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Scanning Upgrades require activation now?

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Author
Josilin du Guesclin
Aliastra
Gallente Federation
#81 - 2014-05-21 21:14:20 UTC
I'm trying to think of anything that this brings in the way of improved game-play that compensates for the loss of QoL for those who do a lot of scanning, and I'm coming up blank, except perhaps for weaker combat scanning by cloaked hunters, and that's something that could be arranged without affecting anything else.

What compelling game-play does this bring? Everyone will just decide, in advance, whether they will be scanning cloaked (w-space, some n-space skulking, etc.) or uncloaked (k-space bears, etc.), and that will be it. No real choice being made.

This 'balance between low and mid slots' thing - what balance? For cov-ops and T1 scanners it's irrelevant - they have no real tank anyway, and lows are squeezed by the need for fitting mods (to allow for the scan modules) in many cases, so the stress is fairly even. For T3s I suppose there is an unbalance - the modules eat space shield-tanked ships would like, but as everyone seems to think the 'Ghu should be nerfed into oblivion, surely this is a cause for joy? Balance between low and mid slots for such stuff is a bit of a joke anyway, and these modules really aren't hurting it.

Now perhaps there's some valuable game-play benefit in making probers spend longer finding sites and wormholes, but I'm not seeing it.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#82 - 2014-05-21 21:50:01 UTC
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay.
Please people, keep it on topic and above all civil!

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ISD Ezwal Community Communication Liaisons (CCLs)

Alec Freeman
Sebiestor Tribe
Minmatar Republic
#83 - 2014-05-21 22:11:04 UTC
Nice now i no longer need to decide what to fit on the mid slots of my covops...

Its back to a Scram and an extender :),
PotatoOverdose
School of Applied Knowledge
Caldari State
#84 - 2014-05-21 22:25:14 UTC
People actually used these?
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#85 - 2014-05-21 23:03:14 UTC  |  Edited by: epicurus ataraxia
If CCP have found some reason why these Fittings effect the balance of combat scanning to such a degree they believe they should not exist I can understand that even though I have had no experience of it.

But for Wormhole space forcing them to be an active module does exactly that. It makes them not exist in any practical sense.

So if this is implemented then they will disappear in their entirety from wormhole space, as simple as that.

Scouting uncloaked is simply suicide.

We Wormholers may be crazy, but we are not foolish.

Are CCP aware that this is the case?

If so I accept it, they are not major items, they are just a minor quality of life improvement, nothing to get excited over.

I imagine they must have some use as an active module elsewhere where there is no threat, Possibly HIsec mission invaders?

Edit:-I was puzzling over why? and It came to me! this would fit with the LS improvements, possibly too easy to kill those seeking the new drops. That makes complete sense. A new target rich environment and a massacre if not addressed.

So May I respectfully request to restore the potential balance to those of us who use core probes to scan down really large numbers of signatures each day, to build these lost stats into improvements of the sisters core launchers and probes?

For a wormhole or two, who cares,
But Some days it really ceases to be fun after the tenth one with twenty Sigs......

There is one EvE. Many people. Many lifestyles. WE are EvE

Faren Shalni
Ministry of War
Amarr Empire
#86 - 2014-05-21 23:26:24 UTC
I cant understand why this is being changed! Is one hit combat probing that op considering local and dscan make combat probes useless unless very lucky? If you miss the first scan then your screwed as they are gone 5 second later unless they are brain dead or really dead.

In nullsec pvp maybe a little bit too strong to get insta warpins for bombers but does that justify crippling its use in the place that makes use of them the most? I dont mind number tweaks or fitting changes but to turn it into an active module defeats the entire way wormhole space works

Too all those who say we lived with it before the changes in oddessy....We live with the tools we are given even if it sucks (POS's)

So Much Space

Erufen Rito
The Dark Space Initiative
Scary Wormhole People
#87 - 2014-05-22 00:09:57 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.

Well! Since we are here and want to make scanning harder, how about we get rid of the scanning overlay I have been raging against ever since it came out?

This is as nice as I get. Best quote ever https://forums.eveonline.com/default.aspx?g=posts&m=4137165#post4137165

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#88 - 2014-05-22 01:28:05 UTC
CCP Fozzie wrote:
One thing to note, this change was requested by quite a few wormhole players immediately after Odyssey and was one of the common requests from the wormhole members of CSM 8. They correctly argued that having these modules passive removes any choice or risk around them and skews the balance between midslots and lowslots for probing ships.

I've had this item on my list of CSM requested wormhole improvements for a while.


i could give you some other pretty common requests from players in eve but you'd be out of a job if they were "implemented"
Rhavas
Noble Sentiments
Second Empire.
#89 - 2014-05-22 02:00:44 UTC  |  Edited by: Rhavas
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.

Go join a wormhole corp for 6 months first, then decide if it's a good idea. Talk to Corbexx. Hell get in the CSM alumni channel and talk to James, Chitsa and Two Step. Here's a preview: this is a stupid way of achieving your goal. You're nerfing non combat scanning in your quest to nerf combat scanning.
Go live the reality of your game please.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Rhavas
Noble Sentiments
Second Empire.
#90 - 2014-05-22 02:07:56 UTC
CCP Fozzie wrote:
One thing to note, this change was requested by quite a few wormhole players immediately after Odyssey and was one of the common requests from the wormhole members of CSM 8. They correctly argued that having these modules passive removes any choice or risk around them and skews the balance between midslots and lowslots for probing ships.

I've had this item on my list of CSM requested wormhole improvements for a while.


