Sensors make no Sense! ?

Ok this is really bugging me.

Forgive the fact I can't give you the exact detail as I'm 1,000's of ly from anywhere.

Question.

A Class 5 Sensor 7km Range 5mill
B Class 5 Sensor 7km Range 1.5 mil (Lighter and draws less power)

UM... What make the A class better? On paper it's worse than B
 
Ok this is really bugging me.

Forgive the fact I can't give you the exact detail as I'm 1,000's of ly from anywhere.

Question.

A Class 5 Sensor 7km Range 5mill
B Class 5 Sensor 7km Range 1.5 mil (Lighter and draws less power)

UM... What make the A class better? On paper it's worse than B
Not many modules make great sense. There are no hitpoints or accurate data like that. I hope they will get added later on, but don't think its a high priority.
 
Ok this is really bugging me.

Forgive the fact I can't give you the exact detail as I'm 1,000's of ly from anywhere.

Question.

A Class 5 Sensor 7km Range 5mill
B Class 5 Sensor 7km Range 1.5 mil (Lighter and draws less power)

UM... What make the A class better? On paper it's worse than B


Unforunately, I take all weapons and equipment upgrades with a giant grain of salt. I simply have faith that I am spending more money on better product, based on A being the best quality. Every now and then I will focus on weight of upgrades, so I can keep my jump distance as high as possible. It is one of the poorer finished portions of the game. We can hope for a better system or at least flesh this one out a bit more, give us equipment geeks a chance to really have something to sink our teeth into, but I do not think we will see that very soon.
 
5 mil for a sensor wow Maybe it tells you what pants and shoe size the pilot of the other ship is wearing lol
I just have the standard sensor and see no point in upgrading.
 
Since the UI doesn't show decimal places, you would have to already know the Class A detects and scans ships from 7.5k versus the cheaper and less powerful Class B which scans at a max range of 7K.
 
FD have done the classic "let's substitute actual numbers with graphic pips" mistake. I'm sure they'll come round eventually. Everyone does. ;)
 
Lowers turret's and gimbal's locked 'arc-of-fire', higher detection chance of lower heat-sigs within your range. Faster base scan time.
 
Since the UI doesn't show decimal places, you would have to already know the Class A detects and scans ships from 7.5k versus the cheaper and less powerful Class B which scans at a max range of 7K.

That's an issue with the weapon stats too, which apparently (from former FDEV comments) also have decimal number stats, but only show as integer numbers to the player.

I suspect they're doing this because they can make small adjustments to game balance without the players seeing it, and complaining that something has been nerfed or buffed.
;)
 
Sometimes it makes sense as something is lighter and draws less power although having the same range etc. But in this case it looks as if class A is crappier since we dont know the hidden stats. We can only assume whats better with it. I hope more stats is made visible to us.
 
I think they have a lot of balancing to do on the modules.

It seems odd to me that a Basic Discovery Scanner has a range of 500Ls, an Intermediate Scanner has a range of 1000Ls and then the Advanced scanner jumps to infinite. For my money I think the Intermediate Scanner should have a longer range, perhaps 5000Ls. It would be a nice bump from Basic that's worth something but still not as good as Advanced. As it is now I can't see buying an Intermediate scanner at all. It's just not worth the extra cost.
 
Where did you get this info from ? :)

I'm after a faster scan!



Experience. Through both gamma 1 (made it to a cobra with A sensors and turrets on the S-hardpoints) and now in release in my Adder with A sensors and all gimbals.

After chaff, they relock extremely quickly (instead of ~10s, its down to about 5), and initial sensor scan is down to ~6s... also the "wavering" you get with gimbals is less pronounced.
 
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