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What is up with Passive Targeters?

Author
Xenial Jesse Taalo
The Scope
Gallente Federation
#1 - 2011-10-22 17:39:45 UTC
I get the idea that these modules are broken by design. I've asked E-Uni, RvB, Ninja Dojo, the Help channel and my own corp and no-one seems to be able to explain.

Quote:
Passive Targeting System

Passive targeting systems allow a ship to gain a target lock without alerting the target to the fact. When this mid-slot module goes online, the enemy ship won't get any indication that you've targeted them. You must activate this module and then click the ship in question.


Variants
Meta CPU Cost Duration
0 ---- 20 -- 5 --- 5.0 sec
1 ---- 19 -- 5 --- 5.0 sec
2 ---- 18 -- 5 --- 5.0 sec
3 ---- 17 -- 5 --- 5.0 sec
4 ---- 16 -- 5 --- 5.0 sec
5 ---- 25 -- 7 --- 10.0 sec <-- T2 module


Compare the stats for the Passive Targeting modules. The only thing that changes through the T1 modules is CPU usage. Seems a bit uninteresting but ok, fits are fits and people pay for things that fit. That's not the issue here.

What happens when you get to the T2 module? It is harder to fit and uses more cap. But wait, there's this fantastic bonus of double the duration...

... except duration does absolutely nothing. The module doesn't cycle, it can't cycle, it doesn't need to cycle because the target stays locked forever once locked. The duration would be 50 seconds or 1 second and it wouldn't make a difference.

You can't even use it again so it can't be that either. If you have 1 thing targeted the module doesn't work properly. You are unable to select the module to use on an untargeted ship because it will just apply itself to whatever is already targeted. This is another reason I think the design is broken; the Passive Targeter activates itself on ships you already have targeted, with its little icon up on the the HUD next to the old target, staring uselessly at you.


Can anyone make sense of something I'm missing?
Goose99
#2 - 2011-10-22 18:06:43 UTC
And 1 mil t2 gun outdps 100 mil faction gun. There are lots of imbalances involving t2 mods. Passive targeters are obscure enough that nobody cares for them.
Xenial Jesse Taalo
The Scope
Gallente Federation
#3 - 2011-10-22 19:02:10 UTC
Imbalance is one thing, but these seem to not make sense from the start. The T2 mod is worse than the meta 1 mod in every way. The only thing that appears to be a benefit - cycle time - is meaningless. It appears to be more a big oversight than a balance issue.
Goose99
#4 - 2011-10-22 20:00:38 UTC
Xenial Jesse Taalo wrote:
Imbalance is one thing, but these seem to not make sense from the start. The T2 mod is worse than the meta 1 mod in every way. The only thing that appears to be a benefit - cycle time - is meaningless. It appears to be more a big oversight than a balance issue.


It's worse only in fitting, which is working as intended in itself. Having no functional benefits is same as numerous other t2 mods. In this case, fitting requirement is quite small too. No one is sure what went on in CCP as t2 were implemented. It can be argued that t2 as a category is one big oversight. It would have been a simple matter of placing meta 5(t2) above meta 4 and below meta 6 in all stats other than fittings.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#5 - 2011-10-22 20:17:14 UTC
Xenial Jesse Taalo wrote:

What happens when you get to the T2 module? It is harder to fit and uses more cap. But wait, there's this fantastic bonus of double the duration...

... except duration does absolutely nothing. The module doesn't cycle, it can't cycle, it doesn't need to cycle because the target stays locked forever once locked. The duration would be 50 seconds or 1 second and it wouldn't make a difference.


The module does cycle. In theory, once the cycle ends, the target gets a yellow-box, showing that you've locked them. But thanks to :CCP: this doesn't reliably happen.

Quote:
Can anyone make sense of something I'm missing?


I think the module is just buggy and broken since almost no one uses them.
Bumblefck
Kerensky Initiatives
#6 - 2011-10-23 09:41:05 UTC
Mfume Apocal wrote:


I think the module is just buggy and broken since almost no one uses them.




