hope 1.3 fixes this. (wake scanner)

Thing about it being unusable in sc is, that it eliminates nice tactics like waiting outside a station and scanning people's cargo bay as they leave, then following them. You can only viably follow to the next system. By the time you get there, they've probably jumped again, and there goes your target. Same thing for bounty hunters scanning pirates for juicy bounties.

If the mark one eyeball can just about manage it (with a little energon, I mean... Skill, and a lot of luck) then the scanner should be able to. But, this is a game, so, I guess it's a question of if it is an oversight, or intentional. If it's intended, probly be good to remove the NEEDS SCAN from the wakes in sc at least. Would be disappointing

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Would be really cool for assassination missions in 1.3, would mean it could give you the targets known location, then you could lie in wait, and follow to the nearest uninhabited system to make the kill! (like in frontier elite 2)
 
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You can deploy hardpoints and the scanner is working, the only problem with it is slow, I would rather half the time we need to scan wakes and bountys, and u shouldn't need to deploy it, it's an internal module it should be automatic.

You can use the frame shift wake scanner in supercruise???? How did you manage it? I deploy hardpoints, and even with just the wake scanner in the fire group it does nothing at all, works fine in normal space.

Please share how you managed to scan wakes in supercruise.
 
I was under the impression that you cannot use the wake scanner in sc and that you had to try and guess which system they jumped to for any hyperspace jump.

I was under the impression you could not warrant scan in sc. You have to take the risk when interdicting and scan once done too.

I was also under the impression that both of these mechanics were game design not a bug - so nothing to fix.
 
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It would be nice to know, because it is telling me to scan things I can't scan, and making one of the coolest ship mods a bit naff.
 
I was all under the impression that both of these mechanics were game design not a bug - so nothing to fix.

You mean broken by design? Maybe... a lot of things are these days... yet I still hope, they will redesign it to work in SC. There are too many useless modules already, that could as well be removed from the game entirely without affecting actual gameplay. And this is one of the cooler modules, that gameplay could actually benefit of enormously with little effort.
 
Should definetely work in SC, as it's virtually useless in its current state.

Even if it did work in SC, it would still be possible to escape from a pursuing ship with proper tactics, so it wouldn't force someone into an inevitable fight to the death.

One could either jump to a system which is out of range of the pursuer, or, if that's not possible drop to normal space and jump somewhere else from there, forcing the pursuer to follow the low energy wake first and then scan again from there. Could result in interesting games of cat-and-mouse.

I agree. If in the upcoming Crime & Punishment update the penalty for "murder" becomes higher then a jump to a system where one is clean would be a good way to discourage a pursuer. Then for wanted CMDRs preparation becomes important. They must prepare a jump route to a safe system otherwise they could get cornered and forced to fight to the death. There will be more wanted CMDRs if bounties can no longer be paid off so easily so that would be interesting.
 
You mean broken by design? Maybe... a lot of things are these days... yet I still hope, they will redesign it to work in SC. There are too many useless modules already, that could as well be removed from the game entirely without affecting actual gameplay. And this is one of the cooler modules, that gameplay could actually benefit of enormously with little effort.

No I mean by design. Just because you disagree or dislike a game mechanic's implementation that doesn't make it 'broken'.

The wake scanner is working as intended in normal space afaik.
 
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No I mean by design. Just because you disagree or dislike a game mechanic's implementation that doesn't make it 'broken'.

The wake scanner is working as intended in normal space afaik.

and just because it's designed this way doesn't mean it's making sense.

ATM there are at least 4 thing working "as designed" yet are complete non-sense and cause more problem than it should:

1- combat logging
2- masslocking not working should you choose another system as desti (nullifying the whole mechanic)
3- this wake scanner behaviour
4- the shield recharge exploit (quickly sc out then back in -> 100% shield)
 
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No I mean by design. Just because you disagree or dislike a game mechanic's implementation that doesn't make it 'broken'.

It's not that I just dislike the implementation... the wake scanner is objectively useless in its current implementation. It is meant to enable players to track down other ships, but effectively cannot be used to do that, because it is guaranteed to lose track after the second jump. Hence it is broken.

