Sensors

Community Support for the game and it's features
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Falcon_D
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Sensors

Postby Falcon_D » Wed Jan 20, 2016 4:07 am

Hello,
Is there any point in A rating your basic sensor package?
I've been wondering about this for sometime. I have a graded sensors on all my ships but don't really find them useful. In a Haz Res I increase the sensor range to look for ships. But still have to get close to target and scan them. Also, my eyes pick up hints of ships better than my sensors. I can see ships fighting but my sensors report nothing.

Thanks.
Have fun, fly safe. o7
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Black Rose

Re: Sensors

Postby Black Rose » Wed Jan 20, 2016 5:22 am

I get the same thing as you describe. What we see are the flickering laser fire and faint dots sometimes but if you look on the radar all you see are unresolved contacts because your sensors can't see them any better than your eye can. There is something there but nothing is quite sure on what it is.

Now I was tracking a ship at a Haz Res and it flew out of my sensor range and I commented to my wing mate that it looked like he used his FSD. My friend who has A rated sensors on his Assault Ship vs the D rated on my Vulture told me the ship was still there. That my sensors couldn't see it anymore.

So while the better rating is not that obvious it is better to have them. Your range is also improved when hunting in supercruise. Once again my wing mate and I hunt together and he finds 10 times as many targets as I do.

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Falcon_D
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Re: Sensors

Postby Falcon_D » Wed Jan 20, 2016 7:51 am

Hello,
Thanks for the input. Does you friend have to zoom out on the radar screen to see the contacts?
Cause that's what I seem to have to do. With D rated sensors it seems you can't zoom out as much from your radar screen.

Have fun, fly safe. o7
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Re: Sensors

Postby TorTorden » Wed Jan 20, 2016 12:34 pm

I normally D rate mine for two reasons.

Don't see the extra range as all that needed, and the D's are plenty ok, weigh a lot less and consumes significantly less power so I can fit bigger other things that matter much more, like thrusters or PDS's

Zooming behaves the same regardless of sensor rating, the ONLY real difference is maybe you can spot that python an extra km out and start the initial scan a little bit faster, but since this is also pertains to how hot a target is, a Diamondback will still easily sneak up on you.
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Zadkiel
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Re: Sensors

Postby Zadkiel » Wed Jan 20, 2016 1:15 pm

Yeah, I really think FD dropped the ball on sensors, there's so much more they could have done with them than just extending the lock-on range which is worthless when you have to close to inside E sensor range for combat anyway.

Just off the top of my head:
1) TIghter resolution of POIs on planets (smaller blue circles)
2) Reduced 'wobble' from target chaff use
3) Longer range on detailed surface scanner
4) faster target scanning
5) wider cone on scanning.

It's dumb that if an NPC messages you (i.e. "Let's see what you're carrying") you instrantly get full scan details no matter their range or position.
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Roger Wilco Jr
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Re: Sensors

Postby Roger Wilco Jr » Wed Jan 20, 2016 1:58 pm

I was hoping that A-rated sensors would allow gimballed and turreted weapons to track and lock on to targets and sub-targets better than lower rated sensors, and also "burn through" chaff better. I have no evidence of this, but I haven't tested very much.

If I have the power available, I'll go for A-rated, as it does seem to keep the number of unresolved contacts down.
It's time to give this another go.

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Re: Sensors

Postby wobblyone » Mon Jan 25, 2016 4:56 pm

Roger Wilco Jr wrote:I was hoping that A-rated sensors would allow gimballed and turreted weapons to track and lock on to targets and sub-targets better than lower rated sensors,


I have gone for A-rated for this reason. I always thought the longer the range the sooner your weapons locked on, giving you more of an advantage.
I hope so anyway, otherwise I will go back to D for the weight saving.
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Black Rose

Re: Sensors

Postby Black Rose » Mon Jan 25, 2016 5:35 pm

Here are the details, such as they are, for the sensor packages:

http://elite-dangerous.wikia.com/wiki/Sensors

As you see here and as well in game when an item is compared, the obvious difference is the range at which targets can be seen.

They all have the same integrity which I am assuming means the resistance to damage.

The missing information here is "what is the actual range vs optimal range" For example all weapons have a range of 3 km, but the optimal range is more like 2 km to actually hit the target and do damage. Yes you can hit something at 3 km but the weapons damage is not the same as when its at 2 km or less. Try hitting a moving target at that range with a cannon or a rail gun.

Although there are no stats for damage at max range vs optimal range and FD dropped the ball here as well.

So getting back to the optimal range of a sensor, I read this as the maximum range that I can see a target and its fully resolved IE, not blinking and flickering colors.

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Re: Sensors

Postby Cmdr Kharma » Mon Jan 25, 2016 11:56 pm

Well the way I look at it is the closer you are to your target the more damage you cause.....

So personally speaking....... I A rate my sensors to "See" the targets....But do not engage till close......

Like under 1k to strip shields.....And 200-50m for the Multis.......

I did one shot an eagle from 1.5 - 2k with a plasma once......

But the gods were obviously on my side.......Because I couldn't hit a barn door with it all the other times.....

:D
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Re: Sensors

Postby Walter » Tue Jan 26, 2016 12:04 am

Black Rose wrote:They all have the same integrity which I am assuming means the resistance to damage.

The units with higher integrity ratings have more scruples.
Black Rose wrote:The missing information here is "what is the actual range vs optimal range" For example all weapons have a range of 3 km, but the optimal range is more like 2 km to actually hit the target and do damage. Yes you can hit something at 3 km but the weapons damage is not the same as when its at 2 km or less. Try hitting a moving target at that range with a cannon or a rail gun.

Unless the attacking pilot is a NPC chasing your damaged ship out of a CZ or RES - they can hit you at any range.
Hey ho.
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