They are very popular amongst our suicide ganking brotherhood

Perfection is a dish best served like wasabi .

Bumble's Space Log

Xenial Jesse Taalo
The Scope
Gallente Federation
#7 - 2011-10-23 14:58:32 UTC
Goose99 wrote:
It's worse only in fitting, which is working as intended in itself. Having no functional benefits is same as numerous other t2 mods.


It's worse in function too, simply taking 2 more GJ to use it since it doesn't cycle. It fits worse and runs worse.

As Mfume said, I think it's just bugged or simply no-one ever made sure it works as intended. If it did cycle, and required constant cycling activation to hold the lock, then it would make perfect sense.

That would also solve half of the I-can't-passive-target-any-other-ships problem. Something would still need to be done about it's inability to be used when you have anything at all already locked.




Wow, I found a bug in Eve?
Jovan Geldon
The Scope
Gallente Federation
#8 - 2011-10-23 16:05:35 UTC
Surely if the cycle is twice as long, then it uses half as much cap (over any given period of time). Unless there's something I'm missing.
Xenial Jesse Taalo
The Scope
Gallente Federation
#9 - 2011-10-23 21:38:41 UTC  |  Edited by: Xenial Jesse Taalo
It can't repeat cycles, it runs once and stops. The target remains passively targeted so there would be no point anyway.

You could manually keep activating it, but this does nothing.


Edit - Nice avatar. Cool
Xenuria
#10 - 2011-10-23 22:24:12 UTC
Xenial Jesse Taalo wrote:
Imbalance is one thing, but these seem to not make sense from the start. The T2 mod is worse than the meta 1 mod in every way. The only thing that appears to be a benefit - cycle time - is meaningless. It appears to be more a big oversight than a balance issue.


Wait What?
You were expecting a game made by a bunch of Icelandic Meta-Trolls to make sense?
People call me "********" and even I know this game is broken.
Thankfully CCP cares more about space barbie then they do about actual combat mechanics. I only log into EvE to change my skill plan or troll people. I do missions sometimes but not so much anymore. I am too afraid.
Soldarius
Dreddit
Test Alliance Please Ignore
#11 - 2011-10-24 04:42:07 UTC
Yah, passive targeters are used for almost nothing but scanning potential ganks. If you want a more obvious T2 fail, look at target painters and ECM mods. The T2 versions are strictly worse in every case except cost, which is usually due to availability. T2 can be manufactured. Meta 4s are only available from rat drops.

http://youtu.be/YVkUvmDQ3HY

Siigari Kitawa
New Eden Archery Club
#12 - 2011-10-26 05:41:45 UTC
I use passive targeters to gank Hulks in belts with my Iteron. Honest, it's pure comedy.

Need stuff moved? Push Industries will handle it. Serving highsec, lowsec and nullsec - and we do it faster and more reliably than anyone else. Ingame channel: PUSHX

Daedalus Arcova
The Scope
#13 - 2011-10-26 09:42:37 UTC
Here's how it works:

You activate the passive targeter before you start locking your target. Then, when you select the target, the mod will cycle once. If you ship locks the target before the mod's cycle completes, then the target ship won't realise you've got them locked, until you do something hostile to them.

If it takes longer than 5 seconds for the T1/meta mods, or longer than 10 seconds for the T2 one, then your prey will notice the lock, and will see a yellow box.

The targeted ship only 'notices' a lock at the point where the lock is completed. As long as your passive targeter is still cycling when that happens, that lock will be invisible.

So it's not broken at all. Underused and underappreciated, but not broken.
non judgement
Without Fear
Flying Burning Ships Alliance
#14 - 2011-10-26 10:20:44 UTC
Does anyone use T2 armor plates? The meta4 is better than the T2.
steave435
Perkone
Caldari State
#15 - 2011-10-26 10:30:55 UTC
Daedalus Arcova wrote:
Here's how it works:

You activate the passive targeter before you start locking your target. Then, when you select the target, the mod will cycle once. If you ship locks the target before the mod's cycle completes, then the target ship won't realise you've got them locked, until you do something hostile to them.