The wake scanner is working as intended in normal space afaik.

Of course, but the question is: Is it really intended to work in normal space only? If not, a fix would be appreciated. If yes... we have to accept it and can dismiss it as another useless module.
 
Yes. FD have confirmed it isn't supposed to work in sc.

You can still use it in normal space if someone goes to sc otherwise you need to guess which system they hyperspaced to.
 
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Doesn't it work in SC then? If it's not supposed to and you have a High targeted why doesn't old whats her face trump up and say not scanned when you press J ?

The implication is you have to scan it to jump - who has a scanner that can test this?
 
Tested it before I posted the thread. Target a high wake, it says it requires a scan. Deploy scanner and press fire. Nothing happens, no scanning bar, nothing. In fact, the hardpoint text on the left fades away like the other none usable in sc weapons.

So, no, it doesn't work.

It's why I posted this thread! ;)

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Yes. FD have confirmed it isn't supposed to work in sc.

You can atill use it in normal space if someone goes to sc otherwise you need to guess which system they hyperspaced to.

Where did they confirm this? Massive shame, but would like to read it so I can cry a little.
 
It has probably been confirmed several times by now but I aint gonna to find it for ya. You will have to go through Mike and Michaels posts yourself :)

The point is you can scan sc wakes but not hyperspace wakes. There has to be a chance for people to escape.

I think there is still a bug where you don't get mass locked if you hyperspace instead of sc but that is being looked into afaik.

Otherwise you need to try and guess which system was the hyperspace destination.

Am hoping that future updates will bring a greater capacity for pirates and bounty hunters track their prey (through persistent npc contacts fir example).

and just because it's designed this way doesn't mean it's making sense.

ATM there are at least 4 thing working "as designed" yet are complete non-sense and cause more problem than it should:-.....

1- Combat Logging
- This isn't as designed - Combat Logging is an exploit. FD haven't decided on the best way to deal with this yet (primarily because FD don't want to penalise people who's connections genuinely dropped). Although for Open I personally would prefer you just had to take it on the chin if your connection drops because I think it genuinely happens in combat far far less often than people use it to escape - but I have a strong, fast and stable connection so perhaps it is just as well it isn't my decision to make :D

2- Masslocking not working should you choose another system as desti (nullifying the whole mechanic)
- Being able to hyperspace to break mass lock is being looked into. This is really a bug (or an oversight) and it's use is an exploit.

3- This wake scanner behaviour
- Wake scanner is working as intended - you can scan sc wakes in normal space. Like it or not, it aint broken and maybe FD will change it in the future if people put a decent intelligent enough case forward.

4- Shield recharge exploit (quickly sc out then back in -> 100% shield)
- Part of the game since beta, possibly earlier. This is currently being looked in to. No idea why it wasn't complained about more until now.

(1, 2 and 4 have absolutely nothing to do with Wake Scanners).​
 
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Some of your response is confusing, you say we can scan SC wakes.

Well... you cant 'scan' SC wakes, if you mean low energy wakes going to and from SC. Because, they are low energy wakes which do not require a scan.

If you mean you can scan High energy wakes, made in SC, then no, you can't, thats why I posted this.

You can scan High energy wakes (wakes going into hyperspace) while you are in 'normal space' (as in, not in SC)

So yeah, kind of confused about your response. Wondering if you have tried out the FSD wake scanner yourself, or just got a little confused with the terminology, or if I am confused with your terminology!
 
The frame shift wake scanner is awesome. It's like the good old hyper space cloud analyser.

Problem is, it doesn't work in super cruise, making following for more than one jump pretty damn hard.

This seems like an oversight to me. Probably just forgot to enable it in super cruise as only certain "weapons" can be deployed in that mode.

The cloud analyser in elite 2 allowed you to come out in front of people if your ship was faster in hyper space. That's not possible in elite dangerous which I think is fine, awesome and makes super cruise fun.

