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![I-Shayz-I I-Shayz-I](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
810
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Posted - 2013.09.06 08:09:00 -
[1] - Quote
Background: -I have been using scanners for a long time, even when uprising first started -I have a proto minmatar scout alt -My main is a minmatar logi, and I incorporate scanners into most of my fittings, and use them every match. _____________________
*Wall of text incoming*
Okay I know what you all are thinking, "how is something that's not a weapon considered OP?"
Well, it's because I use them, and ever since I started using them I've been able to go 30/1, 38/2, 2500 wp, just from sneaky tactics, a lot of health, a good weapon, headshots, and specifically the scanner. Even with my shotgun scout I can easily get these kinds of numbers because of how useful the scanner is.
When you're using a scanner, whether it be a basic one or a prototype, you can see:
-The enemy's position on the plane (radar) -Which direction they're facing (radar) -How far away they are (radar) -A chevron on your HUD to indicate which direction they are in -If someone has been undetected (message)
When you are scanned, you either see one of the following messages:
-"You have been scanned" -"Scan prevented"
The problem with this is that while the scanner is given a lot of information about the enemies, there is no way for a player to directly counter scanning.
"Well what about profile dampeners? and scouts?"
Yes, you can make it so that you won't become visible and tracked by other players, but that doesn't "counter" scanning. See, the only thing you're doing is PREVENTING the scan. There is no way for you to tell who scanned you or where they are for you to get back at them. Not only this, but a player who sees the message that their scan didn't pick up someone, knows the player (most likely a scout) has to be in the area that they scanned, giving them the advantage even though it should be the other way around.
In the next post, I will refer to some solutions for this, but first let me get to why I believe some of them need a buff. ________________________
Currently, the main difference separating standard, advanced, and proto scanners is the profile level at which they can detect. This is not a good design for the scanner's advancement. Not many players actually lower their profile under the advanced scanner, so there is rally no reason to use any of the prototype scanners except for the quantum one (makes players last on radar longer)
(Info on the scanner) The standard scanner has these stats:
-Scan duration: 2 seconds (how long the scanner takes to preform a scan, and how long it scans for. The longer a scan, the more of a possibility it picks up a player that enters the scan range) -Scan range: 100 meters (how far out it scans within the scanning angle) -Scan angle: 60 degrees (how wide the scan is on the radar, larger ones are easier to scan a larger area, smaller ones are good for pinpointing specific areas) -Scan precision: 46 dB (if your profile is lower than this number, you won't be scanned. Higher, and you will be) -Detection: 5 seconds (how long scanned players appear on the map) -Recharge: 8 seconds estimated (how long after a scan that you have to wait before scanning again)
The only difference between the standard and proto scanner is the scan precision. That's it. In order for the advanced and prototype scanners to be used instead, the basic variant needs to scale some of its stats. I don't want to suggest numbers to confuse people even more, but a good example would be to make the better ones have a slightly longer detection, and a faster recharge. Nanohives are like this, so why not scanners? ____________________
Okay last section. "No wp for scanners? BUT THAT'S WHAT THEY NEED!"
Hear me out on this. If you read the first section, you would know that I am able to gain a lot more wp and kills from battles just from using a scanner. If they introduced even something as small as 5 wp per person that was killed while scanned, I'd be making 3000-4000 wp per match ALONE. Good logistics players like me are already making bank, but this is RIDICULOUS.
I understand that most players don't use scanners because they only have one equipment slot, or because scanners don't give any wp, or because they waste a lot of ammo *cough*AR*cough* and have to run a nanohive.
But seriously, scanners already make enough extra wp with the easy kills you get. Go out and try it for yourself, or run with someone that uses them and flank the enemy. You WILL do well. |
![I-Shayz-I I-Shayz-I](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
810
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Posted - 2013.09.06 08:10:00 -
[2] - Quote
Here are my ideas for some solutions to making scanners more interesting to play against. Not all of these would have to be implemented, but any of these changes would help.
Signature blocker (equipment)
-All friendly icons will not appear on the opponent's tacnet, or will have their signature lowered to a specific level (standard blocker will be lower profile than basic scanner, but a proto or advanced scanner could still detect objects inside of a standard one) -This includes players, vehicles, installations, equipment, and anything else with an icon -Large radius, maybe twice the size of a nanohive -Scanners that are not able to pick up signatures within the area of effect will tell the user that there is nothing there instead of saying the scan had some uncertainty ____________________
Players that use scanners should have their profiles raised while they are scanning, or just become visible on tacnet for a brief time
-I remember hearing about this when uprising came out (maybe in the scanner description?), but I never actually tested to see if this was already in the game...and it doesn't seem like players turn around when I scan them... ____________________
Players that lower their profile significantly below the scanner's precision should be completely invisible to the scan, having the scanner act like it was able to scan all that it could. When this occurs, instead of saying "Scan prevented" it could say "Scan blocked" to let a player know that they were able to completely fool it. |
![I-Shayz-I I-Shayz-I](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
810
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Posted - 2013.09.06 09:46:00 -
[3] - Quote
As long as you're okay with me making a cool 3-4k wp per match, I'm okay with wp for scanners. I want them, but I don't think that they are necessary with how beneficial scanners are. |
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
810
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Posted - 2013.09.06 09:59:00 -
[4] - Quote
Cosgar wrote:I-Shayz-I wrote:As long as you're okay with me making a cool 3-4k wp per match, I'm okay with wp for scanners. I want them, but I don't think that they are necessary with how beneficial scanners are. If logistics are going to get nerfed to sidearm wielding pack mules with less EHP than a scout like I think CCP is planning to do based on all the forum whining, then we're going to need all the WP gaining methods in the world.
