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Mr.B
What the fuck is up with this skill, this is what the game says about it:
QUOTE
Analysis skill enables the chip to conduct analyses and detect deployed optical camouflage.  An enemy that has deployed optical camouflage is invisible to the naked eye, optical lenses and CCD cameras.  However, the chip can analyze transparency and distortion to nullify the effect and display the data on your monitor.  Basically, the higher this value, the better your chances of flushing out and enemy cloaked in optical camouflage.

At first I thought this skill was nothing but a crock of shit. But then the other day I was playing around with the elints shoulder launcher. I figured I needed a support shoulder weapon with a big enough blast to flush out the optic camo just about the only choice for the elint is the T64.

CODE
T64 Anti-SV CKEM - ANTI-SV CKEM launcher for ELINT-Re
Tune  Weight  Armor  Attack  Firing  Ammo  Reload  Blast  Durability
-99    0.44    1650   1650      1     184    27     21         11


Keep in mind, I was using a Bird chip so the damage of the missile had a considerable increase. However, the birds have a very crappy analysis, which at the time I didn't mind.

Anyways, there came a time when I wanted to use the missile to pop a SVs camo. I fired one shot into the ground beneath his feet. The wave of the blast definitely encompassed but his OC didn't go down.

'hmm', I thought, 'That’s strange, I didn't see his force field activate. I guess I'll just fire more missiles at him.'

I proceeded to fire every missile I had at him so that they would hit the ground or wall and encompass him in the blast. I must have fired thirty missiles at him and not a single one of them knocked out his OC. For the rest of the match, I ran around trying to break OC but not once did I ever succeed.

Then I started to think back and I realized that there have been plenty of times when I have hit an SV and his cloak didn't break. I just always assumed that his protect field activated. And I defiantly know that I have never been hit by a blast from the AI and not had my OC break. Maybe this is one more buff that the AI gets to try and 'even up' the game.

Well anyways. I'm curious to know what everyone else thinks. Right now I am pretty freaked out, I haven't touched SLAI since that incident. What gets me pissed off the most is that I spent over a million credits to tune a mod that doesn't do what I want it to do.
Trpt
Yeah that kind of happend to me too. Last weekend I beat story mode, so I decided to try out the Molniya. I didn't save and tuned everything to -99, and got a new bird chip for it. I thought it was the missiles sucking really badly or something, 'cause I was trying to fight a regional match for the first run. But yeah, kind of the same thing happend to me.
Angry Raven X
I've tried the same thing with a KHT Ovinnik. I'm not sure what's up. I just assumed that even though it looked like it, I just wasn't quite hitting with the radius.

In the module stats guide there's a hidden stat for 'blast time', and I've been wondering if there's any correlation there, because missiles all have such short blast times that you can barely see them sometimes. But that would be pretty weak if that's all Analysis did, so probably not.

I wonder if the blast for a -99 missile is so weak that it doesn't do any damage and thus doesn't register a hit and thus doesn't cancel OC? I noticed when I was testing Beam Coat that 100 Beam Coat made you invincible to lasers, so if someone shot you with a laser, you didn't take damage and they didn't register a hit (even though you could clearly see the effect the laser makes when it hits), and so a laser couldn't uncloak you, either. Maybe missiles have such weak blasts that it's like only a fraction of a point that gets rounded down to 0 damage (since we know fractions exist even though we can't see them, weight for example), and 0 damage weapons don't count as "HIT"s and thus don't cancel OC?
thirteen37
I've almost certainly beaned some SV's with machinegun rounds and not broken OC. Didn't see Protect, though it isn't always noticable.

My lizard chips have Analysis around 35? Pretty poor whatever it is.
Mr.B
QUOTE
I've almost certainly beaned some SV's with machinegun rounds and not broken OC. Didn't see Protect, though it isn't always noticeable.
Are you referring to online or single player? I wonder if this stat has a big percentage effect on the destruction of OC. For instance, a 1.0 analysis breaks oc 1% of the time while a 99.99 analysis breaks oc 99.99% of the time. If so, this stat may be better than I originally thought.
thirteen37
Both, I'm sure of it.