This isn't an improvement any more than the rebalance of scanning skills that came with these modules. What wormhole players HAVE been asking for is getting rid of instant discovery via the discovery scanner.

It doesn't improve choice, it just adds more time to an already time intensive job.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Winthorp
#91 - 2014-05-22 02:12:14 UTC
This yet another stupid change that has directly happened after Fanfest, is it too much to ask that you actually respect the WH community like we do and enter into some meaningful discussion with us about our space instead of listening to a few neckbeards at a WH roundtable?
Siobhan MacLeary
Doomheim
#92 - 2014-05-22 03:48:16 UTC
If the bonus to scanning modules had been high to begin with, then I could understand the reasoning behind taking away the ability to be cloaked and get the bonus. As it is, a good combat prober doesn't really need these scanning modules to pin down most targets.

I'll say it again: The current bonus to these modules is infinitesimal, not worth uncloaking for if they're active modules, and the modules themselves aren't strong enough to warrant a nerf of any kind.

Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.” - CCP Soundwave

Hatshepsut IV
Un.Reasonable
#93 - 2014-05-22 04:08:32 UTC
Your progression of effects your hoping to get from changing them active is flawed however.

The way the current meta works is this.



Most combat probing in w-space gets done with cloaky tackle t3s, you don't fit these mid slot mods on them because you would either have to sacrifice tank or tackle which is counter productive to what your trying to do.

The mid slots mods ALREADY carry with them a risk/reward ratio. Fit them and risk dying/losing tackle or not and risk not getting that crucial 1 scan cycle result.

Its for all these reasons why generally you only see them fit to covert ops frigates. Those passive modules are really the only reason to use a covops to scout a chain with sometimes.

Now fast forward. As an active module, people still won't fit them to their t3s..... and people will no longer fit them to their covops for wh use. Combat probing remains exactly where it is which means your goal of adjusting that failed and you have a module with arguably little to no use clogging up the game and confusing people.

The logic of you scanned just fine before them so you will live after them makes little sense.

Society existed and worked just fine before the internet or indoor plumbing, could we live without them again? Sure, but there's a reason we don't. Its because when new things are brought into being that improve things its a

Public Channel | Un.Welcome

Mara Rinn
Cosmic Goo Convertor
#94 - 2014-05-22 04:08:41 UTC
Siobhan MacLeary wrote:
I'll say it again: The current bonus to these modules is infinitesimal, not worth uncloaking for if they're active modules, and the modules themselves aren't strong enough to warrant a nerf of any kind.


So the loss of these modules isn't going to hurt your scanning that much, is it? It's a little bizarre to see people claiming that the benefit of these modules is "infinitesimal" when you are talking about scenarios where you have them stacking nerfed due to implants, rigs, Sister's modules etc.

What if you don't have scanning rigs on your combat scanning ship or the scanning implant in your combat clone, and all your scanning bonuses come from these modules?
Ariel Rin
Tactically Challenged
The Initiative.
#95 - 2014-05-22 04:19:38 UTC
Yet again a wormhole change, maybe not intended, maybe made in the best of intentions

I will either A) Cloak B) sit under my POS

this hurts, not happy jan (australian pop culture reference, google it)

adding my voice to the uproar about this, as the almost negligable reasons for this change make practically no sense

thanks

Ariel Rin

Creator and Manager of EVE Meet, for notification and sharing of out of game meets.

Twitter - Ariel Rin - EVE Meet

Master Idaho
The Seven Cities Rebellion
#96 - 2014-05-22 04:20:02 UTC  |  Edited by: Master Idaho
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.


I've been playing for years, but this is my first post. I don't like this.

I have a nomadic WH corp for my alts. The entire corp moves from hole to hole based on where I find the best site. Usually these holes are occupied by someone else. It's enough work to watch dscan and local while managing all of my boxes. I can't have my squishy covops scanner uncloaked just for a tiny bonus. I'm not generally scanning for combat, so all you are doing is wiping out a mid slot for me.
Rhavas
Noble Sentiments
Second Empire.
#97 - 2014-05-22 04:38:57 UTC
I've now tested on Sisi. Here are some basic findings.

Yesterday their cycle time was 12,000 seconds, or over 3 hours. This might actually have been a sensible, if highly inelegant, nerf aimed at placating the "AFK CLOAKERS WAAAAAH" nullbear set. You could cycle, cloak, and scan as today for 3 hours.

Today, their cycle time is 12 seconds. This means that while you can in fact cycle-cloak-scan, the time is so short as to be entirely impractical to use periodic cloaking/decloaking in any meaningful way.

Long story short - to use these you absolutely will need to be uncloaked, effectively rendering any wormhole scout using them singularly ineffective.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Belle Mallissima
Hedion University
Amarr Empire
#98 - 2014-05-22 05:35:10 UTC  |  Edited by: Belle Mallissima
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.


Given that's the case, why not slightly (and I mean slightly) nerf the existing modules, and introduce new modules that are better, but require not being cloaked to use? This would accomplish all objectives here, and give a choice in fits.

I'm a wormholer without maximum scanning skills (yes, yes, I know, train them to 5... lol) and this change will be a major nerf where I'm concerned.
calaretu
Honestly We didnt know
#99 - 2014-05-22 05:41:08 UTC
If they have a cycletile of 30 min even they would have a use. But if ccp mean these are too powerful then I would rather have them nerf these than other components that affect scanning
Oxide Ammar
#100 - 2014-05-22 05:42:05 UTC
Proposal Idea:

Make these modules work at lesser degree of effectiveness when they are off and they boost your scanning when you activate them, when they work passive they are at 40-60%, when you activate them they go full enhancement for your scanning attributes.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.