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Sjem'Tolk
Mercenaries On Duty
13
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Posted - 2013.09.02 15:16:00 -
[1] - Quote
As a Gallente Scout, sniping, not being able to share enemy positions passively will just be another nail in the coffin of the Gallente Scout suit.
Even though they are saying that the active scan will work, it will work for anyone - except a Gallente Scout who is sniping, as there is only one equipment slot. That slot I have used for a good nanohive because you can waste a lot of your ammo.
PLEASE CCP... at least allow the Gallente Scout Proto dropsuit to have the ability to share passive scanning of enemy positions to their teammates.
It bad enough that negatives far exceed positives for the Gallente Scout Dropsuits - and to have this change add another negative to the list. |
Sjem'Tolk
Mercenaries On Duty
13
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Posted - 2013.09.02 16:09:00 -
[2] - Quote
Monkey MAC wrote:Sjem'Tolk wrote:As a Gallente Scout, sniping, not being able to share enemy positions passively will just be another nail in the coffin of the Gallente Scout suit.
Even though they are saying that the active scan will work, it will work for anyone - except a Gallente Scout who is sniping, as there is only one equipment slot. That slot I have used for a good nanohive because you can waste a lot of your ammo.
PLEASE CCP... at least allow the Gallente Scout Proto dropsuit to have the ability to share passive scanning of enemy positions to their teammates.
It bad enough that negatives far exceed positives for the Gallente Scout Dropsuits - and to have this change add another negative to the list. Snipers should be allowed to share units viewed only down the scope as if they have a highly directional scanner!!
I have suggested this in many posts... but I don't think the devs are listening - to this suggestion. Maybe we should put a specific request for this and get as many as we can to support this option?!? |
Sjem'Tolk
Mercenaries On Duty
13
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Posted - 2013.09.02 16:13:00 -
[3] - Quote
Monkey MAC wrote: Snipers should be allowed to share units viewed only down the scope as if they have a highly directional scanner!!
How about giving snipers the ability to choose (level up or pay for) different scopes that have built in scanning that is sent to other team members.
This would be a great bonus for anyone choosing to use a sniper rifle. That is, if they would only allow such a function for the sniper rifle. |
Sjem'Tolk
Mercenaries On Duty
14
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Posted - 2013.09.02 20:16:00 -
[4] - Quote
Aeon Amadi wrote:Lol... Gallente Scout Sniper.... Easy kill.... Anyway, there's a solution to the problem and it's called the Active Scanner - it's OP as hell when you get to Prototype, got a long winded explanation here: http://blindmanmoon.blogspot.com/2013/08/perfecting-roles-active-scanners.htmlBut the important bit is that there's an Proto Active Scanner that has a scan area of 20,000m (20km) and the only way to get past it is using a Scout suit with all skills level 5 and profile dampeners. I've been advocating that it get knocked down a notch just because it's massive scan range... it doesn't really need to be powerful enough to pick up scouts. That's not it's job. There's other prototype scanners that should be used for that and it completely kills the 'stealth' aspect of scouts. Anyway - another thing I've been advocating for is a module that -acts- like an active scanner that reveals troop positions when you aim directly at them. Not near them, like we have now. What we have now is a bit ridiculous and doesn't take into account the scan radius associated with the dropsuit you're using, but whats on your screen: http://www.youtube.com/watch?v=O2nu8C7dIQgThat, imo, definitely needs to go. There's too much reliance on the electronics aspect of the game and less on teamwork and what your eyes are actually telling you. The module I was referring to in the last paragraph would allow for Snipers to relay information to TacNet which is where it's most important. On the other hand, you could just get on teamchat and relay it personally.
Right!!! (being factitious) Fill your only (Gallente Scout) Equipment slot with an Active Scanner and earn no - to little - points.
Carry a Submachine gun or any other rifle and fire once and the enemy come right after you, and with extremely low shields and armor, you're dead!
BTW, there is no Proto Active Scanner on the Marketplace that scans 20,000m - the farthest is 200m; also all Scouts are easy kills, the problem comes in finding those that are using the best dampers - and that means more than 1.
