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SuckySycky5dolla
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Posted - 2008.10.13 17:14:00 -
[1]
Why can't we fit Probe launchers on Anathema? I've noticed that change occured with Emperian Age expansion, not sure why though. Currently you can only fit recon probe launchers. For standard probe launchers you have to grab a cruiser which don't get the bonus to scanning. When I try to fit one I get not enough CPU with requirement somehting like 2493848384cpu needed. Anyone know what's up with that?
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P'uck
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Posted - 2008.10.13 17:16:00 -
[2]
I thought suckysucky was ten dorrah?
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Abrazzar
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Posted - 2008.10.13 17:28:00 -
[3]
The probe launcher on my Anathemas work just fine. Dunno what's up with you.
-------- Ideas for: Mining
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SuckySycky5dolla
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Posted - 2008.10.13 17:35:00 -
[4]
Am i smoking crack or is my installation of eve went nuts? Can someone confirm? 
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Furb Killer
Gallente The Scope
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Posted - 2008.10.13 17:46:00 -
[5]
You can fit probe launcher on any ship, it requires quite alot of cpu, but not such ammounts of cpu that you need a specialised ship to fit one. So yeah you can just fit one on the anathema.
Arent you trying to fit a covert ops cloak on a magnate?
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Liang Nuren
No Salvation
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Posted - 2008.10.13 17:57:00 -
[6]
That looks suspiciously like an integer overflow ... but I'm more willing to bet that you're doing something wrong. :)
-Liang --
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SuckySycky5dolla
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Posted - 2008.10.13 18:00:00 -
[7]
hmm, i'll put down the crack-pipe and try again. it was anathema, i don't fly tech1 frigs. THanks
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Mikael Mechka
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Posted - 2008.10.13 18:51:00 -
[8]
I think what you are trying to do is fit a Recon AND a Scan probe launcher at the same time. It causes the CPU use to spaz out. When I tried it, it offlined both modules, and my CPU use read something like 220000/350. (I tried to fit a offline recon in the spare high so that if a report of reds came through, I could offline the scan probe, and online the recon becoming a combat scout)
I thought it was a bug, I made a bug report, and got a reply saying that it was an intended feature (yeah, cause screwing with the CPU that much is intended ). You cannot fit 2 probe launchers of any type on an Anathema at the same time.
I still doubt that it's "intended". 
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SuckySycky5dolla
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Posted - 2008.10.14 00:21:00 -
[9]
Edited by: SuckySycky5dolla on 14/10/2008 00:21:25
Originally by: Mikael Mechka I think what you are trying to do is fit a Recon AND a Scan probe launcher at the same time. It causes the CPU use to spaz out. When I tried it, it offlined both modules, and my CPU use read something like 220000/350. (I tried to fit a offline recon in the spare high so that if a report of reds came through, I could offline the scan probe, and online the recon becoming a combat scout)
I thought it was a bug, I made a bug report, and got a reply saying that it was an intended feature (yeah, cause screwing with the CPU that much is intended ). You cannot fit 2 probe launchers of any type on an Anathema at the same time.
I still doubt that it's "intended". 
U R 100% correct. Thanks! It's a stupid bug. CCP in denial as usual
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Merin Ryskin
Peregrine Industries
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Posted - 2008.10.14 00:34:00 -
[10]
Originally by: SuckySycky5dolla Edited by: SuckySycky5dolla on 14/10/2008 00:21:25
Originally by: Mikael Mechka I think what you are trying to do is fit a Recon AND a Scan probe launcher at the same time. It causes the CPU use to spaz out. When I tried it, it offlined both modules, and my CPU use read something like 220000/350. (I tried to fit a offline recon in the spare high so that if a report of reds came through, I could offline the scan probe, and online the recon becoming a combat scout)
I thought it was a bug, I made a bug report, and got a reply saying that it was an intended feature (yeah, cause screwing with the CPU that much is intended ). You cannot fit 2 probe launchers of any type on an Anathema at the same time.
