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Thread Statistics | Show CCP posts - 1 post(s) |
Atom Heart Mother
We Who Walk Alone
47
|
Posted - 2013.09.06 15:03:00 -
[1] - Quote
I have lvl 3 skill and two modules; 1 enhanced 1 basic, but I can't see a tank 20 metres from me. why? |
Vrain Matari
ZionTCD
819
|
Posted - 2013.09.06 15:06:00 -
[2] - Quote
Atom Heart Mother wrote:I have lvl 3 skill and two modules; 1 enhanced 1 basic, but I can't see a tank 20 metres from me. why? This is a bone that still needs to be picked with CCP.
Why don't vehicles show up sooner on the minimap? As far as i'm concerned something's wrong.
Best guess right now is minimap lag, but reall don't know. What is the sig profile of a friggin' tank anyway? |
Atom Heart Mother
We Who Walk Alone
47
|
Posted - 2013.09.06 15:16:00 -
[3] - Quote
actually dont know about that, but I dont see infantry neither, at this point I think the whole skill is bugged |
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CCP Rattati
C C P C C P Alliance
289
|
Posted - 2013.09.06 15:17:00 -
[4] - Quote
I actually would prefer more audio clues in the game (that's why I like the glass shield sound and the thud thud armor sound, as it means I don't have to take my eyes of the surroundings), and right now the vehicles seem quite silent. I would like hear the vehicle approach instead of seeing it sooner on the minimap, like a rumbling bass tone.
Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first instinct is, I'm getting the **** into cover. That to me is immersion and I think we are improving that a lot with this patch.
Usually I don't hear them until they are 3 metres away and shooting at me and killing me
Same with the weapon flashes, damn its cool to see pockets of shootouts all over the map in the night maps, don't need to look at the map to find someone to kill.
And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
|
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Eurydice Itzhak
Militaires Sans Jeux
203
|
Posted - 2013.09.06 15:21:00 -
[5] - Quote
CCP Rattati wrote:I actually would prefer more audio clues in the game (that's why I like the glass shield sound and the thud thud armor sound, as it means I don't have to take my eyes of the surroundings), and right now the vehicles seem quite silent. I would like hear the vehicle approach instead of seeing it sooner on the minimap, like a rumbling bass tone.
Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first instinct is, I'm getting the **** into cover. That to me is immersion and I think we are improving that a lot with this patch.
Usually I don't hear them until they are 3 metres away and shooting at me and killing me
Same with the weapon flashes, damn its cool to see pockets of shootouts all over the map in the night maps, don't need to look at the map to find someone to kill.
And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
I'm all for increasing the noise output of tanks to people OUTSIDE the tanks but for those of us inside the tanks the noise on Caldari tanks is already astounding. This intense volume came out in 1.3 and has been hassling me and my friend to the point where he is inclined to stay away from the tank because it is just THAT loud.
It seems to get progressively worse the longer you're in the tank but that might be in our heads. |
Reav Hannari
Red Rock Outriders
1155
|
Posted - 2013.09.06 15:21:00 -
[6] - Quote
CCP Rattati wrote:And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
Active scanners should have a sound effect. I'm not saying it should be the sound from Aliens, but... |
Thor Odinson42
Molon Labe. RISE of LEGION
1162
|
Posted - 2013.09.06 15:23:00 -
[7] - Quote
But the scanning dropsuit skills have to work. They have to be more powerful especially when you put modules on.
This is a HUGE sacrifice of HP and/or damage mods to have this capability. If these skills were to work properly it would really open up a role for a recon player. Their dropsuit could scan down players and they could use the active scanner to present the info to their squad.
To this day I've never heard a decent explanation of these skills/modules and their effectiveness.
|
Atom Heart Mother
We Who Walk Alone
47
|
Posted - 2013.09.06 15:23:00 -
[8] - Quote
Well, reason why I posted was that I found myself inside some construction, and I was hearing the tank but couldn't realize which side it was, and my minimap was totally empty... yo |
ReGnYuM
TeamPlayers EoN.