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Sjem'Tolk
Mercenaries On Duty
14
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Posted - 2013.09.02 21:05:00 -
[5] - Quote
Forlorn Destrier wrote: No, it is a deterent for sniping, but will help out scouts that are behind enemy lines and moving. As a sniper, you should be actively calling out your targets to your team - not just lighting them up, so to speak. Also, join a squad - they will still be able to see you, and you will end up being more helpful by contributing your WP to OB's for killing more people.
What will happen is that this will force snipers to move with their squad - heresy I know.
Note: I enjoy sniping.
Pleas enlighten me as to how it is a deterrent.
Furthermore, I do squad up, and I do call things out, but that only helps your squad, and not the overall team and the team needs to know to help win the match.
As far as "moving with their squad," depends on the map and many other factors. There are times, where camping in the middle redline area you can cover more and see more, then other times camping on a rooftop will provide more support.
Your comment "moving with their squad," is the same as saying that all tanks should be out front all the time.
There is no single situation where any single claim holds true. Making something sound as if it is a matter of fact, when there are too many variables to each situation shows closed mindedness IMHO.
I still stand by my comment that not having the ability to passively share enemy positions to team mates is a nail; it's not the only nail, as it takes many nails to hold a wood coffin closed - as you may know, Zombies do escape coffins that aren't properly seal ;) |
Sjem'Tolk
Mercenaries On Duty
15
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Posted - 2013.09.03 09:53:00 -
[6] - Quote
Forlorn Destrier wrote: First, you are assuming all scouts are snipers. This is not correct, and you need to consider the implications of a change like this to someone who runs a Scout for non-sniping roles.
It is a deterent to snipers (not scouts) because of the reason you say - it takes intel away from the sniper. On the other hand, it is an incentive to scouts who are not snipers - it lets them operate behind enemy lines more effectively. If one person sees them, there is no promise now that others won't see him. Once this change goes into effect, Scouts running behind enemy lines that are spotted will only need to worry about the possiblity of 5 addtiional people seeing him, instead of 15 more.
"Moving with your squad" means keeping them in your line of sight at all times. If you can do this from one position - great (though silly as it leaves you vulnerable). It does not mean being in the thick of the battle side by side with the Sentinel and Assautt suits.
Another comment - a lot of time people are on comms in public matches - you can call out the targets to them too - they don't have to be in your squad. The reason that this is a deterrent is that the snipers will have fewer targets themselves - this is a two road street, and people who snipe to get easy kills (not saying you are one, but there are those out there - we've all seen them) instead of helping the team will find the battle more boring when they can't see targets that are not in line of sight with their squad mates (assuming these snipers are in a squad to start).
I guess my point here is this: Dust514 is a team game that requires communication. These changes just put a higher emphasis on that communication, and thereby make it more challenging. I'd rather have a challenging game, than a boring one, any day of the week. I like these changes - the good snipers won't be impacted; the team players will be more focused on helping the squad albeit in a more challenging role, and the bad snipers will be minimized.
No I am not assuming that all Scouts are snipers. That is not what I said...Maybe I didn't make it absolutely clear, when I said "As a Gallente Scout, sniping, not being able to share enemy positions passively will just be another nail in the coffin of the Gallente Scout suit."
Maybe I need to clarify so that those that cannot put my entire sentence into cohesion, and add the "sniping" a second time in the same sentence...like: "As a Gallente Scout, sniping, not being able to share enemy positions passively will just be another nail in the coffin of the Gallente Scout suit, 'for Snipers'".
You do bring up another good point in the part " it takes intel away from the sniper." but it also takes away the intel for all the other teammates when a sniper has the modules to help find the enemy.
As far as your " it lets them operate behind enemy lines more effectively. If one person sees them, there is no promise now that others won't see him. Once this change goes into effect, Scouts running behind enemy lines that are spotted will only need to worry about the possiblity of 5 addtiional people seeing him, instead of 15 more." This does not make any real sense, towards what I said. Your own statement says that it will help them operate behind the lines, yet if they are behind the lines, and they can't see the enemy coming up behind them, and other can - like a sniper at a high point - then they are (or could be) in serious trouble; so that part does not hold water. Along with the statement that if they are spotted, then not the entire enemy team will see them only 5 others. Well, with the lack of shields and armor, they better have a lot of higher level kin mods to run as fast as superman can fly, because the chances are more likely they are as good as dead, and being behind enemy lines, then any logi's that make be close enough to the front line to help revive them won't know if there are any enemies around.
