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Thread Statistics | Show CCP posts - 5 post(s) |

Tania Nie
Paleozoic Era
0
|
Posted - 2014.05.20 20:41:00 -
[1] - Quote
Activation Cost: 10 - 12 GJ Activation Time: 12s Bonus: UNCHANGED
I've trained all scanning skills to level 5, got 'AR-810' plugged in. When using 'Sisters Combat Scanner Probes', I can only gain 2.8 Sensor Strength Bonus if 2 'Scan Rangefinding Array II' are fitted on my Helios.
Is this teeny-tiny bonus considered OP to the Devs?
I highly doubt someone would decloak and put his/her ship in danger for that 2.8 'bonus'. |

Tragot Gomndor
Rise of Cerberus
42
|
Posted - 2014.05.20 22:27:00 -
[2] - Quote
If that is true, noone is gonna use them ever again. Maybe scanning noobs in t1 frigs. 0.0 = GOONS = SAAAMMMMEEE!!!!1111222 |

Legion40k
Boa Innovations Brothers of Tangra
76
|
Posted - 2014.05.21 00:20:00 -
[3] - Quote
i don't even
o.o
because that's clearly how to nerf scanning.. |

Domanique Altares
Rifterlings Point Blank Alliance
2755
|
Posted - 2014.05.21 04:02:00 -
[4] - Quote
Meh. They were a little too good as it is. I personally don't see an issue; this means that if you want their benefit, you have to stay exposed, and cannot cloak.
If this takes place, the net effect, as pointed out, is that far fewer people will use them. I got along just fine before they were introduced. I'll be fine afterward. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

calaretu
Honestly We didnt know Unsettled.
97
|
Posted - 2014.05.21 07:28:00 -
[5] - Quote
I'll make fine perfectly without them but I cant see any scenerio where these now will be anything but garbage? Is the idea to make them possible to overheat? If so it would be interesting to see the effect in a red giant system. But still. Would never use them for anything actual useful if this change go through. ~Bringer of happiness
http://collapsedbehind.blogspot.no/ |

Hatshepsut IV
Cascading Failure Un.Bound
88
|
Posted - 2014.05.21 07:53:00 -
[6] - Quote
Domanique Altares wrote:Meh. They were a little too good as it is. I personally don't see an issue; this means that if you want their benefit, you have to stay exposed, and cannot cloak.
If this takes place, the net effect, as pointed out, is that far fewer people will use them. I got along just fine before they were introduced. I'll be fine afterward.
No, just no.
This makes them worthless to all of w-space and just about for anyone else.
They have little use in buffing scanning sigs, their primary use is making combat scanning faster/better.
If your doing this uncloaked your doing it wrong and most of the time your target will get away.
|

Ezekiel Marr
ROC Academy The ROC
8
|
Posted - 2014.05.21 08:46:00 -
[7] - Quote
They were pretty OK when they were passive. Now, when you actually need to decloak to use them, the bonus is way too small to justify the risk. And please don't tell me to pay attention to overview and d-scan to avoid incoming threats: to successfully scan I already have system scanner and system map to look at. I propose buffing the bonus on them to compensate for cap usage and introduce passive version of these mods with smaller bonuses. |

Jack Miton
Rolled Out
3394
|
Posted - 2014.05.21 09:09:00 -
[8] - Quote
Q: how do you make an entire line of modules useless immediately? A: this is how...
GG ccp, as always Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ Down the Pipe:-á http://downthepipe-wh.com/ |

Jezza McWaffle
Blackstar Privateers Disavowed.
115
|
Posted - 2014.05.21 10:03:00 -
[9] - Quote
Its nice to know CCP knows what they are doing... C6 Wormhole blog http://holelotofwaffle.wordpress.com/ |

Rena Senn
Resurrection Ventures Un.Bound
104
|
Posted - 2014.05.21 10:18:00 -
[10] - Quote
I propose a new rule that anyone who rebalances an item or ship has to use it for at least 6 hours of relevant gameplay after it goes live on the main server so they'll know first hand just how much they may or may not have messed up. |
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l0rd carlos
Friends Of Harassment The Camel Empire
934
|
Posted - 2014.05.21 10:20:00 -
[11] - Quote
I like it.
It's a new choice to the prober. Decloak and probe faster, the enemy might see you on d-scan. Probe without them and the enemy might see your probes.
The Virture set club rejoice :) German blog about smallscale lowsec pvp: http://friendsofharassment.wordpress.com |

Ong
Born-2-Kill
106
|
Posted - 2014.05.21 10:23:00 -
[12] - Quote
Confirming that this is true, was about to come make a rage thread but I'll just post here.
I thought Fozzie was bad at his job but whoever at CCP thought this was a good plan should be fired on the spot as they obviously have no freaking clue about the game or what is a good or bad idea.
At least it frees up some mid spots for other fittings again I suppose. |

Luscius Uta
86
|
Posted - 2014.05.21 11:01:00 -
[13] - Quote
What's the point of this when you can still scan cloaked? It's like locking an open door. Highsec is for casuals. |

Ammzi
Love Squad Pasta Syndicate
1774
|
Posted - 2014.05.21 11:19:00 -
[14] - Quote
Guess which modules I will be trashing off all my t3 and t2 cov ops probers? Yup - all of these.
Good job CCP |

killerlman
BURN EDEN Northern Coalition.
7
|
Posted - 2014.05.21 11:37:00 -
[15] - Quote
This change just make people who does scanning at pvp,huge battles life harder. I do combat scanning at huge battles and must say that if you implement this to tq its gonna ruin all my fits and whole concept of it. |

l0rd carlos
Friends Of Harassment The Camel Empire
935
|
Posted - 2014.05.21 11:38:00 -
[16] - Quote
killerlman wrote:This change just make people who does scanning at pvp,huge battles life harder. I do combat scanning at huge battles and must say that if you implement this to tq its gonna ruin all my fits and whole concept of it.
Does that mean you have to adapt?
What changes at the concept? German blog about smallscale lowsec pvp: http://friendsofharassment.wordpress.com |

killerlman
BURN EDEN Northern Coalition.
7
|
Posted - 2014.05.21 11:40:00 -
[17] - Quote
l0rd carlos wrote:killerlman wrote:This change just make people who does scanning at pvp,huge battles life harder. I do combat scanning at huge battles and must say that if you implement this to tq its gonna ruin all my fits and whole concept of it. Does that mean you have to adapt? What changes at the concept?
The concept is to kill offgrid boosters and my fit contains one rangefinding array II. And you know when local is 400+ its a bit hard to control your probes but now you forced to control your ass too. |

Ab'del Abu
Atlantis Ascendant
36
|
Posted - 2014.05.21 11:55:00 -
[18] - Quote
Major nerf to scanning in wormholes ... thx CCP |

Owen Levanth
Federated Deep Space Explorations
153
|
Posted - 2014.05.21 12:24:00 -
[19] - Quote
Well, now I'm glad I kept putting off skilling up my scan-skill beyond 4. With scanning modules now becoming active, I'll just stop feeling guilty about not using them in my fits. Too bad about my covert-ops frigs, though. They had scan modules just because there was plenty of space, not because I really needed them.
I guess I have to adapt by putting something else in there now.  |

Meytal
School of Applied Knowledge Caldari State
411
|
Posted - 2014.05.21 12:30:00 -
[20] - Quote
Hi CCP!
If you guys want to make active scanning modules to help out the people in hisec and nullsec who can't tell their heads from the hole in their backsides, that's cool. Awesome, even. Make new modules. In fact, there are a number of either active-only or passive-only modules that could use their complementary modules (some drone upgrades, omni-resist shields, etc). It will give industrialists more to make and sell, it will give players more to spend money on, and it will even be a net buff to your core areas without harming anyone.
This is another example of a change that you guys are making / have made that will negatively affect W-space. W-space is all about cloaking and stealth ... where active modules do not work. Unless, of course, you're going to make these become a special case of modules that work while cloaked (my humble opinion: don't even start down that road).
Please don't just blindly change what is there; create new to supplement the game.
I've written a post elsewhere that attempts to explain to the outsider what Wormhole life is about. If you don't live there, it's really difficult to wrap your mind around how different life is there. Please take a moment and look over the post. We are a small part of this game, certainly, but we are still a part of this game. And we like to make things explode using much shiny.
https://forums.eveonline.com/default.aspx?g=posts&m=4586998#post4586998
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l0rd carlos
Friends Of Harassment The Camel Empire
935
|
Posted - 2014.05.21 12:39:00 -
[21] - Quote
killerlman wrote:l0rd carlos wrote:killerlman wrote:This change just make people who does scanning at pvp,huge battles life harder. I do combat scanning at huge battles and must say that if you implement this to tq its gonna ruin all my fits and whole concept of it. Does that mean you have to adapt? What changes at the concept? The concept is to kill offgrid boosters and my fit contains one rangefinding array II. And you know when local is 400+ its a bit hard to control your probes but now you forced to control your ass too. Ah ok. But that doe not sound like such a big problem.
Scan offgrid / off-dscan? + Stay allignet. Use the new and cheaper virture set. Use d-scan before you start scanning to reduce your scanning time. German blog about smallscale lowsec pvp: http://friendsofharassment.wordpress.com |

Franky Saken
Mafia Redux
44
|
Posted - 2014.05.21 12:50:00 -
[22] - Quote
l0rd carlos wrote:killerlman wrote:l0rd carlos wrote:killerlman wrote:This change just make people who does scanning at pvp,huge battles life harder. I do combat scanning at huge battles and must say that if you implement this to tq its gonna ruin all my fits and whole concept of it. Does that mean you have to adapt? What changes at the concept? The concept is to kill offgrid boosters and my fit contains one rangefinding array II. And you know when local is 400+ its a bit hard to control your probes but now you forced to control your ass too. Ah ok. But that doe not sound like such a big problem. Scan offgrid / off-dscan? + Stay allignet. Use the new and cheaper virture set. Use d-scan before you start scanning to reduce your scanning time. How are you going to provide warpins on top of the enemy fleet then? You can't squad/wing warp unless on grid with your prober and you can't set up 50 behind them uncloaked.
At least, not in time for them to not have moved up a few hundred km again.
Pretty big nerf to combat probing, not as big to w-space, just annoying but as said before if you have max skills you don't need these modules anyway for the barely no return (unless probably you scanning things like petes). Pretty big nerf to newer players.
Is this all fallout from the scanning changes? I'm all for making prober harder again so no mad here, just pointing out what's wrong in your post. |

Domanique Altares
Rifterlings Point Blank Alliance
2756
|
Posted - 2014.05.21 12:52:00 -
[23] - Quote
Hatshepsut IV wrote: No, just no.
Yes, just yes.
Quote: If your doing this uncloaked your doing it wrong and most of the time your target will get away.
Don't do it uncloaked. Time to put on your big boy pants, dig out that virtue clone, and do it like it used to be done before CCP put probing into easy mode. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

calaretu
Honestly We didnt know Unsettled.
100
|
Posted - 2014.05.21 12:57:00 -
[24] - Quote
Domanique Altares wrote:Hatshepsut IV wrote: No, just no.
Yes, just yes. Quote: If your doing this uncloaked your doing it wrong and most of the time your target will get away.
Don't do it uncloaked. Time to put on your big boy pants, dig out that virtue clone, and do it like it used to be done before CCP put probing into easy mode.
Yes. Swapping clones in wspace. Brilliant. Such knowledge. ~Bringer of happiness
http://collapsedbehind.blogspot.no/ |