Also I wouldn't look for a 100% difference on anything. Going by other chip skill bonuses an actual difference of like 20% to whatever effect is more what I'd be looking for.
Ky Kiske
QUOTE (Angry Raven X @ Feb 24 2006, 05:24 PM)
I noticed when I was testing Beam Coat that 100 Beam Coat made you invincible to lasers, so if someone shot you with a laser, you didn't take damage and they didn't register a hit (even though you could clearly see the effect the laser makes when it hits), and so a laser couldn't uncloak you, either.

Um, does anyone realize how significant this is?
Mr.B
yeah, I was kind of hoping no one noticed wink.gif

I wonder how all the other skills are affected by or new understanding of option mods. For instance, what exactly does jump do? I think I'll go test it out right now.
Angry Raven X
QUOTE
Um, does anyone realize how significant this is?


I don't? I mentioned this when I first found out, so I haven't been trying to hide anything. The only reason I bring it up here is because I'm curious if missile blasts share the same problem: They don't uncloak people because they don't do any damage or register a hit. I haven't tested, but I'm assuming this is the case.

I thought we'd already found out that jump enhancing option mods don't do anything?

I really don't think the Analysis skill has anything to do with % chance of an attack unloaking the other guy.
Mr.B
1. I think you may be right about the 0 damage thing. I'll try tunning up the missile.
2. yes but no one tested side step would be affected by jump, did they?
3. What do you think analysis does then?
Angry Raven X
About tuning the missile up, that's what I was thinking too. The only problem I can think of is, what if the hidden blast damage stat for most/nearly all missiles (Tunguska is the only thing that jumps to my mind as a possible exception) was switched to 0 in between when the guide was made and when the game was released? Then it would be 0 damage no matter what the tune setting. Which I guess we'll find out. :/

:/ I have and I think Ky Kiske did too, and I think we both came to the conclusion that they had no effect on sidestep. I didn't get any benefit from them at least.

Nooo idea on Analysis. Best way I can think of to test this theory is to get 2 unlevelled chips with as low Analysis and Protect (to reduce force field's influence) as possible and having them cloak and shoot each other, and see if one can ever stay cloaked after being shot (without a field coming up).
Aracgia
Isn't there a keyboard way to force stuff like the start shield to apear there was in the old one and it ruled.
Mr.B
yeah, you were right ARX. I increased the tunage by two (-97) and now the missile works the way it's supposed to.

QUOTE
Isn't there a keyboard way to force stuff like the start shield to apear there was in the old one and it ruled.

No, according to the battle school, the chip is supposed to have complete control of these functions.
Aracgia
I said that in the normal instuctions for PC for Xbox, but a cheat page I found had all the codes that did stuff like put up the start shield, recharge o.c., and call the drop ship. so maybe I it in this game to or maybe not. but if I remember correctly it wasn't in the walkthrough either so maybe it was a programors trick! To bad my computer has crashed since then or Ihave the link and file. maybe I can find it again and figure out the new ones.
Mr.B
No, that stuff is not in the game. I remember reading about it in the development journals. They decided not to include that stuff so that it wouldn't unbalance the online experience.
Aracgia
QUOTE
They decided not to include that stuff so that it wouldn't unbalance the online experience.


That makes since, for a non-online game like PC leave the developer codes (I found them by the way) in or taking them out makes little difference. But for a web based game those code must be erased or locked up to stop serious charector packing. since this game has a sort a ladder system it make even more neccesary.
Red Orbit
QUOTE (Aracgia @ Feb 25 2006, 06:35 PM)
I said that in the normal instuctions for PC for Xbox, but a cheat page I found had all the codes that did stuff like put up the start shield, recharge o.c., and call the drop ship. so maybe I it in this game to or maybe not. but if I remember correctly it wasn't in the walkthrough either so maybe it was a programors trick! To bad my computer has crashed since then or Ihave the link and file. maybe I can find it again and figure out the new ones.

ohmy.gif I'm sorry, what is this? I play PC for xbox and hadn't heard about this at all, what exactely is it?
Aracgia
If you hunted like mad you might find a program that finds the keyboard master codes for certain things. If you are use to making games that have alot of player modes this is basic knowledge and it is easy to figure out which codes will do something and note just make it crash. I managed to find a xbox program that worked for PC, note it only worked for xbox games from genki. It could do stuff like reload your o.c. (sets it back to 100% lvl) or bring the shield up. I almost forgot about it cause it was so long ago, but it looks like SLAI's programor code are hidden to well, unless someone has a devloper copy or beta copy that anyone would kill them for. So it was a nice idea, but just a pipe dream.
Ky Kiske
I may have intuited something about this. Let me quote B above with slightly different emphasis.

