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Bojo The Mighty
Zanzibar Concept
1855
|
Posted - 2013.09.19 01:05:00 -
[1] - Quote
First off I would like to thank Reav Hannari for being as inquisitive as I on this subject and helping me test this illusive subject out.
The Preliminary Information:
Your Minimap is composed of 3 rings. 1st Ring = 20 meters 2nd Ring = 65 meters 3rd Ring = 100 meters Viewing Angle 60 Degrees (30 Degrees on either side of the median) Reav's Profile and Precision are both higher than Bojo's (Logi vs Scout)
The Passive Scanning
The Passive Scanning occurs inside whatever your scan radius is. My radius for the test was 18.2 meters. Reav walked all around me, where I was looking and where I was not. Regardless of where I was looking, he always appeared on my minimap at a range of 17 meters. I never appeared on his radar because I had a lower profile than his precision, as long as he could not see me on his screen or as long as I didn't touch him.
The LOS Scanning
Anything that you can see will appear on your radar within 80 meters. So regardless of my lower profile, I popped up on Reav's radar as long as he saw me within 80 meters. However if I dropped behind something I disappear.
Blip Brightness Effect
Passive: As something enters your passive scan radius (that is above your precision) and approaches you, the blip on your radar will get brighter as the distance closes.
LOS: The same as passive but with an interesting twist. As they leave your LOS they get dimmer. So when I was aiming at Reav and he began to walk sideways, his blip got dimmer the farther from my cross hairs he got.
The Sum Up
- LOS defeats Profile
- Passive Scan will pick up anything around you with a higher profile than your precision
- LOS Scan drops off at 80 meters
- Blip Brightness correlates to distance, the brighter the closer.
I look forward to doing more dynamic tests on this subject, such as closing precision and profile gaps. If you feel interested in helping me (and reav if he wishes) to test more dynamic fittings to solidify this information please feel free to contact me. In the meantime please take this information and use it! We didn't test this for nothing!
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Bojo The Mighty
Zanzibar Concept
1856
|
Posted - 2013.09.19 01:17:00 -
[2] - Quote
Updated to include some information that Reav remembered that I forgot to include: https://forums.dust514.com/default.aspx?g=posts&m=1314113#post1314113
CCP Sticky! |
low genius
The Sound Of Freedom Renegade Alliance
431
|
Posted - 2013.09.19 01:21:00 -
[3] - Quote
I think i'm confused. are we posting useful information on the forums now?
ban him. |
Rynoceros
Rise Of Old Dudes
766
|
Posted - 2013.09.19 02:41:00 -
[4] - Quote
Bump. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3547
|
Posted - 2013.09.19 02:45:00 -
[5] - Quote
DATA! WOOHOO! \O/ |
Bojo The Mighty
Zanzibar Concept
1862
|
Posted - 2013.09.19 02:58:00 -
[6] - Quote
The main issue I see is the extreme range of LOS compared to that of passive range. This is why we have been lead to believe that passive scanning is broken. People are appearing on your radar for 80 meters in your forward LOS, but passive is only 10 for those without skills.
