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Thread Statistics | Show CCP posts - 4 post(s) |

Aertuun
Ars Caelestis Ascendant Frontier
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Posted - 2006.10.25 14:29:00 -
[1]
Probe times for the recon launcher are still way too long to be of use in PvP or anything other than finding ships left in space. The best scan speed possible is 30 seconds, AFAICT, with max skills and the fastest probing ship. This is about 15 seconds or more too long.
And this is assuming the first scan is successful.
Made a post on the Ships and Modules thread about the new probes.
Reduced probe times are ESSENTIAL for the ship finding probes.
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Aertuun
Ars Caelestis Ascendant Frontier
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Posted - 2006.10.26 12:58:00 -
[2]
Am getting a bit concerned about reports of this ECM system success/fail system now being applied to scan probes.
If the probe strength works similar to ECM, meaning that probes randomly fail completely, that would be a disaster. It would make recon scan probes completely useless for PvP, and frustrating for players to use no matter what the circumstance.
Just to be absolutely clear: having an ECM fail/succeed system for scan probes would completely wreck any chance of them being useful in PvP or fun to use.
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Aertuun
Ars Caelestis Ascendant Frontier
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Posted - 2006.10.26 13:40:00 -
[3]
Originally by: Hex'Caliber This really does seem back to front, you would think that a ship with greater sensor strength would emit a stronger emission signature to lock onto.
On a side note, assuming the above is working back to front I would love to see eccm mods reduce the chance of being detected in addition to being an ecm counter. Not sure how that could work though given they boost sensor str, perhaps add some gubbins to the description explaining they cause greater signal dispersion or some other nonsense to explain it away. Would certainly see an increase in eccm popularity if this were the case and make them more useful and worth fitting, especially on covop's and recons if they can be picked up while cloaked now.
While a module to reduce scan probe accuracy could work, and is a good idea, having a probe attempt fail because of it would suck.
In fact, the entire idea of an attempt failing due to random chance is a sick one.
Here's a chain of events for people:
* Finally get in probable range of target. * Drop scan probe. * Wait for launcher cooldown. * Click scan. * Wait 30 seconds to 2 minutes. * No results! Bad luck, try again! * Click scan. * Wait 30 seconds to 2 minutes. * Bad luck! Try again! * Click scan. * Probe disappears due to flight time limitations. * Drop new probe. * Etc etc.
This is assuming the person is sitting there for 1-??? minutes, ALLOWING you to scan them. If they notice the probe in that time, they'll move. Start again!
Given all the other complications with scan probes, adding yet another one seems insane. It would appear to nerf probes to absolute uselessness.
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Aertuun
Ars Caelestis Ascendant Frontier
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Posted - 2006.10.26 17:14:00 -
[4]
Edited by: Aertuun on 26/10/2006 17:17:46 Edited by: Aertuun on 26/10/2006 17:15:01 Made a couple posts in this forum to perk things up. Join the cause! Make probes useful in PvP!
Here (PvP!)
and
Here (fleet battles!)
Also asking the devs to help clarify some of the murkier aspects of the new probe system. *waves to devs*
Any kind of bumpage would be appreciated (or even a coveted Informed Response). Threads sink fast!
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