Tobruk Posted June 11, 2019 Share Posted June 11, 2019 Has there been a patch that lowered it? I swear that before, if you hidden your scanner underground it could still function at 60-200s. Now it only functions at 30-200s, with is not enough for bunker doors (if reaction time is <45 s.) This means that without open view scanners the bunker doors will be destroyed by returning rockets in 7.5% of cases! I checked the interference reference sheet and I have nothing interfering with the scanners! Link to comment Share on other sites More sharing options...
Nightinggale Posted June 11, 2019 Share Posted June 11, 2019 I have no idea if it changed, but I speed read through the source code. It looks to me like it calculates the network disc quality and use that for both rocket and meteor detection. It looks to me like min time is 34 seconds for the perfect scanner and 67 if there are two scanners in the network (detecting the same rocket? Detecting whatever rocket? Not sure what makes a network). Try to play around to see if you can get the time up by using more than one scanner. I would say that it smells much like a bug if we require 2 unblocked scanners for each rocket. Link to comment Share on other sites More sharing options...
SkunkMaster Posted June 11, 2019 Share Posted June 11, 2019 Only 1 scanner for 1 rocket if you have 100% coverage. BUT, since that is not always possible, it's advisable to build a active scanner setup instead. I use 2 scanners for rockets, one on a door that "pings" for the rocket, and the other to hold the line active and de-couple the pinging until next takeoff. And 1 scanner which keeps the rocket from taking of in the middle of a storm. I've tried with a radar scanner station setup, to allow for 100%, but that 100% is gone in a middle a of storm, as such i think the active method is better. Link to comment Share on other sites More sharing options...
Tobruk Posted June 11, 2019 Author Share Posted June 11, 2019 Just now, Nightinggale said: I have no idea if it changed, but I speed read through the source code. It looks to me like it calculates the network disc quality and use that for both rocket and meteor detection. It looks to me like min time is 34 seconds for the perfect scanner and 67 if there are two scanners in the network (detecting the same rocket? Detecting whatever rocket? Not sure what makes a network). Try to play around to see if you can get the time up by using more than one scanner. I would say that it smells much like a bug if we require 2 unblocked scanners for each rocket. You may be onto something. I just noticed that during the meteor storm (when the bunker doors for open view scanners are closed) the scan network quality of rocket scanners falls to 0% (1-200s) - which means that, I presume, they base their own quality off of meteor scanners quality. Link to comment Share on other sites More sharing options...
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