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Does Sabotage Probe appear as a debuff on the target?


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I recently switched to Sabotage Probes on my Blackbolt and I was confronted with the question in the title. There were several cases where I simply couldn't tell, whether my probe hit the target or my opponent was just careless.

 

On a related note: I haven't finished upgrading Sabotage Probe yet. Do the T4,T5 upgrades show up as a debuff? At least those where it would make sense.

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I recently switched to Sabotage Probes on my Blackbolt and I was confronted with the question in the title. There were several cases where I simply couldn't tell, whether my probe hit the target or my opponent was just

careless.

 

Basically.

When a sabo probe hits it does a very low amount of damage (< 100). I simply watch for a damage number that is too low for it to be a hit from my lasers.

 

But it's a dot. Unless you use the copilot ability which adds a dot to your blaster, it's very hard to miss the sabotage probe damage. Anyways, have fun with the probe, it's a lot of fun.

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But it's a dot. Unless you use the copilot ability which adds a dot to your blaster, it's very hard to miss the sabotage probe damage. Anyways, have fun with the probe, it's a lot of fun.

 

It is. I've seen some of the most hilarious crashes in the last three days.

By now I managed to see the debuff on occasion, but sometimes the debuff doesn't show up, even though my target is clearly sabotaged or just crazy (or perhaps the wireless mouse just ran out of power).

 

Thanks for the infos everyone.

Edited by Mathemagica
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It is. I've seen some of the most hilarious crashes in the last three days.

By now I managed to see the debuff on occasion, but sometimes the debuff doesn't show up, even though my target is clearly sabotaged or just crazy (or perhaps the wireless mouse just ran out of power).

 

Thanks for the infos everyone.

 

Yeah, this is very frustrating and has caused lots of confusion back since GSF's launch. It made determining Ion Railgun's exact effects (and the effects of its AOE) difficult.

 

It made me think Interdiction Drive's debuff wasn't working half the time for a while.

 

I suspect it's some sketchy UI bug based on a race condition ... or enemy ship buff/debuff windows refresh only at some slow periodic rate.

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Tbh i get a little cranky that, when a enemy slowly faceplants a sat/asteroid with the inevitability of a glacier due to my Sab Probe, that this doesnt result in a kill for me and only an assist.

 

Assists are great and all, but if i literally caused that pilot to experience the joy of counting the number of screws in Satellite A's lower left hull plate 47-B as it filled his cockpit then dammit I want my kill :cool:

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Assists are great and all, but if i literally caused that pilot to experience the joy of counting the number of screws in Satellite A's lower left hull plate 47-B as it filled his cockpit then dammit I want my kill :cool:

 

Technically you didn't kill him, he killed himself. You only ASSISTED him in doing so :D

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It is. I've seen some of the most hilarious crashes in the last three days.

By now I managed to see the debuff on occasion, but sometimes the debuff doesn't show up, even though my target is clearly sabotaged or just crazy (or perhaps the wireless mouse just ran out of power).

 

Thanks for the infos everyone.

 

I'm calling you OUT as EXHIBIT A for why people are quitting and will continue to quit GSF in the future. (Reference 2.8 thread)

 

FUN to a grief gamer, maybe. So, what's the counter to this? I pay for this game to PLAY it not sit there and NOT play it.

 

Thanks much.

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I'm calling you OUT as EXHIBIT A for why people are quitting and will continue to quit GSF in the future. (Reference 2.8 thread)

 

FUN to a grief gamer, maybe. So, what's the counter to this? I pay for this game to PLAY it not sit there and NOT play it.

 

Thanks much.

 

5000m range, 3sec lock-on time and a 14sec reload time gives you plenty of time to use a lock break ability and los to never get hit by 1 (unless you have multiple good enemies on your tail, in that case you should already be running and LoS-ing making it impossible to land anything with a lock-on time greater than the clusters, maybe not even those).

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5000m range, 3sec lock-on time and a 14sec reload time gives you plenty of time to use a lock break ability and los to never get hit by 1 (unless you have multiple good enemies on your tail, in that case you should already be running and LoS-ing making it impossible to land anything with a lock-on time greater than the clusters, maybe not even those).

 

Cool, so how do you know whether to toss up your shields and continue shooting the guy zipping around in your target sites or run like hell because it's a probe that's coming and not a missile?

