Scanning Tips for 360
#76
Posté 31 janvier 2010 - 11:41
My main gripe is holding LT all the time, it doesn't hurt my hand as such - it's just lame...
The actual system is really good and quite fun at first (better than - Enter Orbit - Scan - X received in ME1) - however for ME3 the system definitely can be improved.
But yeah - thanks for the tips - I had scanned some planets down to depletion when I guess I didn't need to.
#77
Posté 31 janvier 2010 - 11:50
1. A fog is over the planet and it slowly gets visible when you scan over it., making it easier to know where you have scanned.
2. Holding down LT to scan make no sense. Press LT one time to activate would be a huge improvement.
3. The visual keys for finding minerals should be more visible. Like bubbling water and explosion of lava.
#78
Posté 01 février 2010 - 01:05
For the record, I think it's better to find Rich planets and systematically mine them to depletion. Hell, I had 1 planet (white knight or something) that went from Rich to Depleted with 1 probe! That was damn satisfying, by the way.
My system may not be the fastest but it was effective. I mined in 2-column stripes up and down the planet, hold up or down down and tap LT as you go. Hit bottom, you move the camera right until you're in the middle of the next 2 columns, repeat until you reach your first beacon. I only mined about a dozen planets and had 100k of each mineral when I'd finished doing ALL upgrades.
#79
Posté 01 février 2010 - 03:03
#80
Posté 01 février 2010 - 08:38
#81
Posté 01 février 2010 - 11:23
Modifié par Taiko Roshi, 01 février 2010 - 11:27 .
#82
Posté 01 février 2010 - 02:29
#83
Posté 01 février 2010 - 04:19
------Master Bandit wrote...
I think the scanning would be much better if:
1. A fog is over the planet and it slowly gets visible when you scan over it., making it easier to know where you have scanned.
2. Holding down LT to scan make no sense. Press LT one time to activate would be a huge improvement.
3. The visual keys for finding minerals should be more visible. Like bubbling water and explosion of lava.
yes i agree 100% !
#84
Posté 01 février 2010 - 04:37
#85
Posté 01 février 2010 - 04:43
When you get down to the scan view, using the grid as a guide, start at the top left side of the planet and, starting at the top, scan down. Stay on the grid the whole way down - don't go left or right as you move from the top to the bottom. (I still use the 'hold the L-trigger for a half second method described here in Tip #1 while doing this, though.) Once you get to the bottom, move your circular scanning reticle to the right over 2 squares (the width of the scanner) then, just like mowing the lawn, do the same intermittent scan all the way back up. (Should you get to the top again without sending any probes, just keep mowing up and down, moving two squares over each time you get to the top or bottom.) It should only take about 5 seconds to go all the way up.
After you launch your first probe, this will be your marker probe, which you will use as a reference. Finish scanning either above or below this initial probe to finish off that vertical row, then rotate the planet all the way over so that your initial probe is on the left-most edge of your scanning area. Then, starting at the upper left of the planet once again, mow just as described earlier, top to bottom... bottom to top. Keep going round and round (the planet will rotate to the left.) You should do this till you see a probe on the right side of your scanning area, which is your initial, marker probe. Scan the vertical strip immediately left of the probe, and you're done.
This is a thorough method for those wishing to deplete a planet entirely, or at least find everything. Honestly, I started doing this after my scanner upgrade and quickly got well over 100,000 units of every ore - save Element Zero, for which I had about 50k. I realized I had more than enough resources to complete my upgrades, and have since stopped mining for now. I highly recommend scanning in order to locate Anomalies, but based on my experiences, once you gather a large stockpile of ore, just do missions till you can't afford an upgrade. Then begin methodically cleaning out systems you visit for missions naturally. I say this because a buddy of mine went OCD on the mining, and finished with a ridiculous surplus of ore, wasting time.
If I knew how to post images here, I'd create an image detailing the process... it seems too wordy written out like this. Oh well.
#86
Posté 01 février 2010 - 04:54
one solution offer upgrade(s) to the scanner (beyond the 1 already there) to make the scan area larger like up to 3 times the size of the current one and to move it much much faster. it would make it much more usuable and wouldn't waste so much time taking me out of the actual game which is so much fun.
#87
Posté 01 février 2010 - 05:02
Thanks
#88
Posté 01 février 2010 - 05:06
#89
Posté 01 février 2010 - 05:15
Yeah... in another EA game (The Godfather 2) they sold in-game resources for real world cash. I know I'd drop $10 on some DLC that meant I didn't have to scan ever again. (I mean, you could scan for anomalies, but wouldn't have to go through all the tedium of harvesting ore.) I know upgrades would feel like they came too easily, but it would be a solution to the most boring aspect of an otherwise stellar experience. It would promote numerous replays, as well. (I dread the scanning on my future play-throughs.)MonkeyLungs wrote...
Tapping the trigger to speed it up just reinforces the fact that it is TOO SLOW TO BEGIN WITH even when upgraded. If you have to exploit the mechanics to make it bearable, then why not just change the mechanics?
