Pages: 1 2 3 4 5 [6] 7 :: one page |
Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Ab'del Abu
Atlantis Ascendant
42
|
Posted - 2014.05.23 07:02:00 -
[151] - Quote
Steven Hackett wrote:As a guy who lives in WH's and scan every time i'm on, I support changes to those silly modules.
Scanning was changed a lot in Odyssey, it was made so easy that it was stupid. I know of people who stopped buying their Virtue implant sets because scanning was now so easy that the implants simply didn't give them enough of an edge
Scanning a signature with Astrometrics 5 and supports at 4, most of the time only takes 2 sweeps when flying a T3 without the modules and without any scanning implants or rigs.
With scanning modules, implants etc. there is simply no edge to training your skills.
In my opinion you shouldn't nerf the modules, you should throw them in the big bad garbage truck and never think about them again.
Don't get me wrong, this change is a terrible way to balance scanning, but I do honestly believe CCP have to make scanning "harder". In all aspects of EVE there needs to be people who are good and bad at that given aspect.. With the current scanning situation, everyone is good, and that sucks imo. Its only fair that the guy in a rigged cov ops with a virtue set would be faster scanning than a Proteus without rigs or implants and the difference between the 2 isn't big enough atm.
New players have allready gotten a HUGE advantage from when I was scanning for the first time by the astrometric changes. So yeah.. Nerf scanning, make it competitive again.
I miss racing my opponents on scanning a system for intel.
Tell that to the newbie, who is jumping into a C1 with 30+ sigs for the first time. He is NOT going to have a good time regardless of scanning skills. There is still a hell lot of improvements to be gained by experience and practice.
But yeah, scanning is now stupidly easy because you don't have to launch your probes one by one and arrange them in a useful formation anymore 
As for competitiveness, I see extremely bad probers all the time ... |

Steven Hackett
Future Corps Sleeper Social Club
31
|
Posted - 2014.05.23 07:57:00 -
[152] - Quote
Ab'del Abu wrote:Tell that to the newbie, who is jumping into a C1 with 30+ sigs for the first time. He is NOT going to have a good time regardless of scanning skills. There is still a hell lot of improvements to be gained by experience and practice. But yeah, scanning is now stupidly easy because you don't have to launch your probes one by one and arrange them in a useful formation anymore  As for competitiveness, I see extremely bad probers all the time ... If that newbie took the new tutorial, he would know exactly how probing works. He can even use a full flight of probes even with **** skills.
Sure, scanning 30 signatures takes time, but imo that is okay.. Wormholes lets me move a fleet from Amarr to Cobalt Edge in 5 minuts ignoring cynojammers etc., how is that for power projection?
A newbie in a badger with t1 probes should not be able to scan down the entire world, you unlock content as you skill your character and learn the mechanics and that is how it should be imo.
Scanning now is, even without these modules, so much easier than before, yet people still lived in w-space. Making a newbie able to probe down the entire world without training for it is just.. well, bad design tbh. Might aswell remove those skills and make all signatures anomalies if we want easy-noobfriendly mode? Then we would also get rid of that horrible scan UI :) |

Ab'del Abu
Atlantis Ascendant
42
|
Posted - 2014.05.23 08:58:00 -
[153] - Quote
Steven Hackett wrote:Ab'del Abu wrote:Tell that to the newbie, who is jumping into a C1 with 30+ sigs for the first time. He is NOT going to have a good time regardless of scanning skills. There is still a hell lot of improvements to be gained by experience and practice. But yeah, scanning is now stupidly easy because you don't have to launch your probes one by one and arrange them in a useful formation anymore  As for competitiveness, I see extremely bad probers all the time ... If that newbie took the new tutorial, he would know exactly how probing works. He can even use a full flight of probes even with **** skills. Sure, scanning 30 signatures takes time, but imo that is okay.. Wormholes lets me move a fleet from Amarr to Cobalt Edge in 5 minuts ignoring cynojammers etc., how is that for power projection? A newbie in a badger with t1 probes should not be able to scan down the entire world, you unlock content as you skill your character and learn the mechanics and that is how it should be imo. Scanning now is, even without these modules, so much easier than before, yet people still lived in w-space. Making a newbie able to probe down the entire world without training for it is just.. well, bad design tbh. Might aswell remove those skills and make all signatures anomalies if we want easy-noobfriendly mode? Then we would also get rid of that horrible scan UI :)
That's simply not true. I have one char with close to perfect skills + implants and several with only 4/3/3/3, the difference is enormous. Furthermore even after more than 6 months of living in wh-space, scanning stuff every day, I still get better, faster, learning new things every once in a while.
If your claim is true that a newbie will quickly match your skills in probing, this can only mean 2 things: you are very bad at it, or I'm a (reaaaaally) slow study 
Within certain confines ofc I'm categorically against any change that leads to PvE becoming more time consuming, since I rather spend my time on PvP or RL. As a member of a major WH-Corp I don't get why you would gladly accept such a straight forward nerf to our QoL (=> as few PvE as possible). Simply because you had to learn and live it the hard way? That's a ****-poor argument ... |