I still doubt that it's "intended". 
U R 100% correct. Thanks! It's a stupid bug. CCP in denial as usual
Wrong. When probes were redesigned and split into the two different launcher types, CCP officially stated that you are not allowed to fit both types (or multiple launchers of the same type) at once. It is 100% intentional that attempting to fit a second launcher results in 99999999999999999999999999999 CPU required for each of them.
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P'uck
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Posted - 2008.10.14 00:58:00 -
[11]
I try to think of any "exploit" if you could, but I can't think of anything right now...
so why is it that way?
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Merin Ryskin
Peregrine Industries
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Posted - 2008.10.14 01:11:00 -
[12]
Originally by: P'uck I try to think of any "exploit" if you could, but I can't think of anything right now...
so why is it that way?
My guess is either:
1) Multiple probe launchers cause a problem where the game can't handle two sets of probes, two active scans, etc. Rather than spend a lot of time rewriting the probe system to function properly, redoing the interface, etc, they just limited it to one launcher per ship.
OR
2) CCP felt that the ability to scan with multiple probe launchers at once would be overpowered, as it would make it way too fast/easy to find a target/exploration site.
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P'uck
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Posted - 2008.10.14 01:16:00 -
[13]
I think it's probably the first option.
I thought about how two launchers could speed up your scanning or anything, but I don't think there's a way. UNLESS the probes wouldnt know they are in each others scanning spheres anymore. But that would fall under the first option again.
But iirc the old scanning system had the same restraints but you could drop them in each others sphere...
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Zeba
Minmatar Pator Tech School
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Posted - 2008.10.14 02:25:00 -
[14]
Originally by: Merin Ryskin 2) CCP felt that the ability to scan with multiple probe launchers at once would be overpowered, as it would make it way too fast/easy to find a target/exploration site.
/this
With a cap injector on your probe ship you could switch between launchers at will.
inappropriate signature. ~WeatherMan |

Mikael Mechka
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Posted - 2008.10.14 06:45:00 -
[15]
A Cap Injector? If you're roaming around exploration scanning, the number of probes you can carry depends entirely on how much you want to roam/scan. You'd probably only be able to switch between either a recon or scan probe launcher a couple of times before you exhaust your charges.
I still don't see why the CPU has to spaz out like that, why not just a notification saying you can't fit more than 1 scan probe/recon launcher per ship? Putting that in the description might also help. The Anathema has 3 highs, you have the required probe launcher, and the covert ops cloak, but what do you so about the last high? Salvager? Or try to be as adaptable as possible and fit an offlined probe launcher to help with exploration/pvp if the need arises?
It's like the Damage Control module, you'd love to be able to fit more than one (then everyone would hull tank 3 DCII's and a hull repper ), but you know from the module's description that there is absolutely no point in doing so.
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Gartel Reiman
Civis Romanus Sum
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Posted - 2008.10.14 07:31:00 -
[16]
Originally by: Mikael Mechka The Anathema has 3 highs, you have the required probe launcher, and the covert ops cloak, but what do you so about the last high? Salvager? Or try to be as adaptable as possible and fit an offlined probe launcher to help with exploration/pvp if the need arises?
You can't even fit a second probe launcher offlined, as noted above. Rather, you carry it in your cargo and need to dock up if you want to switch. Consequently for general roaming gang support it makes sense to have the recon probe launcher fitted by default for 30s scans, and if you find a tasty target safe in deadspace you can dock and switch to the scan probe launcher.
As for what goes in that third slot - a salvager can actually be quite handy if none of the combat ships can fit one (no point in leaving millions of ISK worth of T2 salvage in space!). Otherwise, if you've got a point in the mids, having some kind of weapon can be good for taking out safespotted pods (doesn't really matter what kind of DPS you do - laser with T1 crystal has advantage of no ammo consumption).
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