Also, when you pick someone up at 10 meters passively, they can easily attack you with an SMG. It also is sort of messed that Profile has no effect on LOS detection. |
Llast 326
An Arkhos
101
|
Posted - 2013.09.19 03:00:00 -
[7] - Quote
Okay so slightly confused about what area the passive scan actually covers. Is it the viewing angle you describe, or is it actually the full radius around you? |
Bojo The Mighty
Zanzibar Concept
1862
|
Posted - 2013.09.19 03:03:00 -
[8] - Quote
Llast 326 wrote:Okay so slightly confused about what area the passive scan actually covers. Is it the viewing angle you describe, or is it actually the full radius around you? 360 degrees. LOS is the front 60 degrees. |
Beck Weathers
High-Damage
81
|
Posted - 2013.09.19 03:04:00 -
[9] - Quote
I think people rely on their scanners to much, I can spot people moving around in the hills from way far out and rarely get snuck up on because i actualy pay atention to my suroundings. |
Toby Flenderson
research lab The Superpowers
30
|
Posted - 2013.09.19 03:05:00 -
[10] - Quote
I've actually wondered about this and was too lazy to actually test it myself. You have done us all a great service here, sirs. Thanks |
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Bojo The Mighty
Zanzibar Concept
1862
|
Posted - 2013.09.19 03:11:00 -
[11] - Quote
Sorry folks I forgot to include Radar Compression. It's updated now. It's a very tiny attribute but one nonetheless. |
Llast 326
An Arkhos
101
|
Posted - 2013.09.19 03:12:00 -
[12] - Quote
Bojo The Mighty wrote:Llast 326 wrote:Okay so slightly confused about what area the passive scan actually covers. Is it the viewing angle you describe, or is it actually the full radius around you? 360 degrees. LOS is the front 60 degrees. Excellent, thank you
Beck Weathers wrote: I think people rely on their scanners to much, I can spot people moving around in the hills from way far out and rarely get snuck up on because i actualy pay atention to my suroundings. To me passive scanners are just another tool for situational awareness, like anything to much reliance on one thing results in a Nova Knife in the spine |
Maken Tosch
DUST University Ivy League
4233
|
Posted - 2013.09.19 03:25:00 -
[13] - Quote
Thanks for the info, Bojo. But I have a question.
Have you tested to see how much material (walls, crates, CRUs, barricades, etc.) the passive scan can see through before losing its effectiveness to see an enemy merc on the other side (both with and without LOS)?
I ask this because I have an alt training up to go into complex range amplifiers in the Gallente Scout dropsuit and on several occassions I have been able to see through thick walls on where the enemy is at without even looking at them directly. But it wouuld be nice if I had a second person confirm it for me. |
Seed Dren
SyNergy Gaming EoN.
97
|
Posted - 2013.09.19 03:41:00 -
[14] - Quote
This is all very interesting but kind of hard to visualize in my head. But really good work. |
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
233
|
Posted - 2013.09.19 03:46:00 -
[15] - Quote
Beck Weathers wrote:I think people rely on their scanners to much, I can spot people moving around in the hills from way far out and rarely get snuck up on because i actualy pay atention to my suroundings. Same. If I'm not in combat, I look on my radar and move using my side vision. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3029
|
Posted - 2013.09.19 04:25:00 -
[16] - Quote
Bojo The Mighty wrote:First off I would like to thank Reav Hannari for being as inquisitive as I on this subject and helping me test this illusive subject out. The Preliminary Information:
Your Minimap is composed of 3 rings. 1st Ring = 20 meters 2nd Ring = 65 meters 3rd Ring = 100 meters Viewing Angle 60 Degrees (30 Degrees on either side of the median) Reav's Profile and Precision are both higher than Bojo's (Logi vs Scout) The Passive Scanning The Passive Scanning occurs inside whatever your scan radius is. My radius for the test was 18.2 meters. Reav walked all around me, where I was looking and where I was not. Regardless of where I was looking, he always appeared on my minimap at a range of 17 meters. I never appeared on his radar because I had a lower profile than his precision, as long as he could not see me on his screen or as long as I didn't touch him. Nothing you do (actions) effects passive scanning; shooting a weapon or sprinting does not raise your profile. The LOS Scanning
Anything that you can see will appear on your radar within 80 meters. So regardless of my lower profile, I popped up on Reav's radar as long as he saw me within 80 meters. However if I dropped behind something I disappear. Blip Brightness Effect Passive: As something enters your passive scan radius (that is above your precision) and approaches you, the blip on your radar will get brighter as the distance closes. LOS: The same as passive but with an interesting twist. As they leave your LOS they get dimmer. So when I was aiming at Reav and he began to walk sideways, his blip got dimmer the farther from my cross hairs he got. Aiming at a target instantly makes the Blip at it's brightest intensity. The Radar Compression Effect When you initiate a sprint, your radar will lurch objects in it forward (as you are moving), but they will appear to be closer then they are. Once you stop, you will see the blips revert slightly outward, returning to their normal and actual positions. The opposite effect (expansion) occurs when the object is behind you. The Sum Up
- LOS defeats Profile
- Passive Scan will pick up anything around you with a higher profile than your precision
- LOS Scan drops off at 80 meters
- Blip Brightness correlates to distance, the brighter the closer.
