These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

Scanning Upgrades require activation now?

First post First post
Author
Cosmic Scanner
Overload This
#61 - 2014-05-21 16:17:39 UTC
I am someone who has done a lot of scanning both before and after the implementation of scanning modules. Your just making w-space more time consuming for all of us. We scan sigs all the time, it is our bread and butter. If you want to nerf combat probing this is not the way to go about it.

I don't think there is anything wrong with combat probing anyway, you have to take into consideration that ships can actually move to avoid combat probing, if they are moving / warping you can end up scanning them mid warp, more so now due to the warp changes from not so long ago, where for example i have ended up 300km or more away from dreads or carriers due to their really slow deceleration from warp.

Cosmic Scanner / muu lufragga

Rek Seven
University of Caille
Gallente Federation
#62 - 2014-05-21 16:19:27 UTC  |  Edited by: Rek Seven
CCP SoniClover wrote:
This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster.


You could calculate exactly how long it would take to scan down a target using simple maths before you implemented these scanning modules... So are you basing this change on actual statistics like 90% of combat scans result in a kill, or is this just based on a feeling in your bones?

I don't think wormholers feel that they can't scan without these things but hardly anyone in wormhole space will use these because remaining cloaked is so important. Wormholes get next to no new wormhole specific features/tools so it's natural that we feel like you are forgetting about us yet again, as you are effectively making this a k-space only mod.
Mara Tessidar
Perkone
Caldari State
#63 - 2014-05-21 16:25:36 UTC
Under the new system you either take an annoying, pointless nerf or get completely fucked over.

Oh, this isn't the original ESS thread. Then why does that statement still apply so well?
Bleedingthrough
#64 - 2014-05-21 16:36:42 UTC
CCP SoniClover wrote:
This change is not coming in Kronos, but we're looking at doing it in Crius (late July). The reason for this change is that combat scanning is too fast/easy right now and we want to rectify that. Since Odyssey we've been monitoring possible fallout from the scan changes, with combat scanning being one area we felt there was a risk of it becoming too powerful. Scanning while cloaked is very powerful right now and we want there to be more of a choice between staying cloaked, but be a little less efficient in scanning, or uncloaking and scanning faster.


No, don't do this!

Don't go from one extreme (delay for sigs showing up) to the other (make it even harder to catch ppl by actively looking for them). Both will not generate more content.

The drawbacks of combat probing are already enormous. There is no need to make this less efficient.
Active hunting with combat probes is already a mechanic that does not generate much content/is not very useful in a lot of scenarios. Reasons are obvious: Probes show up on d-scan! They are like a big signal fire saying: I was too lazy to probe your sites down earlier but hey here I am now.

Even if you are clever with your probes, e.g. hide them outside d-scan range, they will show up at least for one full scan cycle and then you need to warp your fleet in which will show up on d-scan too. Really hard to catch someone paying attention off guard. I would estimate that less than 2% of my kills come from combat probing. 98% from having BMs, d-scaning and jumping into them on a WH.

WH guys will hate this!
Probing down the pipe is part of the daily routine of w-space dwellers. While doing this you want to give potential targets as few intel on you as possible. Probing sigs without being cloaked is not an option for them!


Masao Kurata
Perkone
Caldari State
#65 - 2014-05-21 16:38:14 UTC  |  Edited by: Masao Kurata
If you want anyone to use these outside of highsec you'll have to at least fix the interface so that dscan and probe controls aren't stuck on two tabs of the same window making it practically impossible to do defensive dscans while probing (or offensive dscanning for that matter).
Porucznik Borewicz
GreenSwarm
#66 - 2014-05-21 17:07:06 UTC  |  Edited by: Porucznik Borewicz
Get your bodies ready for cycling cloaks. Mark my words. It's habbading.
Nash MacAllister
Air
The Initiative.
#67 - 2014-05-21 17:36:27 UTC
Perfect, taking a new module and ensuring it will stop being used. Quite frankly, I don't care about this change from the standpoint that I already have more important modules to fit where the scanny ones go. But still, I really fail to see what this actually accomplishes from a positive standpoint...