854
|
Posted - 2013.09.06 15:23:00 -
[9] - Quote
CCP Rattati wrote:I actually would prefer more audio clues in the game (that's why I like the glass shield sound and the thud thud armor sound, as it means I don't have to take my eyes of the surroundings), and right now the vehicles seem quite silent. I would like hear the vehicle approach instead of seeing it sooner on the minimap, like a rumbling bass tone.
Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first instinct is, I'm getting the **** into cover. That to me is immersion and I think we are improving that a lot with this patch.
Usually I don't hear them until they are 3 metres away and shooting at me and killing me
Same with the weapon flashes, damn its cool to see pockets of shootouts all over the map in the night maps, don't need to look at the map to find someone to kill.
And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
I would like to hear foot steps. That is kind big thing in a FPS |
Vrain Matari
ZionTCD
821
|
Posted - 2013.09.06 15:25:00 -
[10] - Quote
CCP Rattati wrote:I actually would prefer more audio clues in the game (that's why I like the glass shield sound and the thud thud armor sound, as it means I don't have to take my eyes of the surroundings), and right now the vehicles seem quite silent. I would like hear the vehicle approach instead of seeing it sooner on the minimap, like a rumbling bass tone.
Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first instinct is, I'm getting the **** into cover. That to me is immersion and I think we are improving that a lot with this patch.
Usually I don't hear them until they are 3 metres away and shooting at me and killing me
Same with the weapon flashes, damn its cool to see pockets of shootouts all over the map in the night maps, don't need to look at the map to find someone to kill.
And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
I agree that the scanning effects are very cool, and i'm a big believer in audio cues for information, they're a great immersion builder.
On the subject of audio cues, i really want to see DUST(and EVE) find a way someday to incorporate closed captioning for Deaf, deaf and hearing impaired players. It's the kind of progressive thinking i love to see from CCP. |
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Tebu Gan
CrimeWave Syndicate
76
|
Posted - 2013.09.06 15:25:00 -
[11] - Quote
CCP Rattati wrote:I actually would prefer more audio clues in the game (that's why I like the glass shield sound and the thud thud armor sound, as it means I don't have to take my eyes of the surroundings), and right now the vehicles seem quite silent. I would like hear the vehicle approach instead of seeing it sooner on the minimap, like a rumbling bass tone.
Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first instinct is, I'm getting the **** into cover. That to me is immersion and I think we are improving that a lot with this patch.
Usually I don't hear them until they are 3 metres away and shooting at me and killing me
Same with the weapon flashes, damn its cool to see pockets of shootouts all over the map in the night maps, don't need to look at the map to find someone to kill.
And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
Yeah being louder would help, been a lot of times, while in my tank, that the red dots don't even notice me until I start shooting and killing them. Some directional sound would be cool, but also make them a bit easier to detect.
At the moment, I don't mind that we don't light up, tanks are still gimped, and it seems with the swarm buff that armor is really struggling more so then usual. I know you guys said cleaning up the "Noise" but lets make a little noise with those tanks, or a lot I should say. Love the new visuals btw. |
Garrett Blacknova
Codex Troopers
3796
|
Posted - 2013.09.06 15:26:00 -
[12] - Quote
Atom Heart Mother wrote:I have lvl 3 skill and two modules; 1 enhanced 1 basic, but I can't see a tank 20 metres from me. why? Precision enhancement makes your passive scanners more effective within your scan range.
Your base scan radius is 10m. With max scan radius skill, that increases to 10m, and on a Gallente Scout you can buff that to 22.5m with the relevant skill.
Unless you have at least one of those two skills maxed, and the other to level 4, AND are wearing a Gallente Scout suit, a target at 20m is only going to light up when you have them in your crosshairs.