JetCord
People of Random Nature
41
|
Posted - 2014.05.21 13:13:00 -
[25] - Quote
thank you ccp for making combat scanning harder in a system full of red
tell me what is the rationale behind making the scanning mod need to be activated?
if this changes go through then you might as well remove these mod from the game as most of us will refit our probing ships to the time when these mod not yet existed
are gonna make them scriptable? able to be OH?
|

Rek Seven
Probe Patrol Ixtab.
1518
|
Posted - 2014.05.21 13:40:00 -
[26] - Quote
I'm tired of being diplomatic... If this change is intended, the developer who implemented it is a ******* idiot. +1 |

Ralero Bonewish
Quovis The Bastion
0
|
Posted - 2014.05.21 13:53:00 -
[27] - Quote
What is this. I don't even..
CCP, stop while you are ahead. |

killerlman
BURN EDEN Northern Coalition.
7
|
Posted - 2014.05.21 14:29:00 -
[28] - Quote
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. |

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
1920
|
Posted - 2014.05.21 14:31:00 -
[29] - Quote
Lol, wut?
omg... do you even... I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Zifrian
Licentia Ex Vereor Black Core Alliance
1490
|
Posted - 2014.05.21 14:36:00 -
[30] - Quote
Jesus, the whining....
This is a good change. Scanning is too easy as it is a s at some point CCP needs to support the whole point of eve, which is conflict. It they don't make changes like this, which is really small, they risk the game becoming more and more watered down where everything is safe.
There are many ways to scan without cloaking. If you can't set up a safe and check scan for combat probes while scanning sites then you have no business scanning in the first place. Hell, I have warp stabs on my Helios anyway and most times I scan from the pos bubble anyway. This is not a big deal considering you can still scan cloaked if you need to anyway, just without mod bonus. GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |
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Gosti Kahanid
GANOR Deep Space Explorers GANOR INC.
54
|
Posted - 2014.05.21 14:41:00 -
[31] - Quote
Since Odyssey People complained about that scanning down Targets is now way to easy. This is a good move in the right direction without kompletly roll back the changes like the lootspew. It was possible pre Odyssey, so it will probably still be possible without this mods which made it way to easy. |

Arthur Aihaken
Erebus Solia
3612
|
Posted - 2014.05.21 14:43:00 -
[32] - Quote
"Gaia created a great stone sickle and gathered together Kronus and his brothers to persuade them to castrate Uranus. Only Kronus was willing to do the deed, so Gaia gave him the sickle and placed him in ambush. When Uranus met with Gaia, Kronus attacked him with the sickle, castrating him and casting his ********* into the sea."
Yes, "Kronus" certainly seems like an apt description for the next release (at least from a wormhole perspective). I am currently away, traveling through time and will be returning last week. |

Hatshepsut IV
Cascading Failure Un.Bound
90
|
Posted - 2014.05.21 14:43:00 -
[33] - Quote
Zifrian wrote:Jesus, the whining....
This is a good change. Scanning is too easy as it is a s at some point CCP needs to support the whole point of eve, which is conflict. It they don't make changes like this, which is really small, they risk the game becoming more and more watered down where everything is safe.
There are many ways to scan without cloaking. If you can't set up a safe and check scan for combat probes while scanning sites then you have no business scanning in the first place. Hell, I have warp stabs on my Helios anyway and most times I scan from the pos bubble anyway. This is not a big deal considering you can still scan cloaked if you need to anyway, just without mod bonus.
All of this completely ignores the fact that it utter screws over usage of these modules for w-space scanning.
Wormhole residents spend a sizeable part of their gametime scanning down new sigs and a key part of scouting new chains is doing so cloaked. Scanning at the POS or at a safespot isn't an option for us.
Reguardless of whatever meta you "think" this change will implement the only reality of it will be that people will just stop using the modules. Which at that point just freaking delete them. |

Burneddi
Love Squad Pasta Syndicate
102
|
Posted - 2014.05.21 14:45:00 -
[34] - Quote
why |

Meytal
School of Applied Knowledge Caldari State
415
|
Posted - 2014.05.21 14:48:00 -
[35] - Quote
Gosti Kahanid wrote:Since Odyssey People complained about that scanning down Targets is now way to easy. This is a good move in the right direction without kompletly roll back the changes like the lootspew. It was possible pre Odyssey, so it will probably still be possible without this mods which made it way to easy. This may be. But until CCP comes out and says something like this, we from Wormhole space are going to assume that we have been overlooked yet again with a blanket change made for the benefit of Hisec/Nullsec that adversely affects the gameplay we have adapted to as a result of the addition of these modules to the game.
Can we and will we adapt if this change goes through? Absolutely. Should we try to confirm that CCP intended to nerf W-space scanning while similarly buffing High/Null scanning? Absolutely. Because if they didn't intend the nerf, we should let them know about it so they can re-think their approach.
|

Una Eris
Boob Heads Black Legion.
0
|
Posted - 2014.05.21 14:51:00 -
[36] - Quote
As a member of BL. , I approve of this change. Keep up the good work Fozzie |

Nightingale Actault
Divided Unity The Night Crew Alliance
29
|
Posted - 2014.05.21 15:03:00 -
[37] - Quote
The wormholer in me greatly disapproves of this change. When scanning is how you live, there is no justification for something that inhibits your playstyle so greatly. If you can't use these while cloaked they will see very little use from wormholers in the future. |
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CCP SoniClover
C C P C C P Alliance
648

|
Posted - 2014.05.21 15:08:00 -
[38] - Quote
This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster. |
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Rek Seven
Probe Patrol Ixtab.
1525
|
Posted - 2014.05.21 15:11:00 -
[39] - Quote
Gosti Kahanid wrote:Since Odyssey People complained about that scanning down Targets is now way to easy. This is a good move in the right direction without kompletly roll back the changes like the lootspew. It was possible pre Odyssey, so it will probably still be possible without this mods which made it way to easy.
It's an unnecessary change, as there is no benefit to the guy scanning or the guy being scanned. The only people this really affect (negatively) are people living in wormhole space and people who scan in anything other than a scanning frigate.
Combat scanning a target is still difficult and and can only be considered "too easy" after someone has chosen the right ship, fitted scanning mods/rigs and installed virtue implants, which is the whole point of doing so.
Changes like this force people to use specialised ships instead of promoting diversity.
+1 |

Gosti Kahanid
GANOR Deep Space Explorers GANOR INC.
54
|
Posted - 2014.05.21 15:12:00 -
[40] - Quote
Meytal wrote:Gosti Kahanid wrote:Since Odyssey People complained about that scanning down Targets is now way to easy. This is a good move in the right direction without kompletly roll back the changes like the lootspew. It was possible pre Odyssey, so it will probably still be possible without this mods which made it way to easy. This may be. But until CCP comes out and says something like this, we from Wormhole space are going to assume that we have been overlooked yet again with a blanket change made for the benefit of Hisec/Nullsec that adversely affects the gameplay we have adapted to as a result of the addition of these modules to the game. Can we and will we adapt if this change goes through? Absolutely. Should we try to confirm that CCP intended to nerf W-space scanning while similarly buffing High/Null scanning? Absolutely. Because if they didn't intend the nerf, we should let them know about it so they can re-think their approach.
I too live in WH-Space and I have to say that I never had Problems with scanning down the chains and hostile ships. I even overlooked these modules and only stated to using them three months ago. I have to admit, it made scanning a little bit more confortable, but it-¦s not like it is not possible to live without them. I did the last few years |
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Fonac
Imperial Academy Amarr Empire
38
|
Posted - 2014.05.21 15:14:00 -
[41] - Quote
CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster.
Surely there must be a way, to do this without changing the effects this has on the PVE aspect of exploration and scanning?
- Maybe only have the modules needed to be activated for combat probes?
|

Omnathious Deninard
Novis Initiis
2355
|
Posted - 2014.05.21 15:16:00 -
[42] - Quote
I support this change. Odyssey made scanning way to easy as it was then adding in extra modules to make scanning even easier was just too much. -á --á |

Omnathious Deninard
Novis Initiis
2355
|
Posted - 2014.05.21 15:16:00 -
[43] - Quote
Fonac wrote:CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster. Surely there must be a way, to do this without changing the effects this has on the PVE aspect of exploration and scanning? - Maybe only have the modules needed to be activated for combat probes? They are completely unnecessary for PVE scanning. -á --á |

Hatshepsut IV
Cascading Failure Un.Bound
90
|
Posted - 2014.05.21 15:21:00 -
[44] - Quote
CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster.
W-space doesn't have this choice though. You basicly get one shot to try and combat scan someone in a sig. I'll explain how it works.
Say you find someone in a data site in a new hole. Hopefully its a system large enough you can find a corner off d-scan to launch combat probes, you then throw them way above the system so they won't be seen. Then its the arduous process of using d-scan to narrow down roughly the position and range of the targets and move the probes in. Once your confidant you have them hit scan. If things went well you get a result pull probes in and warp at zero.
There are lots of things that can go wrong, the end result is if you don't get a 100 percent warpable result the first time but the time a second scan finishes more then likely your targets will have warped off. |

Fonac
Imperial Academy Amarr Empire
38
|
Posted - 2014.05.21 15:24:00 -
[45] - Quote
Omnathious Deninard wrote:Fonac wrote:CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster. Surely there must be a way, to do this without changing the effects this has on the PVE aspect of exploration and scanning? - Maybe only have the modules needed to be activated for combat probes? They are completely unnecessary for PVE scanning.
No they're not. I get that you have more time to do the actual scanning. But that does not make the modules unecessary. If you do alot of scanning(which i do) I want to do it as fast as possible, these modules help in that regard.
Time is money as they say..
|

Vincent Athena
V.I.C.E.
2766
|
Posted - 2014.05.21 15:30:00 -
[46] - Quote
It does not make all W-space scanning harder. You can still sit safely in your POS and scan. In other words, this change helps W-space defenders, in fact it helps any defender with a POS bubble. Is that what you want, CCP? http://vincentoneve.wordpress.com/ |

Dersen Lowery
Laurentson INC StructureDamage
1135
|
Posted - 2014.05.21 15:30:00 -
[47] - Quote
CCP reacts to oceans of tears about AFK cloaking by nerfing ATK cloaking. gf o7
The good news is that those of you who do your scanning under the security blanket of Local chat will be able to pick these modules up cheap, because I don't see a lot of wormhole dwellers hanging on to them.
Since we can't swap clones, I also foresee a lot of Virtue-implanted scanning alts in the future of wormhole space. Proud founder and member of the Belligerent Desirables. |

Nightingale Actault
Divided Unity The Night Crew Alliance
30
|
Posted - 2014.05.21 15:31:00 -
[48] - Quote
CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster.
Please, go live in a wormhole for 6 months before making this decision.
Without that experience, I'm not sure you realize just how much of an effect this will have on the daily life of a wormhole pilot. |

Jezza McWaffle
Blackstar Privateers Disavowed.
115
|
Posted - 2014.05.21 15:36:00 -
[49] - Quote
CCP thank you for ignoring W-space again, as always, no surprise there. The only people to use these in W-space are going to be either new players in t1 frigs or when sitting behind a forcefield. C6 Wormhole blog http://holelotofwaffle.wordpress.com/ |

