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Scanning Upgrades require activation now?

First post First post
Author
Retar Aveymone
GoonWaffe
Goonswarm Federation
#121 - 2014-05-22 18:31:39 UTC
killerlman wrote:
Meytal wrote:
If you drop combats in Nullsec, you probably control the field and are looking for that pod or ship that got away. Cloaking is unnecessary.


Not exactly.How can i control the 500~ local while im tryin to find ECCM'd t3? Obv i will get bombers fleet on my ass. To scan me down there is no need to fit anything but probe launcher while im uncloaked.

To clarify what I think Killerlman is saying: there's a current meta of "unprobable" t3 ships that can only be probed by a virtue-set max-skilled covops with scanning upgrades. Requiring that covops to be uncloaked is essentially breaking the one counter to unprobable t3s.

However, I'd argue that this is a symptom of unprobable t3s being broken, not that the scanning modules should stay passive. It should not be required to have a 2b pod in an untanked frigate to probe down an entire fleet of t3s. I think the fix is that the t3 unprobability should be nerfed (probably cap the amount of unprobability you can have at a lower level than now, so you require less to be able to lock onto the most unprobable ships you can get).
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#122 - 2014-05-22 19:12:55 UTC
Morwen Lagann wrote:
Scanning through the thread (hurr hurr), I've seen a few decent ideas.

- Only requiring the modules to be active for combat probes.
- Adding a new set of active modules, and keeping the passive ones

One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc).

Currently the scanning modules are set up so that the T2 module provides twice the T1 module's bonus. I'll keep that in these example numbers - bear in mind I am not entirely familiar with the calculations so the numbers I suggest may be too small or too large. As a general rule I am making the "active" bonus about 25% stronger than the current bonus, and reducing (but not removing) the passive bonus to about 50% of current values. This way the T1 active bonus remains larger than the T2 passive bonus, but the passive bonuses still provide a small but tangible benefit.

Scan Acquisition Array I
Activation Cost: 10GJ
Activation Time: 12s
Scan Duration Bonus (Passive): 2.50%
Scan Duration Bonus (Active): 6.25%

Scan Acquisition Array II
Activation Cost: 12GJ
Activation Time: 12s
Scan Duration Bonus (Passive): 5.00%
Scan Duration Bonus (Active): 12.50%


Scan Pinpointing Array I
Activation Cost: 10GJ
Activation Time: 12s
Scan Deviation Bonus (Passive): 5.00%
Scan Deviation Bonus (Active): 12.50%

Scan Pinpointing Array II
Activation Cost: 12GJ
Activation Time: 12s
Scan Deviation Bonus (Passive): 10.00%
Scan Deviation Bonus (Active): 25.00%

Scan Rangefinding Array I
Activation Cost: 10GJ
Activation Time: 12s
Scan Strength Bonus (Passive): 2.50%
Scan Strength Bonus (Active): 6.25%

Scan Rangefinding Array II
Activation Cost: 12GJ
Activation Time: 12s
Scan Strength Bonus (Passive): 5.00%
Scan Strength Bonus (Active): 12.50%


Thoughts?


If any changes are made these are the ones that need to happen. I have to argue though that the passive bonus for the T2 modules should be equal to or greater than the active bonus for the T1 modules. You can't use the T2 modules without having lvl5 in the related skill and taking those skills to lvl5 is a very big investment since they're x5 or x8 skills. Spending 3+ weeks training for the T2 modules should get you a significant improvement over the T1s, if not the T2 modules should be changed to only require lvl3 or lvl4 of the associated skill.

Also, the active bonus for these modules should be greater than the passive bonuses they currently provide. If you're forcing us to be vulnerable while using them then we should get a greater benefit than we currently receive. Risk vs Reward...increasing the risk without increasing the reward isn't how the system is supposed to work. The scanning changes and these modules have been in play for a very long time now, some experienced players may not even know there was a time they didn't exist. They've been on your list a long time, but clearly they weren't a priority so they couldn't be overly imbalanced. Small changes may be warranted, but making them active isn't a small change it's a huge one.
unimatrix0030
University of Caille
Gallente Federation
#123 - 2014-05-22 21:45:32 UTC
Morwen Lagann wrote:
Scanning through the thread (hurr hurr), I've seen a few decent ideas.