QUOTE
Analysis skill enables the chip to conduct analyses and detect deployed optical camouflage.  An enemy that has deployed optical camouflage is invisible to the naked eye, optical lenses and CCD cameras.  However, the chip can analyze transparency and distortion to nullify the effect and display the data on your monitor.  Basically, the higher this value, the better your chances of flushing out an enemy cloaked in optical camouflage.


What is the key series of repeating terms? Targets are referred to as having active OC for Analysis to function. Striking an opponent to uncloak them is never mentioned. The description is talking about seeing people who are currently cloaked.

This is relevant because I finally decided to start messing about with Matalina, a Rat-1, tonight. Rat-1s actually begin with slightly better Analysis than Rat-2s, but needless to say since Boo (my Rat-2) is almost fully matured his Analysis is much higher. What I noticed is that I couldn't see cloaked enemies as easily. With Boo (who has the highest Analysis of all my current Chips), it's immediately easy to detect even a stationary enemy; the blurred outline of an SV is clearly visible, one can even tell the make and model with some experience. Mata didn't resolve this level of detail even with me right on top of the enemy. If the opponent was stationary, red gunsights were the only warning they were there, even at literally point-blank (i.e. collision) range.

What if Analysis has nothing to do with uncloaking enemies at all, but simply seeing them more clearly while they're cloaked, thus making it easier to aim your anti-OC fire more effectively?

Let's experiment with this. I need sleep for now but have time tomorrow. I will update as able.
Mr.B
mmmm, interesting. Although, if this is so then it kind of makes analysis almost worthless. On the other hand, mabye I have been using a high level chip for so long that I never noticed a decrease in transparancy, rather I attributed it to my increase in playing skill.
SammiRei
QUOTE (Mr.B @ Mar 1 2006, 07:33 AM)
mmmm, interesting. Although, if this is so then it kind of makes analysis almost worthless. On the other hand, mabye I have been using a high level chip for so long that I never noticed a decrease in transparancy, rather I attributed it to my increase in playing skill.

It could well be experience, as I haven't noticed it come into play much at a low level.
I tend to be able to spot cloaked enemies even at fairly long ranges, but I've had a lot of Phantom Crash play-time to "get my eye in", which may account for it.

That said, I think Ky Kiske may be on to something.
Mr.B
Did you ever test out your theory Ky?
Ky Kiske
I haven't had the game on in about a week. Working a lot. I'll go do it a little more now - gotta bed down soon.

Edit: I'm now almost certain that visual resolution of cloaked enemies is one of the main results of a high Analysis skill. I also stipulate this isn't at all useless. Either Scout or Analysis also dictates your ability to get radar warnings of cloaked opponents at greater ranges, and possibly more of them at once. My L0 Bird-6 Chip wouldn't display warning arrows for more than one enemy - even if s/he was visible. I'd figure out another enemy was in my field of fire when some stray Cacciatore pellets hit them; no arrow or "predator effect" warning of any kind. On the other hand, Boo, with just under 70 Analysis and about 75 Scout IIRC, gives warning arrows all over the place for enemies at long range (possibly only up to the 75 m limit, but surely out to it) and clearly resolves "predator effect" on enemies to the point that make and model can be discerned at some distance.
Angry Raven X
I've been looking at it and I don't see any difference in the appearance of cloaked enemies regardless of whether I'm using a high-level chip or a low level-chip.

QUOTE
Either Scout or Analysis also dictates your ability to get radar warnings of cloaked opponents at greater ranges, and possibly more of them at once.


It always works at 75 meters. No chip is lower, no chip is higher.

About multiple enemies, I don't think so, but I can't accurately test it, as split screen only lets me control 2 SVs at a time, so I can't say that with authority.

QUOTE
My L0 Bird-6 Chip wouldn't display warning arrows for more than one enemy - even if s/he was visible.


You don't get arrows for visible opponents, they just put up their name/health bar instead. If you can see them you don't need an arrow.