Sirinda
Ekchuah's Shrine Comporium
361
|
Posted - 2014.05.21 15:37:00 -
[50] - Quote
Right, I always scan when uncloaked. There's nothing that could possibly go wrong.
Tell us, how are we supposed to dscan, keep an eye on the grid and scan at the same time?
Protip: You really can't.
Nerf combat scan strength or something, but leave those passive mods alone. |
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CCP SoniClover
C C P C C P Alliance
649

|
Posted - 2014.05.21 15:47:00 -
[51] - Quote
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. |
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Meytal
School of Applied Knowledge Caldari State
417
|
Posted - 2014.05.21 15:53:00 -
[52] - 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. 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.
|

Mizhir
Euphoria Released Triumvirate.
61853
|
Posted - 2014.05.21 15:56:00 -
[53] - Quote
Dersen Lowery wrote:CCP reacts to oceans of tears about AFK cloaking by nerfing WH pvp. gf o7
Fixed for you. One Man Crew - Collective solo pvp |
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CCP SoniClover
C C P C C P Alliance
653

|
Posted - 2014.05.21 15:56:00 -
[54] - Quote
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.
Could be possible, as we're delaying making any changes here until Crius, we can take a look. We'll keep you updated once we dug into it a bit more. |
|

Meytal
School of Applied Knowledge Caldari State
417
|
Posted - 2014.05.21 15:58:00 -
[55] - Quote
CCP SoniClover 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. Could be possible, as we're delaying making any changes here until Crius, we can take a look. We'll keep you updated once we dug into it a bit more. \o/ |

Owen Levanth
Federated Deep Space Explorations
153
|
Posted - 2014.05.21 15:58:00 -
[56] - Quote
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. |

Ab'del Abu
Atlantis Ascendant
36
|
Posted - 2014.05.21 16:00:00 -
[57] - 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.
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.
Scanning was a pain before Odyssee, and I believe it's in a good place now. Making such an unbalanced change isn't fair to wormholers whose daily bread and butter happens to be scanning.
Most educated people in wh use combat probes for scanning signatures+ships, so removing the effect from combat probes only isn't a good solution either imho.
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CCP Fozzie
C C P C C P Alliance
10418

|
Posted - 2014.05.21 16:03:00 -
[58] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Omnathious Deninard
Novis Initiis
2356
|
Posted - 2014.05.21 16:04:00 -
[59] - Quote
CCP SoniClover 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. Could be possible, as we're delaying making any changes here until Crius, we can take a look. We'll keep you updated once we dug into it a bit more. Removing there effect from only combat probes does not address the risk vs reward ratio that is brought by them for PVE scanning though. Making them active does. -á --á |

Nightingale Actault
Divided Unity The Night Crew Alliance
31
|
Posted - 2014.05.21 16:04:00 -
[60] - 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.
I give you that. I agree with some of the other possible alterations that others have proposed to lessen the impact.
I'll throw out my own as well, how about a reduction in scan time to help with the sheer amount of time required to scan wormhole chains if the signatures will be harder to pin. |
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Ab'del Abu
Atlantis Ascendant
36
|
Posted - 2014.05.21 16:06:00 -
[61] - 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.
By using these scanning modules, however, you also remove the CHOICE of using defensive/offensive modules like shield extenders and points/webs. Seems like a fair trade to me! |

Mara Tessidar
Dark Star Safari Goonswarm Federation
1106
|
Posted - 2014.05.21 16:13:00 -
[62] - Quote
What's the purpose of this change? It's an illusion of choice if you do the math at all.
Reveal what you're in to keep your current scan strength, or stay cloaked and eat the nerf.
Soniclover, perhaps you didn't figure out that small and pointless kicks in peoples' nuts were stupid after the whole ESS debacle. Thankfully, you can heed everybody's words here--just like then--and maybe rethink how you want to go about doing this. |

Meytal
School of Applied Knowledge Caldari State
417
|
Posted - 2014.05.21 16:15:00 -
[63] - Quote
Omnathious Deninard wrote:Removing there effect from only combat probes does not address the risk vs reward ratio that is brought by them for PVE scanning though. Making them active does. Only in wormhole space, and maybe perhaps Lowsec ... but I try to avoid Lowsec, it's scary :)
See, in Hisec, you don't need to cloak to scan safely or surreptitiously. You can use active modules. Risk is zero for great PvE reward.
In Nullsec, if there is someone else in system you cloak up and wait for them to leave. Then you can scan uncloaked, watching local for the next non-friendly to wander in. Risk is zero for great PvE reward.
In W-space, you can't see anyone in Local. You don't know if you're being stalked. If you decloak to scan, you are vulnerable, and since you are distracted with scanning you probably didn't even see the probes from the person who just blew up your ship and your pod, as he only needed a handful of seconds to scan you.
(Do note that the Radar and Mag sites are not the most profitable sites to be running in W-space; you only need to jump into W-space, without dropping probes, to find the most profitable sites)
Changing the modules to active usage will affect Wormhole space first and foremost, and will have zero impact on the two most populated areas of the game.
By contrast, the potentially-accepted compromise will affect everyone everywhere equally.
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Cosmic Scanner
Temnava Legion No Holes Barred
66
|
Posted - 2014.05.21 16:17:00 -
[64] - Quote
I am someone who has done a lot of scanning both before and after the implementation of scanning modules. Your just making w-space more time consuming for all of us. We scan sigs all the time, it is our bread and butter. If you want to nerf combat probing this is not the way to go about it.
I don't think there is anything wrong with combat probing anyway, you have to take into consideration that ships can actually move to avoid combat probing, if they are moving / warping you can end up scanning them mid warp, more so now due to the warp changes from not so long ago, where for example i have ended up 300km or more away from dreads or carriers due to their really slow deceleration from warp. Cosmic Scanner / muu lufragga |

Rek Seven
Probe Patrol Ixtab.
1530
|
Posted - 2014.05.21 16:19:00 -
[65] - Quote
CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster.
You could calculate exactly how long it would take to scan down a target using simple maths before you implemented these scanning modules... So are you basing this change on actual statistics like 90% of combat scans result in a kill, or is this just based on a feeling in your bones?
I don't think wormholers feel that they can't scan without these things but hardly anyone in wormhole space will use these because remaining cloaked is so important. Wormholes get next to no new wormhole specific features/tools so it's natural that we feel like you are forgetting about us yet again, as you are effectively making this a k-space only mod. +1 |

Mara Tessidar
Dark Star Safari Goonswarm Federation
1106
|
Posted - 2014.05.21 16:25:00 -
[66] - Quote
Under the new system you either take an annoying, pointless nerf or get completely fucked over.
Oh, this isn't the original ESS thread. Then why does that statement still apply so well? |

Bleedingthrough
Raptor Navy
33
|
Posted - 2014.05.21 16:36:00 -
[67] - Quote
CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster.
No, don't do this!
Don't go from one extreme (delay for sigs showing up) to the other (make it even harder to catch ppl by actively looking for them). Both will not generate more content.
The drawbacks of combat probing are already enormous. There is no need to make this less efficient. Active hunting with combat probes is already a mechanic that does not generate much content/is not very useful in a lot of scenarios. Reasons are obvious: Probes show up on d-scan! They are like a big signal fire saying: I was too lazy to probe your sites down earlier but hey here I am now.
Even if you are clever with your probes, e.g. hide them outside d-scan range, they will show up at least for one full scan cycle and then you need to warp your fleet in which will show up on d-scan too. Really hard to catch someone paying attention off guard. I would estimate that less than 2% of my kills come from combat probing. 98% from having BMs, d-scaning and jumping into them on a WH.
WH guys will hate this! Probing down the pipe is part of the daily routine of w-space dwellers. While doing this you want to give potential targets as few intel on you as possible. Probing sigs without being cloaked is not an option for them!
|

Masao Kurata
Z List
52
|
Posted - 2014.05.21 16:38:00 -
[68] - Quote
If you want anyone to use these outside of highsec you'll have to at least fix the interface so that dscan and probe controls aren't stuck on two tabs of the same window making it practically impossible to do defensive dscans while probing (or offensive dscanning for that matter). |

mynnna
GoonWaffe Goonswarm Federation
3554
|
Posted - 2014.05.21 16:39:00 -
[69] - Quote
You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk.  Member of the Goonswarm Economic Warfare Cabal |

Bleedingthrough
Raptor Navy
33
|
Posted - 2014.05.21 16:52:00 -
[70] - Quote
mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk. 
What risk does the guy take that notices the probes on d-scan?
|
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Owen Levanth
Federated Deep Space Explorations
154
|
Posted - 2014.05.21 16:55:00 -
[71] - Quote
mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk. 
Those guys are babies. They scan a bit slower now, that's it. People on a short tour of W-Space can even breath easier now, since they don't have to waste time to refit between combat and scan fits all the time.
Also I'm pretty sure in those cases the time you gained from scanning faster was eaten up by the time you spend refitting at your depot, anyway.  |

Domanique Altares
Rifterlings Point Blank Alliance
2759
|
Posted - 2014.05.21 17:02:00 -
[72] - Quote
I love how quickly the 'hardcore' w-space vets snuggled up to this tit, and how hard they are bawling now that mommy is going to wean them off of it.
Some of you must have short memories or have been terrible at probing before. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Quinn Corvez
Probe Patrol Ixtab.
231
|
Posted - 2014.05.21 17:04:00 -
[73] - Quote
mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk. 
We don't pride ourselves on not having local, we just recognise that local is a **** mechanic that does more harm than good.
This change does nothing to improve the game, it just results in less pvp engagements and less options of ship choice. |

Porucznik Borewicz
Love Squad Pasta Syndicate
12
|
Posted - 2014.05.21 17:07:00 -
[74] - Quote
Get your bodies ready for cycling cloaks. Mark my words. It's habbading. |

Nash MacAllister
Anomalous Existence Low-Class
132
|
Posted - 2014.05.21 17:36:00 -
[75] - Quote
Perfect, taking a new module and ensuring it will stop being used. Quite frankly, I don't care about this change from the standpoint that I already have more important modules to fit where the scanny ones go. But still, I really fail to see what this actually accomplishes from a positive standpoint... Yes, if you have to ask yourself the question, just assume we are watching you... |

Zifrian
Licentia Ex Vereor Black Core Alliance
1490
|
Posted - 2014.05.21 17:43:00 -
[76] - Quote
Hatshepsut IV wrote:Zifrian wrote:Jesus, the whining....
This is a good change. Scanning is too easy as it is a s at some point CCP needs to support the whole point of eve, which is conflict. It they don't make changes like this, which is really small, they risk the game becoming more and more watered down where everything is safe.
There are many ways to scan without cloaking. If you can't set up a safe and check scan for combat probes while scanning sites then you have no business scanning in the first place. Hell, I have warp stabs on my Helios anyway and most times I scan from the pos bubble anyway. This is not a big deal considering you can still scan cloaked if you need to anyway, just without mod bonus. All of this completely ignores the fact that it utter screws over usage of these modules for w-space scanning. Wormhole residents spend a sizeable part of their gametime scanning down new sigs and a key part of scouting new chains is doing so cloaked. Scanning at the POS or at a safespot isn't an option for us. Reguardless of whatever meta you "think" this change will implement the only reality of it will be that people will just stop using the modules. Which at that point just freaking delete them. I scan wormholes that I don't have a pos in all the time so it isn't just something 'I think'. Make a safe, watch dscan...or I dunno, scan cloaked and it'll take a bit longer. This isn't a big deal unless you want to play the game on easy mode.
Stop crying. GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
981
|
Posted - 2014.05.21 17:50:00 -
[77] - Quote
Excellent change.
I like the tradeoff, that you can take a little more risk for faster scanning, or stay completely hidden, and scan at the old rate, you know, the one that we all survived doing. The rate that really wasn't that bad, or a whole lot slower than now.
Sure is a lot of crying here, when we did just fine before these mods were introduced, and now they at least have a risk/reward gameplay aspect. HTFU. |

