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Sensor Analysis

bobtheyakbobtheyak Member Posts: 374 Arc User
edited April 2014 in PvP Gameplay
Almost everything about the new Sensor Analysis is a gameplay improvement. Kudos to the devs for revamping it. This isn't a "buff me" thread - just a thought on how to refine SA while it's still novel and malleable.

For multitasking sci ships (hopefully a significant portion), the 5 second cooldown between deactivating/reactivating SA hinders some of its offensive utility. SA is useful in PvE instances when targeting an important objective and in coordinated team matches where everyone focuses the same target for an extended period (long enough to build up 5+ stacks). The healing component is of course useful for hybrid support builds.

It takes some time to adapt to using SA effectively but, learning curve aside, I think lowering the downtime (ideally removing it altogether) would make sci ship gameplay more fluid for offensive/control builds. Solo PvE included.

I know this isn't exactly top priority but it could be an easy adjustment that would improve every sci ship's gameplay without upsetting balance. Does a SA tweak matter to anyone else or is it a waste of resources?
Post edited by Unknown User on

Comments

  • cybermuddcybermudd Member Posts: 51 Arc User
    edited April 2014
    I, for one, bought a wells class for the new SA. I really like the new graphics in addition to the revised stats. I will probably pick up the Vesta too.
  • w3est0fn0w3r3w3est0fn0w3r3 Member Posts: 0 Arc User
    edited April 2014
    The new SA has totally changed how I fly my Sci Ships.

    I have moved away form a offensive role and more into a supportive role. Letting my team pick out the target and holding my SA for the moment of much needed support.

    On my drain boat just getting that SA on the target before stripping them is great, and if a team mate is close to going out a SA followed up by a Full aux heal is just so much of a impact in a fight.

    I don't personally mind the 5 sec CD to me it feels balanced to wait the time between targets, forces you to think more about where you're going to put it and how you'll use it in a fight.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2014
    the only problem with SA is that it, like half the other FX, is now invisible in any 5v5 environment most of the time

    oh, and that SA is on cruisers like the bortas, and a ship with a COM tac, the adapted destroyer
  • innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited April 2014
    Noticed it was on for my fed sci ships. Already have a keybind for it.

    On a side note, almost feel stupid lol, I thought it was there all the time and never noticed it, glad its a late add-on for sci ships, very usefull.
    Jamal : Tactical space specialist. USS Bug Warrior and many others
    E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
    Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
    Ka -tet Tier 5 fleet fully completed Starbase and fleet property
  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited April 2014
    Noticed it was on for my fed sci ships. Already have a keybind for it.

    On a side note, almost feel stupid lol, I thought it was there all the time and never noticed it, glad its a late add-on for sci ships, very usefull.

    it was there all the time, except it was a passive ability and took a good 60 seconds to get the full stack.
  • freenos85freenos85 Member Posts: 443 Arc User
    edited April 2014
    oh, and that SA is on cruisers like the bortas, and a ship with a COM tac, the adapted destroyer

    It being on a cruiser, i actually don't mind. They are usually not very fast and can be easily out-maneuvered and thus SA be broken. It makes some cruisers even more viable and leads to a real battle of attrition if you can get 6 stacks on your target. The downside to this is, that other cruiser variants are now even less viable in comparison.

    And the adapted destroyer: That ship is just to slow to be flown effectively in PvP. Especially with that kind of inertia. I already tried it out pre season 9 and found it lacking. The only way i could get an acceptable turn rate for it was using Aux2Damp, which did leave less room for something else to be choosen (like a nice RSP).
  • havamhavam Member Posts: 1,735 Arc User
    edited April 2014
    Yuo i m with K'eg on this. For fast switching the 5 s lockout blows, i really don;t see a good reason why its there, but my imagination might be too limited.
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