´but is there a kind of optimal amount like jump drive or not?AFAIK, similar to efficient power reactors[if there wouldn't be a cap].
The optimum would be at both range cap and info cap. Where those are, I have no idea. But in case they get nerfed, overkill is best!´but is there a kind of optimal amount like jump drive or not?
Afaik it's sectors. When you're in your own Faction controlled systems the range is longer, 6 if I'm correct....The report also says that the scanner has a range of '4.0', 4 what I have no idea, meters, kilometers, sectors?
It'll only show other players and decloak/de-jam ships. It's nice in theory but there's no cooldown on the cloak/jammer, so a person can reactivate them instantly.According to the description in the shop: The value is determined by the longest touching group dimension (either X, Y, or Z) versus the longest dimension of the structure it is placed on.
Which says nothing about needing any amount of them beyond what's required to create an unbroken group along one axis or another. So my question is whether this description is accurate? I built a ship with a length of 163m and a group of scanner modules running along the width of the ship measuring 149m (the ship has a width of 153m)
Whenever I use it though I get a report saying that there is no activity. Including the time I was attacking a pirate station at close range with pirate ships swarming around me. The report also says that the scanner has a range of '4.0', 4 what I have no idea, meters, kilometers, sectors?
So do I just not get what the scanner is supposed to be used for, or did I not build it right or what?
None of the pirate ships were equipped with either a cloak or jammer.It'll only show other players and decloak/de-jam ships. It's nice in theory but there's no cooldown on the cloak/jammer, so a person can reactivate them instantly.
It doesn't count AI at all.None of the pirate ships were equipped with either a cloak or jammer.
enough for them to lock on permanently and kill you, see the TM vs TE battle, you will see what I mean.It'll only show other players and decloak/de-jam ships. It's nice in theory but there's no cooldown on the cloak/jammer, so a person can reactivate them instantly.
You had cloaks? Cause jammers won't keep turrets from killing you :P. Unless you meant a player locking on? If that's the case then you'd have plenty of time to recloak/jam.well as AI works a second is
enough for them to lock on permanently and kill you, see the TM vs TE battle, you will see what I mean.
nah only jammers. Jammers should keep turrets from killing me, or at least keep them from locking on. and the TM turrets did lock onto me even after I re-jammed.You had cloaks? Cause jammers won't keep turrets from killing you :p. Unless you meant a player locking on? If that's the case then you'd have plenty of time to recloak/jam.
If AI gets a simultaneous visual lock and radar lock, then they can maintain the lock even after the radar lock disappears.nah only jammers. Jammers should keep turrets from killing me, or at least keep them from locking on. and the TM turrets did lock onto me even after I re-jammed.
That is a bit unfair, the jammer should stop them from locking missiles onto you and it should also decrease their accuracy just a tad at least.If AI gets a simultaneous visual lock and radar lock, then they can maintain the lock even after the radar lock disappears.
Can't say much about the missiles, because an IFF missile (fire and forget, friend or foe, etc) will lose a radar lock, but an aspect seeking missile only goes after things based on the image first presented when fired.That is a bit unfair, the jammer should stop them from locking missiles onto you and it should also decrease their accuracy just a tad at least.
well it would make stealth ships more viable and give a bigger need for scanners but as some other suggested, jammer and cloak should have a cooldown after being taked down by a scanner array.Can't say much about the missiles, because an IFF missile (fire and forget, friend or foe, etc) will lose a radar lock, but an aspect seeking missile only goes after things based on the image first presented when fired.
I'll only agree to missile locks not working on jammed ships on the condition that jammers have a cooldown period almost as long as that of the scanner. Otherwise battles will go to being extremely slow paced one-block-damage-at-a-time scenarios due to the sudden worthlessness of punch and piercing (it's more power efficient to use two machineguns than it is to use one punch cannon that can destroy two blocks)
That they definitely should. At the moment, a jammed ship would be effectively immune to 95% of all effective block-breaking weapons if we take turrets out of the equation, which gives jammer ships a significant edge over scanner ships, as jammer ships can simply cut back on shields to maintain high amounts of firepower.well it would make stealth ships more viable and give a bigger need for scanners but as some other suggested, jammer and cloak should have a cooldown after being taked down by a scanner array.