Now, as far as your "team communication" I say that while I have used the team chat to talk, but not always; and I'm sure that is the same with you. The problem is that, and you probably know this, all blueberry's are not capable of keeping the channel clear of background noise, and useless chatter. You have some blueberries that want to goof off, and shoot at other teammates for s***'s and grins, while others care more about getting their SP than winning the game by not stopping a hacked objective until the hack is complete -m just so they will get the 100 point\s for themselves - but that's another post on another forum category.
So IMHO, you still have not clearly countered my posting.
I will either go with the flow, or quit playing the game if things seem to go a way that I feel makes the game not worth playing. But for now, my statement "Bothered by 1.4 loss of passive scan" still stands. I am not complaining, or ranting that it is bad, I'm just "bothered" by what has been said, but I will wait and see what becomes of the new changes and how it will affect play. |
Sjem'Tolk
Mercenaries On Duty
15
|
Posted - 2013.09.03 10:00:00 -
[7] - Quote
Sarducar Kahn wrote:Spotter scopes and passive scanner team relay modules.
Now those I could be in favor of having; even more so if the scope was for just sniper rifles, the the passive relay modules were for scout and logi suits only. This way it could make both of these dropsuits a little more appealing and allow others to realize that it is either a scout or logi that provided the intel. |
Sjem'Tolk
Mercenaries On Duty
15
|
Posted - 2013.09.03 10:05:00 -
[8] - Quote
I-Shayz-I wrote:This feature will balance the game so much you don't even know.
No more zerg rushing the red chevron because the whole team can see him when one lone blueberry spots him No more knowing immediately where a tank or sniper is Being able to hide from enemies for once, with the ability to choose who you want to be detected by. Active scanners are useful now...
Not to mention matchmaking will let us play with experienced players, and not just a bunch of random noob blueberries, so you won't have to keep asking yourself why is no one around helping you.
As a sniper you need to get in a squad with players and relay messages to your team. The most helpful snipers I've been with are those that stay above the squad in the city and tell me when red dots are close by, helping me finish them off, or at least weaken them for me. You don't need an active scanner for that, let the logistics do that work, just tell them where to aim the scanner.
I hope that you are right about it balancing the game, but only time will tell.
As far as the active scanners, totally useless for a scout sniping. I agree that they are better for the logi - at least as the suits are currently designed. |
Sjem'Tolk
Mercenaries On Duty
15
|
Posted - 2013.09.03 11:13:00 -
[9] - Quote
Galvan Nized wrote:Kuroiokami Tsukinaku wrote:Problem as I see it, is that there is no practical alternative way to provide details about what's going on. There's no coordinate system ("LAV at B13"). No highlight system ("let me laze it"). No high variety of distinguishing features ("Sniper behind the hill with two trees"). Heck, even the compass isnt very usefull.
Our military today can provide greater target information. Shame we seem to be in the bell-bottom relapse on this particular technology. Agree with this. Why do we have a coordinate system to provide feedback on maps but no coordinate system actually in game? That's always been a tactic killer for me. Seriously just put this into the maps overview already. Plus fix the compass by adding in ESW to all four sides. At least then you could say "south-east of my position" without having to aim North to get your bearings. Also we kind of have laser targeting, issue being it is the attack command and only usable by squad leader. I think all squad members should be able to do this albeit a different color from the leader's order, that'll go a long way towards showing where that tank/squad is rather than just yelling "over there."
I also agree. One other facet that I would add is that we are asked to give detail of any problems. It would be nice feature to add the name of the map and your position (attacker or defender) on the closing stat's information. This would save a lot of people time by telling them rather than them having to find out the name of the map, and which side they were fighting for in the battle.
But this probably should go into another request (idea) posting. |
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