Rek Seven
Probe Patrol Ixtab.
1542
|
Posted - 2014.05.23 09:42:00 -
[154] - Quote
killerlman wrote:Rek Seven wrote:I'm tired of being diplomatic... If this change is intended, the developer who implemented it is a ******* idiot. Dont want to be harsh but yes,i am agree with you.
You are right, that was too harsh. I apologise if for my choice of words and hope i didn't hurt anyones feelings.
I was just upset because i feel like this change would push people into using scanning frigates instead of the other scanning ships in game.
If CCP had announced that these modules would give a small passive bonus when cloaked but a bigger active bonus when uncloaked, i would have been okay with that. However, i don't scan uncloaked in hostile space so this change feels like they are taking something away that made scanning a little less tedious, especially for the people whose entire gameplay revolves around scanning (i.e. wormholers). +1 |

Incindir Mauser
Adhocracy Incorporated Adhocracy
426
|
Posted - 2014.05.23 11:08:00 -
[155] - Quote
Steven Hackett wrote:Ab'del Abu wrote:Tell that to the newbie, who is jumping into a C1 with 30+ sigs for the first time. He is NOT going to have a good time regardless of scanning skills. There is still a hell lot of improvements to be gained by experience and practice. But yeah, scanning is now stupidly easy because you don't have to launch your probes one by one and arrange them in a useful formation anymore  As for competitiveness, I see extremely bad probers all the time ... If that newbie took the new tutorial, he would know exactly how probing works. He can even use a full flight of probes even with **** skills. Sure, scanning 30 signatures takes time, but imo that is okay.. Wormholes lets me move a fleet from Amarr to Cobalt Edge in 5 minuts ignoring cynojammers etc., how is that for power projection? A newbie in a badger with t1 probes should not be able to scan down the entire world, you unlock content as you skill your character and learn the mechanics and that is how it should be imo. Scanning now is, even without these modules, so much easier than before, yet people still lived in w-space. Making a newbie able to probe down the entire world without training for it is just.. well, bad design tbh. Might aswell remove those skills and make all signatures anomalies if we want easy-noobfriendly mode? Then we would also get rid of that horrible scan UI :)
This argument is terrible, filled with hyperbole, and baseless conjecture.
Scanning the "old way" was a major pain in the ass and added nothing to the game except to chew up more of your playtime for no other reason than to "make it hard". CCP's idea of making something more challenging typically consists of changing modules to pull your pants down and shaking your ass at the enemy while getting tiddle-dee-dum for a bonus while scanning. The other option CCP often employs to "make it more challenging" is to make something needlessly obtuse, repetitive, boring spreadsheet "gameplay", or simply tedious so it sucks up massive amounts of your time for very little reward.
(Eg,harvesting,scanning,hacking).
If you had mediocre skills (4/3/3/3) at scanning before the Odyssey changes, your scanning got markedly WORSE without the midslot modules in a covops. I know because I had **** scanning skills. I still have **** scanning skills because scanning is still tedious scut-work we have to do to make our way around W-space. Basically all this does is put a ridiculous burden on new players to dump over a month of training to get perfect scanning skills, the alternative is losing ships and spooking PvP targets of opportunity. W-space PvP is very reliant on one-pass combat probing. If you screw it up, you aren't getting a second chance.
This change is all about nullsec probers and the ceaseless bitching about AFK cloaking.
If Chitsa and James both thought that this change to scanning modules was a good idea... I am really disappointed in them.
It's easy for vets and devs to look at a problem from the perspective of someone that is charging around with perfect skills and balance things with that end-game in mind. Meanwhile gameplay takes a nosedive for anyone with less than perfect skills. |