- Only requiring the modules to be active for combat probes.
- Adding a new set of active modules, and keeping the passive ones

One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc).

Currently the scanning modules are set up so that the T2 module provides twice the T1 module's bonus. I'll keep that in these example numbers - bear in mind I am not entirely familiar with the calculations so the numbers I suggest may be too small or too large. As a general rule I am making the "active" bonus about 25% stronger than the current bonus, and reducing (but not removing) the passive bonus to about 50% of current values. This way the T1 active bonus remains larger than the T2 passive bonus, but the passive bonuses still provide a small but tangible benefit.

Scan Acquisition Array I
Activation Cost: 10GJ
Activation Time: 12s
Scan Duration Bonus (Passive): 2.50%
Scan Duration Bonus (Active): 6.25%

Scan Acquisition Array II
Activation Cost: 12GJ
Activation Time: 12s
Scan Duration Bonus (Passive): 5.00%
Scan Duration Bonus (Active): 12.50%


Scan Pinpointing Array I
Activation Cost: 10GJ
Activation Time: 12s
Scan Deviation Bonus (Passive): 5.00%
Scan Deviation Bonus (Active): 12.50%

Scan Pinpointing Array II
Activation Cost: 12GJ
Activation Time: 12s
Scan Deviation Bonus (Passive): 10.00%
Scan Deviation Bonus (Active): 25.00%

Scan Rangefinding Array I
Activation Cost: 10GJ
Activation Time: 12s
Scan Strength Bonus (Passive): 2.50%
Scan Strength Bonus (Active): 6.25%

Scan Rangefinding Array II
Activation Cost: 12GJ
Activation Time: 12s
Scan Strength Bonus (Passive): 5.00%
Scan Strength Bonus (Active): 12.50%


Thoughts?

I like this idea.
If you keep it the way you are planning to do it now, can you tell me why we would use active modules in w-space?
We would survive but the module would be basicly useless in w-space.

No local in null sec would fix everything!

Masao Kurata
Perkone
Caldari State
#124 - 2014-05-22 22:09:05 UTC
Morwen Lagann wrote:
Scanning through the thread (hurr hurr), I've seen a few decent ideas.

- Only requiring the modules to be active for combat probes.
- Adding a new set of active modules, and keeping the passive ones

One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc).

Currently the scanning modules are set up so that the T2 module provides twice the T1 module's bonus. I'll keep that in these example numbers - bear in mind I am not entirely familiar with the calculations so the numbers I suggest may be too small or too large. As a general rule I am making the "active" bonus about 25% stronger than the current bonus, and reducing (but not removing) the passive bonus to about 50% of current values. This way the T1 active bonus remains larger than the T2 passive bonus, but the passive bonuses still provide a small but tangible benefit.

Scan Acquisition Array I
Activation Cost: 10GJ
Activation Time: 12s
Scan Duration Bonus (Passive): 2.50%
Scan Duration Bonus (Active): 6.25%

Scan Acquisition Array II
Activation Cost: 12GJ
Activation Time: 12s
Scan Duration Bonus (Passive): 5.00%
Scan Duration Bonus (Active): 12.50%


Scan Pinpointing Array I
Activation Cost: 10GJ
Activation Time: 12s
Scan Deviation Bonus (Passive): 5.00%
Scan Deviation Bonus (Active): 12.50%

Scan Pinpointing Array II
Activation Cost: 12GJ
Activation Time: 12s
Scan Deviation Bonus (Passive): 10.00%
Scan Deviation Bonus (Active): 25.00%

Scan Rangefinding Array I
Activation Cost: 10GJ
Activation Time: 12s
Scan Strength Bonus (Passive): 2.50%
Scan Strength Bonus (Active): 6.25%

Scan Rangefinding Array II
Activation Cost: 12GJ
Activation Time: 12s
Scan Strength Bonus (Passive): 5.00%
Scan Strength Bonus (Active): 12.50%


Thoughts?