But, it -could- take mass/speed/other stuff into account when creating the cloud(s) with larger ships leaving wakes for longer perhaps.

It could probably also do with making sure you see the next cloud if they jumped out before you got there after scanning their last cloud, and also match make to make sure you end up in their instance if you are trailing them via wakes.

Using this, you could do cool stuff like tail a trader, and find out his trade route jump route, then lie in wait at a clever spot. Or tail a pirate back to his fave pirate base where he re-arms, and catch him on his way home, with low ammo ;)

Currently insanely hard though, mostly because, the wake scanner doesn't work in super cruise

Who else is hoping this will be fixed for 1.3?


great post . i asked the same thing more than 3 months ago if i remember correct . also i asked bout wake entering , which sometimes works fine but mostly its so hard and takes long time to enter wakes .
 
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It has probably been confirmed several times by now but I aint gonna to find it for ya. You will have to go through Mike and Michaels posts yourself :)

The point is you can scan sc wakes but not hyperspace wakes. There has to be a chance for people to escape.

Even with the ability to scan high wakes from SC it would still be very hard to track a target to another system, as they can still drop from SC upon arrival probably before you even enter the system, meaning you'll have lost them forever as you wont see the low wake (only wakes that were created while you were present in the instance at the time of creation show up on your radar).
At the moment the mechanics of PVP bounty hunting are broken, there are too many fail-safe ways for the target to escape easily, and one top of that you can't even use the tools dedicated to tracking them down.
No, people shouldn't automatically have a chance ot escape. The result of a chase should be down to skill difference of both parties and their preparedness, not down to badly designed mechanics that give people an I-win button.

I don't know if FD were honest when saying this is working as intended instead of a bug, but I hope they were lying. The alternative would be that they didn't think the whole thing through.
 
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Good to see some people agree that it seems odd the way it currently works. Means I'm not just crazy.

And yeah, your right, it would still be tough to follow people. Thing is, that low wake only showing if your there when it's created, well, that seems like a strange system too. If the wakes were actual objects in the instance it would be more intuitive, and I don't think it would make it impossible to escape anyway.
 
Tested it before I posted the thread. Target a high wake, it says it requires a scan. Deploy scanner and press fire. Nothing happens, no scanning bar, nothing. In fact, the hardpoint text on the left fades away like the other none usable in sc weapons.

So, no, it doesn't work.

It's why I posted this thread! ;)

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Where did they confirm this? Massive shame, but would like to read it so I can cry a little.

Make abug report.
See if they have changed their minds if it is WAD

I do think it is odd that we have to reply on aligning the High Energy Wake to a star and guess where the target jumped.
Any delay makes the target more likely to have made the third jump before you arrive and you'd never know which wake is theirs if it even loads in your instancewhen you arrive
 
Good to see some people agree that it seems odd the way it currently works. Means I'm not just crazy.

And yeah, your right, it would still be tough to follow people. Thing is, that low wake only showing if your there when it's created, well, that seems like a strange system too. If the wakes were actual objects in the instance it would be more intuitive, and I don't think it would make it impossible to escape anyway.

But the instance is on your PC - nothing exists there until your machine creates the instance - so pre-existing wakes can't happen. I think it is the instancing set-up that really prevents you from chasing a target. I don't know (obviously), but I doubt instances are seeded with ANY kind of pre-existing temporary object (like wakes, USS etc.)
 
I have accidentally followed other cmdrs and the cool down from jumps was just enough for me to see him jump just after I arived for 6 jumps untill foumders world where I followed him to the port.

You must be suposed to be able to scan and track people from system to system useing wake scanners! It must be an oversight! You could do it in ffe! What we have gone back in time?

Whats the point in having a wake scanner if you can only follow people from normal space to other systems. People should be able to be forced into a fight! Thats how assasination and bounty hunting works! They can keep runing or try some clever manover to throw you off if they want to escape.

Useing the wake alignment is ridiculous! It take too long it nothing but a wing and a pray guess! If this is how ots suposed to be, its obsurd!

It should work like a discovery scanner works. They work in normal space and in sc
 
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