1 (edited by Burial 2014-09-07 10:45:50)

Topic: Balancing Proximity Probes

Every corporation can place up to 10 Proximity Probes and each Beta has under 10 teleports to enter the island from(only 2 when excluding interzones!). Since we can't jump to arbitrary points on islands, it's obviously a problem that contributes to the stack of reasons why casual roaming is essentially dead.

Current counters for Proximity Probes are either crashing the island hard, taking away the element of surprise or using a logged off alt with specialized neutralization fittings. Both of these options are silly.

The amount of Proximity Probes a corporation can deploy has to be lowered and static connections to islands raised. Something for the new network.

Re: Balancing Proximity Probes

lets see we have 15 beta islands so thats less than 1 probe per island


working as intended

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Re: Balancing Proximity Probes

Rage Blackout wrote:

lets see we have 15 beta islands so thats less than 1 probe per island


working as intended

What are you talking about? This game only has 6 Beta islands.

Re: Balancing Proximity Probes

default answer: they would make fake corp alts

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5 (edited by Ville 2016-02-29 21:03:37)

Re: Balancing Proximity Probes

Probes are Terrible and Need to go!

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Re: Balancing Proximity Probes

Burial wrote:

Current counters for Proximity Probes are either crashing the island hard, taking away the element of surprise or using a logged off alt with specialized neutralization fittings. Both of these options are silly.

You answered your own question or Balancing problem!

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Re: Balancing Proximity Probes

Remove probes from the game.

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8 (edited by Rex Amelius 2014-09-08 21:54:20)

Re: Balancing Proximity Probes

I think probes were added due to complaints of the ubiquitous gate scouts.

I'm not sure they are a problem but I don't like the arbitrary corp cap.

Perhaps a cap per corp per island instead.
Perhaps force them x distance from TPs
Perhaps lower masking to give intruders more ability to avoid them.

Then it becomes cool minigame of finding the best choke points to place them and best ways to avoid them.

Sparking to other games

9 (edited by Burial 2014-11-22 01:19:44)

Re: Balancing Proximity Probes

Rex Amelius wrote:

I think probes were added due to complaints of the ubiquitous gate scouts.

I'm not sure they are a problem but I don't like the arbitrary corp cap.

Perhaps a cap per corp per island instead.
Perhaps force them x distance from TPs
Perhaps lower masking to give intruders more ability to avoid them.

Then it becomes cool minigame of finding the best choke points to place them and best ways to avoid them.

You should post more on the forums. All of the suggestions are good and spot on.

To further your ideas, I would make the distance the probe can be placed from teleport 500 meters. This seems to be the sweet spot for not pinging for anything smaller than mechs and heavies. This precisely fixes the issue of not being able to get anything into the island without pinging a probe.

Re: Balancing Proximity Probes

Rex Amelius wrote:

I'm not sure they are a problem but I don't like the arbitrary corp cap.

I think the game was better without them TBH.

John 3:16 - Timothy 2:23

Re: Balancing Proximity Probes

proxy probes are something that carried over from my old "player built structures" topic into beta mechanics.
Because sandbox features do not need restrictions... like walls and terraforming

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Re: Balancing Proximity Probes

I've never had any problem breaching a probed island, or winning fights without the element of suprise.

I actually like the fact that when the enemy puts probes down I can blow them up and ring the proverbial door so they can get ready for a fight. big_smile

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Re: Balancing Proximity Probes

Syndic wrote:

I've never had any problem breaching a probed island, or winning fights without the element of suprise.

I actually like the fact that when the enemy puts probes down I can blow them up and ring the proverbial door so they can get ready for a fight. big_smile

This is the perspective of someone with numerical superiority... Any other view points?

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Re: Balancing Proximity Probes

http://killboard.sequer.nl/?a=kill-rela … l_id=45928

Breached a probed island without the element of surprise and had a good fight.

We had great fun and we have probes to thank for that. If we didn't blow them up we might have killed a termis or two then waited for half an hour for them to form up.

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Re: Balancing Proximity Probes

Syndic wrote:

http://killboard.sequer.nl/?a=kill-rela … l_id=45928

Breached a probed island without the element of surprise and had a good fight.

We had great fun and we have probes to thank for that. If we didn't blow them up we might have killed a termis or two then waited for half an hour for them to form up.

Hmm. Okay fair enough.

John 3:16 - Timothy 2:23

Re: Balancing Proximity Probes

Rex Amelius wrote:

...

Then it becomes cool minigame of finding the best choke points to place them and best ways to avoid them.

- Disallow them to be placed under teleports and stations.
- Increase detection range to roughly 2km against mechs/heavies.
- Set a per-island limit on probes, 3 or so.

17 (edited by Ville 2016-02-29 21:03:56)

Re: Balancing Proximity Probes

Probes are Terrible and Need to go!

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Re: Balancing Proximity Probes

-1
Before we had probes at teleports, we had Arke waiting at each tp.
The major difference with Arke: if you did it correct, you had to spend hours doing boring tp watch[1]. A lot player used instead illegal macros to have warning when there was enemy on radar of tp watch. The probe is a good way to ensure all player have similar tools and you have no real benefit on breaking eula at this point.

[1] And I remember the time we did this in our corp this way, but you need a lot player discipline to watch tp this way and it is not reasonable with current poppulation

Re: Balancing Proximity Probes

Goffer wrote:

-1
Before we had probes at teleports, we had Arke waiting at each tp.
The major difference with Arke: if you did it correct, you had to spend hours doing boring tp watch[1]. A lot player used instead illegal macros to have warning when there was enemy on radar of tp watch. The probe is a good way to ensure all player have similar tools and you have no real benefit on breaking eula at this point.

[1] And I remember the time we did this in our corp this way, but you need a lot player discipline to watch tp this way and it is not reasonable with current poppulation

- the macro part.

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Re: Balancing Proximity Probes

Probes are functioning and balanced pretty good.

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Re: Balancing Proximity Probes

OP is right!  Corporations need only able to place 5!  Every 2 points of extension gives you 1!!  Bring back SOLO PVP!

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Re: Balancing Proximity Probes

1. Alt corps
2. You still had to undock to fight

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