If they do that, they better give me some more repair tool icons, uncap my repair tool, give me friendly vision back, 10hp/s armor repair modules, and respec my sp in light weapons.
I don't mind being something like a triage in EVE, but give me the ability to actually be a logi first with super armor repair. Either that, or give me a heavy with a ton of low modules and an equipment slot. |
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
813
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Posted - 2013.09.06 12:05:00 -
[5] - Quote
pegasis prime wrote:Lol at op for thinking scanners are op because they allow him to use tactics .... gasp in a hears the kicker ......TACTICAL shooter. If those folks he was facing had scanners he wouldent have got the drop on them . Plainly scanners dont need a nerf but blueberry and redberry AI as a whole nees a ******* buff..... ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png)
I listed reasons for players not using scanners. Any other class would rather use something that either gives them wp or helps themselves/their team out more. Logistics somewhat have a hard time because they would have to give up one of their wp earning methods just for something that helps locate people.
Besides, I have 20 million sp right now...I should be playing with the best players with the new matchmaking system, yet I'm able to dominate almost anyone I face simply because I use scanners and they don't? Not to mention Scouts don't even have an advantage over my scanner with profile dampeners, which most are doing now to hide from them. Even if they don't show up, I know where they are, and I know what I'm up against that could have outclassed my scanner. |
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
817
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Posted - 2013.09.06 21:02:00 -
[6] - Quote
Mobius Wyvern wrote:As one possible point, Shayz, the WP amount could be as low as 1 or 2 WP per "scan assist".
In that way, you aren't banking WP like crazy just for the scanner, but you're still being rewarded more directly for using it.
I was thinking about this, but if it was really that low then you could barely make any wp using it.
Say you're in an ambush and you manage to scan every single player, and let your team kill them. That's only 50-80 wp you would earn at 1 wp per scan kill assist. You'd be better off just finding a player to kill lol. A shirmish could get you a max total of 150 wp (maybe 175ish if you scanned revived players), if it was at 2 wp per scan kill assist that would be 300 wp. And trust me, this would be hard to do, even if you just scanned the area a billion times.
So obviously we would want to raise the rewards a bit so that it doesn't seem like a waste of an equipment slot. At 5 wp per kill assist you might be able to get about 500 wp from 100 assists. If they made it 10 or 15, it might be a problem. This is why I'm addressing the issue now instead of when 1.5 comes around.
But yeah, I get what you're saying. Having any reward vs no reward would be better. |
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
817
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Posted - 2013.09.06 21:10:00 -
[7] - Quote
Godin Thekiller wrote:Interesting how this was supposed to be a scout thing, but ended up being a Logi thing.
One of the scouts need to have at least two equipment slots, and a bit more pg/cpu. OR Just give scouts their type II back :P
I still use it on my scout alt, but as a logi I can use equipment to my advantage. |
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
819
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Posted - 2013.09.07 01:31:00 -
[8] - Quote
Keri Starlight wrote:I really like the scan-disturber idea. I believe it should have a long cooldown but a very long durability as well. This way you don't need to activate it constantly (bugging and stressing) but you have occasionally some short periods of "scan susceptibility", which is fair.
And I would make an "area" model and an "individual" model. What do you think about it?
I was actually thinking more along the lines of a nanohive type equipment that can be deployed and it makes an area invisible to scanning.
Say you want to be a sniper, throw down one of those and you won't appear as a red dot.Want to be a sneaky scout defending or attacking an objective? No one will even know you're there. Want to hide an uplink in a hard to reach spot? The enemy team won't know where you guys keep spawning from. |
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
819
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Posted - 2013.09.07 02:52:00 -
[9] - Quote
Bojo The Mighty wrote:Wait! The scanner tells you if it didn't detect something? That's basically telling you it detected a scout! Dafuq! Get rid of that
The DEVs like it for hunting snipers, or at least that's why they think the message is a good idea. For instance, if you use a flux scanner, you can pinpoint where they are and track them down.
but yeah, knowing you just detected a scout is bad, but that's only because most players don't use dampeners...because most players don't use scanners.
Sigh.
I wish the passive dampening skill was actually useful for going against scanners. As a logi I'm lucky that I can max mine out to stop basic scanners, but Assaults and Heavies HAVE to use dampeners. I could use one basic dampener to stop basic scanners, but an assault needs 2 basic or one advanced.
I wish I could use dampeners to prevent against advanced scanners, but I need my low slots if I don't want to die in two seconds.
So maybe dampeners just need a buff. |
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