I look forward to doing more dynamic tests on this subject, such as closing precision and profile gaps. If you feel interested in helping me (and reav if he wishes) to test more dynamic fittings to solidify this information please feel free to contact me. In the meantime please take this information and use it! We didn't test this for nothing!
Glad to see someone else is doing extensive testing on the scan system.
Good on you Bojo. |
Bojo The Mighty
Zanzibar Concept
1872
|
Posted - 2013.09.19 04:30:00 -
[17] - Quote
Maken Tosch wrote:Thanks for the info, Bojo. But I have a question.
Have you tested to see how much material (walls, crates, CRUs, barricades, etc.) the passive scan can see through before losing its effectiveness to see an enemy merc on the other side (both with and without LOS)?
I ask this because I have an alt training up to go into complex range amplifiers in the Gallente Scout dropsuit and on several occassions I have been able to see through thick walls on where the enemy is at without even looking at them directly. But it wouuld be nice if I had a second person confirm it for me.
Walls, crates, etc. nothing blocks passive scan. I stood behind an object and had Reav move about. When we checked the fall off distance it was still 17 meters. |
Vrain Matari
ZionTCD
926
|
Posted - 2013.09.19 04:34:00 -
[18] - Quote
Thanks Bojo, much appreciated.
From what Reav is saying you two had some quality time out there ;) |
Bojo The Mighty
Zanzibar Concept
1874
|
Posted - 2013.09.19 04:41:00 -
[19] - Quote
Seed Dren wrote:This is all very interesting but kind of hard to visualize in my head. But really good work.
https://docs.google.com/drawings/d/1eQ9bdp5RqGQq5Eg-u1RtbGXNEAaNIlsjctVkTwZjqaM/edit?usp=sharing Enjoy this diagram. Anything will show up in the Pie piece. Things with a higher profile than your scan precision will show up anywhere in the shaded circle. |
Reav Hannari
Red Rock Outriders
1344
|
Posted - 2013.09.19 04:53:00 -
[20] - Quote
Tectonic Fusion wrote:Beck Weathers wrote:I think people rely on their scanners to much, I can spot people moving around in the hills from way far out and rarely get snuck up on because i actualy pay atention to my suroundings. Same. If I'm not in combat, I look on my radar and move using my side vision.
One of the nice features of the logi suit is not appearing on all other medium frames passive radar. I wondered why assaults ran past me all the time. I now run a heavily dampened suit to avoid active scanners as well. People that rely on radar won't be seeing me. Now, if I can get a suit that isn't bright yellow. |
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Reav Hannari
Red Rock Outriders
1344
|
Posted - 2013.09.19 04:59:00 -
[21] - Quote
I also got to see the aim assist adhesion affect during our tests but Bojo kept jumping and it would lose track of him. It's not very sticky which is a good thing. |
Bojo The Mighty
Zanzibar Concept
1880
|
Posted - 2013.09.19 05:01:00 -
[22] - Quote
Reav Hannari wrote:I also got to see the aim assist adhesion affect during our tests but Bojo kept jumping and it would lose track of him. It's not very sticky which is a good thing. And the thread has been cursed |
Maken Tosch
DUST University Ivy League
4236
|
Posted - 2013.09.19 05:07:00 -
[23] - Quote
Bojo The Mighty wrote:Reav Hannari wrote:I also got to see the aim assist adhesion affect during our tests but Bojo kept jumping and it would lose track of him. It's not very sticky which is a good thing. And the thread has been cursed
/Sprinkling holy water
And the power of Christ compels you! |
Reav Hannari
Red Rock Outriders
1344
|
Posted - 2013.09.19 05:09:00 -
[24] - Quote
Maken Tosch wrote:Bojo The Mighty wrote:Reav Hannari wrote:I also got to see the aim assist adhesion affect during our tests but Bojo kept jumping and it would lose track of him. It's not very sticky which is a good thing. And the thread has been cursed /Sprinkling holy water And the power of Christ compels you!