#90
Posté 01 février 2010 - 05:43
I would have made it so that Shep and crew have to bring some Cerberus dudes and chicks and some equipment out to a remote but un-mined planet. Help them set up a bad ass new mining facility and then periodically protect it from spacers and hooligans and theives and ruffians. As well as on occasion make deliveries to remote locations that would lead to the exploration of other systems and introduce the possibility of finding N7 missions.
Make it involve the actual gameplay mechanics that are FUN. Like talking to NPC's, and making Paragon or Renegade choices, and shooting stuff. Tie the resource allocation directly to the FUN aspects of the game and make people actually enjoy it.
#91
Posté 01 février 2010 - 06:40
That's a fantastic idea! Here's hoping someone at Bioware is back from their vaccation and reading your wonderful suggestion. (Though a DLC or patch that fixed part II would certainly be welcome in the meanby.)MonkeyLungs wrote...
I am getting faster on my PT 2 and you start with a decent bonus of minerals, but it is still way tedious.
I would have made it so that Shep and crew have to bring some Cerberus dudes and chicks and some equipment out to a remote but un-mined planet. Help them set up a bad ass new mining facility and then periodically protect it from spacers and hooligans and theives and ruffians. As well as on occasion make deliveries to remote locations that would lead to the exploration of other systems and introduce the possibility of finding N7 missions.
Make it involve the actual gameplay mechanics that are FUN. Like talking to NPC's, and making Paragon or Renegade choices, and shooting stuff. Tie the resource allocation directly to the FUN aspects of the game and make people actually enjoy it.
You would maybe have to spend some credits/resources to get the base up and running, and you could check back in with them for new side quests and resolve their problems. LOVE IT! And the paragon/renegade idea could be used to control output. Make them work too hard and you'll get more ore, but renegade points. Paragon is less ore, but less likely to deal with a mutiny and more paragon points. That would be soooo much more interesting than it is at present. Shepard is too important to do so much busywork... the Illusive man needs to give him all the gas and ore he requires.
Modifié par Clumsy Ninja, 01 février 2010 - 06:43 .
#92
Posté 01 février 2010 - 07:01
Second if you just want to go for some resources quickly rather than being worried about depleting planets scan near the equator. The speed of the scanner is fixed on rate of rotation, not how quickly it moves relative to the surface. This means your scanner covers ground more quickly nearer the equator. This may be incorrect if the underlying model of the surface is actually more like a cylinder but just aesthetically presented as a sphere.
If you are going to exhaustively scan a planet scanning horizontally (along lines of latitude) using the planet rotating method is the quickest way applying the same scheme to the entire surface. The advantage of scanning vertically is that it's easier to track your progress, the disadvantage is that you can't exploit the rotation. There may also be a lot of redundancy in scanning vertically; for each pass to be close enough to not leave a gap at the equator it means that they should overlap as they get closer to the poles so you are scanning the same areas multiple times.
#93
Posté 01 février 2010 - 07:11
God... we've all been thinking about this stuff entirely too much.Devos wrote...
A slightly meta tip but do a little often not just when you need resources. Breaks up the tedium.
Second if you just want to go for some resources quickly rather than being worried about depleting planets scan near the equator. The speed of the scanner is fixed on rate of rotation, not how quickly it moves relative to the surface. This means your scanner covers ground more quickly nearer the equator. This may be incorrect if the underlying model of the surface is actually more like a cylinder but just aesthetically presented as a sphere.
If you are going to exhaustively scan a planet scanning horizontally (along lines of latitude) using the planet rotating method is the quickest way applying the same scheme to the entire surface. The advantage of scanning vertically is that it's easier to track your progress, the disadvantage is that you can't exploit the rotation. There may also be a lot of redundancy in scanning vertically; for each pass to be close enough to not leave a gap at the equator it means that they should overlap as they get closer to the poles so you are scanning the same areas multiple times.
#94
Posté 01 février 2010 - 07:38
#95
Posté 01 février 2010 - 07:54
I agree with everyone pointing out how flawed this mini game mechanic is. "Rapid fire" to me is not a tip, it's an annoyance. And one that can quickly wear out your finger.
#96
Posté 01 février 2010 - 08:10
Clumsy Ninja wrote...
God... we've all been thinking about this stuff entirely too much.
Had plenty of time to think while scanning.
#97
Posté 01 février 2010 - 08:37
Hahahaha... true. How my mind did wander while clearing out the Eagle Nebula's 17 planets last Saturday. Thank God the 360 has custom soundtracks.Devos wrote...
Clumsy Ninja wrote...
God... we've all been thinking about this stuff entirely too much.
Had plenty of time to think while scanning.
But you know what? I prefer scanning planets to roving around on the planets in the first game.
#98
Posté 01 février 2010 - 08:57
#99
Posté 01 février 2010 - 10:08
#100
Posté 01 février 2010 - 10:55
I've noticed that just about every small planet I go to usually ends up being "rich". Every time I go to a large planet I see "poor" and I abandon it.




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