Meytal
School of Applied Knowledge Caldari State
417
|
Posted - 2014.05.21 18:00:00 -
[78] - Quote
Zifrian wrote:I scan wormholes that I don't have a pos in all the time so it isn't just something 'I think'. Make a safe, watch dscan...or I dunno, scan cloaked and it'll take a bit longer. This isn't a big deal unless you want to play the game on easy mode.
Stop crying. I'll bite.
You're in W-space, no local, scanning your way around. How often do you hit dscan to watch for probes while you're scanning? Once every 10 seconds or so if you're lucky? You know what dscan is, right? Anyway, it takes more than a few seconds to manipulate your probes each time, so you're certainly not hitting dscan at every possible cycle.
Now tell me how quickly someone can combat scan you and recall probes. Hint: it's a lot less time now than it used to be with instantly-recalling probes. Uncloaked in in a "safe" spot does not make you safe when you are distracted, it makes you dead. Active scanning modules won't be used in W-space by anyone who has lived there for any length of time. The noobs that jump in using these modules aren't worth the ammo used to shoot them (though we will do that, of course).
The net result is things just slow back down to the previous pace. In Wormhole space. Enjoy your increased bonuses from active modules in your big blue donut out in Null, if they continue with making them active modules.
I get that you Nullsec types want to put the squeeze on W-space hunters; maybe we ARE too efficient. Just keep the propagandizing off the Test Server forums, k? It's especially distasteful for a CSM to stoop to that level here. Leave it on the regular forums, if you have to spew any of it in the first place. |

Dersen Lowery
Laurentson INC StructureDamage
1135
|
Posted - 2014.05.21 18:39:00 -
[79] - Quote
Mizhir wrote:Dersen Lowery wrote:CCP reacts to oceans of tears about AFK cloaking by nerfing WH pvp. gf o7
Fixed for you.
Nerfed back to post-Odyssey, which TBH isn't all that bad. I recall a great deal of :drama: about how scanning had become too easy at the time.
First, we're talking about straight ganks. Yeah, you won't be able to get a hit on a watchful player and be reasonably sure that he didn't notice, at least not without taking measures to make sure that you're off D-scan yourself, and yeah that'll make >15AU systems that much safer for people who take basic measures to ensure their safety.
But then, if it doesn't matter whether you're alert, that's not exactly encouraging smart play. So I don't see this as a disaster. Yeah, I'm going to be refitting my scanning ships. Yeah, the particularly paranoid will probably see my probes on scan and GTFO before I can grab them. Such is the life of a predator: you get the sick, the weak, the unlucky and the odd sacrifice. Most of the time, you get nothing. Sometimes you get lucky and pull something down in its prime, but that's not something you can really expect. Proud founder and member of the Belligerent Desirables. |

Bleedingthrough
Raptor Navy
33
|
Posted - 2014.05.21 18:49:00 -
[80] - Quote
Sorry for being so persistent in this thread but I think CCP tries to fix something without having put enough thought into it.
-This changes clearly does not create fitting diversity or a real choice, e.g. between point/web and faster probing. -This change does not prevent one cycle hits (while cloaked) in most cases. Maybe this is what actually you feel is too strong. Who knows. -These modules become obsolete for the population relying on probing the most, the w-space dudes! -Even without these changes no one fits them on a cloaky prot anyways. So who will be hit by this change the most? Hint: It is not the guys with all probing skills at 5.
In order to provide any further constructive feedback it would be useful to know what the actual problem with these modules is.
1)In what scenarios/context are these modules too strong?
2)Does the intended change really get you what you want? Does it actually solve the problem?
3)What other activities are impacted by these changes?
|
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Ab'del Abu
Atlantis Ascendant
36
|
Posted - 2014.05.21 18:53:00 -
[81] - Quote
*sigh* Some numbers, because everyone loves them. Assuming all lvl V skills, a standard fit buzzard with two scanning rigs and one t2 scanning mod of each type will
1.) have ~6% better scan strength 2.) have 20% less scan deviation 3.) need ~1 second less for a scan
In practice, this means that you save 1 - 8 seconds either by 1.) or not having to re-scan, respectively (later case is comparatively rare).
Now, just to put things into context: for about every 50 wormhole signatures (this is not including all the gas/relic/data garbage that comes with scanning in wormholes) I scan, there is 1! single! ship I catch by using (combat) probes. I mention this only so as to give those non-wormholers a realistic insight on how this is going to affect our day-to-day living.
And even then, that guy I gank is most likely either afk, not paying enough attention to d-scan, OR waiting for me to come fight him anyway, so only in the rarest of cases, such a change would make any difference whatsoever and benefit the victim.
And since nobody has brought it up already: Those sensor compensation skills that CCP introduced a while back (Linky) don't only affect ECM, but a ship's signature strength as well --> and therefore your ability to scan it. If anything, one could say that the scanning mods brought back the balance that had previously been destroyed.
I really hope, you guys in Design take another good look and think what such a change would really accomplish because the difference in pvp is really absolutely negligible. Whatever those CSM8 told you, it's complete rubbish.
PS: WTB RSS combat scanner probes and T2 gravity capacitor upgrades with 200 calibration only :> |

Dersen Lowery
Laurentson INC StructureDamage
1135
|
Posted - 2014.05.21 18:59:00 -
[82] - Quote
Bleedingthrough wrote:-Even without these changes no one fits them on a cloaky prot anyways. So who will be hit by this change the most? Hint: It is not the guys with all probing skills at 5.
True, this lands on new players, but post-Odyssey scanning is much easier for new players. They'll still be useful scanning down sites and holes, where results aren't quite so time-critical. They'll be worse at combat scanning, but that's enough of an art that they'll be worse anyway.
It was nice to be able to one-hit most everything, but honestly? That's not much of a minigame. Proud founder and member of the Belligerent Desirables. |

Mara Tessidar
Dark Star Safari Goonswarm Federation
1106
|
Posted - 2014.05.21 19:00:00 -
[83] - Quote
mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk. 
"FYGM" |

Ab'del Abu
Atlantis Ascendant
36
|
Posted - 2014.05.21 19:08:00 -
[84] - Quote
mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk. 
Yeah, that's the level of input that would be expected from a CSM member, thank you. |

Cosmic Scanner
Temnava Legion No Holes Barred
68
|
Posted - 2014.05.21 19:16:00 -
[85] - Quote
All this change tells me as a w-space resident, is that "we are going to nerf combat probing by making all scanning take you longer". No man with any sense is going to scan uncloaked, i mean really... I don't care so much about nerfing combat probing as such (although i don't think there is a need for it), but nerfing scan speed in general, no thanks. Cosmic Scanner / muu lufragga |

Elise Randolph
Habitual Euthanasia Pandemic Legion
1222
|
Posted - 2014.05.21 19:25:00 -
[86] - Quote
So you're saying that right now it goes like this:
"Guys there are 8 probes on scan within 4 AU, I think we're getting probed"
But if you change it, it'll turn into: "Guys there are 8 probes on scan AND A BUZZARD HOLY **** STOP EVERYTHING GAME OVER MAN"
? ~ |

mynnna
GoonWaffe Goonswarm Federation
3555
|
Posted - 2014.05.21 19:37:00 -
[87] - Quote
Bleedingthrough wrote:mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk.  What risk does the guy take that notices the probes on d-scan? Here is your effortless and risk free intel. If he does not pay attention to sigs or has no scouts on em he deserves to die.
You know, you're right, I think we SHOULD disable dscan in wspace as well. And combat probes. If you want to find a ship you should do it the hard way, scan down every anomaly and warp in to put eyes on it directly. Anything short of direct eyes sounds too easy. Member of the Goonswarm Economic Warfare Cabal |

Malcanis
Vanishing Point. The Initiative.
15622
|
Posted - 2014.05.21 19:42:00 -
[88] - Quote
mynnna wrote:Bleedingthrough wrote:mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk.  What risk does the guy take that notices the probes on d-scan? Here is your effortless and risk free intel. If he does not pay attention to sigs or has no scouts on em he deserves to die. You know, you're right, I think we SHOULD disable dscan in wspace as well. And combat probes. If you want to find a ship you should do it the hard way, scan down every anomaly and warp in to put eyes on it directly. Anything short of direct eyes sounds too easy.
Should the new W-space cynos show up on off gird overview though? "It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!" |

Mara Tessidar
Dark Star Safari Goonswarm Federation
1108
|
Posted - 2014.05.21 19:44:00 -
[89] - Quote
Elise Randolph wrote:So you're saying that right now it goes like this:
"Guys there are 8 probes on scan within 4 AU, I think we're getting probed"
But if you change it, it'll turn into: "Guys there are 8 probes on scan AND A BUZZARD HOLY **** STOP EVERYTHING GAME OVER MAN"
?
You should probably stick to devising ways to kill CFC supers without violating Botlord because you clearly have no understanding of wormhole space hunting.
Competent people enter a hole, launch probes, cloak, move them out of d-scan range of objects in the solar system, and proceed to locate their target's anomaly using d-scan. Once that happens, the probes get extended to 16/32 AU with the target just at the edge of that range and overlapped to get a signal, and/or the probes are moved directly in a small formation onto the suspected target anomaly.
Nobody even remotely competent is going to decloak to get an extra 5-10% scan strength. Every single person who argues that they will is someone who does not spend significant time in wormholes or is engaging in wishful thinking.
What this change will accomplish is slightly diminished scan strength for people with good scanning skills, and greatly diminished scan strength for people with poorer scanning skills. People will not fit useless modules, which the mid-slot scanning modules will become once you have to decloak to use them.
If you're trying to nerf combat probing, this is an idiotic idea. People in highsec don't give a damn about being decloaked. People in lowsec and nullsec don't really either, since local already announced that they're there. This change affects purely people in wormhole space, who rely on being cloaked and undetected to hunt targets.
So thanks. Thanks a lot. Wormhole space totally needed this nerf. You've greatly improved gameplay with this.
P.S. add more frigates to nullsec anomalies, I hear that's also a great idea |