Having said that, I've had some issues with scanning not working as it should, so that could do with a close look to work out why. |
Vrain Matari
ZionTCD
821
|
Posted - 2013.09.06 15:26:00 -
[13] - Quote
ReGnYuM wrote:CCP Rattati wrote:I actually would prefer more audio clues in the game (that's why I like the glass shield sound and the thud thud armor sound, as it means I don't have to take my eyes of the surroundings), and right now the vehicles seem quite silent. I would like hear the vehicle approach instead of seeing it sooner on the minimap, like a rumbling bass tone.
Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first instinct is, I'm getting the **** into cover. That to me is immersion and I think we are improving that a lot with this patch.
Usually I don't hear them until they are 3 metres away and shooting at me and killing me
Same with the weapon flashes, damn its cool to see pockets of shootouts all over the map in the night maps, don't need to look at the map to find someone to kill.
And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
I would like to hear foot steps. That is kind big thing in a FPS I do with my headphones on - saved me many a time when hacking. |
Heimdallr69
TeamPlayers EoN.
765
|
Posted - 2013.09.06 15:27:00 -
[14] - Quote
ReGnYuM wrote:CCP Rattati wrote:I actually would prefer more audio clues in the game (that's why I like the glass shield sound and the thud thud armor sound, as it means I don't have to take my eyes of the surroundings), and right now the vehicles seem quite silent. I would like hear the vehicle approach instead of seeing it sooner on the minimap, like a rumbling bass tone.
Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first instinct is, I'm getting the **** into cover. That to me is immersion and I think we are improving that a lot with this patch.
Usually I don't hear them until they are 3 metres away and shooting at me and killing me
Same with the weapon flashes, damn its cool to see pockets of shootouts all over the map in the night maps, don't need to look at the map to find someone to kill.
And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
I would like to hear foot steps. That is kind big thing in a FPS Haha that's op in bo2 if I don't have dead silence on that's all I can hear but yeah I agree it should be in the game |
Reav Hannari
Red Rock Outriders
1155
|
Posted - 2013.09.06 15:29:00 -
[15] - Quote
Vrain Matari wrote:ReGnYuM wrote:I would like to hear foot steps. That is kind big thing in a FPS I do with my headphones on - saved me many a time when hacking.
Yep, I hear them too.
|
Forlorn Destrier
Bullet Cluster
1643
|
Posted - 2013.09.06 15:40:00 -
[16] - Quote
Thor Odinson42 wrote:But the scanning dropsuit skills have to work. They have to be more powerful especially when you put modules on.
This is a HUGE sacrifice of HP and/or damage mods to have this capability. If these skills were to work properly it would really open up a role for a recon player. Their dropsuit could scan down players and they could use the active scanner to present the info to their squad.
To this day I've never heard a decent explanation of these skills/modules and their effectiveness.
Your scan profile equates to the radar cross section of a figther jet. When radar bounces off of the jet, it returns to the sender to give an idea of location, speed, etc. The lower the cross section, the harder it is to detect because the return is lower. Scan profile works in this same way - the lower your profile, the harder to detect you are.
Scan precision relates to the strength of your scanner. The lower the number here, the stronger your scanner is. If the strength of your scanner has a lower value than the scan profile of what you are scanning, a return is presented and let's you "see" them through walls and on maps up to the range of the scanner and for the duration of how long the target remains "painted".
For example, a scout suit (unmodified by skills) has a scan profile of 45. This means that in order to locate this person my scan precision must be 45 or lower. By comparison, the standard active scanner has a scan precision of 46. Since the scout is under my threshold with the standard active scanner, he remains unseen by me (though he knows someone attemped to "ping" him and failed.
The skills help modify these numbers. If I have my scout suit on (note: role specific suit, not the role nuetral basic suit), and I have scout suit operation for the racial choice I have made at level 1, then I get a -10% reduction in my scan profile (I could be wrong about the percentage - I'm not in front of the game at the moment). 10% of 45 is -4.5 applied to my profile, making my new profile 40.5. This means that to be detected my enemy now needs a scan precision of 40.5 or lower to "paint" me. Bonuses from skills to scan precision, I think, only apply to passive scans and not active scanners, but they work in the same way.