Meytal
School of Applied Knowledge Caldari State
422
|
Posted - 2014.05.23 13:00:00 -
[156] - Quote
killerlman wrote:Im telling you that controlling the local isnt controlling the field.When i decloaked i am vulnerable to shoot. The guy who will scan me dont need virtue with pricy hull with fit.But i do,i need virtue and pricy fit to scan and hunt down boosters when huge fleets are fighting. The risk is too high with these changes. Good point, and one I had overlooked.
I do agree with a subsequent poster that "unprobable" ships are an issue, as are off-grid boosters. If either or both of those things can be addressed, particularly the second one, then this issue disappears.
|

Penny Ibramovic
Wormhole Engineers Greater Realms
157
|
Posted - 2014.05.23 13:38:00 -
[157] - Quote
Rhavas wrote:If combat scanning is OP, then it is far more elegant - and controllable (i.e. able to reduce unintended consequence) to nerf combat scan probes directly. Add a penalty to combat scanner effectiveness to the CovOps cloak if you must - and you accomplish the same end without nasty side effects. You could even do it as Morwen Lagaan suggests, and have a variable cloaked vs uncloaked bonus - but I encourage you to tackle the source of your concern, which is combat probing, not cloaking, and not core probing.
Except that combat scanning is not considered overpowered as it stands, but only in conjunction with bonuses offered by the scanning modules. If you nerf combat scanning probes themselves, you then force anyone who uses those probes currently to refit to use the scanning modules or suffer a penalty.
Personally, I use combat probes by default, because if I ever find a ship I need to scan, I don't want to waste time (and increase visibility) by needing to reload my probe launcher from cores to combats. |

Rhavas
Future Corps Sleeper Social Club
305
|
Posted - 2014.05.23 14:27:00 -
[158] - Quote
Penny Ibramovic wrote:Rhavas wrote:If combat scanning is OP, then it is far more elegant - and controllable (i.e. able to reduce unintended consequence) to nerf combat scan probes directly. Add a penalty to combat scanner effectiveness to the CovOps cloak if you must - and you accomplish the same end without nasty side effects. You could even do it as Morwen Lagaan suggests, and have a variable cloaked vs uncloaked bonus - but I encourage you to tackle the source of your concern, which is combat probing, not cloaking, and not core probing. Except that combat scanning is not considered overpowered as it stands, but only in conjunction with bonuses offered by the scanning modules. If you nerf combat scanning probes themselves, you then force anyone who uses those probes currently to refit to use the scanning modules or suffer a penalty. Personally, I use combat probes by default, because if I ever find a ship I need to scan, I don't want to waste time (and increase visibility) by needing to reload my probe launcher from cores to combats.
I agree with you as I mentioned in my post. Soniclover specifically stated that was the impetus for this, thus my point on a more direct nerf if that is their goal. I do think that a legit choice then happens which you wouldn't like but is not a Hobson's choice - do I use combat scans with weaker strength or cores with greater strength and a forced swap?
Again my personal ideal would be to go back to pre Odyssey including Deep Space probes, undoing the skill balance changes, and ditching the dumb-scovery scanner but I don't think that is going to happen so I'm addressing their stated goal rather than my overalldesire. Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |

Penny Ibramovic
Wormhole Engineers Greater Realms
158
|
Posted - 2014.05.23 17:42:00 -
[159] - Quote
Rhavas wrote:I agree with you as I mentioned in my post. Soniclover specifically stated that was the impetus for this, thus my point on a more direct nerf if that is their goal. I do think that a legit choice then happens which you wouldn't like but is not a Hobson's choice - do I use combat scans with weaker strength or cores with greater strength and a forced swap?
My choices would not be what you suggest. It is not 'do I use combat scans with weaker strength or cores with greater strength and a forced swap', but 'do I use combat scans with weaker strength or cores with greater strength and a forced swap, as well as needing to fit scanning modules I don't currently use to get the same effect as now?' |

Rhavas
Future Corps Sleeper Social Club
307
|
Posted - 2014.05.23 18:12:00 -
[160] - Quote
Penny Ibramovic wrote:Rhavas wrote:I agree with you as I mentioned in my post. Soniclover specifically stated that was the impetus for this, thus my point on a more direct nerf if that is their goal. I do think that a legit choice then happens which you wouldn't like but is not a Hobson's choice - do I use combat scans with weaker strength or cores with greater strength and a forced swap? My choices would not be what you suggest. It is not 'do I use combat scans with weaker strength or cores with greater strength and a forced swap', but 'do I use combat scans with weaker strength or cores with greater strength and a forced swap, as well as needing to fit scanning modules I don't currently use to get the same effect as now?'
You are of course correct if that is how they do the numbers. But this impacts combat scanning directly, not all cloaking nor all scanning.
Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |

Josilin du Guesclin
University of Caille Gallente Federation
153
|
Posted - 2014.05.24 12:16:00 -
[161] - Quote
Belle Mallissima wrote: I'm a wormholer without maximum scanning skills (yes, yes, I know, train them to 5... lol) and this change will be a major nerf where I'm concerned.
Mine aren't super either (it's on the list), but moving from 'adequate' to 'perfect' is a 3+ month train, assuming it's on-spec. Not the end of the world, but hardly trivial for a low-mid skilled pilot who will have about a billion things on their list if they're living the w-space life. Now, assuming my PC was up to running two clients, I could train an alt up, but now we're seeing the 'serious long-term player' advantage again - a newer player probably isn't going to want to train such a specialised alt on a second account (and wait 4-1/2 months for it) or buy it, and having to do so to avoid a QoL hit seems unreasonable to me. |

Josilin du Guesclin
University of Caille Gallente Federation
153
|
Posted - 2014.05.24 12:49:00 -
[162] - Quote
Retar Aveymone wrote: However, I'd argue that this is a symptom of unprobable t3s being broken, not that the scanning modules should stay passive. It should not be required to have a 2b pod in an untanked frigate to probe down an entire fleet of t3s. I think the fix is that the t3 unprobability should be nerfed (probably cap the amount of unprobability you can have at a lower level than now, so you require less to be able to lock onto the most unprobable ships you can get).
As their unprobability is a function of signature and sensor strength, a bit of a nerf to both of these would work, and it's not like T3s don't need to be reined in a bit in these (and almost every other) areas.
|

Josilin du Guesclin
University of Caille Gallente Federation
153
|
Posted - 2014.05.24 13:16:00 -
[163] - Quote
Steven Hackett wrote: New players have allready gotten a HUGE advantage from when I was scanning for the first time by the astrometric changes. So yeah.. Nerf scanning, make it competitive again.
I miss racing my opponents on scanning a system for intel.
The advantage they got was not having to scan with only 4-5 probes. The rest of it, well at your skill levels there wasn't much change. So really, what you're arguing is that you enjoyed having a vast difference in scan speeds between you, with your full spread of probes and your virtue set and high SP levels, and the poor newbie with 5-6 probes, only Astronautics III, and a T1 frigate.
FWIW, I still see players with perfect skills in perfectly fitted cov ops scan out sigs much faster than those with mediocre scanning skills and T1 scan modules.
EDIT: Remember that CCP likes things to be balanced such that a lot of extra investment buys a small upgrade. You're advocating returning to a much steeper curve. |

Wingzero Mileghere
Cascading Failure Un.Bound
0
|
Posted - 2014.05.25 00:20:00 -
[164] - Quote
Not a good idea it will have a bad effect on wormhole life altogether if you want to make a change like this then make new active modules instead don't ruin and make the scanners life harder come on thats just not fair |

Jess Tanner
Hard Knocks Inc.
111
|
Posted - 2014.05.26 00:58:00 -
[165] - Quote
CCP Fozzie wrote:One thing to note, this change was requested by quite a few wormhole players immediately after Odyssey and was one of the common requests from the wormhole members of CSM 8. They correctly argued that having these modules passive removes any choice or risk around them and skews the balance between midslots and lowslots for probing ships.
I've had this item on my list of CSM requested wormhole improvements for a while.
please delete post, mis-click Go with Bob, keep Him always in your heart. He is your Sword, Shield, and the Knife in your back. |

Jess Tanner
Hard Knocks Inc.
111
|
Posted - 2014.05.26 01:01:00 -
[166] - Quote
CCP SoniClover wrote:I, and countless other players, managed to live in w-space long before these modules existed. So them being passive is not a do-or-die issue for living there. Will their usage drop? Almost certainly, in the short run at least, but this is a change we feel is necessary for the overall balance of scanning.
That was before you nerfed our scanning skills... Go with Bob, keep Him always in your heart. He is your Sword, Shield, and the Knife in your back. |

Galmas
united system's commonwealth
160
|
Posted - 2014.05.27 19:48:00 -
[167] - Quote
Making scanning for signature more tedious again is a bad idea. (I havnt red all the thread... just got pointed to it...) |

