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Quil Evrything
DUST University Ivy League
13
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Posted - 2013.08.27 04:49:00 -
[1] - Quote
This started off as a reply to https://forums.dust514.com/default.aspx?g=posts&t=103165 but I'm getting detailed enough that this is probably going to be an ongoing thing. I'll be editing this thing from time to time as I get more info.
I'm going to write about my observations on when chevrons, etc. appear, and potential influence factors thereof.
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Redberry scanning seems to some degree dependant on weapon.
Initial observations, based on targetting blue and red mcc, using a BRAND NEW TEST CHAR(so 0 SP in anything). (Caldari. no precision or range enhancements are default either).
First tests revolve around getting that light-blue details text in the bottom/center of your screen. I'm going to call this the detailed scan
Limit on detailed scan range for militia sniper rifle, both scoped, and non-scoped, is 599 m, when fitted to a freebie default "sniper".
Interestingly, this is with, or without scope. Targetting enemy MCC.
If you can get a target (blue or red) it in center of your screen, IE target area, , you will get basic shield/armor/range info out of it, appearing in in that blue text near the bottom of your screen Get it in SCOPE, or weapon single-pixel hotspot, and you should get its name in your tactical readout in that section.
Switching to submachinegun(milita SMB), does not give the bluetext target info readout at same distance. Not even the most basic. (though of course you can still see the hp/shield info in the HUD display marker right on top of both of them) Nor at 399. or 299m. Further experimentation on blue targets, says it wont even register for 199m Effective detailed scan range for militia SMB, with ADS or without, is a pathetic 124m
Note also, that you have to actually get the precise target point of your weapon on the object, or it wont work.
More experiments:
Red turret at 300+m There was no regular HUD with the red armor/shield things, by default, reguardless of weapon equipped, if I was only looking vaguely in its direction. When I got the weapon hotspot "close enough",it lit up with red markings, reguardless of weapon Interestingly, it seemed to be the exact same weapon hotspot distance, for both SMG and sniper rifle. Reguardless of aim-down-sight or not. Still no DETAILS in blue text from the SMG. but it did actually light it up with the red target. Sniper of course had the detailed scan info. When you're scoped in with the sniper rifle and have the hotspot close enough for red HUD info, it LOOKS like the hotspot is further away than the SMB needed to be. However, when I looked out of scope again, it turned out to be the same distance.
Enemy militia sniper @250m Now here's where it starts to get really interesting.
Initially: no bars, no chevron ; NOTHING. but when I got the weapon hotspot close enough, he lit up. For both of them.... SOMETIMES. That is to say: the SMG sometimes lit hit up with the chevron, etc, when hotspot got close. But.. sometimes it did not!! Whereas the sniper rifle, always lit him up when hotspot was within equivalent distance of the scope's round reticule.
THEORY Unproven, but... I think the guy moved around a little. Which means... "noise" may actually increase your db output, and trigger highlighting when at edge of an enemy scan precision? And/or, echo from the weapon fire may have made it pick up more from the SMB?
Guess I need to find an obliging enemy sniper who will sit still for me at 350m, for more info :)
(but it's sooo hard not to "reach out and touch someone"... sigh... Apologies to AT&T)
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Quil Evrything
DUST University Ivy League
13
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Posted - 2013.08.27 05:07:00 -
[2] - Quote
Meh. fixed SMB -> SMG.
as far as "scanning is random"... I think its more complex than most people realize. Which can APPEAR random, but isnt. I've hit this uncountable times as a programmer. where the program was acting "randomly", but it was due to a very specific, single issue. The main question in this case, is whether its a DELIBERATE thing, or an accident
More experiments: I think I got a randomly running around redberry at 350-ish meters, to light up with the red style hud.
I now need to find a cooperative sniper who will stay put, while I completely change out weapons to do more experiments. To see if just having the sniper rifle on you, may have an effect.
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Quil Evrything
DUST University Ivy League
13
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Posted - 2013.08.27 06:04:00 -
[3] - Quote
ookay i gotta get some SLEEP rather than testing this more tonight :-} Didnt find my chevron redberry tonight. I have a few more theories to test out, but even if they dont pan out,t here's still this:
Even if it doesnt matter which weapon you are using, for weapon hotspot detection of enemies: The scope of a sniper rifle makes it much, much easier to cover remote territory carefully, making sure not to miss any spots.
Reminder to self: test at what precise range, enemy turrets go from no-HUD to red HUD. reequip with precision boosting module, and see if that range changes.