Arrows come up for people who are off screen but within 180 degrees of your field of view, and within 75 meters of you. The scout and analysis skills do not change this. Radar is 4 arrows pointing in, which means someone (or more than 1 person) is in your field of view and cloaked, or an arrow pointing off in one direction, which means they're to that side (and can detect someone cloaked or not), and you don't get any detection behind you. I personally still don't have any theories on analysis or scout.
SammiRei
QUOTE (Angry Raven X @ Mar 12 2006, 01:00 AM)
QUOTE
My L0 Bird-6 Chip wouldn't display warning arrows for more than one enemy - even if s/he was visible.


You don't get arrows for visible opponents, they just put up their name/health bar instead. If you can see them you don't need an arrow.

This only works when they are pretty close, if you can see them but they're over a certain distance away, no health bar/name appears, thus you have to guess who it you're shooting.
Not always a nice thing to have to do, especially if the Ranker is running around and you're running low on ammo.
Ky Kiske
QUOTE (Angry Raven X @ Mar 11 2006, 07:00 PM)
You don't get arrows for visible opponents, they just put up their name/health bar instead. If you can see them you don't need an arrow.

If an enemy is out of visual arc, cloaked or not, you get an arrow for them; you said this yourself. However, visible or not, the Bird would display only one arrow. A high-level Rat displays many more. I don't agree with your findings on range, but admit to a lack of numerical data, as AIs won't hold still to let you glance at a rangefinder. It's a feeling thing. Possibly it has to do with the test fields; Master rumbles are much more chaotic than C-ranks. Neither is more populous than the other but MC fights "feel" much more crowded.

I do know you're wrong about multiple arrows though (no offense).
Angry Raven X
QUOTE
This only works when they are pretty close, if you can see them but they're over a certain distance away, no health bar/name appears, thus you have to guess who it you're shooting.


Right. 75 meters is when it starts working.

QUOTE
If an enemy is out of visual arc, cloaked or not, you get an arrow for them; you said this yourself.


Right. What I meant by 'visible' was 'on screen', sorry.

I just grabbed a level 0 Lizard chip, it's popping up as many arrows as there are people around me. The only people who don't get arrows are people who are 'behind' me: not within the radar's 180 degree field of view. I've seen 4 off-screen indicator arrows with that chip. The radar is working the same way as my Rat chip. I'm not sure I understand the problem you're having with your bird chip. If people are in front of you and uncloaked, arrows don't come up for that person. If people are in front of you and are cloaked, then that center display of 4 arrows pointing toward the center fills in. If people are off-screen to your side (but not behind you) an arrow shows up pointing to which edge of the screen they're at, and each off-screen enemy gets their own arrow. If Analysis or Scout affected the number of opponents radar could detect, I think people would have noticed this almost right away when we were all using e-chips and training our first chips.

About range, sweepers/dusters in the trial run are relatively easy to check rough numbers, and if you have a second controller you can just use any of the premade SVs in split screen VS, or use one premade and one of your own if you want to make sure with a max chip, it won't take long to see they all have radar ranges of 75 meters.
Ky Kiske
QUOTE (Angry Raven X @ Mar 12 2006, 07:14 AM)
If Analysis or Scout affected the number of opponents radar could detect, I think people would have noticed this almost right away when we were all using e-chips and training our first chips.

No, because an E-Chip actually has a very good native threat-detection profile. Its Scout score is 75.00 and Analysis is 45.00. For comparative purposes, my L420 Wolf-2 Chip has 73 Scout and 56 Analysis, basically "just" competitive with an E-Chip. I'm surprised to hear of your Lizard detecting so many enemies at once. IIRC one of thirteen37's complaints with Liz Chips is that they are pretty weak in threat-detection skills.

I think this is another area on which we must agree to disagree. I do speculate that splitscreen mode may have different radar performance parameters than fullscreen 1P and online modes, but admit this is speculative only of course. It's one of those things where I wish Genki had some sort of "all things revealed" stats and definitions guide for SLAI.
Angry Raven X
If you say so, but it's not really a matter of opinion. When I did the Lizard Chip thing, that was in the regular 1P Story Mode's Trial Run (in split screen, there's only 1 other SV on the map at a time). Anyone can go to Difference EG and then the SV Hanger and check for themselves, it doesn't take more than 5 minutes.

QUOTE
No, because an E-Chip actually has a very good native threat-detection profile.


Right. The difference between going from the E-chip, to our first n00b chips.
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