Excellent suggestion. The exact numbers could do with some tweaking (the tech I modules are too weak compared to tech II, also a problem on tq now, perhaps a 3:4 ratio rather than 1:2), I don't think the passive modules are powerful enough to nerf that much and the active bonuses could be larger because as people are rightly saying nobody sane would decloak to get the current bonuses, and they probably wouldn't for 125% of the current bonuses either. Maybe nerf passive to 75% and buff active to 150%.
Karen Galeo
Deep Core Mining Inc.
Caldari State
#125 - 2014-05-22 22:36:37 UTC
Hatshepsut IV wrote:


No, just no.

This makes them worthless to all of w-space and just about for anyone else.

They have little use in buffing scanning sigs, their primary use is making combat scanning faster/better.

If your doing this uncloaked your doing it wrong and most of the time your target will get away.


^ Exactly that. If they become active mods, I'll just find something else to fit on my buzzard instead that will be actually useful.

Author of the Karen 162 blog.

Ransu Asanari
Perkone
Caldari State
#126 - 2014-05-22 23:57:58 UTC
The T1 Exploration Frigates are typically used by new players, who can't warp while cloaked anyway. They can't fit tank and scanning modules well - so forcing them to decloak to activate the module and scan puts them at an unnecessary amount of risk. A new player will have fairly low scanning skills, so it's going to take them a long time to narrow down the signature anyway. Couple this with having to watch DSCAN closely (which they won't be used to doing either) and it makes them easy targets. This change would unfairly punish new players getting into Exploration.
Domanique Altares
Rifterlings
#127 - 2014-05-23 02:45:04 UTC
Ransu Asanari wrote:
This change would unfairly punish new players getting into Exploration.


I never felt punished when I started exploring in T1 ships with T1 cloaks before there were such things as scanning upgrade modules.

I just learned how to scan.
Rhavas
Noble Sentiments
Second Empire.
#128 - 2014-05-23 04:21:32 UTC  |  Edited by: Rhavas
CCP Fozzie & CCP Soniclover:

I now have enough time to fully articulate a reply, so I'm going to borrow from the Greyscale Style Guide and do so.

The proposed solution to "combat scanning is too easy" is in fact not a solution that works in an isolated fashion, but instead is a "fix" that will instead lead to other presumably unintended game design problems. I am assuming unintended because you did not specifically mention these unintended consequences as design goals. I am of course open to being told this is intentional, which will of course change my argument since these being intentional would be of even greater concern in my mind. I instead propose a "scalpel" fix rather than what I perceive here to be a "chainsaw" fix. In short, if you wish to reduce effectiveness of combat scanning, you should reduce effectiveness of combat scanner probes.

The proposed fix does have the intended effect of reducing combat scanning effectiveness. I am also disappointedly aware that you did in fact discuss this with my corpmate and friend James Arget and he is or was in support of your proposed approach. Understand that James is someone I greatly respect, have spent a lot of time with, and love to fly with. Understand also that he is first an FC, second a game mechanic. If he says these modules are a bit OP, he is probably right.

However, James is not a scanner. I can't remember the last time he was driving chain scanning. He creates content by leading fleets and theorycrafting. He doesn't do it by scanning for hours. I do.

Your proposed fix is in fact a nerf primarily to cloaking, not scanning. It comes at the expense of cloaked operation (an effective imperative where I live in wormhole space, as others have mentioned) and at the expense of site probing. It effectively gives wormhole dwellers a Hobson's Choice - which is to say no choice at all. Wormhole dwellers will simply not use these modules - cloaking is too important. Therefore a presumed secondary goal - creating PVP opportunities - and a presumed tertiary goal - player choice of approaches - will in fact accomplish neither. PVP will either stay the same (because everyone will remain cloaked) or be reduced (because prey will see the hunter coming and POS up). Player choice is no choice - wormholers will remove them and use a point and web instead.

In addition, as many have outlined, this is a direct impact to lower-skilled players, making them less effective by an order of magnitude rather than a linear amount.