Also attempt to measure scoped "minutes of arc" for HUD fade in, at closest no-HUD distance, vs 100m back. |
Quil Evrything
DUST University Ivy League
14
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Posted - 2013.08.27 07:03:00 -
[4] - Quote
Bah. who could sleep when there's important stuff like this going on?? :D
Part of my prior data was flawed. It suffered from residual scan benefit. Turns out, if you get a red highlight with a long range weapon such as sniper rifle, then switch to shorter range one.. HUD redmarker will stay, for as long as you keep it red. Kinda like a swarm lock?
Latest test results, @390m, on an enemy heavy suit. He was on top of a building, no marker on him. First, I equipped militia sniper. found him via scope, and noted that as usual, the red HUD marker came up, when he was within the main circle of my reticule. That amounted to basically the height of the building.
Took the scope view off. Noted that if I kept my no-scope sniper basically pointed at that building, it would pick him up on red-marker HUD. Did a quick-switch to SMG. Noted that if I kept the hotspot on that building, red marker stayed. If I quickly moved it off, and it went away, but then moved it back quickly... it came back.
HOWEVER. If I lost "target lock", as it were, for lets say 2 seconds.. SMG sights would not bring it back, at 390m. I could be pointing them at the building. I could be pointing them right at the TOP of the building. No go. Only when I switched back to sniper did it come back, and it came back immediately (no scope, even)
The heavy sniper was so incredibly useful to point out this study, I thanked him, by retiring him so he could have a much needed rest
Sad thing is, the dumb guy was so overly focused, I emptied an entire militia sniper clip into him, reloaded, and had to finish him off with the 4th shot. He still didnt really move.
Ah, actually, most likely since I was nicely out of weapon sound range, he had no idea he was being hit, if he was focusing on someone else. The importance of sniping from over 200m away, while there are no suppressors available. |
Quil Evrything
DUST University Ivy League
14
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Posted - 2013.08.27 07:56:00 -
[5] - Quote
SPecific DB observations here. Will edit as I get a chance to update more data. Readings done with militia sniper, generic suit no mods.
Large blaster installation @475: no red chevron. Even when SCOPED, just has hotspot turn red! However, still gives "detailed scan:" info in blue text Gives red HUD display when hotspotted @299m (interesting. From a certain angle, only gives reddot at "neck". Weak point? of installation?)
SMG @299 does not even give red dot!!
Only gives "permaHUD" display, when within 99m. I think that's basically when true "passive scan" picks it up. That's the maximum range of your mini-map radar anyways.
Large missile installation @5xx. When hotspotted with scope, gives full red-bar info. So large missiles are more "noisy" than large blasters? Even an SMG hotspot can give the red HUD stuff @512m. But not reddot. (so presumably, red dot means "effective range")
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Quil Evrything
DUST University Ivy League
14
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Posted - 2013.08.27 08:01:00 -
[6] - Quote
Ten-Sidhe wrote:CCP has said the scan profile and range is separate from chevron the showing up when target is aimed at.
The range you get chevron when aiming at is suppose to be the absolute max range of the weapon. 599m for sniper and rails 300m for forge 250m ar and scrambler rifle 125m for most sidearms and hmg.
Thanks for posting that. However... it's wrong, or at least incomplete. (or perhaps out of date)
I'm kinda skewing things, by doing measurements against installations. Methinks "the rules" may be signifiantly different for them.
Also.. (a person at CCP), is not neccessarily the same thing as "the guy who worked on that specific area of code".
Having worked on a programming team, i can tell you that, even though most developers will know more than the average player about how things really work... not all developers will know how things REALLY work. Developers tend to have particular areas of code that they are experts at, and other areas that they are less knowlegable about.
Devs may "explain" something to other devs, but leave out some of the complexity.
In a similar fashion, Devs may "explain" something in a public post, but leave out some of the complexity ;)
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Quil Evrything
DUST University Ivy League
15
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Posted - 2013.08.27 14:10:00 -
[7] - Quote
Oh yeah. There's all kinds of fancy stuff involved. For example, if a unit goes behind a hill. You can KIND of see it... when it's near the top. But as it goes down the hill, and more of it is in the way, the signal slowly fuzzes out, so to speak. Some people may think it is a "bug", but it isnt. The game knows you dont have line-of-sight. You can't get the "detailed scan" bluetext on a unit behind a hill.