Yes, if you have to ask yourself the question, just assume we are watching you...

Zifrian
The Frog Pond
Ribbit.
#68 - 2014-05-21 17:43:59 UTC  |  Edited by: ISD Ezwal
Hatshepsut IV wrote:
Zifrian wrote:
Jesus, the whining....

This is a good change. Scanning is too easy as it is a s at some point CCP needs to support the whole point of eve, which is conflict. It they don't make changes like this, which is really small, they risk the game becoming more and more watered down where everything is safe.

There are many ways to scan without cloaking. If you can't set up a safe and check scan for combat probes while scanning sites then you have no business scanning in the first place. Hell, I have warp stabs on my Helios anyway and most times I scan from the pos bubble anyway. This is not a big deal considering you can still scan cloaked if you need to anyway, just without mod bonus.



All of this completely ignores the fact that it utter screws over usage of these modules for w-space scanning.

Wormhole residents spend a sizeable part of their gametime scanning down new sigs and a key part of scouting new chains is doing so cloaked. Scanning at the POS or at a safespot isn't an option for us.

Reguardless of whatever meta you "think" this change will implement the only reality of it will be that people will just stop using the modules. Which at that point just freaking delete them.

I scan wormholes that I don't have a pos in all the time so it isn't just something 'I think'. Make a safe, watch dscan...or I dunno, scan cloaked and it'll take a bit longer. This isn't a big deal unless you want to play the game on easy mode.

*Snip* Please refrain from personal attacks. ISD Ezwal.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Arronicus
State War Academy
Caldari State
#69 - 2014-05-21 17:50:34 UTC  |  Edited by: ISD Ezwal
Excellent change.

I like the tradeoff, that you can take a little more risk for faster scanning, or stay completely hidden, and scan at the old rate, you know, the one that we all survived doing. The rate that really wasn't that bad, or a whole lot slower than now.

*Snip* Please refrain from personal attacks. ISD Ezwal.
Meytal
Doomheim
#70 - 2014-05-21 18:00:51 UTC  |  Edited by: ISD Ezwal
Zifrian wrote:
I scan wormholes that I don't have a pos in all the time so it isn't just something 'I think'. Make a safe, watch dscan...or I dunno, scan cloaked and it'll take a bit longer. This isn't a big deal unless you want to play the game on easy mode.

*Snip* Please refrain from personal attacks. ISD Ezwal..

I'll bite.

You're in W-space, no local, scanning your way around. How often do you hit dscan to watch for probes while you're scanning? Once every 10 seconds or so if you're lucky? You know what dscan is, right? Anyway, it takes more than a few seconds to manipulate your probes each time, so you're certainly not hitting dscan at every possible cycle.

Now tell me how quickly someone can combat scan you and recall probes. Hint: it's a lot less time now than it used to be with instantly-recalling probes. Uncloaked in in a "safe" spot does not make you safe when you are distracted, it makes you dead. Active scanning modules won't be used in W-space by anyone who has lived there for any length of time. The noobs that jump in using these modules aren't worth the ammo used to shoot them (though we will do that, of course).

The net result is things just slow back down to the previous pace. In Wormhole space. Enjoy your increased bonuses from active modules in your big blue donut out in Null, if they continue with making them active modules.

I get that you Nullsec types want to put the squeeze on W-space hunters; maybe we ARE too efficient. Just keep the propagandizing off the Test Server forums, k?
*Snip* Removed reply to a deleted post. ISD Ezwal.
Dersen Lowery
The Scope
#71 - 2014-05-21 18:39:22 UTC
Mizhir wrote:
Dersen Lowery wrote:
CCP reacts to oceans of tears about AFK cloaking by nerfing WH pvp. gf o7


Fixed for you.


Nerfed back to post-Odyssey, which TBH isn't all that bad. I recall a great deal of :drama: about how scanning had become too easy at the time.