The only thing you will accomplish for wormholes is to make the most time-consuming thing we do - scanning systems of 5-30 signatures - even slower. While it accomplishes your goal it is primarily a net reduction in fun per hour.

I personally do not agree that combat scanning is OP, but let's assume for the moment I am wrong - I am a scanner but I am not a comparative module balance theorycrafter because :math:. If combat scanning is OP, then it is far more elegant - and controllable (i.e. able to reduce unintended consequence) to nerf combat scan probes directly. Add a penalty to combat scanner effectiveness to the CovOps cloak if you must - and you accomplish the same end without nasty side effects. You could even do it as Morwen Lagaan suggests, and have a variable cloaked vs uncloaked bonus - but I encourage you to tackle the source of your concern, which is combat probing, not cloaking, and not core probing.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Steven Hackett
Overload This
#129 - 2014-05-23 04:59:53 UTC  |  Edited by: Steven Hackett
As a guy who lives in WH's and scan every time i'm on, I support changes to those silly modules.

Scanning was changed a lot in Odyssey, it was made so easy that it was stupid.
I know of people who stopped buying their Virtue implant sets because scanning was now so easy that the implants simply didn't give them enough of an edge

Scanning a signature with Astrometrics 5 and supports at 4, most of the time only takes 2 sweeps when flying a T3 without the modules and without any scanning implants or rigs.

With scanning modules, implants etc. there is simply no edge to training your skills.

In my opinion you shouldn't nerf the modules, you should throw them in the big bad garbage truck and never think about them again.

Don't get me wrong, this change is a terrible way to balance scanning, but I do honestly believe CCP have to make scanning "harder". In all aspects of EVE there needs to be people who are good and bad at that given aspect.. With the current scanning situation, everyone is good, and that sucks imo. Its only fair that the guy in a rigged cov ops with a virtue set would be faster scanning than a Proteus without rigs or implants and the difference between the 2 isn't big enough atm.

New players have allready gotten a HUGE advantage from when I was scanning for the first time by the astrometric changes. So yeah.. Nerf scanning, make it competitive again.

I miss racing my opponents on scanning a system for intel.
Ab'del Abu
Atlantis Ascendant
#130 - 2014-05-23 07:02:47 UTC  |  Edited by: Ab'del Abu
Steven Hackett wrote:
As a guy who lives in WH's and scan every time i'm on, I support changes to those silly modules.

Scanning was changed a lot in Odyssey, it was made so easy that it was stupid.
I know of people who stopped buying their Virtue implant sets because scanning was now so easy that the implants simply didn't give them enough of an edge

Scanning a signature with Astrometrics 5 and supports at 4, most of the time only takes 2 sweeps when flying a T3 without the modules and without any scanning implants or rigs.

With scanning modules, implants etc. there is simply no edge to training your skills.

In my opinion you shouldn't nerf the modules, you should throw them in the big bad garbage truck and never think about them again.

Don't get me wrong, this change is a terrible way to balance scanning, but I do honestly believe CCP have to make scanning "harder". In all aspects of EVE there needs to be people who are good and bad at that given aspect.. With the current scanning situation, everyone is good, and that sucks imo. Its only fair that the guy in a rigged cov ops with a virtue set would be faster scanning than a Proteus without rigs or implants and the difference between the 2 isn't big enough atm.

New players have allready gotten a HUGE advantage from when I was scanning for the first time by the astrometric changes. So yeah.. Nerf scanning, make it competitive again.

I miss racing my opponents on scanning a system for intel.



Tell that to the newbie, who is jumping into a C1 with 30+ sigs for the first time. He is NOT going to have a good time regardless of scanning skills. There is still a hell lot of improvements to be gained by experience and practice.

But yeah, scanning is now stupidly easy because you don't have to launch your probes one by one and arrange them in a useful formation anymore Roll

As for competitiveness, I see extremely bad probers all the time ...
Steven Hackett
Overload This
#131 - 2014-05-23 07:57:17 UTC
Ab'del Abu wrote:


Tell that to the newbie, who is jumping into a C1 with 30+ sigs for the first time. He is NOT going to have a good time regardless of scanning skills. There is still a hell lot of improvements to be gained by experience and practice.