Ab'del Abu
Atlantis Ascendant
36
|
Posted - 2014.05.21 19:44:00 -
[90] - Quote
mynnna wrote:Bleedingthrough wrote:mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk.  What risk does the guy take that notices the probes on d-scan? Here is your effortless and risk free intel. If he does not pay attention to sigs or has no scouts on em he deserves to die. You know, you're right, I think we SHOULD disable dscan in wspace as well. And combat probes. If you want to find a ship you should do it the hard way, scan down every anomaly and warp in to put eyes on it directly. Anything short of direct eyes sounds too easy.
Another quality contribution on topic, thank you. |
|

mynnna
GoonWaffe Goonswarm Federation
3555
|
Posted - 2014.05.21 19:53:00 -
[91] - Quote
Ab'del Abu wrote:mynnna wrote:Bleedingthrough wrote:mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk.  What risk does the guy take that notices the probes on d-scan? Here is your effortless and risk free intel. If he does not pay attention to sigs or has no scouts on em he deserves to die. You know, you're right, I think we SHOULD disable dscan in wspace as well. And combat probes. If you want to find a ship you should do it the hard way, scan down every anomaly and warp in to put eyes on it directly. Anything short of direct eyes sounds too easy. Another quality contribution on topic, thank you.
Glad to help! Your kind is so eager to comment on discussions of local, sov mechanics, and power projection, I'm just returning the favor. It's really great that we, as players from such different backgrounds, can meaningfully contribute this way. Member of the Goonswarm Economic Warfare Cabal |

Nash MacAllister
Anomalous Existence Low-Class
136
|
Posted - 2014.05.21 19:58:00 -
[92] - Quote
Wow, glad to see such an enlightened individual representing the Eve player base. I think those 2 words pretty much sum up all "our kind" needs to know about you and your views.
10/10
Yes, if you have to ask yourself the question, just assume we are watching you... |

Nightingale Actault
Divided Unity The Night Crew Alliance
31
|
Posted - 2014.05.21 19:58:00 -
[93] - Quote
mynnna wrote:Ab'del Abu wrote:mynnna wrote:Bleedingthrough wrote:mynnna wrote:You know, for a group that prides itself on living in a place without easy risk free intel there sure seem to be a lot of people upset that maximizing their intel potential will mean putting themselves at risk.  What risk does the guy take that notices the probes on d-scan? Here is your effortless and risk free intel. If he does not pay attention to sigs or has no scouts on em he deserves to die. You know, you're right, I think we SHOULD disable dscan in wspace as well. And combat probes. If you want to find a ship you should do it the hard way, scan down every anomaly and warp in to put eyes on it directly. Anything short of direct eyes sounds too easy. Another quality contribution on topic, thank you. Glad to help! Your kind is so eager to comment on discussions of local, sov mechanics, and power projection, I'm just returning the favor. It's really great that we, as players from such different backgrounds, can meaningfully contribute this way.
You DO make a valid point in your initial response. My concern again here is the sheer amount of time to scan through wormhole chains.
Something minimal such as a 1-2 decrease in base scan time would be an acceptable compensation for removing the passive bonus IMO. |

mynnna
GoonWaffe Goonswarm Federation
3555
|
Posted - 2014.05.21 20:01:00 -
[94] - Quote
Nash MacAllister wrote:Wow, glad to see such an enlightened individual representing the Eve player base. I think those 2 words pretty much sum up all "our kind" needs to know about you and your views. 10/10 Your kind are wspace pilots just as my kind are nullsec pilots. No need to take offense, as nothing more than that was meant by it.  Member of the Goonswarm Economic Warfare Cabal |

Zifrian
Licentia Ex Vereor Black Core Alliance
1491
|
Posted - 2014.05.21 20:10:00 -
[95] - Quote
Meytal wrote:Zifrian wrote:I scan wormholes that I don't have a pos in all the time so it isn't just something 'I think'. Make a safe, watch dscan...or I dunno, scan cloaked and it'll take a bit longer. This isn't a big deal unless you want to play the game on easy mode.
Stop crying. I'll bite. You're in W-space, no local, scanning your way around. How often do you hit dscan to watch for probes while you're scanning? Once every 10 seconds or so if you're lucky? You know what dscan is, right? Anyway, it takes more than a few seconds to manipulate your probes each time, so you're certainly not hitting dscan at every possible cycle. Now tell me how quickly someone can combat scan you and recall probes. Hint: it's a lot less time now than it used to be with instantly-recalling probes. Uncloaked in in a "safe" spot does not make you safe when you are distracted, it makes you dead. Active scanning modules won't be used in W-space by anyone who has lived there for any length of time. The noobs that jump in using these modules aren't worth the ammo used to shoot them (though we will do that, of course). The net result is things just slow back down to the previous pace. In Wormhole space. Enjoy your increased bonuses from active modules in your big blue donut out in Null, if they continue with making them active modules. I get that you Nullsec types want to put the squeeze on W-space hunters; maybe we ARE too efficient. Just keep the propagandizing off the Test Server forums, k? It's especially distasteful for a CSM to stoop to that level here. Leave it on the regular forums, if you have to spew any of it in the first place. Translation: I don't want to die in my spaceship. GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |

Josilin du Guesclin
University of Caille Gallente Federation
148
|
Posted - 2014.05.21 20:37:00 -
[96] - Quote
Owen Levanth wrote: Those guys are babies. They scan a bit slower now, that's it. People on a short tour of W-Space can even breath easier now, since they don't have to waste time to refit between combat and scan fits all the time.
And the residents? The guys who scan all the time? They have to suck it up? Pre-Odyssey on a character with mediocre scanning skills you often had to step down one range increment at the time when scanning down a tricky signature, whereas now in a properly equipped ship you can step down 2-3 steps. Losing this means going back to single steps, and that means taking twice as long per signature. For those with good character skills it'll still be a change from 3 steps to 2 steps on many sigs, for a 50% increase in time required. When you're scanning out a system with 1-2 dozen signatures, and doing it multiple times per night this 'a bit slower' scanning experience will really drag. It was awful pre-Odyssey, and it will be awful in this future, should it come to pass.
If combat probing is considered too strong, nerf the combat probes - make them less precise, less powerful, or slower to move, for example.
|

GeeShizzle MacCloud
460
|
Posted - 2014.05.21 20:40:00 -
[97] - Quote
i can understand some of the mods to be active, but i would like to request the acquisition array to be passive as it doesnt add power to your ability to scan down smaller more elusive targets, just increases the frequency of your scan results. |

Josilin du Guesclin
University of Caille Gallente Federation
148
|
Posted - 2014.05.21 20:42:00 -
[98] - Quote
Dersen Lowery wrote: True, this lands on new players, but post-Odyssey scanning is much easier for new players. They'll still be useful scanning down sites and holes, where results aren't quite so time-critical. They'll be worse at combat scanning, but that's enough of an art that they'll be worse anyway.
I quite clearly remember pre-Odyssey scanning as a not-very skilled scanner. I do not wish to return to that, as a QoL issue.
|

Dersen Lowery
Laurentson INC StructureDamage
1139
|
Posted - 2014.05.21 21:01:00 -
[99] - Quote
Josilin du Guesclin wrote:Dersen Lowery wrote: True, this lands on new players, but post-Odyssey scanning is much easier for new players. They'll still be useful scanning down sites and holes, where results aren't quite so time-critical. They'll be worse at combat scanning, but that's enough of an art that they'll be worse anyway.
I quite clearly remember pre-Odyssey scanning as a not-very skilled scanner. I do not wish to return to that, as a QoL issue.
Ah, but we won't be. (Which is fine, I don't miss it either.)
There was a space between when the new scanning mechanics rolled out and when the new modules rolled out. We'll just be back there for cloaky combat scanning, and I'm OK with that. Proud founder and member of the Belligerent Desirables. |

unimatrix0030
Viperfleet Inc. Disavowed.
118
|
Posted - 2014.05.21 21:12:00 -
[100] - Quote
So the defenders again have an extra advantage, they can get out of their pos shields drop probes, get into the pos shield and scan away with the active modules . An invasion just got harder. Trying to do log off traps is now harder to do because the defenders have the scanning advantage. Invading forces can not use the fast scanning unless they are already spotted.... . So only downsides for us wormholers.... . Maybe also remove the ability to use them in a pos shield ,near a pos sield,,near a wormhole, near a station, near a gate, near a orca and near a carriern,titan,suppercarrier,black ops . That way you only can use the advantage if you are attackable and not being able to escape easily... .
Also this should not be the priority, the instant sig spawn should be. The last changes only lessen the chance of player interaction not increase them. Stop trying to fix one car in a train wreck when the locomotive is still busted. People use to complain about the huge impertrable fortresses in C5's en c6's, but with these changes they are coming back bit by bit. |
|

Josilin du Guesclin
University of Caille Gallente Federation
150
|
Posted - 2014.05.21 21:14:00 -
[101] - Quote
I'm trying to think of anything that this brings in the way of improved game-play that compensates for the loss of QoL for those who do a lot of scanning, and I'm coming up blank, except perhaps for weaker combat scanning by cloaked hunters, and that's something that could be arranged without affecting anything else.
What compelling game-play does this bring? Everyone will just decide, in advance, whether they will be scanning cloaked (w-space, some n-space skulking, etc.) or uncloaked (k-space bears, etc.), and that will be it. No real choice being made.
This 'balance between low and mid slots' thing - what balance? For cov-ops and T1 scanners it's irrelevant - they have no real tank anyway, and lows are squeezed by the need for fitting mods (to allow for the scan modules) in many cases, so the stress is fairly even. For T3s I suppose there is an unbalance - the modules eat space shield-tanked ships would like, but as everyone seems to think the 'Ghu should be nerfed into oblivion, surely this is a cause for joy? Balance between low and mid slots for such stuff is a bit of a joke anyway, and these modules really aren't hurting it.
Now perhaps there's some valuable game-play benefit in making probers spend longer finding sites and wormholes, but I'm not seeing it. |

unimatrix0030
Viperfleet Inc. Disavowed.
118
|
Posted - 2014.05.21 21:15:00 -
[102] - Quote
mynnna wrote:
Glad to help! Your kind is so eager to comment on discussions of local, sov mechanics, and power projection, I'm just returning the favor. It's really great that we, as players from such different backgrounds, can meaningfully contribute this way.
Well most of us only started after your kind as you call it started to constanly ask for wormhole stabilizers... . So we were only returning the favor! |
|

ISD Ezwal
ISD Community Communications Liaisons
1354

|
Posted - 2014.05.21 21:50:00 -
[103] - Quote
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay. Please people, keep it on topic and above all civil!
The Rules: 4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
5. Trolling is prohibited.
Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Alec Freeman
The Dark Space Initiative Scary Wormhole People
304
|
Posted - 2014.05.21 22:11:00 -
[104] - Quote
Nice now i no longer need to decide what to fit on the mid slots of my covops...
Its back to a Scram and an extender :), |

PotatoOverdose
Handsome Millionaire Playboys
1843
|
Posted - 2014.05.21 22:25:00 -
[105] - Quote
People actually used these? |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
792
|
Posted - 2014.05.21 23:03:00 -
[106] - Quote
If CCP have found some reason why these Fittings effect the balance of combat scanning to such a degree they believe they should not exist I can understand that even though I have had no experience of it.
But for Wormhole space forcing them to be an active module does exactly that. It makes them not exist in any practical sense.
So if this is implemented then they will disappear in their entirety from wormhole space, as simple as that.
Scouting uncloaked is simply suicide.
We Wormholers may be crazy, but we are not foolish.
Are CCP aware that this is the case?
If so I accept it, they are not major items, they are just a minor quality of life improvement, nothing to get excited over.
I imagine they must have some use as an active module elsewhere where there is no threat, Possibly HIsec mission invaders?
There is one EvE. Many people. Many lifestyles. WE are EvE |