 

I'm certainly happy to learn, only have 15 ships on 3 servers, 2 factions, so spread pretty thin trying to find queues at all hours :D

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Cool, so how do you know whether to toss up your shields and continue shooting the guy zipping around in your target sites or run like hell because it's a probe that's coming and not a missile?

 

Personally, I don't like the idea of ANY missiles landing on me, except an occasional cluster when my shields are up and their tone is fairly easy to recognize.

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Personally, I don't like the idea of ANY missiles landing on me, except an occasional cluster when my shields are up and their tone is fairly easy to recognize.

 

I will take your advice to heart, and try to stop OCD'ing on my kills. Thanks :cool:

 

PS> New thought. If your shields are UP before a probe hits you, will it then not attach? My memory fades on the counters I tried. Thanks.

Edited by Slinktress
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If your shields are UP before a probe hits you, will it then not attach?

 

If a Sabotage Probe is launched at you and you do not break the lock (through Distortion Field's tier 3 missile break or an engine maneuver like Barrel Roll, Retro Thrusters, etc.) it will attach to you and apply its effect(s), regardless of the state of your shields/hull/anything else really. It has a really fast travel time, so stopping the projectile from hitting you once it's launched requires better timing (as opposed to other missiles) and is a bit more difficult.

 

I hope that helped you out! :)

Edited by TrinityLyre
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Personally, I don't like the idea of ANY missiles landing on me, except an occasional cluster when my shields are up and their tone is fairly easy to recognize.

 

QFT. You aren't supposed to get hit by missiles with 3s lock times; if you do it's tantamount to dying anyway.

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QFT. You aren't supposed to get hit by missiles with 3s lock times; if you do it's tantamount to dying anyway.

 

OK, devs... NEW request. I want all of my 3 second locking strike fighter missiles to do 1500+ non critical damage in ONE hit to balance out the probe till death option. Thanks!

 

[yes this time, Asbetos :)]

Edited by Slinktress
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OK, devs... NEW request. I want all of my 3 second locking strike fighter missiles to do 1500+ non critical damage in ONE hit to balance out the probe till death option. Thanks!

 

[yes this time, Asbetos :)]

 

Concs do 1105 with 8% shield piercing and either 100% armor pen or 30% slow / 25 engine drain. I'd say that's pretty fair and also really sucks to get hit with.

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OK, devs... NEW request. I want all of my 3 second locking strike fighter missiles to do 1500+ non critical damage in ONE hit to balance out the probe till death option. Thanks!

 

Now there's an idea to bring my Rycer up to par with that Flashfire! Wouldn't mind 100% shield piercing either :p

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Concs do 1105 with 8% shield piercing and either 100% armor pen or 30% slow / 25 engine drain. I'd say that's pretty fair and also really sucks to get hit with.

 

Sorry, I was being slightly sarcastic in response to the "just don't get hit" response to valid complaints about OP stun probes that work long enough for a light hitting scout to deal full death damage. Seriously, there should be a "get out of jail free" card response to this, but currently your 4 slot ability takes power, and if there's no power left, you can't use it. It's a one-shot sure kill with a slow dramatic seriously piss you off flair to it :eek:

 

(Unless, what we experienced was a single pilot stacked exploit and not supposed to happen that way)

 

I'll describe this probe again...

 

Rather than 180'ing away from protecting our capture, I put my shields up and tried to put structure between me and this scout, and what seemed like a likely 2.7 upgraded lock hit me. I then sat there unable to activate ANY ability 1-4, or move even in "slow", nevermind actually boost. I was guarding so everything was on FULL. So, I got to sit there for some 6-10 seconds watching my ship just die to this leech smack dab center of my target site. This kind of solo CC kill when obviously you WILL get locked or no one would use missiles, needs to be looked into.

 

If you have a gunship hit you with ion missle the same time a wingman scout hits you with a lock and probe, OK that takes SKILL and props to that team, but this solo Scout thing, when all they need is 3 seconds to "warp" out of range for defense is wrong IMHO.

 

Sorry for derailing "sabotage" specific thread, but it was a good example of lets put in weapons that have a main purpose of wrecking someone's ability to use their character. I "get" the sabotage... it's like using Fear, which I believe has a multi-MINUTE cooldown? If you put that kind of long cooldown in a 4 slot ability option, no one would use it unless they really really loved it and didn't mind the disadvantage :)

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