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a way to buff sensors and nerf mines at the same time

STAR WARS: The Old Republic > English > Galactic Starfighter
a way to buff sensors and nerf mines at the same time

Kuciwalker's Avatar


Kuciwalker
04.16.2014 , 12:01 PM | #1
5% (maybe even 10%, though that seems a bit high) of your sensor dampening is applied as a reduction in hostile mine acquisition radius.

With the dampening nerf the max you can get is 6km, which would reduce acquisition radius by 300m.

This would also buff longer-range mines like seekers relative to seismics. It would buff Type 1 scouts relative to Type 2, and support their role as minesweepers.

It would, after a fashion, make boy bombers "worse" as an offensive counter to other boy bombers, in that attacking boy bombers would have a longer TTK on defending boy bombers.

Nemarus's Avatar


Nemarus
04.16.2014 , 12:24 PM | #2
If you did something like this, I'd put it on Communications Sensors. Make them have a "mine jamming" component.

Dampening Sensors are already plenty useful as a counter to most people taking +Sensor Range crew that puts them above the 15km base.
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Kuciwalker's Avatar


Kuciwalker
04.16.2014 , 12:30 PM | #3
Quote: Originally Posted by Nemarus View Post
If you did something like this, I'd put it on Communications Sensors. Make them have a "mine jamming" component.

Dampening Sensors are already plenty useful as a counter to most people taking +Sensor Range crew that puts them above the 15km base.
  1. That makes no sense, though.
  2. I wouldn't call that "plenty useful". It's of pretty marginal value, especially relative to other minor components.
  3. Communication sensors are also already reasonably useful relative to the other sensors.

Nemarus's Avatar


Nemarus
04.16.2014 , 12:56 PM | #4
Quote: Originally Posted by Kuciwalker View Post
  1. That makes no sense, though.
  2. I wouldn't call that "plenty useful". It's of pretty marginal value, especially relative to other minor components.
  3. Communication sensors are also already reasonably useful relative to the other sensors.
Unless you are hunting someone specific, extending your Sensor or Communication Range doesn't offer much tactical benefit, in either Domination or TDM.

In TDM, you can't fight someone until they are well-within sensor range anyway, so what good does seeing them sooner do?

In Domination, you know that all targets will either be on a satellite or, in the case of Gunships, within 15km of a satellite. And the scoreboard (turret count, flashing node) and team chat give you a pretty good idea of what is happening at all areas of the map. And even if you need more information, the base Communication range of all ships is often enough to establish a chain of sensor data between two adjacent satellite nodes.

Sure, excessive Communication range may let me see someone at C while I'm sitting at A, but does that offer significant tactical advantage?

I agree that Sensor Dampening doesn't offer much advantage in Domination either. But in TDM, Sensor Dampening is hugely important and offers a very significant tactical benefit, at least to me.

As an ace on my server, I am constantly being hunted and targeted so as to suppress me. Sensor Dampening reduces the range at which the hunters can spot me. This lets me skirt the edges of a TDM match and pick out targets. I then rush in and get as many kills as I can before I am targeted. Once I am targeted, I flee. Sensor Dampening lets me get off the sensors of my pursuers (ending their pursuit) more quickly. Because of my Dampening, I can know, with certainty, that the vast majority of pursuers will lose me before I cross the 20km mark.

And because my Scout has strong inherent sensor range, I can see the exact moment when my pursuer's target turns from "Shayd" to "No target". I can then take a brief moment to recharge engine and shield, and repeat. Sensor Dampening allows true hit and fade.

Granted, that's only in TDM, and it only works if you can be faster than your pursuers (at least for a short time). And it could be countered by a Scout who takes Ranged Sensors, but they're not going to get all that much use out of them besides hunting hit-and-faders like myself. And if they can't keep up, it doesn't do them much good anyway--it just makes me take longer to get off their scanners.
Shayd / Callem / RK-4X / "Trynt" - Leader of <Eclipse Squadron>, The Ebon Hawk
http://EclipseSquadron.enjin.com Imperial GSF-focused guild

"Serve the Emperor above all others."

Drakkolich's Avatar


Drakkolich
04.16.2014 , 01:42 PM | #5
I use communication sensors on all my ships that have sensors that are not gunships. I like them for TDM because I'm always playing with a team in voice chat and when someone who calls for peels has comm sensors, It means I can always tab through targets and find whoever they need peeled. In Domination if you are at A and its quiet and you can see everyone at C cause your team all has comm sensors, this means you can open the map up and call out everything happening to your team, so they know exactly where everyone is without needing to look around.

While I think having sensors shorten the radius of mines is a neat idea, Id rather see a buff to EMP weapons that are already supposed to be the counter to said mines. All the ships that this buff to sensors would help have EMP weapons, so it would just be helping them in another way.
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Zharik's Avatar


Zharik
04.16.2014 , 05:05 PM | #6
Quote: Originally Posted by Nemarus View Post
Unless you are hunting someone specific, extending your Sensor or Communication Range doesn't offer much tactical benefit, in either Domination or TDM.
Having all the friendly ships able to see what you see, and vice-versa is tactically valuable. Though I would agree that it is more so in Domination than in TDM. Even so, there are inherent advantages to knowing where the enemy snipers are sitting in TDM as well, when approaching a battle.

Before the changes to sensor range and dampening, the only real choice was communication range, imho. Now there are strategies involved.
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-Streven-'s Avatar


-Streven-
04.16.2014 , 05:09 PM | #7
Mines really aren't much of a big deal. You should shoot them before flying into them. I'd like to see sensor dampening work to it's maximum potential and remove the mandatory minimum 15k range on sensors.
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Verain's Avatar


Verain
04.17.2014 , 12:07 AM | #8
I like the motivation, but it gives a combat application to just ONE of the sensor types. I think there would need to be some advantage to communications sensors and range sensors beyond just visualization if there is one for dampening.

It's a mild nerf to boy bombers for sure, but I don't think it would shift the meta appreciably- mostly because manual detonation of the mines is so common, and the trigger isn't the all of it.


Still, I definitely dig the idea of the sensors having a very mild combat application. I'd just want there to be equally mild ones for the other two being good.

Kuciwalker's Avatar


Kuciwalker
04.17.2014 , 07:53 AM | #9
You can only really manually detonate the first mines of the fight - the rest you would (ideally) have hit as you drop them, otherwise you're delaying damage.

Altheran's Avatar


Altheran
04.17.2014 , 12:20 PM | #10
Quote: Originally Posted by Verain View Post
Still, I definitely dig the idea of the sensors having a very mild combat application. I'd just want there to be equally mild ones for the other two being good.
How about something like this :

Range Sensor : -2/3/4/5% tracking penalty reduction (multiplicative, not like weapon upgrades -> HLC -1.90%/°)
Communication Sensor : -4/6/8/10% lock time.

The reason is that I believe the ship that need the most Range sensor are Gunships in order to prepare shots before the 15000m range, and they have the harshest tracking penalties.
And as for Communication, it's a bit a default for Strikes and Bombers as they don't need extra detection, and don't need to conceal themselves particularly as they're not really in the front line and are rather though. And since they are the kind to only have one missile (when Bombers don't use mines), and amongst the long-locking ones...

And so, just like Dampening is rather befitting Scouts in order to not get detected too easily and the second effect would help against their biggest issue, namely the mines, I thought it would be logical that the second effect for Range and Communication Sensors would be directly aimed to the ones who are the most likely using these components.

But that's just a random thought which popped in my head while waiting for a bus...
I'm not actually convinced that giving combat effect to Sensors is the way to go.