Faren Shalni
Future Corps Sleeper Social Club
5
|
Posted - 2014.05.21 23:26:00 -
[107] - Quote
I cant understand why this is being changed! Is one hit combat probing that op considering local and dscan make combat probes useless unless very lucky? If you miss the first scan then your screwed as they are gone 5 second later unless they are brain dead or really dead.
In nullsec pvp maybe a little bit too strong to get insta warpins for bombers but does that justify crippling its use in the place that makes use of them the most? I dont mind number tweaks or fitting changes but to turn it into an active module defeats the entire way wormhole space works
Too all those who say we lived with it before the changes in oddessy....We live with the tools we are given even if it sucks (POS's) |

Erufen Rito
The Dark Space Initiative Scary Wormhole People
284
|
Posted - 2014.05.22 00:09:00 -
[108] - Quote
CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster. Well! Since we are here and want to make scanning harder, how about we get rid of the scanning overlay I have been raging against ever since it came out? This is as nice as I get. Best quote ever https://forums.eveonline.com/default.aspx?g=posts&m=4137165#post4137165 |

Capqu
Love Squad Pasta Syndicate
537
|
Posted - 2014.05.22 01:28:00 -
[109] - 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.
i could give you some other pretty common requests from players in eve but you'd be out of a job if they were "implemented" https://www.youtube.com/watch?v=yNpMiT5qpyI |

Rhavas
Future Corps Sleeper Social Club
296
|
Posted - 2014.05.22 02:00:00 -
[110] - Quote
CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster. Go join a wormhole corp for 6 months first, then decide if it's a good idea. Talk to Corbexx. Hell get in the CSM alumni channel and talk to James, Chitsa and Two Step. Here's a preview: this is a stupid way of achieving your goal. You're meeting non combat scanning in your quest to nerd combat scanning. Go live the reality of your game please. Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |
|

Rhavas
Future Corps Sleeper Social Club
297
|
Posted - 2014.05.22 02:07:00 -
[111] - 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.
This isn't an improvement any more than the rebalance of scanning skills that came with these modules. What wormhole players HAVE been asking for is getting rid of instant discovery via the discovery scanner.
It doesn't improve choice, it just adds more time to an already time intensive job. Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |

Winthorp
Rolled Out
1675
|
Posted - 2014.05.22 02:12:00 -
[112] - Quote
This yet another stupid change that has directly happened after Fanfest, is it too much to ask that you actually respect the WH community like we do and enter into some meaningful discussion with us about our space instead of listening to a few neckbeards at a WH roundtable? http://i.imgur.com/crZYiir.jpg |

Siobhan MacLeary
BRG Corp Ocularis Inferno
166
|
Posted - 2014.05.22 03:48:00 -
[113] - Quote
If the bonus to scanning modules had been high to begin with, then I could understand the reasoning behind taking away the ability to be cloaked and get the bonus. As it is, a good combat prober doesn't really need these scanning modules to pin down most targets.
I'll say it again: The current bonus to these modules is infinitesimal, not worth uncloaking for if they're active modules, and the modules themselves aren't strong enough to warrant a nerf of any kind. GÇ£Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.GÇ¥ - CCP Soundwave |

Hatshepsut IV
Cascading Failure Un.Bound
96
|
Posted - 2014.05.22 04:08:00 -
[114] - Quote
Your progression of effects your hoping to get from changing them active is flawed however.
The way the current meta works is this.
Most combat probing in w-space gets done with cloaky tackle t3s, you don't fit these mid slot mods on them because you would either have to sacrifice tank or tackle which is counter productive to what your trying to do.
The mid slots mods ALREADY carry with them a risk/reward ratio. Fit them and risk dying/losing tackle or not and risk not getting that crucial 1 scan cycle result.
Its for all these reasons why generally you only see them fit to covert ops frigates. Those passive modules are really the only reason to use a covops to scout a chain with sometimes.
Now fast forward. As an active module, people still won't fit them to their t3s..... and people will no longer fit them to their covops for wh use. Combat probing remains exactly where it is which means your goal of adjusting that failed and you have a module with arguably little to no use clogging up the game and confusing people.
The logic of you scanned just fine before them so you will live after them makes little sense.
Society existed and worked just fine before the internet or indoor plumbing, could we live without them again? Sure, but there's a reason we don't. Its because when new things are brought into being that improve things its a |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5338
|
Posted - 2014.05.22 04:08:00 -
[115] - Quote
Siobhan MacLeary wrote:I'll say it again: The current bonus to these modules is infinitesimal, not worth uncloaking for if they're active modules, and the modules themselves aren't strong enough to warrant a nerf of any kind.
So the loss of these modules isn't going to hurt your scanning that much, is it? It's a little bizarre to see people claiming that the benefit of these modules is "infinitesimal" when you are talking about scenarios where you have them stacking nerfed due to implants, rigs, Sister's modules etc.
What if you don't have scanning rigs on your combat scanning ship or the scanning implant in your combat clone, and all your scanning bonuses come from these modules? Day 0 advice for new players: Day 0 Advice for New Players |

Ariel Rin
Cerberus Federation Rebel Alliance of New Eden
4
|
Posted - 2014.05.22 04:19:00 -
[116] - Quote
Yet again a wormhole change, maybe not intended, maybe made in the best of intentions
I will either A) Cloak B) sit under my POS
this hurts, not happy jan (australian pop culture reference, google it)
adding my voice to the uproar about this, as the almost negligable reasons for this change make practically no sense
thanks
Ariel Rin Creaming Soda |

Master Idaho
Intelligence Operation NetCorp Khaos Legion
0
|
Posted - 2014.05.22 04:20:00 -
[117] - Quote
CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster.
|

Rhavas
Future Corps Sleeper Social Club
299
|
Posted - 2014.05.22 04:38:00 -
[118] - Quote
I've now tested on Sisi. Here are some basic findings.
Yesterday their cycle time was 12,000 seconds, or over 3 hours. This might actually have been a sensible, if highly inelegant, nerf aimed at placating the "AFK CLOAKERS WAAAAAH" nullbear set. You could cycle, cloak, and scan as today for 3 hours.
Today, their cycle time is 12 seconds. This means that while you can in fact cycle-cloak-scan, the time is so short as to be entirely impractical to use periodic cloaking/decloaking in any meaningful way.
Long story short - to use these you absolutely will need to be uncloaked, effectively rendering any wormhole scout using them singularly ineffective. Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |

Belle Mallissima
Conquering Darkness
0
|
Posted - 2014.05.22 05:35:00 -
[119] - Quote
CCP SoniClover wrote:This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster.
Given that's the case, why not slightly (and I mean slightly) nerf the existing modules, and introduce new modules that are better, but require not being cloaked to use? This would accomplish all objectives here, and give a choice in fits.
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. |

calaretu
Honestly We didnt know Unsettled.
101
|
Posted - 2014.05.22 05:41:00 -
[120] - Quote
If they have a cycletile of 30 min even they would have a use. But if ccp mean these are too powerful then I would rather have them nerf these than other components that affect scanning ~Bringer of happiness
http://collapsedbehind.blogspot.no/ |
|

Oxide Ammar
127
|
Posted - 2014.05.22 05:42:00 -
[121] - Quote
Proposal :
Make these modules work at lesser degree of effectiveness when they are off and they boost your scanning when you activate them, when they work passive they are at 40-60%, when you activate them they go full enhancement for your scanning attributes. |

Belle Mallissima
Conquering Darkness
0
|
Posted - 2014.05.22 06:07:00 -
[122] - 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.
*insert personal attack on those WH CSM8 members here*
As others have said, those modules are only ever fit to covops, which have the tank of a wet paper bag anyway. Their use on any other scanning ship is non-existent. Cloaking tech3 and recons will use the slots for tank or tackle anyway. I do a LOT of scanning, and the passive modules as they are make that a reasonably pleasurable experience.
Making these modules active will just get me to scout and scan less, and reprocess all the modules, as they are utterly useless if you're not cloaked. A wormhole dweller who isn't cloaked is just looking to get shot, and if I can't efficiently scan a hostile hole without decloaking, then I plain will not bother.
If you want to even the balance between slots, then a low power passive low slot version, and a mid-slot higher power active version will do that quite nicely. Or even, for variety, keep the mid slot variant the low power passive module and put the active module in as a low slot. |

Tribal Solidarity
Garoun Investment Bank
41
|
Posted - 2014.05.22 07:44:00 -
[123] - Quote
This would make total sense if you hadn't nerfed scanning kills to implement these modules but, since you did, the comments about how people managed before these modules existed are pretty much moot. |

l0rd carlos
Friends Of Harassment The Camel Empire
936
|
Posted - 2014.05.22 08:14:00 -
[124] - Quote
Tribal Solidarity wrote:This would make total sense if you hadn't nerfed scanning kills to implement these modules but, since you did, the comments about how people managed before these modules existed are pretty much moot. What skills have been nerved? German blog about smallscale lowsec pvp: http://friendsofharassment.wordpress.com |

Darren Fox
NorCorp Enterprise No Holes Barred
39
|
Posted - 2014.05.22 08:36:00 -
[125] - Quote
l0rd carlos wrote:Tribal Solidarity wrote:This would make total sense if you hadn't nerfed scanning kills to implement these modules but, since you did, the comments about how people managed before these modules existed are pretty much moot. What skills have been nerved?
Not a nerf as such. Half of the skill bonus from the three supporting astrometrics skills were moved to astrometrics itself
Still, this change is a Wormhole Quality of Life reduction as currently suggested. As Cosmic pointed out, the warp changes affected combat scanning as well. |

l0rd carlos
Friends Of Harassment The Camel Empire
936
|
Posted - 2014.05.22 09:11:00 -
[126] - Quote
Right, not even "as such", it was more like a buff because it is now easier / faster to get usefull skills.
Also we get new cheaper Virture set that gives 20% scanning bonus. One could say that is a Wormhole Quality of Life increase :) German blog about smallscale lowsec pvp: http://friendsofharassment.wordpress.com |

Gosti Kahanid
GANOR Deep Space Explorers GANOR INC.
55
|
Posted - 2014.05.22 09:12:00 -
[127] - Quote
For the last few years I had no problem with combat- ans chain-scanning in WHs. Maybe I missed something, but can somebody explain to me how scanning is going to be harder than it was a year ago bevore CCP had the ideotic Idea to boost scanning even more with those modules (as the new much more easy to use interface and scanning-system was not enough)? |

Ab'del Abu
Atlantis Ascendant
40
|
Posted - 2014.05.22 10:06:00 -
[128] - Quote
Gosti Kahanid wrote:For the last few years I had no problem with combat- and chain-scanning in WHs. Maybe I missed something, but can somebody explain to me how scanning is going to be harder than it was a year ago bevore CCP had the ideotic Idea to boost scanning even more with those modules (as the new much more easy to use interface and scanning-system was not enough)?
It won't be a 'problem', however, I fail to see why it should be better for scanning to take longer. As I tried to explain in my last post, the usefulness of such a change is negligible compared to the drawbacks for a big number of probers. It's also not a balanced change as it only really affects wormholers negatively. Also, let me mention again that combat probing was already nerfed once not long ago when CCP introduced the sensor compensation skills
https://forums.eveonline.com/default.aspx?g=posts&t=168820
|

