alt with the new changes it would have taken me less than 1 min to pinpoint that singal. The Odyssey system makes scanning way to easy and destroyes it place as a full profession. Leave our skills alone. Give us back our DSP. Leave us with 8 porbes. Remove non 100% signals form the Sensor Overlay.
I can understand the fast scanning aspect and wouldnt be bothered if they toned that down some, also I agree there needs to be a slider bar from 1-8 probes to choose to launcher or the ability to simply launch one at a time like now (if you dont hit the probe formation that launches 7 at a time).
However the other two suggestions I don't agree with. Just about every person I have seen use DSPs have done so with the intent on this http://swiftandbitter.com/eve/dsp/highsec.html which to me is utter bull ****. That is not exploration, thats using a guide and picking out what you want and is no better then missioning. Im sure there are those who do not use DSPs and use them in the way they should be which is to have a extremely large cover area to get all the signals. However, I think having that guide and those probes working in tandem is just detrimental to the idea of exploration.
Essentially most people who use DSPs are only seeking 2 things either a 4/10 or a 3/10. If they get anything else on a diff signal band they just warp to the next system. At least removing DSPs will minimize this and Im glad, those probes really have pissed me off. As for the removal of non 100% signals as you call it (those are called cosmic signatures btw), I think those should stay on the 3D skybox. I like being able to see in space if there are any signatures to scan down before I bother wasting time to launch probes. |
![Omnathious Deninard Omnathious Deninard](https://images.evetech.net/characters/90924597/portrait?size=64)
Omnathious Deninard
The Scope Gallente Federation
984
|
Posted - 2013.05.10 05:45:00 -
[474] - Quote
Octoven wrote:I like being able to see in space if there are any signatures to scan down before I bother wasting time to launch probes.
This is the exact reason that they should be removed, that is not exploring that borders the realm of farming sites. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
![Roime Roime](https://images.evetech.net/characters/1456935381/portrait?size=64)
Roime
Shiva Furnace
2736
|
Posted - 2013.05.10 06:01:00 -
[475] - Quote
Omnathious Deninard wrote:Octoven wrote:I like being able to see in space if there are any signatures to scan down before I bother wasting time to launch probes.
This is the exact reason that they should be removed, that is not exploring that borders the realm of farming sites.
Now you can do the same without DSP probes, everyone.
DSPs had other uses, especially in wormholes. New functionality does not replace those.
CCP: Dscan interface needs improvements. Scanning is fine. Don't ruin scanning and exploration.
-á- All I really wanted was to build a castle among the stars - |
![Alvatore DiMarco Alvatore DiMarco](https://images.evetech.net/characters/1083880992/portrait?size=64)
Alvatore DiMarco
Capricious Endeavours Ltd
88
|
Posted - 2013.05.10 06:41:00 -
[476] - Quote
Omnathious Deninard wrote:Octoven wrote:I like being able to see in space if there are any signatures to scan down before I bother wasting time to launch probes.
This is the exact reason that they should be removed, that is not exploring that borders the realm of farming sites.
It also bears mention that "not wasting time" is the reason behind dropping a DSP, which Octoven says is "gamey" and part of behavior he does not like.
However, I must disagree that being able to see what's in space "borders on farming sites". It's the same thing you do by dropping a DSP, except now it's done for you (whether you like it or not, which is not cool btw CCP) and presented in a fancy new way that happens much faster than the DSP scan sweep ever did.
I'm a fan of the new scan sweep, myself. I'm not a fan of being unable to turn off the auto-sweep and run the scanner on-demand like with the current system scanner on TQ, but in my opinion it beats dropping a DSP simply to see what (if anything) is around. |
![AngelFood AngelFood](https://images.evetech.net/characters/409708297/portrait?size=64)
AngelFood
Sebiestor Tribe Minmatar Republic
9
|
Posted - 2013.05.10 07:56:00 -
[477] - Quote
Complete catastrophe. |
![inuminguart inuminguart](https://images.evetech.net/characters/1383227978/portrait?size=64)
inuminguart
Techno Hive
0
|
Posted - 2013.05.10 07:57:00 -
[478] - Quote
Hi. Please return "Gravimetrics" from anomaly class to signature class entity. In 0.0 players has local, wich allow be safe. But in WH no (really no) safe way to mine ore sites. Now we allarmed when see comabat probes on podscan. But in Odyssey miners in WH will be die die die die and die. Of cause before corp mine in WH we do all prerequisite for his - close static, rescan system for other workholes, dont init new static, our combat for search new signatures. But instantly opened K162 and T3 gang at enter WH + professional clocked tacklers not leave any chanche to survive. Only new combat probes in podscan signal to rewarp in force field. In Odyssey our miners simply instantly die. This really important stuff.
PS sorry for english |
![Caitlyn Tufy Caitlyn Tufy](https://images.evetech.net/characters/721442174/portrait?size=64)
Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
276
|
Posted - 2013.05.10 08:15:00 -
[479] - Quote
Jack Miton wrote:I doubt it. An 8th probe make virtually zero difference on scan result strength in the current system.
Nope. I know of at least 2 systems where 8-probe scanning is considerably superior to 7-probe scanning. There's likely more. |
![seth Hendar seth Hendar](https://images.evetech.net/characters/91228769/portrait?size=64)
seth Hendar
I love you miners
46
|
Posted - 2013.05.10 08:23:00 -
[480] - Quote
Bill Orland wrote:Kcolorr wrote:Bill Orland wrote:Dheeradj Nurgle wrote:For PvP, some of these changes are.... annoying to say at least. Being unable to sort results by distance is a huge blow to Bomber Wings, and other Combat Probers. I guess sniping ships will benefit greatly from this. The table we have on TQ might not look pretty, but it's functional. The one on SiSi, not so much. For those of us who are relatively new to scanning, can someone please briefly explain why sorting by distance when combat probing matters so much? You have a friendly fleet of oracles fighting a hostile fleet of oracles, there is also a third fleet of oracles inside a pos nearby that's within combat scan range. Distance is the only way to decipher which fleet you're going to be warping to, distance is the only way to decide which signatures you ignore and which you do not. I can only imagine the pain of the oracle FCs as they attempt to warp at each other just to find out that the probe results they're using are their own fleet and nothing happens because they cannot tell the distance. Thank you very much for the response. I've typically used dscanning and proximity to celestials as landmarks for this purpose, but it seems like this may be faster? both are used in completion or in different situations, but both are needed.
range on scan result is mandatory, any competent FC wil tell you that, especially when FCing a alphanado / oracle fleet |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 [16] 17 18 19 20 30 40 50 .. 50 :: one page |
First page | Previous page | Next page | Last page |