I have sinned. Forgive me.
Remembered one test: active scanners do not make you appear on the enemy TACNET. I think this was intended at one point. Not sure if it was ever in game. |
Bojo The Mighty
Zanzibar Concept
1880
|
Posted - 2013.09.19 05:25:00 -
[25] - Quote
Reav Hannari wrote:
I have sinned. Forgive me.
Remembered one test: active scanners do not make you appear on the enemy TACNET. I think this was intended at one point. Not sure if it was ever in game.
Yeah but maybe I should have changed suits to test that. The scanner I was using had a higher precision than my profile so.... |
Haerr
Molon Labe. RISE of LEGION
39
|
Posted - 2013.09.19 09:36:00 -
[26] - Quote
Hey Bojo I'm intrested in helping out with scanning and such, I've sent you an in-game mail with a bit of information.
I also created the channel '#bloody_scanning' so that anyone intrested in helping out can easily get in contact.
|
voidfaction
Void of Faction
79
|
Posted - 2013.09.19 12:29:00 -
[27] - Quote
Great job on the testing and post to the both of you. |
Monkey MAC
killer taxi company General Tso's Alliance
565
|
Posted - 2013.09.19 12:36:00 -
[28] - Quote
Thanks for the info |
Sana Rayya
WASTELAND JUNK REMOVAL
199
|
Posted - 2013.09.19 12:38:00 -
[29] - Quote
Great info. Would like to see an addendum with active scanning as well :) |
Bojo The Mighty
Zanzibar Concept
1893
|
Posted - 2013.09.19 17:20:00 -
[30] - Quote
Sana Rayya wrote:Great info. Would like to see an addendum with active scanning as well :) Active Scanning is pretty straightforward but I think I will test what creates margin of errors (it's supposed to be people with lower profile so I hear but I want to be sure that there aren't any wildcards. |
|
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
306
|
Posted - 2013.09.19 17:51:00 -
[31] - Quote
Bojo The Mighty wrote:Reav Hannari wrote:I also got to see the aim assist adhesion affect during our tests but Bojo kept jumping and it would lose track of him. It's not very sticky which is a good thing. And the thread has been cursed I found last night that the AA for hipfire is just flat out disturbing its stronger then aiming down which is really bad for scouts with low hp in cqc also the AA picks up enemys on uplinks before they even spawn meaning the crosshairs while not aimed down turn red and follow the invisible enemy |
Quil Evrything
DUST University Ivy League
150
|
Posted - 2013.09.19 17:53:00 -
[32] - Quote
your test results are incomplete in the area of LOS. quoting relevant sections first:
Bojo The Mighty wrote:.. The LOS Scanning[/center] Anything that you can see will appear on your radar within 80 meters. So regardless of my lower profile, I popped up on Reav's radar as long as he saw me within 80 meters. However if I dropped behind something I disappear. Blip Brightness Effect .... LOS: The same as passive but with an interesting twist. As they leave your LOS they get dimmer. So when I was aiming at Reav and he began to walk sideways, his blip got dimmer the farther from my cross hairs he got. Aiming at a target instantly makes the Blip at it's brightest intensity.
First of all, there's an additional twist to the LOS stuff. Some things may not just show up on your radar, even in your LOS view... UNLESS you specifically run your crosshairs over them. Technically, its (crosshairs, plus a width approximately the size of an SMG or sniper ADS targetting reticule.
Also.... there may be some very special weapons, that may light it up on your radar, out to 100m. Sniper rifle might be one. but maybe not.
Also... this effect is in effect, even for those weapons that dont have particularly noticable crosshairs. Such as knives. Or hip-carried sniper rifles.