I am not entirely sure how the bonuses stack - I know that there is a stacking penalty. I suspect that bonuses acquired from the same source are additive, and applied, and then bonuses from other sources are added then applied to the new total that happens after the bonuses from the first source are applied. What I mean by this is this:
If I have Scout Suit operation at 3, I get a -30% reduction to my profile (making the number reduce from 45 to 31.5. If I also have the profile dampening skill at 3, and this gives 5% per level (again, going from memory on the percentage so I could be off), then I get a total reduction of 15% from the new profile of 31.5, which is a drop of 4.725 points, making my new profile 26.775. Next, if I add a profile dampener on my suit which gives a -10% reduction, I will now lose another 2.6775 points from my profile reducing me to 24.0975 on my profile.
This is my understanding, and I recognize I could easily be wrong . If anyone sees any errors (other than the math or stats from the skills which I know could easily be wrong given my math skills and since I'm not at the game right now), please feel free to add/correct. |
Cody Sietz
Bullet Cluster
907
|
Posted - 2013.09.06 15:52:00 -
[17] - Quote
Forlorn Destrier wrote:Thor Odinson42 wrote:But the scanning dropsuit skills have to work. They have to be more powerful especially when you put modules on.
This is a HUGE sacrifice of HP and/or damage mods to have this capability. If these skills were to work properly it would really open up a role for a recon player. Their dropsuit could scan down players and they could use the active scanner to present the info to their squad.
To this day I've never heard a decent explanation of these skills/modules and their effectiveness.
Your scan profile equates to the radar cross section of a figther jet. When radar bounces off of the jet, it returns to the sender to give an idea of location, speed, etc. The lower the cross section, the harder it is to detect because the return is lower. Scan profile works in this same way - the lower your profile, the harder to detect you are. Scan precision relates to the strength of your scanner. The lower the number here, the stronger your scanner is. If the strength of your scanner has a lower value than the scan profile of what you are scanning, a return is presented and let's you "see" them through walls and on maps up to the range of the scanner and for the duration of how long the target remains "painted". For example, a scout suit (unmodified by skills) has a scan profile of 45. This means that in order to locate this person my scan precision must be 45 or lower. By comparison, the standard active scanner has a scan precision of 46. Since the scout is under my threshold with the standard active scanner, he remains unseen by me (though he knows someone attemped to "ping" him and failed. The skills help modify these numbers. If I have my scout suit on (note: role specific suit, not the role nuetral basic suit), and I have scout suit operation for the racial choice I have made at level 1, then I get a -10% reduction in my scan profile (I could be wrong about the percentage - I'm not in front of the game at the moment). 10% of 45 is -4.5 applied to my profile, making my new profile 40.5. This means that to be detected my enemy now needs a scan precision of 40.5 or lower to "paint" me. Bonuses from skills to scan precision, I think, only apply to passive scans and not active scanners, but they work in the same way. I am not entirely sure how the bonuses stack - I know that there is a stacking penalty. I suspect that bonuses acquired from the same source are additive, and applied, and then bonuses from other sources are added then applied to the new total that happens after the bonuses from the first source are applied. What I mean by this is this: If I have Scout Suit operation at 3, I get a -30% reduction to my profile (making the number reduce from 45 to 31.5. If I also have the profile dampening skill at 3, and this gives 5% per level (again, going from memory on the percentage so I could be off), then I get a total reduction of 15% from the new profile of 31.5, which is a drop of 4.725 points, making my new profile 26.775. Next, if I add a profile dampener on my suit which gives a -10% reduction, I will now lose another 2.6775 points from my profile reducing me to 24.0975 on my profile. This is my understanding, and I recognize I could easily be wrong . If anyone sees any errors (other than the math or stats from the skills which I know could easily be wrong given my math skills and since I'm not at the game right now), please feel free to add/correct. excellent post. The racial bonus for scouts is currently 5 percent per level. 10 percent per level would be awesome, but I think it make it impossible to detect scouts.
Again, excellent post.
