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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Aertuun
Ars Caelestis Ascendant Frontier
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Posted - 2006.10.26 13:40:00 -
[31]
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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Cosmic Flame
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Posted - 2006.10.26 14:13:00 -
[32]
I agree with you. We can only hope that CCP know what they are doing... |
Cypherous
Minmatar Liberty Rogues
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Posted - 2006.10.26 14:19:00 -
[33]
I am very upset about the recent probe changes, i spent ages skilling up astrometrics 5 to reduce my scan time on my cov ops, now they are taking that 1mil SP and making it useless and then telling me to train another skill which has double the SP of the first one just to be able to scan, please reconsider this skill change because its just stupid annoying and pointless, if you have to add the useless extra group crap just add it to the existing skill or make a new skill for it, i'm really not impressed by some of the changes and i'm really begining to lose faith in the company i have defended for the last 2 years :/ ---------
O RLY?! --Jorauk Way cooler than Jorauk - Cortes Damn sig invasion ^^ -Cypherous Sig invasion 4tw -Eldo |
Elve Sorrow
Amarr Shinra Lotka Volterra
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Posted - 2006.10.26 14:26:00 -
[34]
Edited by: Elve Sorrow on 26/10/2006 14:26:34 Chance based?
Yea, that worked out well in the past didnt it. (*cough*ECM*cough*Tech2 Lottery*cough*)
It's great being Amarr, aint it?
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Iog Krugar
Gallente The Rising Stars
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Posted - 2006.10.26 14:54:00 -
[35]
Originally by: Aertuun In fact, the entire idea of an attempt failing due to random chance is a sick one.
as long as the target shows up on the "directional scanning" tab (pre-kali system scanner), you at least know whether it is in range of your probe or not...
i wonder tho, how did you folks get to scan for anything? last time i checked, my Astrometrics IV allowed me to scan for a total of ZERO groups do you have Astrometrics V and use the non-reconlauncher probes? (who iirc are meant for finding the hidden whealth and stuff and all require Astro V)
--- i suposse everyone rolls around stations in pods |
Soraya Silvermoon
Never'where
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Posted - 2006.10.26 15:10:00 -
[36]
While were at it with probes I`d like to Bring up a very important flaw in the game mechanics in alliance warfare.
When a lot of dreads say 40 jump into a laggy system. Its inevitable that some will crash. The dread who crash will warp to a random spot that`s outside pos shields/supportfleets range. Support fleet cant even warp to it.
So the alliance who is not jumping in dreads sit and spam probes for capital ships. and wehn a dread crash they get a signature and warp to it and kill the dread either whiel its crashing or while its trying to log on again.
Clearly its not intended game mechanics.
Note that when loosing dreads like that Its not satisfying to only get the dread reimbursed as alliances fielding such fleets dont have a problem with isk and frankly can reimburse their dreads themselves many times over. The problem is that it takes the dread out of combat and if its being notoriosly done the dreads who crashes have to stay logged off to not be ganked wehn they log on.
I`m speaking from fist hand experience of such situationg, And its not fun having to stay logged off becaseu your login spot is probed :(
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Aertuun
Ars Caelestis Ascendant Frontier
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Posted - 2006.10.26 17:14:00 -
[37]
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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Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.26 18:47:00 -
[38]
Originally by: Iog Krugar
i wonder tho, how did you folks get to scan for anything? last time i checked, my Astrometrics IV allowed me to scan for a total of ZERO groups do you have Astrometrics V and use the non-reconlauncher probes? (who iirc are meant for finding the hidden whealth and stuff and all require Astro V)
It's 0 groups with astro 5 as well BUT if you don't touch anything ships is selected by default and you can just click analyze to scan for that.
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Sabahl
Minmatar Shinra Lotka Volterra
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Posted - 2006.10.27 14:16:00 -
[39]
But how do we scan for the deep space signatures? Are they in yet? I have tried with a discovery probe and found NADA in curse so far. |
xenodia
Gallente RONA Corporation
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Posted - 2006.10.27 16:01:00 -
[40]
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,
Sounds more like its signature radius, not sensor strength. Besides, doesnt a rook have stronger sensors than a slasher anyway (too lazy to look and I dont fly either).
This signature space for rent |
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Verite Rendition
Caldari AUS Corporation CORE.
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Posted - 2006.10.27 16:32:00 -
[41]
Originally by: Aertuun
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.
Agreed. I already have enough trouble catching macro-farmers in 0.0 when they immediately log upon my arrival, making probing for them harder is just going to make it that much more difficult to catch them, enough so that it may not even be worth my time to try to find them any more. ---- AUS Corp Lead Megalomanic |
kbullet
Caldari 0utbreak
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Posted - 2006.10.28 00:12:00 -
[42]
if i'm not wrong i only had limited time testing this due to crash, is that like before if you're within the range of the snoop u can 99-100% pick it up everytime? as to your comment that it takes longer to probe and chances i think its roughly the same due u only need 1 probe to scan and it scans abit faster
also tux will recon ship get some sort of bonus to probing? since i thought recon probe launcher works best with recon ships meh the name is abit misleading
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Alain DeMorgan
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Posted - 2006.10.28 01:06:00 -
[43]
Originally by: Cypherous I am very upset about the recent probe changes, i spent ages skilling up astrometrics 5 to reduce my scan time on my cov ops, now they are taking that 1mil SP and making it useless and then telling me to train another skill which has double the SP of the first one just to be able to scan, please reconsider this skill change because its just stupid annoying and pointless, if you have to add the useless extra group crap just add it to the existing skill or make a new skill for it, i'm really not impressed by some of the changes and i'm really begining to lose faith in the company i have defended for the last 2 years :/
You need astro 5 to use the new exploration probes. Next question?
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