But yeah, scanning is now stupidly easy because you don't have to launch your probes one by one and arrange them in a useful formation anymore Roll

As for competitiveness, I see extremely bad probers all the time ...

If that newbie took the new tutorial, he would know exactly how probing works.
He can even use a full flight of probes even with **** skills.

Sure, scanning 30 signatures takes time, but imo that is okay..
Wormholes lets me move a fleet from Amarr to Cobalt Edge in 5 minuts ignoring cynojammers etc., how is that for power projection?

A newbie in a badger with t1 probes should not be able to scan down the entire world, you unlock content as you skill your character and learn the mechanics and that is how it should be imo.

Scanning now is, even without these modules, so much easier than before, yet people still lived in w-space. Making a newbie able to probe down the entire world without training for it is just.. well, bad design tbh. Might aswell remove those skills and make all signatures anomalies if we want easy-noobfriendly mode? Then we would also get rid of that horrible scan UI :)
Ab'del Abu
Atlantis Ascendant
#132 - 2014-05-23 08:58:15 UTC
Steven Hackett wrote:
Ab'del Abu wrote:


Tell that to the newbie, who is jumping into a C1 with 30+ sigs for the first time. He is NOT going to have a good time regardless of scanning skills. There is still a hell lot of improvements to be gained by experience and practice.

But yeah, scanning is now stupidly easy because you don't have to launch your probes one by one and arrange them in a useful formation anymore Roll

As for competitiveness, I see extremely bad probers all the time ...

If that newbie took the new tutorial, he would know exactly how probing works.
He can even use a full flight of probes even with **** skills.

Sure, scanning 30 signatures takes time, but imo that is okay..
Wormholes lets me move a fleet from Amarr to Cobalt Edge in 5 minuts ignoring cynojammers etc., how is that for power projection?

A newbie in a badger with t1 probes should not be able to scan down the entire world, you unlock content as you skill your character and learn the mechanics and that is how it should be imo.

Scanning now is, even without these modules, so much easier than before, yet people still lived in w-space. Making a newbie able to probe down the entire world without training for it is just.. well, bad design tbh. Might aswell remove those skills and make all signatures anomalies if we want easy-noobfriendly mode? Then we would also get rid of that horrible scan UI :)


That's simply not true. I have one char with close to perfect skills + implants and several with only 4/3/3/3, the difference is enormous. Furthermore even after more than 6 months of living in wh-space, scanning stuff every day, I still get better, faster, learning new things every once in a while.

If your claim is true that a newbie will quickly match your skills in probing, this can only mean 2 things: you are very bad at it, or I'm a (reaaaaally) slow study Blink

Within certain confines ofc I'm categorically against any change that leads to PvE becoming more time consuming, since I rather spend my time on PvP or RL. As a member of a major WH-Corp I don't get why you would gladly accept such a straight forward nerf to our QoL (=> as few PvE as possible). Simply because you had to learn and live it the hard way? That's a ****-poor argument ...
Rek Seven
University of Caille
Gallente Federation
#133 - 2014-05-23 09:42:38 UTC  |  Edited by: Rek Seven
killerlman wrote:
Rek Seven wrote:
I'm tired of being diplomatic... If this change is intended, the developer who implemented it is a ******* idiot.


Dont want to be harsh but yes,i am agree with you.


You are right, that was too harsh. I apologise for my choice of words and hope i didn't hurt anyones feelings. I was just upset because i feel like this change would push people into using scanning frigates instead of the other scanning ships in game.

If CCP had announced that these modules would give a small passive bonus when cloaked but a bigger active bonus when uncloaked, i would have been okay with that. However, i don't scan uncloaked in hostile space so this change feels like they are taking something away that made scanning a little less tedious, especially for the people whose entire gameplay revolves around scanning (i.e. wormholers).
Incindir Mauser
Caldari Provisions
Caldari State
#134 - 2014-05-23 11:08:35 UTC  |  Edited by: Incindir Mauser
Steven Hackett wrote:
Ab'del Abu wrote:


Tell that to the newbie, who is jumping into a C1 with 30+ sigs for the first time. He is NOT going to have a good time regardless of scanning skills. There is still a hell lot of improvements to be gained by experience and practice.