As far as knives go... I think theyre on my backburner for now. I figure i need to skill them up more before I actually *use* them again... and I need to help my son build up SP for logistics suit, so he can be a better medic. He decided he wants to play, but he'd rather heal people than shoot them. I'm very proud of him :) |
Quil Evrything
DUST University Ivy League
15
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Posted - 2013.08.27 17:04:00 -
[8] - Quote
Placeholder. edit coming soon
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Quil Evrything
DUST University Ivy League
19
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Posted - 2013.08.27 20:46:00 -
[9] - Quote
scan attempt prevented? ! nice! I guess the new patches are in.
Bw, this is a bump to point out to people that I updated my 1st post, and also post .. erm.. 18? with important info The main thing is my updated THEORY section
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Quil Evrything
DUST University Ivy League
21
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Posted - 2013.08.30 06:09:00 -
[10] - Quote
Some results from dual-box testing.
Only tests so far are limited. Short runs of: Assault - Medic (freebie caldari) wielding militia submachine gun, no mods vs Scount G-1 (Gallente tier I scout suit) wielding militia shotgun, no mods (oh wait. but that char might have a '1' in dampening skill. Will confirm another time)
My limited testing says: Normal field of vision is 45degrees left and right of aim-dot, to about 75m When within that forward cone, both suits light up to each other. However, scout suit only gets chevron between 60-75m or something like that. Additionally, lighting them up on the HUD, also lights them up on your radar.
OUTSIDE that field of vision... it's ye olde "passive scan" stats. The freebie suit shows up on radar, when it gets within 10 meters However... the scout suit is invisible to the passive scan radar of the freebie suit radar. WITHOUT any dampeners.
WHen I have lots more time, I'll try to do more specific experiments. but now it's bedtime :) |
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Quil Evrything
DUST University Ivy League
26
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Posted - 2013.08.30 15:40:00 -
[11] - Quote
Experiments... chars with no passive scan inherit skill investments.
WaitWhut?
Militia gallente light dropsuit, and gallente official "light" suit, have same stats. However, gallente light, is *better*.
Back-to-back, the official one was picking up the militia one, but not vice versa. Maybe I messed up something though.
Note, however, that even a militia light, is not picked up from behind, by a regular default dropsuit, if I recall correctly.
On the range front, passive scans were extended to a "huge" (haha) 15m radius when 2xmilitia range modules were added. So, thats true enough. 25% (of base) range added. Thta means that even if you buff out for "complex range amplifiers, its a bit "meh", unless you plan to invest in at least 2 modules. But then again, the required dropsuit skill will add another.. 50%? So potentially 25m passive scan radius? That sounds kindasorta useful.
On the frontal, built-in-weapon-activescan front... having a sniper rifle and SMG equipped on same char, frontal scans were the same. For enemy within frontal visual cone: Within 35(?)m, HUD shows you chevron and health bars. Within 75(?)m, HUD shows you just chevron
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Quil Evrything
DUST University Ivy League
28
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Posted - 2013.09.01 05:51:00 -
[12] - Quote
btw, my thoughts on CCP "fixing" this sort of thing... their proposed "fix" of taking away group shared tac radar, makes no sense.
IF they really want to improve it, they should make the weapon-sight ID capabilities match the normal range of the weapon. Not this odd semi-infinit thing i've observed so far.
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Quil Evrything
DUST University Ivy League
30
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Posted - 2013.09.01 14:06:00 -
[13] - Quote
2100 Angels wrote: 2) Snipers don't always light characters up at any range <599m. On numerous occasions I have targetted an opposing sniper and have been unable to bring a chevron up or view suit details. The only information confirming the player was the red reticle.
You missed the bits that mention that my observations on range are for clear line of sight. When an object is partially obscured, it can mess with the lighting up. Thus, smart snipers position themselves behind partial cover, which makes them not light up as much, if at all.
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Quil Evrything
DUST University Ivy League
30
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Posted - 2013.09.01 14:10:00 -
[14] - Quote
S Park Finner wrote:
It had to do with the way ADS was implemented. In the computer code, the scope didn't really "magnify" the image. What happened was the image was drawn as though the player was closer to the target by whatever factor of magnification was being used.
And to me that's appropriate behaviour.
Thing is, *only* the sniper rifle has an actual zooming scope. no other weapon does. ADS does not zoom for anything else. So, an SMG really should not be able to "light something up" beyond 125m (or even that far, really)
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Quil Evrything
DUST University Ivy League
32
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Posted - 2013.09.02 17:34:00 -
[15] - Quote
2100 Angels wrote:
1) Snipers can't currently render past ~450m, how can you validate the "scan" range of a sniper?
mcc.
it scans to 499m
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