Edit:also, the PD skill sadly only gives 2 percent per level. |
Thor Odinson42
Molon Labe. RISE of LEGION
1165
|
Posted - 2013.09.06 16:00:00 -
[18] - Quote
Forlorn Destrier...
Great post, but I guess I should have explained. The data has been mined and tested by the players to figure it out, but it's simply never been verified by a Dev that I'm aware of. So I think they have just been sitting there with no attention.
None of those skills or modules has been tweaked at all. The game has changed dramatically overnight. These are now some of the potentially strongest skills in the game. They have to be balanced and tweaked.
I have my skills at L3 for all of them, but I still get a heavy that sneaks up on me. This should never happen. Ever. I just can't picture a heavy running around with his scan skills maxed out with multiple dampeners on.
These skills have to mean something. Stealth and detection are HUGE with this new update, but the skills for them don't appear to where they need to be. |
Driftward
Subdreddit Test Alliance Please Ignore
462
|
Posted - 2013.09.06 16:14:00 -
[19] - Quote
Atom Heart Mother wrote:I have lvl 3 skill and two modules; 1 enhanced 1 basic, but I can't see a tank 20 metres from me. why?
Well 20 m is outside of your scan range....you have a base of 10 m. Also, I'll copy some mathcrafting I did with precision enhancers and scouts/ non-scouts.
Precision without skill is 45 dB for all suits. At full skill that turns to ~40 dB add one complex mod and you get ~32 dB.
Profile without skill is 45 dB. In a full proto scout with level 3 in profile dampening you have a profile of ~31 dB without any modules. No racial scout with skill in dampening will ever show up on your radar unless you go HEAVY into precision enhancers.
If you add one complex dampener to any suit (with lvl 5 profile dampening) you get to ~31 dB (non-scout) or ~23 dB (level 5 racial scout).
As far as range goes, you have to have full skill into range amps and one complex (as a non-gallente racial scout) to acheive a scan range of 20 m. (actually 21.75 due to stacking)
Non Gallente Scouts
Base = 10 m Base + lvl 5 Skill = 15 m Base + lvl 5 skill + 1 complex amp = 21.75 m Base + lvl 5 skill + 2 complex amp = 31.53 m Base + lvl 5 skill + 3 complex amp = 45.73 m Base + lvl 5 skill + 4 complex amp = 66.31 m
Gallente Scouts
Base = 10 m Base + lvl 5 Skill + proto scout bonus = 22.5 m Base + lvl 5 skill + proto scout bonus + 1 complex amp = 32.62 m Base + lvl 5 skill + proto scout bonus + 1 complex amp = 47.31 m Base + lvl 5 skill + proto scout bonus + 1 complex amp = 68.59 m Base + lvl 5 skill + proto scout bonus + 1 complex amp = 99.46 m
Take from this what you will, but my thought is that range is king, precision enhancers aren't worth much more than getting a passive and saving your highs for damage and shield, and dampeners may or may not be useful as mods. Just what I think. |
Vrain Matari
ZionTCD
823
|
Posted - 2013.09.06 16:21:00 -
[20] - Quote
Thor Odinson42 wrote:Forlorn Destrier...
Great post, but I guess I should have explained. The data has been mined and tested by the players to figure it out, but it's simply never been verified by a Dev that I'm aware of. So I think they have just been sitting there with no attention.
None of those skills or modules has been tweaked at all. The game has changed dramatically overnight. These are now some of the potentially strongest skills in the game. They have to be balanced and tweaked.
I have my skills at L3 for all of them, but I still get a heavy that sneaks up on me. This should never happen. Ever. I just can't picture a heavy running around with his scan skills maxed out with multiple dampeners on.
These skills have to mean something. Stealth and detection are HUGE with this new update, but the skills for them don't appear to where they need to be. I agree. As unscientific as it is, my intuition is telling me that the scanning mechanics are not reliable. Just far too many instances of behaviour of the minimap that make no sense. My fave being when a tank sneaks up on me. |
|
Ion Crush
Militaires-Sans-Frontieres
83
|
Posted - 2013.09.06 16:24:00 -
[21] - Quote
CCP Rattati wrote:I actually would prefer more audio clues in the game (that's why I like the glass shield sound and the thud thud armor sound, as it means I don't have to take my eyes of the surroundings), and right now the vehicles seem quite silent. I would like hear the vehicle approach instead of seeing it sooner on the minimap, like a rumbling bass tone.
Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first instinct is, I'm getting the **** into cover. That to me is immersion and I think we are improving that a lot with this patch.
Usually I don't hear them until they are 3 metres away and shooting at me and killing me
Same with the weapon flashes, damn its cool to see pockets of shootouts all over the map in the night maps, don't need to look at the map to find someone to kill.
And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
The only thing I think when I hear a tank is. "OMG where! I want to blow it up with my forgegun." |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
351
|
Posted - 2013.09.06 16:55:00 -
[22] - Quote
I said it before about the audio - sometimes it works and sometimes it just disappears so if that could be fixed it would be great.
He totally sidetracked from the OP issue though which is a problem - vehicles should show up easily and many times they dont unless you see them close to an installation or scanned by a teammate.
Vehicles shouldnt be able to "hide" like infantry. |
Noc Tempre
Imperfects Negative-Feedback
2489
|
Posted - 2013.09.06 17:03:00 -
[23] - Quote
CCP Rattati wrote:Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first
Then you remember that tanks are basically point pi+Ķata for anyone with even standard AV and nothing to fear. |
Garrett Blacknova
Codex Troopers
3804
|
Posted - 2013.09.06 17:30:00 -
[24] - Quote
Driftward wrote:Precision without skill is 45 dB for all suits. Light Frame and Scout have 45 Precision. Basic Medium Frame and Assault have 55 Precision, but Logi has 50. All Heavy suits have 60 Precision. |
Quil Evrything
DUST University Ivy League
54
|
Posted - 2013.09.06 17:42:00 -
[25] - Quote
Vrain Matari wrote: I agree. As unscientific as it is, my intuition is telling me that the scanning mechanics are not reliable.
Oh, the MECHANICS are perfectly reliable. Put yoursef, and your enemy, in the same place, on the same map, with the same position, and you will get the same results. that's "reliable".
Contrariwise, "relying on your scanning to ensure that no-one will never sneak up on you", is unwise.
Note that wall types and thickness have an effect on passive scanning, and some other types. i THINK but have not verified, that there will be walls of a particular thickness, that basically have the same effect as, for example, a -5% db precision. So, whereas you would normally pick up all non-damped suits all around you... a wall behind you may still allow you to passive scan medium suit, but will no longer warn you about that scout suit sneaking up behind you.
So, cover, can be a double-edged sword. On the one hand, it helps ensure no-one can shoot you from a distance. On the other hand, it aids people in sneaking up close to you.
Hmm. I'm going to have to do more of my scanning experiments, this time geared towards walls, I think
PS: I have no problem hearing tanks from some amount of distance. 30m I think. Maybe you turned down the sound effects too low in contrast to your voice chat or something. |
Yan Darn
DUST University Ivy League
122
|
Posted - 2013.09.06 17:43:00 -
[26] - Quote
CCP Rattati wrote:I actually would prefer more audio clues in the game (that's why I like the glass shield sound and the thud thud armor sound, as it means I don't have to take my eyes of the surroundings), and right now the vehicles seem quite silent. I would like hear the vehicle approach instead of seeing it sooner on the minimap, like a rumbling bass tone.
Kind of like that saving private ryan tank battle, you heard the tanks before you saw them, there is dread/suspense in the air and your first instinct is, I'm getting the **** into cover. That to me is immersion and I think we are improving that a lot with this patch.
Usually I don't hear them until they are 3 metres away and shooting at me and killing me
Same with the weapon flashes, damn its cool to see pockets of shootouts all over the map in the night maps, don't need to look at the map to find someone to kill.
And last but not least, scanning is effing awesome, the bright pulsing red wave behind the wall, coming to get you. Feels like Aliens 2 when they set up the scanners and the miniguns.