Also... If something is out of rader range, but you happen to run your crosshairs over it.. it may light up, not on your rader screen, but on your REGULAR SCREEN. ie: chevron lightup, or even more details if you are close enough. Range is somewhat weapon dependant, i THINK. It's usually corresponding to your weapon's efffective range. Exception being turrets and tanks; they light up at long distance for almost any weapon, if I recall. I did a long post about this stuff a few weeks back.
This is why you may randomly get a brief light-up of a chevron, for an enemy that doesnt even seem to be there. You just happen to have run your crosshairs across their exact position on your screen while running somewhere, etc. Even if you dont have enough precision to see them normally on your passive scan. If you stood still, and they stood still... they would continue to be lit up on your screen, even though they're too far for radar. (IMO, this should really really be taken away) Unlike the passive-scan "height doesnt matter" feature.. vertical position matters. your crosshairs really need to be ON the target, for this to happen.
Lastly.. There may be a similar crosshair effect, for EXACTLY BEHIND YOU. This is rather difficult to test :) but I seem to have occasionally observed this sort of behaviour. that is to say, a red chrvron in the "behind" position.. but them NOT being on my passive-scan radar, because they were too far away. This makes absolutely no sense, though. So it may be a +-sign bug in the code, rather than a deliberate feature. I would suggest not relying on it. But do pay attention if you get those wierd red-chevrons at the botom of your screen that indicate enemies behind you :-}
i |
Doyle Reese
OSG Planetary Operations Covert Intervention
433
|
Posted - 2013.09.19 17:56:00 -
[33] - Quote
EDIT: Can't delete post :( |
Bojo The Mighty
Zanzibar Concept
1901
|
Posted - 2013.09.19 18:18:00 -
[34] - Quote
Quil Evrything wrote: First of all, there's an additional twist to the LOS stuff. Some things may not just show up on your radar, even in your LOS view... UNLESS you specifically run your crosshairs over them. Technically, its (crosshairs, plus a width approximately the size of an SMG or sniper ADS targetting reticule.
Also.... there may be some very special weapons, that may light it up on your radar, out to 100m. Sniper rifle might be one. but maybe not.
Also... this effect is in effect, even for those weapons that dont have particularly noticable crosshairs. Such as knives. Or hip-carried sniper rifles.
Also... If something is out of rader range, but you happen to run your crosshairs over it.. it may light up, not on your rader screen, but on your REGULAR SCREEN. ie: chevron lightup, or even more details if you are close enough. Range is somewhat weapon dependant, i THINK. It's usually corresponding to your weapon's efffective range. Exception being turrets and tanks; they light up at long distance for almost any weapon, if I recall. I did a long post about this stuff a few weeks back.
This is why you may randomly get a brief light-up of a chevron, for an enemy that doesnt even seem to be there. You just happen to have run your crosshairs across their exact position on your screen while running somewhere, etc. Even if you dont have enough precision to see them normally on your passive scan. If you stood still, and they stood still... they would continue to be lit up on your screen, even though they're too far for radar. (IMO, this should really really be taken away) Unlike the passive-scan "height doesnt matter" feature.. vertical position matters. your crosshairs really need to be ON the target, for this to happen.
Lastly.. There may be a similar crosshair effect, for EXACTLY BEHIND YOU. This is rather difficult to test :) but I seem to have occasionally observed this sort of behaviour. that is to say, a red chrvron in the "behind" position.. but them NOT being on my passive-scan radar, because they were too far away. This makes absolutely no sense, though. So it may be a +-sign bug in the code, rather than a deliberate feature. I would suggest not relying on it. But do pay attention if you get those wierd red-chevrons at the botom of your screen that indicate enemies behind you :-}
i
1) Can you specify what those "things" are? Or give an example to test? 2) 2 is true and known, but we are talking strictly radar. So at 80 meters on our radar (second tick beyond the second ring just about) 3) Are you talking about the blip getting brighter when it is directly behind you? If so, that is true for fore and aft. Except it isn't true that it goes beyond your passive range (as we tested) Reav was pretty much every where he could be on my minimap, and he only shows up behind me when he is inside passive scan radius. |
Cody Sietz
Bullet Cluster
1001
|
Posted - 2013.09.19 18:21:00 -
[35] - Quote
This should be stickied.
