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Player's thoughts on 'New' Sensor Analysis

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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited April 2014
    askatus wrote: »
    Yes. You are confusing Sensor Scan, the science captain skill, with Sensor Analysis, a feature of science ships. I had to add a button for it to my power tray manually.

    LOL Buwahahaha Thanks for pointing it out for him :eek::D
    XzRTofz.gif
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited April 2014
    I like what they've done with it. My experience so far has been meh - but - I think I'm getting the hang of it.
    1. Forgot to slot the ability, in my already overwhelming selection on sci ships
    2. Learning to remember to use it on my larger tartgets
    3. Learning to remember to use it while healing buds
  • donrahdonrah Member Posts: 348
    edited April 2014
    I think it's a great improvement. For one thing, once you place SA on a target and it cloaks, the arrow continues to track them. That means you can chase them down and drop a PSW/CPB down their throats while their shields are off.
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  • xenovixenovi Member Posts: 32 Arc User
    edited April 2014
    I'd be happier if they'd rescale the icon that hovers over your ship, maybe half the size or something. I fly a Vesta, and the Icon is nearly larger than the ship itself.
    13th Autonomous Battle Group
    FED | Fifth Delta | Xenovi Thor |Zenovi Thor | Fourty-Thor | Seventy-Thor
    KDF |Arbiter |Brayen | Thirty-Thor
    RRF | Novarren | Jesta Cannon | Zeren
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited April 2014
    I can honestly say that I forgot all about it and never bothered to slot it.

    However, I do not really like it to begin with because it is a toggle. I think it should remain a passive that simply effects anything you have interacted with (given a heal, shot at, etc.). As a toggle it is useless on most enemies because if your ship is designed well at all you will just blow them up practically before you can get the click off. For really tough enemies you need to remember to use it which is just another button in the huge slew of buttons you have to deal with which is BAD. A lot of folks have enough trouble dealing with all the clicks we ALREADY make.
  • donrahdonrah Member Posts: 348
    edited April 2014
    hasukurobi wrote: »
    I can honestly say that I forgot all about it and never bothered to slot it.

    However, I do not really like it to begin with because it is a toggle. I think it should remain a passive that simply effects anything you have interacted with (given a heal, shot at, etc.). As a toggle it is useless on most enemies because if your ship is designed well at all you will just blow them up practically before you can get the click off. For really tough enemies you need to remember to use it which is just another button in the huge slew of buttons you have to deal with which is BAD. A lot of folks have enough trouble dealing with all the clicks we ALREADY make.

    The toggle is so you can target allies to boost healing and you can put it on a tougher target while you focus on healing allies or assisting with lighter targets.

    If you're using a mouse to activate your abilities, you're doing it wrong. I haven't used my mouse in space combat in ages. I have my binds, my numpad, and camera toggles to pilot my ship. The keyboard is much faster than the mouse anyway.
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  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited April 2014
    donrah wrote: »
    The toggle is so you can target allies to boost healing and you can put it on a tougher target while you focus on healing allies or assisting with lighter targets.

    If you're using a mouse to activate your abilities, you're doing it wrong. I haven't used my mouse in space combat in ages. I have my binds, my numpad, and camera toggles to pilot my ship. The keyboard is much faster than the mouse anyway.

    Trust me... It is faster and easier for me to click on things than to try to remember key combinations and which goes to what. Mind you I have EXTREMELY fast visual speed so I am not average or "Normal" in that sense. But seriously I have a lot of characters and most will have different setups which would further fuzzle my memory.

    Also I generally have more abilities than can really be keybound effectively.

    This is just yet ANOTHER one on the list and due to its cooldown it is just not effective. At this point it is like the pathetic version of a real attack pattern or Sensor Scan. I do not mind it having better functionality than it did before but the present version actually leads to it having less in the majority of cases. The only time it might be particularly good is in PvP and only sort of but that would be annoying. Yet another Science Skill mostly relegated to the dead part of the game (Here's looking at you Subnuke).

    I have heard the Devs themselves say they wanted to curb and reduce the number of clicks we have to make and I believe that is a good idea really. This change however went counter to that which is not smart.
  • gurugeorgegurugeorge Member Posts: 421 Arc User
    edited April 2014
    I like it, makes my Sci/Sci feel more science-ey, and big things do go down a tad faster when the team's focussing on them.

    I even like the stupid arrow. I play zoomed out a lot so I hardly notice the stupid arrow, and it's actually quite handy, so not stupid at all.
  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited April 2014
    finally got into my LRSVR to try this out.....and i hate having to constantly remember to check if its going or not and having to press yet another button to get it working.

    as others have said, bring back the passive
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited April 2014
    cynder2012 wrote: »
    finally got into my LRSVR to try this out.....and i hate having to constantly remember to check if its going or not and having to press yet another button to get it working.

    as others have said, bring back the passive

    Aye... MAYBE... MAYBE if it did not have a cooldown I MIGHT not mind so much but having to click it all the time and having it be wasted by the speed at which things fall to my Science ships can get rather tiresome.
  • xsupersnailxxsupersnailx Member Posts: 180 Arc User
    edited April 2014
    I'd like it if there wasn't a giant ugly arrow above your ship when you use it
  • genrldestructiongenrldestruction Member Posts: 194 Arc User
    edited April 2014
    As a passive, Sensor Analysis maybe wasn't a great ability. As an active it is so much worse. There are already 4 active abilities on science ships; another one wasn't really necessary. With the way skills activate, there sometimes no time to activate the skill before the target goes boom. In some cases we have so many powers that we don't have a bound slot in the UI to put SA. If it can't fit in a key bound slot, I'm not going to go out of my way to click on it with my mouse.

    I get that it was done to make science ships more interesting, but I don't think the implementation fulfilled that goal. It's going to take a lot of getting used to keep applying sensor analysis, maybe more effort than most people care to put into it. The change added a layer of complexity for science ships that doesn't really need to be there. To me it is more like adding commendations into the mix for the Dyson reputation than fixing carrier commands. The former seemed like change for the sake of change, while the latter was necessary.
  • kitsunesnoutkitsunesnout Member Posts: 1,210 Arc User
    edited April 2014
    I don't see what's so hard about having to apply it to the target one desires? Sensor analysis is not supposed to be something you constantly use against small fry, but against large targets you're going to be hammering away at for a while, as well as allies you're going to put extra focus on healing. And the only way not having it as a toggle could work without problems would be to have sensor analysis work on several targets at once, cause switching targets still happens a lot and is why I like having a manual toggle that doesn't require me to target directly once it's applied.

    We don't need everything to work on a lazy dumbed down auto-pilot for everything which makes it harder for a strategic user to make proper use of powers.
  • donrahdonrah Member Posts: 348
    edited April 2014
    I don't see what's so hard about having to apply it to the target one desires? Sensor analysis is not supposed to be something you constantly use against small fry, but against large targets you're going to be hammering away at for a while, as well as allies you're going to put extra focus on healing. And the only way not having it as a toggle could work without problems would be to have sensor analysis work on several targets at once, cause switching targets still happens a lot and is why I like having a manual toggle that doesn't require me to target directly once it's applied.

    We don't need everything to work on a lazy dumbed down auto-pilot for everything which makes it harder for a strategic user to make proper use of powers.

    Quoted for truth.
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  • supergaminggeeksupergaminggeek Member Posts: 616 Arc User
    edited April 2014
    Sensor analysis is not supposed to be something you constantly use against small fry, but against large targets you're going to be hammering away at for a while, as well as allies you're going to put extra focus on healing.

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