Anhenka
Daktaklakpak. Red Coat Conspiracy
568
|
Posted - 2014.05.30 00:33:00 -
[168] - Quote
As someone who scans out a dozen + wormholes a day, this really grinds. If combat scanning is too easy, they please change it so the change is only required for combat scanning. Major collateral damage to those who do large volume scanning on a regular basis just bites. |

DoToo Foo
Weaponised FuGu
23
|
Posted - 2014.06.05 12:08:00 -
[169] - Quote
Anyone know if it is still the plan for scanning mid slots to become 'active' modules. On Sisi, they currently are again passive modules. |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
75
|
Posted - 2014.06.05 13:00:00 -
[170] - Quote
Just double checking some info here...(as i only intermittently scanned before/after these mods were introduced)
Did or did not the base strength of scan probes get lowered upon the release these mods? (including the skills that improved them)
Did or did not the base signal strength of sites get lowered upon release of these mods?
Also, you want to make scanning a little less OP....try not giving EVERY SHIP EVER the instant "warp to sites" function the instant they are in every system. Make the new System Scanner a module that one has to fit to their ship, that way, if they want all the instant info, they have to make a choice. |

Ab'del Abu
Atlantis Ascendant
48
|
Posted - 2014.06.05 17:46:00 -
[171] - Quote
asteroidjas wrote:Did or did not the base strength of scan probes get lowered upon the release these mods? (including the skills that improved them)
Afaik no
asteroidjas wrote:Did or did not the base signal strength of sites get lowered upon release of these mods?
No
asteroidjas wrote:Also, you want to make scanning a little less OP....try not giving EVERY SHIP EVER the instant "warp to sites" function the instant they are in every system. Make the new System Scanner a module that one has to fit to their ship, that way, if they want all the instant info, they have to make a choice.
Gonna go with "no" as well here, that would f*** things up quite heavily for both PvP and PvE |

Unkind Omen
Voyagers Inc.
42
|
Posted - 2014.06.10 13:36:00 -
[172] - Quote
+1 for buffing those modules with new active mode as suggested higher in this topic while nerfing the combat probes default strength to compensate. If you want to scan other ships fast - you have to be decloaked. No need to nerf any numbers for PvE as scanning there is not time critical so nerfing will only increase tediousness of the gameplay. |

Grath Telkin
Sniggerdly Pandemic Legion
2531
|
Posted - 2014.06.10 15:24:00 -
[173] - Quote
Ab'del Abu wrote: I wonder how you came to that conclusion. Before you brought this up, I have never come across anyone who claimed that combat probing was to easy now.
Then you haven't been listening.
Bomber probing and on grid fleet probing is obscenely simple, and this change doesn't do a damn thing to help sort out that mess, probing needs a lot more violent nerfing applied to it.
Malcanis - Without drone assign, the slowcat doctrine will wither and die.
|