Good work, BoJo. |
Quil Evrything
DUST University Ivy League
150
|
Posted - 2013.09.19 19:15:00 -
[36] - Quote
Bojo The Mighty wrote: 1) Can you specify what those "things" are? Or give an example to test?
mmm. no, sorry. Suggestion: Try being in a domination, where the enemy is clustered around the one point. Get to within 90 yards, and experiment. But make sure you are experimenting with either a scrambler rifle or sniper rifle equipped.
3) Are you talking about the blip getting brighter when it is directly behind you? If so, that is true for fore and aft. Except it isn't true that it goes beyond your passive range (as we tested) Reav was pretty much every where he could be on my minimap, and he only shows up behind me when he is inside passive scan radius.
I'm describing what is potentially glitch level behavior. So not easily reproducible. And even if it were consistently reproducible; the small size of the target area, makes reproducing it very difficult. I am NOT talking radar. This is chevron-only.
If you'd like to try reproducing, I would suggest these steps:
1. find totally flat ground 2. have test dummy 'a', stand at, lets say, 60m from a test object, with ADS sighted down on a specific pinpoint feature of the object, which is at shoulder height 3. have test dummy 'b', interpost themselves exactly between. so, 30m away from dummy 'a', and object. 4. 'b', should use sniper rifle to scope into the exact same pinpoint feature.
If all this works, then the two participates should be on pretty much the exact same alightment, outside of passive scan range, but dummy 'a' should be now be in exact "reverse" sights of dummy 'b'.
let us know if 'b' sees any red chevron at bottom of their screen
OH! you could also potentialy use my old benchmark of using enemy turrets. I thinkk they sometimes trigger chevron behaviour. So get 30m away from them, then turn around.
It could have been just residual highlighting that I noticed, I suppose. I just keep forgetting to explicitly test this stuff :-/ |
Sana Rayya
WASTELAND JUNK REMOVAL
202
|
Posted - 2013.09.19 19:36:00 -
[37] - Quote
Regarding active scanning, would like to know:
1) If your scan detects someone running dampeners (their profile is slightly higher than your scan fidelity), are they illuminated longer than someone not running any dampeners? Or is it the same illumination time?
2) How far below the scanning threshold do you need to be to fall under the "some margin of error"? If my scanning resolution is 36dB and the person's scan profile is 36dB as well, do they still show up on the scan, or not?
3) Can someone's profile be made sufficiently low so that when scanned, the scanner results say "no margin of error" despite someone definitely being there? If so, what is this threshold? I've ran across a proto scout who should have given the "some margin of error" message but instead I got "no margin of error". I don't know if he was running additional dampeners though. |
Bojo The Mighty
Zanzibar Concept
1906
|
Posted - 2013.09.19 21:23:00 -
[38] - Quote
Well, I feel good now about putting all that SP into scanning skills. I would like to say "There is no official excuse now..." but I'd like to test some areas a little more thoroughly and see about any potential glitches but when Reav and I worked about this, it seemed to be flawless.
At one point we had to move out of the lonely hills to a location where we could test obstacle obstruction. We came across a Uplink (it was enemy to me) so I removed it. But just as I did so, a fricken Heavy spawned in. It was a total OH **** moment. But he only verified our results! He did not directly look at me so he couldn't pick me up on his radar!
|
Quil Evrything
DUST University Ivy League
150
|
Posted - 2013.09.19 21:36:00 -
[39] - Quote
Speaking of which.. turns out that enemy uplink detection is now also a good test of passive scanning. They seem to disappear outside of passive scan range now.