If it takes longer than 5 seconds for the T1/meta mods, or longer than 10 seconds for the T2 one, then your prey will notice the lock, and will see a yellow box.

The targeted ship only 'notices' a lock at the point where the lock is completed. As long as your passive targeter is still cycling when that happens, that lock will be invisible.

So it's not broken at all. Underused and underappreciated, but not broken.

The cycle starts when you finish the lock. Until you do, it's just flashing like a gun/ew mod would while you're locking something.
Xenial Jesse Taalo
The Scope
Gallente Federation
#16 - 2011-10-26 14:47:28 UTC
steave435 wrote:
Daedalus Arcova wrote:
Here's how it works:

You activate the passive targeter before you start locking your target. Then, when you select the target, the mod will cycle once. If you ship locks the target before the mod's cycle completes, then the target ship won't realise you've got them locked, until you do something hostile to them.

If it takes longer than 5 seconds for the T1/meta mods, or longer than 10 seconds for the T2 one, then your prey will notice the lock, and will see a yellow box.

The targeted ship only 'notices' a lock at the point where the lock is completed. As long as your passive targeter is still cycling when that happens, that lock will be invisible.

So it's not broken at all. Underused and underappreciated, but not broken.

The cycle starts when you finish the lock. Until you do, it's just flashing like a gun/ew mod would while you're locking something.


Actually I'll correct you on that last bit and say Daedalus sounds like he's on the money. The cycle of a passive targeter does indeed start immediately, before the lock is complete.

Thanks for the explanation Daedalus. Now, any suggestions for why it redundantly activates on already active targets?
Mfume Apocal
Brutor Tribe
Minmatar Republic
#17 - 2011-10-27 06:50:50 UTC
Xenial Jesse Taalo wrote:
Actually I'll correct you on that last bit and say Daedalus sounds like he's on the money. The cycle of a passive targeter does indeed start immediately, before the lock is complete.

Thanks for the explanation Daedalus. Now, any suggestions for why it redundantly activates on already active targets?


I'm testing it right this instant, and it goes flashy until lock just like every other module in the game.
Xenial Jesse Taalo
The Scope
Gallente Federation
#18 - 2011-10-27 15:50:39 UTC
For the sake of accuracy you should check again. Make sure you choose a target that takes a long time to lock.

Lag aside, a "primed" passive targeting mod will stop flashing and start cycling as soon as you click an object in the overview. For my Anathema targeting an Ibis, the cycle starts well before lock and indeed almost finishes. That is a good 4 or 5 seconds of cycling before lock.

Comparing it to the ship scanner module I have fitted right beside it, the difference is clear. This behaviour of passive targeters is unique among modules and good validation of Daedalus' explanation.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#19 - 2011-10-28 07:46:42 UTC
Xenial Jesse Taalo wrote:
For the sake of accuracy you should check again. Make sure you choose a target that takes a long time to lock.


http://youtu.be/aIP5VysQ2sY
Xenial Jesse Taalo
The Scope
Gallente Federation
#20 - 2011-10-28 08:54:15 UTC
Ah that clears up the problem.

If you activate the module first and then click something in the overview, instead of first initiating the lock without it, you'll see the PT cycle before lock. The way you did it results in the PT icon appearing on the HUD, which doesn't happen if you click the module first.

That's the same as when you use the PT on someone already targeted. The icon appears on the HUD and from my few tests did nothing at all; the target could still see he was locked. So I think that the order you used doesn't work. If it did, it would void Daedalus' explanation also because then the cycle duration would again be meaningless. But I still think that explanation holds and that the unique early-cycle, no-HUD-icon behaviours of the PT are how it is meant to be used.

I'll try to run clearer tests later. Thanks for the vid to clear up the difference.

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