But yeah, scanning is now stupidly easy because you don't have to launch your probes one by one and arrange them in a useful formation anymore Roll

As for competitiveness, I see extremely bad probers all the time ...

If that newbie took the new tutorial, he would know exactly how probing works.
He can even use a full flight of probes even with **** skills.

Sure, scanning 30 signatures takes time, but imo that is okay..
Wormholes lets me move a fleet from Amarr to Cobalt Edge in 5 minuts ignoring cynojammers etc., how is that for power projection?

A newbie in a badger with t1 probes should not be able to scan down the entire world, you unlock content as you skill your character and learn the mechanics and that is how it should be imo.

Scanning now is, even without these modules, so much easier than before, yet people still lived in w-space. Making a newbie able to probe down the entire world without training for it is just.. well, bad design tbh. Might aswell remove those skills and make all signatures anomalies if we want easy-noobfriendly mode? Then we would also get rid of that horrible scan UI :)


This argument is terrible, filled with hyperbole, and baseless conjecture.

Scanning the "old way" was a major pain in the ass and added nothing to the game except to chew up more of your playtime for no other reason than to "make it hard". CCP's idea of making something more challenging typically consists of changing modules to pull your pants down and shaking your ass at the enemy while getting tiddle-dee-dum for a bonus while scanning. The other option CCP often employs to "make it more challenging" is to make something needlessly obtuse, repetitive, boring spreadsheet "gameplay", or simply tedious so it sucks up massive amounts of your time for very little reward.

(Eg,harvesting,scanning,hacking).

If you had mediocre skills (4/3/3/3) at scanning before the Odyssey changes, your scanning got markedly WORSE without the midslot modules in a covops. I know because I had **** scanning skills. Basically all this does is put a ridiculous burden on new players to dump over a month of training to get perfect scanning skills. All so they don't have to use the ****** modules that force them to expose themselves for a tiny bonus to scanning. W-space PvP is very reliant on one-pass combat probing. If you screw it up, you aren't getting a second chance.

This change is all about nullsec probers and the ceaseless bitching about AFK cloaking.

If Chitsa and James both thought that this change to scanning modules was a good idea... I am really disappointed in them.

It's easy for vets and devs to look at a problem from the perspective of someone that is charging around with perfect skills and balance things with that end-game in mind. Meanwhile gameplay takes a nosedive for anyone with less than perfect skills.
Meytal
Doomheim
#135 - 2014-05-23 13:00:15 UTC
killerlman wrote:
Im telling you that controlling the local isnt controlling the field.When i decloaked i am vulnerable to shoot.
The guy who will scan me dont need virtue with pricy hull with fit.But i do,i need virtue and pricy fit to scan and hunt down boosters when huge fleets are fighting. The risk is too high with these changes.

Good point, and one I had overlooked.

I do agree with a subsequent poster that "unprobable" ships are an issue, as are off-grid boosters. If either or both of those things can be addressed, particularly the second one, then this issue disappears.
Penny Ibramovic
Wormhole Engineers
#136 - 2014-05-23 13:38:08 UTC
Rhavas wrote:
If combat scanning is OP, then it is far more elegant - and controllable (i.e. able to reduce unintended consequence) to nerf combat scan probes directly. Add a penalty to combat scanner effectiveness to the CovOps cloak if you must - and you accomplish the same end without nasty side effects. You could even do it as Morwen Lagaan suggests, and have a variable cloaked vs uncloaked bonus - but I encourage you to tackle the source of your concern, which is combat probing, not cloaking, and not core probing.


Except that combat scanning is not considered overpowered as it stands, but only in conjunction with bonuses offered by the scanning modules. If you nerf combat scanning probes themselves, you then force anyone who uses those probes currently to refit to use the scanning modules or suffer a penalty.