Anhenka
Daktaklakpak.
574
|
Posted - 2014.06.10 17:43:00 -
[174] - Quote
Grath Telkin wrote:Ab'del Abu wrote: I wonder how you came to that conclusion. Before you brought this up, I have never come across anyone who claimed that combat probing was to easy now.
Then you haven't been listening. Bomber probing and on grid fleet probing is obscenely simple, and this change doesn't do a damn thing to help sort out that mess, probing needs a lot more violent nerfing applied to it.
Any suggestions on how to do that without adversely effecting those of us who do a ton of high volume non combat scanning?
I have over 300 signatures scanned out in the past week, having my ability to scan "Violently nerfed" because combat scanning is too easy seems to be a real pain in the ass for the non combat scanning which makes up the vast majority of the time people spend scanning. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
704
|
Posted - 2014.06.10 18:36:00 -
[175] - Quote
Owen Levanth wrote:Meytal wrote:CCP SoniClover wrote:I, and countless other players, managed to live in w-space long before these modules existed. So them being passive is not a do-or-die issue for living there. Will their usage drop? Almost certainly, in the short run at least, but this is a change we feel is necessary for the overall balance of scanning. What about making Combat probes ignore these modules? That could accomplish your stated goal everywhere instead of just in wormhole space where cloaking is a must, while simultaneously not nerfing the Core probes. Edit 1: Ships could have a separate Core probe strength and Combat probe strength, if the modules directly affect the effective scan strength of the ship hulls. Edit 2: This could lead into additional ship bonuses: scanning bonus for PvE exploration vs scanning bonus for PvP hunting. It may shock you, but some PVPers scan down sites instead of the ships inside. If you see, for example, wrecks or even a player ship itself on d-scan, you can just move the sliders a bit to look where the ship probably sits and then... you scan down the site the player is most likely in. Then you visit him. So most PVPers could just evade this issue with special snowflake fits using core probes instead of combat probes. So the modules would still be too powerful in the eyes of CCP.
Confirming this is exactly what one does in a bomber. You really can't fit an expanded probe launcher on a bomber without completely nerfing everything else. But a core probe launcher has no such issues. This is especially useful for indirectly probing out those pesky sebo'd T3s.
Once you're on grid, look around, find a wreck or other warpable object in-line with your target, bookmark it, then warp out and back in.
Also, I was not aware there was an issue with combat probing that required CCP dev intervention.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Toddfish
Multiplex Gaming The Bastion
18
|
Posted - 2014.06.10 20:00:00 -
[176] - Quote
I rarely combat probe, rather spend the majority of my time scanning down cosmic signatures. I have max scanning skills (btw, I trained lvl 5 to use the T2 mods), use scanning implants, and two of the T2 mid-slot scanning upgrades. Since the most time consuming part of exploration, for me, is finding the site to run... anything I can do to speed that up the better.
Currently I scan cloaked. If the modules required activation, I would likely still use them... as most the systems I scan are empty (and IGÇÖd just cloak if someone came into system), but it would be annoying when there's someone around slowing down the process.
That said, the major problem I see with scanning while not cloaked is... the Probe scanner interface and the D-Scan interface occupy the same window and (to my knowledge) canGÇÖt be separated. So even if IGÇÖm sitting at a safe spot scanning, IGÇÖll have to keep switching back/forth between tabs just to see if someone is scanning me down... very annoying.
Owen Levanth wrote:It may shock you, but some PVPers scan down sites instead of the ships inside. If you see, for example, wrecks or even a player ship itself on d-scan, you can just move the sliders a bit to look where the ship probably sits and then... you scan down the site the player is most likely in. Then you visit him.
So most PVPers could just evade this issue with special snowflake fits using core probes instead of combat probes. So the modules would still be too powerful in the eyes of CCP. I have zero problem with PvP pilots using this mechanic to find targets. Knowing how long it takes to scan down a cosmic signature, thatGÇÖs more than enough time for someone whoGÇÖs paying attention (to local and/or d-scan) to GTFO. Being in a scanned down site shouldnGÇÖt equal immunity to PvP (and this is coming from someone who is the prey). |

Ab'del Abu
Atlantis Ascendant
50
|
Posted - 2014.06.15 14:22:00 -
[177] - Quote
Grath Telkin wrote:Ab'del Abu wrote: I wonder how you came to that conclusion. Before you brought this up, I have never come across anyone who claimed that combat probing was to easy now.
Then you haven't been listening. Bomber probing and on grid fleet probing is obscenely simple, and this change doesn't do a damn thing to help sort out that mess, probing needs a lot more violent nerfing applied to it.
Well of course, since you know where your targets are, you can just set combat probes to 0.5 AU and will get a 100% hit on most stuff. That's how it is supposed to be and neither odyssey nor the scanning mods really changed that.
Easier probing means more explosions, so that must be good right? :P
As an aside ... bombers are ridiculously OP |

Teddyboom
EON Builder's Squad Citizens of Nowhere
1
|
Posted - 2014.06.15 17:02:00 -
[178] - Quote
As a recent prospect pilot i have used it a lot to ninja mining the drugs gas. Since the gas do some explosion damage, i need my rigs to tank. (and mobile depot + med slot tank) So, with that change, i MUST reveal myself in an hostile zone and scream " i'm here to steal your gas please gank me! "
If the problem come from combat probing, pve/exploration probing shouldn't be impact as much as combat probing. |

Ab'del Abu
Atlantis Ascendant
54
|
Posted - 2014.06.23 09:28:00 -
[179] - Quote
Any further comments from CCP's side on this btw? Is this going to be rolled back? Seeing as there is an overwhelming consensus that this change is completely unnecessary and unfair ... |

Leucy Kerastase
650BN
20
|
Posted - 2014.07.20 04:58:00 -
[180] - Quote
There doesn't seem to be any mention about this in the patch notes. I only took a brief look so I may have just overlooked but has this idea been canceled? [url]http://eve-j.blogspot.com/[/url]: Translations of EVE related stuff (mainly dev posts) into Japanese. |
|
|
Pages: 1 2 3 4 5 [6] 7 :: one page |
First page | Previous page | Next page | Last page |