Gosti Kahanid
GANOR Deep Space Explorers GANOR INC.
55
|
Posted - 2014.05.22 10:20:00 -
[129] - Quote
Ab'del Abu wrote:Gosti Kahanid wrote:For the last few years I had no problem with combat- and chain-scanning in WHs. Maybe I missed something, but can somebody explain to me how scanning is going to be harder than it was a year ago bevore CCP had the ideotic Idea to boost scanning even more with those modules (as the new much more easy to use interface and scanning-system was not enough)? It won't be a 'problem', however, I fail to see why it should be better for scanning to take longer. As I tried to explain in my last post, the usefulness of such a change is negligible compared to the drawbacks for a big number of probers. It's also not a balanced change as it only really affects wormholers negatively. Also, let me mention again that combat probing was already nerfed once not long ago when CCP introduced the sensor compensation skillshttps://forums.eveonline.com/default.aspx?g=posts&t=168820
Well, this argument I can understand. This could realy be a good reason to look into the formula of scanning. The sensor compensation skills were introduced to counter ECM in the first line, effects on the scanning were a negativ side-effekt of that.
Question to CCP SoniCover: Can we do something about this? Or what is your opinion to this argument? |

Luscius Uta
86
|
Posted - 2014.05.22 11:34:00 -
[130] - Quote
If this change is meant to nerf combat scanning only, why not simply change the modules so they won't affect combat probes? You can also introduce active modules that will affect combat probes but will also provide better bonuses. That way everyone would be pleased. Highsec is for casuals. |
|

Gwen Waokno
Laurentson INC StructureDamage
7
|
Posted - 2014.05.22 11:56:00 -
[131] - Quote
I'm part of a WH corp. Our evening usually starts with a period of scanning systems (average say 10) to find content. Both PVE and PVP. This change will increase the time we need to scan or decrease the amount of systems we can find content in. Scanning is the least interesting thing to do so it would shift the balance between fun things to do and less fun things to do. Not a good development from my point of view.
An important part of our corp is the training of new players. The modules compensate for the low skills of their characters and enable them to participate in scanning WHs. It helps them join our group activities. Effectively removing these modules for WH will increase the skill limit before people can join us. As such it will have quite an impact on our recruiting. Dissapointing. It will reduce the amount of content available for new players. |

Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
29
|
Posted - 2014.05.22 12:33:00 -
[132] - Quote
Omnathious Deninard wrote:CCP SoniClover 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. Could be possible, as we're delaying making any changes here until Crius, we can take a look. We'll keep you updated once we dug into it a bit more. Removing there effect from only combat probes does not address the risk vs reward ratio that is brought by them for PVE scanning though. Making them active does.
PvE scanning already has an implicit danger from being exposed while hacking, as you are literally a sitting duck. |

Morwen Lagann
Tyrathlion Interstellar
1187
|
Posted - 2014.05.22 13:15:00 -
[133] - Quote
Scanning through the thread (hurr hurr), I've seen a few decent ideas.
- Only requiring the modules to be active for combat probes. - Adding a new set of active modules, and keeping the passive ones
One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc).
Currently the scanning modules are set up so that the T2 module provides twice the T1 module's bonus. I'll keep that in these example numbers - bear in mind I am not entirely familiar with the calculations so the numbers I suggest may be too small or too large. As a general rule I am making the "active" bonus about 25% stronger than the current bonus, and reducing (but not removing) the passive bonus to about 50% of current values. This way the T1 active bonus remains larger than the T2 passive bonus, but the passive bonuses still provide a small but tangible benefit.
Scan Acquisition Array I Activation Cost: 10GJ Activation Time: 12s Scan Duration Bonus (Passive): 2.50% Scan Duration Bonus (Active): 6.25%
Scan Acquisition Array II Activation Cost: 12GJ Activation Time: 12s Scan Duration Bonus (Passive): 5.00% Scan Duration Bonus (Active): 12.50%
Scan Pinpointing Array I Activation Cost: 10GJ Activation Time: 12s Scan Deviation Bonus (Passive): 5.00% Scan Deviation Bonus (Active): 12.50%
Scan Pinpointing Array II Activation Cost: 12GJ Activation Time: 12s Scan Deviation Bonus (Passive): 10.00% Scan Deviation Bonus (Active): 25.00%
Scan Rangefinding Array I Activation Cost: 10GJ Activation Time: 12s Scan Strength Bonus (Passive): 2.50% Scan Strength Bonus (Active): 6.25%
Scan Rangefinding Array II Activation Cost: 12GJ Activation Time: 12s Scan Strength Bonus (Passive): 5.00% Scan Strength Bonus (Active): 12.50%
Thoughts? Morwen Lagann CEO, Tyrathlion Interstellar |

Gosti Kahanid
GANOR Deep Space Explorers GANOR INC.
55
|
Posted - 2014.05.22 13:46:00 -
[134] - Quote
Morwen Lagann wrote:Scanning through the thread (hurr hurr), I've seen a few decent ideas.
- Only requiring the modules to be active for combat probes. - Adding a new set of active modules, and keeping the passive ones
One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc).
Currently the scanning modules are set up so that the T2 module provides twice the T1 module's bonus. I'll keep that in these example numbers - bear in mind I am not entirely familiar with the calculations so the numbers I suggest may be too small or too large. As a general rule I am making the "active" bonus about 25% stronger than the current bonus, and reducing (but not removing) the passive bonus to about 50% of current values. This way the T1 active bonus remains larger than the T2 passive bonus, but the passive bonuses still provide a small but tangible benefit.
Scan Acquisition Array I Activation Cost: 10GJ Activation Time: 12s Scan Duration Bonus (Passive): 2.50% Scan Duration Bonus (Active): 6.25%
Scan Acquisition Array II Activation Cost: 12GJ Activation Time: 12s Scan Duration Bonus (Passive): 5.00% Scan Duration Bonus (Active): 12.50%
Scan Pinpointing Array I Activation Cost: 10GJ Activation Time: 12s Scan Deviation Bonus (Passive): 5.00% Scan Deviation Bonus (Active): 12.50%
Scan Pinpointing Array II Activation Cost: 12GJ Activation Time: 12s Scan Deviation Bonus (Passive): 10.00% Scan Deviation Bonus (Active): 25.00%
Scan Rangefinding Array I Activation Cost: 10GJ Activation Time: 12s Scan Strength Bonus (Passive): 2.50% Scan Strength Bonus (Active): 6.25%
Scan Rangefinding Array II Activation Cost: 12GJ Activation Time: 12s Scan Strength Bonus (Passive): 5.00% Scan Strength Bonus (Active): 12.50%
Thoughts?
I Like this Idea. +1 from an old WH-Dweller^^
|

Morwen Lagann
Tyrathlion Interstellar
1188
|
Posted - 2014.05.22 13:52:00 -
[135] - Quote
To be fair, looking back at those numbers, I think the passive bonus values could stand to be tweaked downward a little further, but a reduction to 25% of current values seems too harsh. Someone familiar with the calculations will have to take a stab at it! Morwen Lagann CEO, Tyrathlion Interstellar |

Meytal
School of Applied Knowledge Caldari State
419
|
Posted - 2014.05.22 15:54:00 -
[136] - Quote
Morwen Lagann wrote:One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc). The only negative about this idea is that it still unfairly targets W-space residents while Nullsec and Hisec residents are completely unaffected by these changes. It would make a little more sense if the population levels were the opposite of what they are now, but Nullsec and Hisec have the two largest populations in the game.
If you drop combats in Hisec, you're probably hunting for ninja salvage targets. Cloaking is unnecessary. If you drop combats in Nullsec, you probably control the field and are looking for that pod or ship that got away. Cloaking is unnecessary. If you drop combats in W-space, you're probably trying to one-hit scan that combat ship in a Cosmic Signature who doesn't know you're there so you can land on him before your probes spook him. Cloaking keeps you from spooking your target.
The suggestion you omitted which proposed that scanning upgrade modules no longer affect combat probes will target each group equally while still achieving CCP's stated goal of making combat scanning a little more difficult. |

killerlman
BURN EDEN Northern Coalition.
7
|
Posted - 2014.05.22 16:24:00 -
[137] - Quote
Meytal wrote:If you drop combats in Nullsec, you probably control the field and are looking for that pod or ship that got away. Cloaking is unnecessary.
Not exactly.How can i control the 500~ local while im tryin to find ECCM'd t3? Obv i will get bombers fleet on my ass. To scan me down there is no need to fit anything but probe launcher while im uncloaked. |

Alundil
Rolled Out
510
|
Posted - 2014.05.22 16:25:00 -
[138] - Quote
Yet another very useless and needless change to wspace.
Wts scanning mid slot modules as they are pointless for wspace now.
CCP, do you even know wth are you doing anymore? No idea who thought this was a good idea.
This changes nothing but potentially making scanning take longer than it already does.
Gg I guess.
|

Meytal
School of Applied Knowledge Caldari State
421
|
Posted - 2014.05.22 17:14:00 -
[139] - Quote
killerlman wrote:Meytal wrote:If you drop combats in Nullsec, you probably control the field and are looking for that pod or ship that got away. Cloaking is unnecessary. Not exactly.How can i control the 500~ local while im tryin to find ECCM'd t3? Obv i will get bombers fleet on my ass. To scan me down there is no need to fit anything but probe launcher while im uncloaked. No offense intended, but can you restate this? I'm totally not understanding what you've written. |

Domanique Altares
Rifterlings Point Blank Alliance
2766
|
Posted - 2014.05.22 17:21:00 -
[140] - Quote
Darren Fox wrote:l0rd carlos wrote:Tribal Solidarity wrote:This would make total sense if you hadn't nerfed scanning kills to implement these modules but, since you did, the comments about how people managed before these modules existed are pretty much moot. What skills have been nerved? Not a nerf as such. Half of the skill bonus from the three supporting astrometrics skills were moved to astrometrics itself Still, this change is a Wormhole Quality of Life reduction as currently suggested. As Cosmic pointed out, the warp changes affected combat scanning as well.
There was no nerf. In fact, there was an overall buff, as you ended up with slightly higher probing bonuses per level trained of each if you had them all only trained to 4 or below. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
|

killerlman
BURN EDEN Northern Coalition.
7
|
Posted - 2014.05.22 18:26:00 -
[141] - Quote
Meytal wrote:killerlman wrote:Meytal wrote:If you drop combats in Nullsec, you probably control the field and are looking for that pod or ship that got away. Cloaking is unnecessary. Not exactly.How can i control the 500~ local while im tryin to find ECCM'd t3? Obv i will get bombers fleet on my ass. To scan me down there is no need to fit anything but probe launcher while im uncloaked. No offense intended, but can you restate this? I'm totally not understanding what you've written.
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.
|

Retar Aveymone
BUTTECORP INC Goonswarm Federation
391
|
Posted - 2014.05.22 18:31:00 -
[142] - Quote
killerlman wrote:Meytal wrote:If you drop combats in Nullsec, you probably control the field and are looking for that pod or ship that got away. Cloaking is unnecessary. Not exactly.How can i control the 500~ local while im tryin to find ECCM'd t3? Obv i will get bombers fleet on my ass. To scan me down there is no need to fit anything but probe launcher while im uncloaked. To clarify what I think Killerlman is saying: there's a current meta of "unprobable" t3 ships that can only be probed by a virtue-set max-skilled covops with scanning upgrades. Requiring that covops to be uncloaked is essentially breaking the one counter to unprobable t3s.
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). |