I'm not disagreeing with that at all, especially on the importance and improvement of immersion (GJ on that btw in 1.4) but will we ever find out how passive scanning works in practice? We have all these interesting numbers to play with - but no real idea what they do :(
I have to rely on audio cues to detect tanks too - I would like like to rely a bit more on the passive sensors my suit gets a bonus to....
|
Driftward
Subdreddit Test Alliance Please Ignore
463
|
Posted - 2013.09.06 17:58:00 -
[27] - Quote
Garrett Blacknova wrote:Driftward wrote:Precision without skill is 45 dB for all suits. Light Frame and Scout have 45 Precision. Basic Medium Frame and Assault have 55 Precision, but Logi has 50. All Heavy suits have 60 Precision. Well damn...i didnt check the numbers beyond my suit. So i just assumed that there was no way it could be more than 45 dB.... i guess i was wrong.
Hmmm, that changes some things. In that case precision enhancers might have a role, especially for heavy or medium frame players. I still stand by my assertion that they dont have a major place with scout suits though. For the reasons clearly shown by math.
This actually reinforces the idea that dampeners are fairly weak as well though (especially for scouts). If all you have to do is get below say 47 dB (about the level of precision a medium frame has with full skill in it but no mods and youre basically invisible to anyone but a scout.... |
Quil Evrything
DUST University Ivy League
55
|
Posted - 2013.09.06 18:05:00 -
[28] - Quote
Yan Darn wrote: I have to rely on audio cues to detect tanks too - I would like like to rely a bit more on the passive sensors my suit gets a bonus to....
It is rather stupid, that the sensors have a hard range, yet precision ratings, blah blah, use dB notation.
They should be consistent, and actually USE THAT, in a realistic way.
That is to say:
If I have some kind of microphone, capable of measuring some kind of noisemaker that is 40dB loud, @10m... That same microphone is capable of measuring a similar noisemaker that is 46db loud, @20m.
This is real life physics. http://sengpielaudio.com/calculator-distance.htm "We get a level drop of 6 dB per doubling of distance"
So, if a scout suit can 'hear' another scout or light suit suit @10m.. it should be able to detect a medium suit at almost twice that, and a heavy suit, at alost FOUR TIMES that distance
Heavies "sneaking up" on scout suits, should be pretty near impossible. Fix this please, CCP!
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G Torq
ALTA B2O
218
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Posted - 2013.09.08 09:16:00 -
[29] - Quote
Quil Evrything wrote:Yan Darn wrote: I have to rely on audio cues to detect tanks too - I would like like to rely a bit more on the passive sensors my suit gets a bonus to....
It is rather stupid, that the sensors have a hard range, yet precision ratings, blah blah, use dB notation. They should be consistent, and actually USE THAT, in a realistic way. That is to say: If I have some kind of microphone, capable of measuring some kind of noisemaker that is 40dB loud, @10m... That same microphone is capable of measuring a similar noisemaker that is 46db loud, @20m. This is real life physics. http://sengpielaudio.com/calculator-distance.htm"We get a level drop of 6 dB per doubling of distance" So, if a scout suit can 'hear' another scout or light suit suit @10m.. it should be able to detect a medium suit at almost twice that, and a heavy suit, at alost FOUR TIMES that distance Heavies "sneaking up" on scout suits, should be pretty near impossible. Fix this please, CCP! Edit: made an official "request" post, @ https://forums.dust514.com/default.aspx?g=posts&t=108247
Wolfie made a comment some time ago that we dont have dropoff yet ... I take the "yet" to mean they are looking at it.
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Garrett Blacknova
Codex Troopers
3905
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Posted - 2013.09.08 09:43:00 -
[30] - Quote
Decibels (dB) aren't a measurement unit specifically defined by its common use in sound volume. The value doesn't have to experience degradation over distance in the same way as sound/hearing, because that isn't what it's measuring in this instance. It would make sense for distance to influence the effectiveness of scanning, but it's something to take into account. |
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