First, we're talking about straight ganks. Yeah, you won't be able to get a hit on a watchful player and be reasonably sure that he didn't notice, at least not without taking measures to make sure that you're off D-scan yourself, and yeah that'll make >15AU systems that much safer for people who take basic measures to ensure their safety.

But then, if it doesn't matter whether you're alert, that's not exactly encouraging smart play. So I don't see this as a disaster. Yeah, I'm going to be refitting my scanning ships. Yeah, the particularly paranoid will probably see my probes on scan and GTFO before I can grab them. Such is the life of a predator: you get the sick, the weak, the unlucky and the odd sacrifice. Most of the time, you get nothing. Sometimes you get lucky and pull something down in its prime, but that's not something you can really expect.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Bleedingthrough
#72 - 2014-05-21 18:49:28 UTC
Sorry for being so persistent in this thread but I think CCP tries to fix something without having put enough thought into it.

- This changes clearly does not create fitting diversity or a real choice, e.g. between point/web and faster probing.
- This change does not prevent one cycle hits (while cloaked) in most cases. Maybe this is what actually you feel is too strong. Who knows.
- These modules become obsolete for the population relying on probing the most, the w-space dudes!
- Even without these changes no one fits them on a cloaky prot anyways. So who will be hit by this change the most? Hint: It is not the guys with all probing skills at 5.

In order to provide any further constructive feedback it would be useful to know what the actual problem with these modules is.

1) In what scenarios/context are these modules too strong?

2) Does the intended change really get you what you want? Does it actually solve the problem?

3) What other activities are impacted by these changes?
Ab'del Abu
Atlantis Ascendant
#73 - 2014-05-21 18:53:21 UTC  |  Edited by: Ab'del Abu
*sigh* Some numbers, because everyone loves them. Assuming all lvl V skills, a standard fit buzzard with two scanning rigs and one t2 scanning mod of each type will

1.) have ~6% better scan strength
2.) have 20% less scan deviation
3.) need ~1 second less for a scan

In practice, this means that you save 1 - 8 seconds either by 1.) or not having to re-scan, respectively (later case is comparatively rare).

Now, just to put things into context: for about every 50 wormhole signatures (this is not including all the gas/relic/data garbage that comes with scanning in wormholes) I scan, there is 1! single! ship I catch by using (combat) probes. I mention this only so as to give those non-wormholers a realistic insight on how this is going to affect our day-to-day living.

And even then, that guy I gank is most likely either afk, not paying enough attention to d-scan, OR waiting for me to come fight him anyway, so only in the rarest of cases, such a change would make any difference whatsoever and benefit the victim.

And since nobody has brought it up already: Those sensor compensation skills that CCP introduced a while back (Linky) don't only affect ECM, but a ship's signature strength as well --> and therefore your ability to scan it. If anything, one could say that the scanning mods brought back the balance that had previously been destroyed.

I really hope, you guys in Design take another good look and think what such a change would really accomplish because the difference in pvp is really absolutely negligible. Whatever those CSM8 told you, it's complete rubbish.

PS: WTB RSS combat scanner probes and T2 gravity capacitor upgrades with 200 calibration only :>
Dersen Lowery
The Scope
#74 - 2014-05-21 18:59:59 UTC
Bleedingthrough wrote:
- Even without these changes no one fits them on a cloaky prot anyways. So who will be hit by this change the most? Hint: It is not the guys with all probing skills at 5.


True, this lands on new players, but post-Odyssey scanning is much easier for new players. They'll still be useful scanning down sites and holes, where results aren't quite so time-critical. They'll be worse at combat scanning, but that's enough of an art that they'll be worse anyway.

It was nice to be able to one-hit most everything, but honestly? That's not much of a minigame.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Cosmic Scanner
Overload This
#75 - 2014-05-21 19:16:18 UTC  |  Edited by: ISD Ezwal
All this change tells me as a w-space resident, is that "we are going to nerf combat probing by making all scanning take you longer". No man with any sense is going to scan uncloaked, i mean really... I don't care so much about nerfing combat probing as such (although i don't think there is a need for it), but nerfing scan speed in general, no thanks.

