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

Mudrunner
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Posted - 2006.10.25 11:40:00 -
[1]
The Snoop probe has a scan time of 300 and some seconds and a flight time of 150 seconds making it die out before finishing a scan
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2006.10.25 12:02:00 -
[2]
Edited by: Akita T on 25/10/2006 12:28:35 After reading a bit more around, it appears as that the Snoop in particular is made to work with the RECON probe launcher, which has a 120 sec activation/duration. Recon launchers only have 4m^3 space, all "large" probes have 5m^3
All "old regular" probes are now launcheable and useable with the recon launcher, while the other set of probes (the one we only had one kind before) got a few new types and is only useable in the "old" probe launcher. _____ -sig-
This is my only char. These are my skills
Always question everything, including yourself |

juduzz
Amarr Forsaken Empire
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Posted - 2006.10.25 13:47:00 -
[3]
SO thats why i couldnt get my snoops to work on standard launcher. the fact you only have to launch one now is good though and it auto shuts off.
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Tuxford

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Posted - 2006.10.25 13:49:00 -
[4]
Originally by: Akita T Edited by: Akita T on 25/10/2006 12:28:35 After reading a bit more around, it appears as that the Snoop in particular is made to work with the RECON probe launcher, which has a 120 sec activation/duration. Recon launchers only have 4m^3 space, all "large" probes have 5m^3
All "old regular" probes are now launcheable and useable with the recon launcher, while the other set of probes (the one we only had one kind before) got a few new types and is only useable in the "old" probe launcher.
Actually snoop, spook, fathom, ferret and so on are all better in the recon probe launcher. If you can fit it in the recon probe launcher, use that one because its scans faster. Of course those gravimetric, radar, lader and magnetometric probes don't fit in the recon probe launcher. _______________ |
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Guurzak
Minmatar
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Posted - 2006.10.25 13:53:00 -
[5]
Tux, are the different sensor-type probes used to find different kinds of celestial landmarks, or what is their intended purpose?
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.25 13:54:00 -
[6]
Originally by: Tuxford
Actually snoop, spook, fathom, ferret and so on are all better in the recon probe launcher. If you can fit it in the recon probe launcher, use that one because its scans faster. Of course those gravimetric, radar, lader and magnetometric probes don't fit in the recon probe launcher.
Yes but here are some of these sensor specific probes which have just 300 sec survival time. This means that you can not use them on a non covert ops ships (as the shortest time a scan using a non covert ops ship with these probes will take is 315 sec).
Btw think you could seed the scan speed skill on SiSi? Would make testing them soooo much easier.
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Tuxford

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Posted - 2006.10.25 13:55:00 -
[7]
Originally by: Guurzak Tux, are the different sensor-type probes used to find different kinds of celestial landmarks, or what is their intended purpose?
Exactly, they're for finding celestial landmarks mostly. They do pick up almost anything else but their scanning time makes them not very useful for finding ships. _______________ |
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Tuxford

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Posted - 2006.10.25 13:56:00 -
[8]
Originally by: Hoshi
Originally by: Tuxford
Actually snoop, spook, fathom, ferret and so on are all better in the recon probe launcher. If you can fit it in the recon probe launcher, use that one because its scans faster. Of course those gravimetric, radar, lader and magnetometric probes don't fit in the recon probe launcher.
Yes but here are some of these sensor specific probes which have just 300 sec survival time. This means that you can not use them on a non covert ops ships (as the shortest time a scan using a non covert ops ship with these probes will take is 315 sec).
Btw think you could seed the scan speed skill on SiSi? Would make testing them soooo much easier.
The skills should be seeded after the downtime, which is now I guess. I'll have a look at the other probes, thought it was just the snoop that was the problem. _______________ |
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.25 13:57:00 -
[9]
It's the Sift Probe that's the problem.
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Aertuun
Ars Caelestis Ascendant Frontier
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Posted - 2006.10.25 14:29:00 -
[10]
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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Atrial Quartz
Gallente
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Posted - 2006.10.25 14:34:00 -
[11]
Can some one give me a little intel on the whole probe and scanning thing. because right now my Helios is named the HMS Useless till i find a decent use for it
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Amazoph
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2006.10.25 16:05:00 -
[12]
I tried to probe with my helios on sisi yesterday, but couldn't select any grops even tho i had astrometrics 3 which from the description lets you select 3 groups... 
Prepare to be pwned...  |
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Hunter.