Grenn Putubi
Swag Co. SWAG Co
54
|
Posted - 2014.05.22 19:12:00 -
[143] - Quote
Morwen Lagann wrote:Scanning through the thread (hurr hurr), I've seen a few decent ideas.
- Only requiring the modules to be active for combat probes. - Adding a new set of active modules, and keeping the passive ones
One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc).
Currently the scanning modules are set up so that the T2 module provides twice the T1 module's bonus. I'll keep that in these example numbers - bear in mind I am not entirely familiar with the calculations so the numbers I suggest may be too small or too large. As a general rule I am making the "active" bonus about 25% stronger than the current bonus, and reducing (but not removing) the passive bonus to about 50% of current values. This way the T1 active bonus remains larger than the T2 passive bonus, but the passive bonuses still provide a small but tangible benefit.
Scan Acquisition Array I Activation Cost: 10GJ Activation Time: 12s Scan Duration Bonus (Passive): 2.50% Scan Duration Bonus (Active): 6.25%
Scan Acquisition Array II Activation Cost: 12GJ Activation Time: 12s Scan Duration Bonus (Passive): 5.00% Scan Duration Bonus (Active): 12.50%
Scan Pinpointing Array I Activation Cost: 10GJ Activation Time: 12s Scan Deviation Bonus (Passive): 5.00% Scan Deviation Bonus (Active): 12.50%
Scan Pinpointing Array II Activation Cost: 12GJ Activation Time: 12s Scan Deviation Bonus (Passive): 10.00% Scan Deviation Bonus (Active): 25.00%
Scan Rangefinding Array I Activation Cost: 10GJ Activation Time: 12s Scan Strength Bonus (Passive): 2.50% Scan Strength Bonus (Active): 6.25%
Scan Rangefinding Array II Activation Cost: 12GJ Activation Time: 12s Scan Strength Bonus (Passive): 5.00% Scan Strength Bonus (Active): 12.50%
Thoughts?
If any changes are made these are the ones that need to happen. I have to argue though that the passive bonus for the T2 modules should be equal to or greater than the active bonus for the T1 modules. You can't use the T2 modules without having lvl5 in the related skill and taking those skills to lvl5 is a very big investment since they're x5 or x8 skills. Spending 3+ weeks training for the T2 modules should get you a significant improvement over the T1s, if not the T2 modules should be changed to only require lvl3 or lvl4 of the associated skill.
Also, the active bonus for these modules should be greater than the passive bonuses they currently provide. If you're forcing us to be vulnerable while using them then we should get a greater benefit than we currently receive. Risk vs Reward...increasing the risk without increasing the reward isn't how the system is supposed to work. The scanning changes and these modules have been in play for a very long time now, some experienced players may not even know there was a time they didn't exist. They've been on your list a long time, but clearly they weren't a priority so they couldn't be overly imbalanced. Small changes may be warranted, but making them active isn't a small change it's a huge one. |

unimatrix0030
Viperfleet Inc. Disavowed.
118
|
Posted - 2014.05.22 21:45:00 -
[144] - Quote
Morwen Lagann wrote:Scanning through the thread (hurr hurr), I've seen a few decent ideas.
- Only requiring the modules to be active for combat probes. - Adding a new set of active modules, and keeping the passive ones
One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc).
Currently the scanning modules are set up so that the T2 module provides twice the T1 module's bonus. I'll keep that in these example numbers - bear in mind I am not entirely familiar with the calculations so the numbers I suggest may be too small or too large. As a general rule I am making the "active" bonus about 25% stronger than the current bonus, and reducing (but not removing) the passive bonus to about 50% of current values. This way the T1 active bonus remains larger than the T2 passive bonus, but the passive bonuses still provide a small but tangible benefit.
Scan Acquisition Array I Activation Cost: 10GJ Activation Time: 12s Scan Duration Bonus (Passive): 2.50% Scan Duration Bonus (Active): 6.25%
Scan Acquisition Array II Activation Cost: 12GJ Activation Time: 12s Scan Duration Bonus (Passive): 5.00% Scan Duration Bonus (Active): 12.50%
Scan Pinpointing Array I Activation Cost: 10GJ Activation Time: 12s Scan Deviation Bonus (Passive): 5.00% Scan Deviation Bonus (Active): 12.50%
Scan Pinpointing Array II Activation Cost: 12GJ Activation Time: 12s Scan Deviation Bonus (Passive): 10.00% Scan Deviation Bonus (Active): 25.00%
Scan Rangefinding Array I Activation Cost: 10GJ Activation Time: 12s Scan Strength Bonus (Passive): 2.50% Scan Strength Bonus (Active): 6.25%
Scan Rangefinding Array II Activation Cost: 12GJ Activation Time: 12s Scan Strength Bonus (Passive): 5.00% Scan Strength Bonus (Active): 12.50%
Thoughts? I like this idea. If you keep it the way you are planning to do it now, can you tell me why we would use active modules in w-space? We would survive but the module would be basicly useless in w-space.
|

Masao Kurata
Z List
54
|
Posted - 2014.05.22 22:09:00 -
[145] - Quote
Morwen Lagann wrote:Scanning through the thread (hurr hurr), I've seen a few decent ideas.
- Only requiring the modules to be active for combat probes. - Adding a new set of active modules, and keeping the passive ones
One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc).
Currently the scanning modules are set up so that the T2 module provides twice the T1 module's bonus. I'll keep that in these example numbers - bear in mind I am not entirely familiar with the calculations so the numbers I suggest may be too small or too large. As a general rule I am making the "active" bonus about 25% stronger than the current bonus, and reducing (but not removing) the passive bonus to about 50% of current values. This way the T1 active bonus remains larger than the T2 passive bonus, but the passive bonuses still provide a small but tangible benefit.
Scan Acquisition Array I Activation Cost: 10GJ Activation Time: 12s Scan Duration Bonus (Passive): 2.50% Scan Duration Bonus (Active): 6.25%
Scan Acquisition Array II Activation Cost: 12GJ Activation Time: 12s Scan Duration Bonus (Passive): 5.00% Scan Duration Bonus (Active): 12.50%
Scan Pinpointing Array I Activation Cost: 10GJ Activation Time: 12s Scan Deviation Bonus (Passive): 5.00% Scan Deviation Bonus (Active): 12.50%
Scan Pinpointing Array II Activation Cost: 12GJ Activation Time: 12s Scan Deviation Bonus (Passive): 10.00% Scan Deviation Bonus (Active): 25.00%
Scan Rangefinding Array I Activation Cost: 10GJ Activation Time: 12s Scan Strength Bonus (Passive): 2.50% Scan Strength Bonus (Active): 6.25%
Scan Rangefinding Array II Activation Cost: 12GJ Activation Time: 12s Scan Strength Bonus (Passive): 5.00% Scan Strength Bonus (Active): 12.50%
Thoughts?
Excellent suggestion. The exact numbers could do with some tweaking (the tech I modules are too weak compared to tech II, also a problem on tq now, perhaps a 3:4 ratio rather than 1:2), I don't think the passive modules are powerful enough to nerf that much and the active bonuses could be larger because as people are rightly saying nobody sane would decloak to get the current bonuses, and they probably wouldn't for 125% of the current bonuses either. Maybe nerf passive to 75% and buff active to 150%. |

Karen Galeo
Sky Fighters Sky Syndicate
41
|
Posted - 2014.05.22 22:36:00 -
[146] - Quote
Hatshepsut IV wrote:
No, just no.
This makes them worthless to all of w-space and just about for anyone else.
They have little use in buffing scanning sigs, their primary use is making combat scanning faster/better.
If your doing this uncloaked your doing it wrong and most of the time your target will get away.
^ Exactly that. If they become active mods, I'll just find something else to fit on my buzzard instead that will be actually useful. Author of the Karen 162-áblog.
|

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
116
|
Posted - 2014.05.22 23:57:00 -
[147] - Quote
The T1 Exploration Frigates are typically used by new players, who can't warp while cloaked anyway. They can't fit tank and scanning modules well - so forcing them to decloak to activate the module and scan puts them at an unnecessary amount of risk. A new player will have fairly low scanning skills, so it's going to take them a long time to narrow down the signature anyway. Couple this with having to watch DSCAN closely (which they won't be used to doing either) and it makes them easy targets. This change would unfairly punish new players getting into Exploration. Powder and Ball Alchemists Union - "Turning Lead into Gold since 2008" |

Domanique Altares
Rifterlings Point Blank Alliance
2767
|
Posted - 2014.05.23 02:45:00 -
[148] - Quote
Ransu Asanari wrote:This change would unfairly punish new players getting into Exploration.
I never felt punished when I started exploring in T1 ships with T1 cloaks before there were such things as scanning upgrade modules.
I just learned how to scan. Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |

Rhavas
Future Corps Sleeper Social Club
303
|
Posted - 2014.05.23 04:21:00 -
[149] - Quote
CCP Fozzie & CCP Soniclover:
I now have enough time to fully articulate a reply, so I'm going to borrow from the Greyscale Style Guide and do so.
The proposed solution to "combat scanning is too easy" is in fact not a solution that works in an isolated fashion, but instead is a "fix" that will instead lead to other presumably unintended game design problems. I am assuming unintended because you did not specifically mention these unintended consequences as design goals. I am of course open to being told this is intentional, which will of course change my argument since these being intentional would be of even greater concern in my mind. I instead propose a "scalpel" fix rather than what I perceive here to be a "chainsaw" fix. In short, if you wish to reduce effectiveness of combat scanning, you should reduce effectiveness of combat scanner probes.
The proposed fix does have the intended effect of reducing combat scanning effectiveness. I am also disappointedly aware that you did in fact discuss this with my corpmate and friend James Arget and he is or was in support of your proposed approach. Understand that James is someone I greatly respect, have spent a lot of time with, and love to fly with. Understand also that he is first an FC, second a game mechanic. If he says these modules are a bit OP, he is probably right.
However, James is not a scanner. I can't remember the last time he was driving chain scanning. He creates content by leading fleets and theorycrafting. He doesn't do it by scanning for hours. I do.
Your proposed fix is in fact a nerf primarily to cloaking, not scanning. It comes at the expense of cloaked operation (an effective imperative where I live in wormhole space, as others have mentioned) and at the expense of site probing. It effectively gives wormhole dwellers a Hobson's Choice - which is to say no choice at all. Wormhole dwellers will simply not use these modules - cloaking is too important. Therefore a presumed secondary goal - creating PVP opportunities - and a presumed tertiary goal - player choice of approaches - will in fact accomplish neither.
In addition, as many have outlined, this is a direct impact to lower-skilled players, making them less effective by an order of magnitude rather than a linear amount.
The only thing you will accomplish for wormholes is to make the most time-consuming thing we do - scanning systems of 5-30 signatures - even slower. While it accomplishes your goal it is primarily a net reduction in fun per hour.
I personally do not agree that combat scanning is OP, but let's assume for the moment I am wrong - I am a scanner but I am not a comparative module balance theorycrafter because :math:. 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. Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |

Steven Hackett
Future Corps Sleeper Social Club
30
|
Posted - 2014.05.23 04:59:00 -
[150] - Quote
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.
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. |
|

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. |
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