|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Garrett Blacknova
Codex Troopers
3443
|
Posted - 2013.09.02 10:33:00 -
[1] - Quote
As a Shotgun Scout, I'm very worried about this change. |
Garrett Blacknova
Codex Troopers
3446
|
Posted - 2013.09.02 12:25:00 -
[2] - Quote
Scouts are getting a buff and a nerf in approximately equal mesure.
For one, enemies will only know where we are by the rate at which their team- and squadmates vanish from their radar, and the suspicious sound of our weapons at close range.
But on the other hand, if a Scout wants to actually run as a Scout, whether as a primary or secondary role, it HAS to be treated as a primary role in terms of fittings. There is no way to SCOUT without an Active Scanner after this change. That means the one and only Equipment slot that a Scout can have is automatically filled with that item in order for us to fill a role which is in our suit's name.
Maybe Light Frame suits should get that Scan Radius buff we've been asking for since forever ago, and Scouts should get a "passive scanning lights targets up for squadmates" special ability on top of the advantages already provided? |
Garrett Blacknova
Codex Troopers
3449
|
Posted - 2013.09.02 14:24:00 -
[3] - Quote
Cody Sietz wrote:Korvin Lomont wrote:Cody Sietz wrote:It should makes all scan related skills and mods more useful as well. I highly doubt that, I agree on the active scanner this thing will become a lot more usefull. But the scanrelated skills affects only passive scanning which is borked as hell with only 10m scanradius... The 10 meters we get now sucks, but I still believe that having some points into scan related skills(they aren't meant to replace mods, just compliment them)will be useful. Without teammates lighting up enemies all over the place, having a high scan radius and low scan precision will help keep you alive. Not to mention, having a low scan profile will help keep you off the radar from the influx of people who will be using the active scanner. Fixed. You were missing something important there. |
Garrett Blacknova
Codex Troopers
3449
|
Posted - 2013.09.02 14:44:00 -
[4] - Quote
Surt gods end wrote:Garrett Blacknova wrote:As a Shotgun Scout, I'm very worried about this change. Your kidding? As a shotgun scout.. I can't wait. I'm already the ghost of the field. dying only cause of that team vision. now tho... hahahaha!! I'm not worried for my survival in-game.
My girlfriend is a Sniper. |
Garrett Blacknova
Codex Troopers
3476
|
Posted - 2013.09.02 18:59:00 -
[5] - Quote
Actually, with Gallente Scout skills, you can get your scan radius above 15m on that suit - but ONLY that suit.
Add mods and it's possible to break 30m scan radius. |
Garrett Blacknova
Codex Troopers
3509
|
Posted - 2013.09.03 15:29:00 -
[6] - Quote
Keeriam Miray wrote:Garrett Blacknova wrote:Actually, with Gallente Scout skills, you can get your scan radius above 15m on that suit - but ONLY that suit.
Add mods and it's possible to break 30m scan radius. 20m with maxed skills no mods, 56m max with 4 best range mods I was so not thinking when I wrote that.
It's actually 22.5m with no mods though. The skills don't add the way you're adding them.
You don't do 50% + 50% = 100% then follow with 10 + 100% = 20.
10 + 50% = 15 15 + 50% = 22.5
Now add modules |
Garrett Blacknova
Codex Troopers
3509
|
Posted - 2013.09.03 15:34:00 -
[7] - Quote
J3f3r20n Gh057 wrote:CCP did that to force you to skill into Scanners. you have to use it. Which means a Scout has to pour almost all of our CPU and PG into our equipment slot, leaving us about the same speed as a moderately-buffed Assault, and far slower than a Logi who can carry a Scanner AND other equipment as well as the required speed modules to outpace a Scout, and still with more HP than the Scout has.
If you fit a Scout to be a Scout, they literally have ZERO advantages beyond stamina over the other suits now. At least before this nerf, we could have passive scanning as an option and be a sneaky behind-lines SCOUT in a SCOUT suit.
And in spite of that, our own near-invisibility makes me not so angry about the whole thing. I like being invisible. If I just keep in mind to kill the enemy Scout first, I'll be fine, because he's the only one who can draw attention to me. |
Garrett Blacknova
Codex Troopers
3510
|
Posted - 2013.09.03 15:55:00 -
[8] - Quote
Keeriam Miray wrote:no -_- you non believers... skills are working with BASE numbers of suit, not some base + ramdom skills YOU LIKE. if it works like you think, then by skilling up it in particular way you can have more scan range than some other person... so two ramdom gk.0 with maxed skill will have different scan range. Uhhh... no. Not true. You might want to test some really basic numbers and prove yourself wrong.
Assuming the game uses one specific skill first, then the other, and doesn't just apply the largest skill first to avoid this problem, lets take a look with an example:
Lets imagine that one player has the Long Range Scanning skill maxed (+50%) and Gallente Scout skill at level 4 (+40%). Now another player thinks "If I skill up my Scout skill to max first, it'll give me more benefit" and does that (+50%), THEN upgrades the Long Range Scanning skill to level 4 (+40%).
Both players have a +40% and a +50% modifier applied to their scan range.
10 + 50% = 15 15 + 40% = 21
10 + 40% = 14 14 + 50% = 21
You'll notice that no matter which skill is trained to max first, or which skill is applied first, the results are precisely identical, because adding a series of percentage increases always works that way. |
Garrett Blacknova
Codex Troopers
3519
|
Posted - 2013.09.03 17:11:00 -
[9] - Quote
Keeriam Miray wrote:Garrett Blacknova wrote:but it's been tested and confirmed in DUST across several updates in both Chromosome and Uprising. Yeah that scheme works, but you do guessworks, only CCP can give us real numbers. I run passive scan gallente scout from CBT... some ppl believe that now, with maxed skills & 2 Cml Range Mods you will have 47-50m scan range. But i run this scout fit and can''t see enemy beyond 50m on my radar & the best thing i can pick up proto scouts that trying to get behind me, but this should not be possible with current game mechanic. Try to explain that... Last time Nestil was trying get behind me in ambush mod in gallente com. outpost. He & i know that nobody was able to see him coming from behind several buildings. I saw him coming on my radar 40m+ away, we did some short cqc shotgun fight, then i killed him with nade. Back in chromo my max scan range was 80m+ , now it's 56m max. I know how scan range works in Dust, no matter how it's supposed to be working, and i know that scan presicion is full of magic - not working as intended. Sometime i can pick up proto scout, sometime i can't pick up heavy in front of me, and i don't think there is ninja HMGs heavys with dampner modules. So you're saying that equipping a weapon that lets you actually check the range of a target, and getting a friend (who you're talking to on Skype) to position themselves at the VERY edge of your scan range then turning to check the range is "guesswork" now?
Yeah, I guess it must be if you said it.
Because exactly that has actually been done. It isn't "guesswork", it's TESTING. Which is why I said it's been TESTED and CONFIRMED and not that it's been guessed at without being verified.
Yes, scanning has been wonky a lot of the time since Uprising first dropped, but it seems pretty consistent for me so far in 1.4
EDIT: Will look up numbers for the range your scanner fit SHOULD be reaching soonish. |
|
|
|