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Posted - 2006.10.25 16:15:00 -
[13]
Originally by: Aertuun 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.
Don't forget that now you can scan with only 1 probe instead of having to use 3 :)
Easy steps to Bug Reporting
Good repro steps are my friend ! |
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Iog Krugar
Gallente The Rising Stars
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Posted - 2006.10.25 16:21:00 -
[14]
Originally by: Amazoph I tried to probe with my helios on sisi yesterday, but couldn't select any grops even tho i had astrometrics 3 which from the description lets you select 3 groups... 
i second that, with Astrometrics IV, the system scanner says "your skills allow you to search for 0 groups", which kinda breaks the whole scanning business. will bugreport if i get back in there to make a screenshot. unless theres a dev post about it in here 
--- i suposse everyone rolls around stations in pods |

Sabahl
Minmatar Shinra Lotka Volterra
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Posted - 2006.10.25 17:02:00 -
[15]
While on the subject of probing, Tux, are sthose random deep spac signatures in yet cos I ain;t seeing none of them |

Michayel Lyon
Contention Inc
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Posted - 2006.10.25 17:04:00 -
[16]
Originally by: Sabahl While on the subject of probing, Tux, are sthose random deep spac signatures in yet cos I ain;t seeing none of them
I think I found one in Vale yesterday. I even got an "Interstellar News" window pop up and inform me about it two jumps away.
--- Lasiverin Dark > Is everyone here allied? Red Knight > we are allied by our zombie like ability to ***** missions |

ArchenTheGreat
Caldari Yesodic Nomads Corp Triumvirate.
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Posted - 2006.10.25 17:28:00 -
[17]
Does those new probes scan in sphere or only in 1AU above/below like old probes? Unfortunately I can't enter SiSi due to queue to test probes for myself.
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Aeryn Scorpius
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Posted - 2006.10.25 17:39:00 -
[18]
They should scan in real 3D cause when you've open the 3D System map and selected a probe you se a "3D Bubble" which shoul be the scanrange of the probe
But wasn't able to test them long cause an can only use a covert ops and not a recon ship so it's hard with the waiting time for a scan
btw..how does it work now? only with one probe? cause when i want to launch a second my ship is "whining" about it and with only one probe I can't find anything.. just to stupid or a bug? anyone else got some problems with it? |

Nate D
Priory of Saints
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Posted - 2006.10.25 17:47:00 -
[19]
Does that mean you must be in a recon ship to go exploring? I'd like to see a big BS pilot able to fit 1 probe launcher and go exploring for masses of wealth invested in rats or something.
-Nate --- Face it... CCP wants me! |

Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.25 18:07:00 -
[20]
Originally by: Nate D Does that mean you must be in a recon ship to go exploring? I'd like to see a big BS pilot able to fit 1 probe launcher and go exploring for masses of wealth invested in rats or something.
-Nate
Recon launcher can be fitted on any ship that can fit a standard launcher. It's just a name. Note that both still take 220 cpu which is a lot even for a BS.
Also note that the recon launcher is meant to be used when looking for player ships in combat and the standard probe launcher is meant for finding the wealths you are talking about.
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xenodia
Gallente RONA Corporation
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Posted - 2006.10.25 18:20:00 -
[21]
Can anyone tell me how the scanning for cloaked ships works ? I tried to get in and test it myself last night but after waiting in login queue for 4 hours on SiSi, I finally got in, and then CTD'd right after character selection.
What skills/equipment do you need to scan for a cloaked ship ? How long does it take ? How close to them does it get you ? Is it borked if they move while youre scanning ? Do force recons and covert ops get some other buff to compensate for the nerfing of their one advantage over other ships in their weight class ? Those are the things im looking for answers to.
This signature space for rent |

Nate D
Priory of Saints
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Posted - 2006.10.26 06:13:00 -
[22]
Originally by: Hoshi
Originally by: Nate D Does that mean you must be in a recon ship to go exploring? I'd like to see a big BS pilot able to fit 1 probe launcher and go exploring for masses of wealth invested in rats or something.
-Nate
Recon launcher can be fitted on any ship that can fit a standard launcher. It's just a name. Note that both still take 220 cpu which is a lot even for a BS.
Also note that the recon launcher is meant to be used when looking for player ships in combat and the standard probe launcher is meant for finding the wealths you are talking about.
Cool thanks a lot man!
-Nate --- Face it... CCP wants me! |

Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.26 12:16:00 -
[23]
Edited by: Hoshi on 26/10/2006 12:19:22 Not 100% sure about this, need to test a bit more first but is seems that how hard/easy it is to find a ship depends on its Sensor strength.
Low sensor strength = easy to find, high sensor strength = hard to find. I placed a rook and a slasher in space and scanned with a observator probe, got lots of shuttles and noob ships on the scans but it took 9 scans to find the rook and after 15 scans I had yet to find the slasher (not sure if it was a bug).
This seems a bit backwards to me, if a ship has strong sensors it would realistically be easier to find not harder.
This also means that find deep safes will take forever as with the low sensor strength of obeservetors you have to scan 10-20 times before you succeed.
Edit: forgot to fill in the X/Y values,
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Aertuun
Ars Caelestis Ascendant Frontier
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Posted - 2006.10.26 12:58:00 -
[24]
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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Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.26 13:06:00 -
[25]
It is a chance based system of that I am 100% sure of, just not sure if it uses the sensor strength of the target ship or not. Right now my test lean towards each ship type (t1 cruiser, hacs, recons etc) having a fixed value which is used. Shuttles, noobships, t1 cruisers and hacs seems much easier to find than recons and t1 frigs. Going to have more ship types at the same time later so I can better results.
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SmokeMeAKipper
System-Lords E N I G M A
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Posted - 2006.10.26 13:07:00 -
[26]
are there any new skills needed?
I have cov ops 5 and astro 5 :)
and i still havent got on the test server :( - - - - - - - - - - - - - - - - - - - -
Smoke me a kipper, I'll be back for breakfast - - - - - - - - - - - - |

Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.26 13:13:00 -
[27]
Originally by: SmokeMeAKipper
are there any new skills needed?
I have cov ops 5 and astro 5 :)
and i still havent got on the test server :(
2 new skills, 1 rank 5 skill that increase probe sensor strength and 1 rank 8 skill that lowers scan time. Astrometrics has been changed to allow more scan groups at the same time (which is for all intent and purpose worthless, you will even scan for more than 2-3 groups at the same time, 99% of the time you will probably limit it to 1 as "ships" is just 1 large group).
The new skills require something like science 2, astro 3, nothing big.
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Kai DeathCutter
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Posted - 2006.10.26 13:13:00 -
[28]
surely its sig radius not sensor strength?
new skills
Signal Aquisition Astrometric Triangulation
can't remeber which way round, but 1 reduces time taken, the other improves acuracy.
Check the screenshot thread for details, they're in there somewhere...
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.26 13:17:00 -
[29]
Originally by: Kai DeathCutter surely its sig radius not sensor strength?
Maybe but that doesn't make sense either to my results atm. The rook is just way too hard to find for that to be true. For example last test I ran before server went down again:
10 scans with a Spook probe at SS there is a Rook, Caracal, slasher, vagabond I found the rook 1 time, caracal 4 times, vagabond 4 times and slasher 0 times.
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Hex'Caliber
Gallente
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Posted - 2006.10.26 13:30:00 -
[30]
Originally by: Hoshi Edited by: Hoshi on 26/10/2006 12:19:22 Not 100% sure about this, need to test a bit more first but is seems that how hard/easy it is to find a ship depends on its Sensor strength.
Low sensor strength = easy to find, high sensor strength = hard to find. I placed a rook and a slasher in space and scanned with a observator probe, got lots of shuttles and noob ships on the scans but it took 9 scans to find the rook and after 15 scans I had yet to find the slasher (not sure if it was a bug).
This seems a bit backwards to me, if a ship has strong sensors it would realistically be easier to find not harder.
This also means that find deep safes will take forever as with the low sensor strength of obeservetors you have to scan 10-20 times before you succeed.
Edit: forgot to fill in the X/Y values,
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.
SISI testing ôDonÆt forget to start the log server before the client; the logs are needed for bug reports when something goes wrong.ö Regards HexCaliber
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