Personally, I use combat probes by default, because if I ever find a ship I need to scan, I don't want to waste time (and increase visibility) by needing to reload my probe launcher from cores to combats.
Rhavas
Noble Sentiments
Second Empire.
#137 - 2014-05-23 14:27:46 UTC
Penny Ibramovic wrote:
Rhavas wrote:
If combat scanning is OP, then it is far more elegant - and controllable (i.e. able to reduce unintended consequence) to nerf combat scan probes directly. Add a penalty to combat scanner effectiveness to the CovOps cloak if you must - and you accomplish the same end without nasty side effects. You could even do it as Morwen Lagaan suggests, and have a variable cloaked vs uncloaked bonus - but I encourage you to tackle the source of your concern, which is combat probing, not cloaking, and not core probing.


Except that combat scanning is not considered overpowered as it stands, but only in conjunction with bonuses offered by the scanning modules. If you nerf combat scanning probes themselves, you then force anyone who uses those probes currently to refit to use the scanning modules or suffer a penalty.

Personally, I use combat probes by default, because if I ever find a ship I need to scan, I don't want to waste time (and increase visibility) by needing to reload my probe launcher from cores to combats.


I agree with you as I mentioned in my post. Soniclover specifically stated that was the impetus for this, thus my point on a more direct nerf if that is their goal. I do think that a legit choice then happens which you wouldn't like but is not a Hobson's choice - do I use combat scans with weaker strength or cores with greater strength and a forced swap?

Again my personal ideal would be to go back to pre Odyssey including Deep Space probes, undoing the skill balance changes, and ditching the dumb-scovery scanner but I don't think that is going to happen so I'm addressing their stated goal rather than my overalldesire.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Penny Ibramovic
Wormhole Engineers
#138 - 2014-05-23 17:42:04 UTC
Rhavas wrote:
I agree with you as I mentioned in my post. Soniclover specifically stated that was the impetus for this, thus my point on a more direct nerf if that is their goal. I do think that a legit choice then happens which you wouldn't like but is not a Hobson's choice - do I use combat scans with weaker strength or cores with greater strength and a forced swap?


My choices would not be what you suggest. It is not 'do I use combat scans with weaker strength or cores with greater strength and a forced swap', but 'do I use combat scans with weaker strength or cores with greater strength and a forced swap, as well as needing to fit scanning modules I don't currently use to get the same effect as now?'
Rhavas
Noble Sentiments
Second Empire.
#139 - 2014-05-23 18:12:01 UTC  |  Edited by: Rhavas
Penny Ibramovic wrote:
Rhavas wrote:
I agree with you as I mentioned in my post. Soniclover specifically stated that was the impetus for this, thus my point on a more direct nerf if that is their goal. I do think that a legit choice then happens which you wouldn't like but is not a Hobson's choice - do I use combat scans with weaker strength or cores with greater strength and a forced swap?


My choices would not be what you suggest. It is not 'do I use combat scans with weaker strength or cores with greater strength and a forced swap', but 'do I use combat scans with weaker strength or cores with greater strength and a forced swap, as well as needing to fit scanning modules I don't currently use to get the same effect as now?'


You are of course correct (and again I agree this is not what I would want) if that is how they do the numbers. But this impacts combat scanning directly, not all cloaking nor all scanning.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Josilin du Guesclin
Aliastra
Gallente Federation
#140 - 2014-05-24 12:16:34 UTC  |  Edited by: Josilin du Guesclin
Belle Mallissima wrote:

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.

Mine aren't super either (it's on the list), but moving from 'adequate' to 'perfect' is a 3+ month train, assuming it's on-spec. Not the end of the world, but hardly trivial for a low-mid skilled pilot who will have about a billion things on their list if they're living the w-space life. Now, assuming my PC was up to running two clients, I could train an alt up, but now we're seeing the 'serious long-term player' advantage again - a newer player probably isn't going to want to train such a specialised alt on a second account (and wait 4-1/2 months for it) or buy it, and having to do so to avoid a QoL hit seems unreasonable to me.