*Snip* Removed reply to a deleted post. ISD Ezwal.

Cosmic Scanner / muu lufragga

Mara Tessidar
Perkone
Caldari State
#76 - 2014-05-21 19:44:02 UTC  |  Edited by: ISD Ezwal
*Snip* Removed reply to a deleted post. ISD Ezwal.

Competent people enter a hole, launch probes, cloak, move them out of d-scan range of objects in the solar system, and proceed to locate their target's anomaly using d-scan. Once that happens, the probes get extended to 16/32 AU with the target just at the edge of that range and overlapped to get a signal, and/or the probes are moved directly in a small formation onto the suspected target anomaly.

Nobody even remotely competent is going to decloak to keep that extra 5-10% scan strength. Every single person who argues that they will is someone who does not spend significant time in wormholes or is engaging in wishful thinking.

What this change will accomplish is slightly diminished scan strength for people with good scanning skills, and greatly diminished scan strength for people with poorer scanning skills. People will not fit useless modules, which the mid-slot scanning modules will become once you have to decloak to use them.

If you're trying to nerf combat probing, this is an idiotic idea. People in highsec don't give a damn about being decloaked. People in lowsec and nullsec don't really either, since local already announced that they're there. This change affects purely people in wormhole space, who rely on being cloaked and undetected to hunt targets.

So thanks. Thanks a lot. Wormhole space totally needed this nerf. You've greatly improved gameplay with this.

*Snip* Removed off topic part of the post. ISD Ezwal.
GeeShizzle MacCloud
#77 - 2014-05-21 20:40:11 UTC
i can understand some of the mods to be active, but i would like to request the acquisition array to be passive as it doesnt add power to your ability to scan down smaller more elusive targets, just increases the frequency of your scan results.
Josilin du Guesclin
Aliastra
Gallente Federation
#78 - 2014-05-21 20:42:44 UTC
Dersen Lowery wrote:

True, this lands on new players, but post-Odyssey scanning is much easier for new players. They'll still be useful scanning down sites and holes, where results aren't quite so time-critical. They'll be worse at combat scanning, but that's enough of an art that they'll be worse anyway.
I quite clearly remember pre-Odyssey scanning as a not-very skilled scanner. I do not wish to return to that, as a QoL issue.
Dersen Lowery
The Scope
#79 - 2014-05-21 21:01:56 UTC
Josilin du Guesclin wrote:
Dersen Lowery wrote:

True, this lands on new players, but post-Odyssey scanning is much easier for new players. They'll still be useful scanning down sites and holes, where results aren't quite so time-critical. They'll be worse at combat scanning, but that's enough of an art that they'll be worse anyway.
I quite clearly remember pre-Odyssey scanning as a not-very skilled scanner. I do not wish to return to that, as a QoL issue.


Ah, but we won't be. (Which is fine, I don't miss it either.)

There was a space between when the new scanning mechanics rolled out and when the new modules rolled out. We'll just be back there for cloaky combat scanning, and I'm OK with that.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

unimatrix0030
University of Caille
Gallente Federation
#80 - 2014-05-21 21:12:32 UTC  |  Edited by: unimatrix0030
So the defenders again have an extra advantage, they can get out of their pos shields drop probes, get into the pos shield and scan away with the active modules .
An invasion just got harder. Trying to do log off traps is now harder to do because the defenders have the scanning advantage.
Invading forces can not use the fast scanning unless they are already spotted.... .
So only downsides for us wormholers.... .
Maybe also remove the ability to use them in a pos shield ,near a pos sield,,near a wormhole, near a station, near a gate, near a orca and near a carriern,titan,suppercarrier,black ops .
That way you only can use the advantage if you are attackable and not being able to escape easily... .

Also this should not be the priority, the instant sig spawn should be.
The last changes only lessen the chance of player interaction not increase them.
People use to complain about the huge impertrable fortresses in C5's en c6's, but with these changes they are coming back bit by bit.

I won't be using those modules now that is a sure thing!

No local in null sec would fix everything!