(Unless of course you get them in your crosshairs :-/ )
|
Bojo The Mighty
Zanzibar Concept
1908
|
Posted - 2013.09.19 21:48:00 -
[40] - Quote
Quil Evrything wrote:Speaking of which.. turns out that enemy uplink detection is now also a good test of passive scanning. They seem to disappear outside of passive scan range now.
(Unless of course you get them in your crosshairs :-/ )
Oh yeah, we tested nanohive and the uplink was a gift, same rules apply to them. |
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tastzlike chicken
ROGUE SPADES EoN.
83
|
Posted - 2013.09.19 22:01:00 -
[41] - Quote
More useful, concisely worded gifts of knowledge?
Freaks. |
Bojo The Mighty
Zanzibar Concept
1908
|
Posted - 2013.09.19 22:03:00 -
[42] - Quote
tastzlike chicken wrote:More useful, concisely worded gifts of knowledge?
Freaks. There's a diagram for the hard-of-reading and a TLDR |
Gemini Reynolds
Sanmatar Kelkoons Minmatar Republic
109
|
Posted - 2013.09.19 22:59:00 -
[43] - Quote
Justified bump for a good thread. |
Chilled Pill
Pro Hic Immortalis
198
|
Posted - 2013.09.19 23:04:00 -
[44] - Quote
Excellent work fellas! |
The-Errorist
Mannar Focused Warfare Gallente Federation
216
|
Posted - 2013.09.20 04:34:00 -
[45] - Quote
+1 |
Maken Tosch
DUST University Ivy League
4242
|
Posted - 2013.09.20 04:39:00 -
[46] - Quote
I'm loving this. CCP, this needs a sticky. We need glue! |
Maken Tosch
DUST University Ivy League
4242
|
Posted - 2013.09.20 04:43:00 -
[47] - Quote
One thing I forgot to ask. If you, or anyone you know, have trained up passive scan range skills to the max can you check to see if stacking penalties apply?
I did some Math-Fu of my own. Assuming you have trained up Gallente Scout Dropsuit to Level 5 and Range Amplification to level 5 and have a Scout GK.0 fitted with four complex range amplifiers, you should be able to see up to 99 meters with the passive scan. But if there is a stacking penalty then the range would about 60 meters. Can you check that for me? |
Bojo The Mighty
Zanzibar Concept
1920
|
Posted - 2013.09.20 05:01:00 -
[48] - Quote
Maken Tosch wrote:One thing I forgot to ask. If you, or anyone you know, have trained up passive scan range skills to the max can you check to see if stacking penalties apply?
I did some Math-Fu of my own. Assuming you have trained up Gallente Scout Dropsuit to Level 5 and Range Amplification to level 5 and have a Scout GK.0 fitted with four complex range amplifiers, you should be able to see up to 99 meters with the passive scan. But if there is a stacking penalty then the range would about 60 meters. Can you check that for me? In a month, I need to get my range to level five from 4 and then the griiiiiind for proto scout. I've been putting it off for a while. |
Haerr
Molon Labe. RISE of LEGION
39
|
Posted - 2013.09.20 08:55:00 -
[49] - Quote
Since it seems like we are in different parts of the world I'll just share my data and the experiments I was going to ask you to help me with.
First off is the hit-miss charts I made ( I have already made them availible on the forums but I'll put the link in here aswell ) The first chart is no stacking penalty at all ( I'm leaving it in there ) The second is with stacking penalty.
Link: https://docs.google.com/spreadsheet/ccc?key=0AvYSJ6FRJlihdDI1NVpNdk5BQUh0bFphNktjLTU3R1E&usp=sharing
And here is a link to the complete data ( which I haven't shared before and only uploaded to google docs yesterday )
Link: https://docs.google.com/spreadsheet/ccc?key=0AvYSJ6FRJlihdFVJeWI5NVFUcmYwZERDQWhUSXZac2c&usp=sharing
The data is separated into a lot of sheets:
Heavy - Profile Dampening Medium - Profile Dampening Light - Profile Dampening Scout - Profile Dampening
Heavy - Precision Enhancement Medium - Precision Enhancement Logistics - Precision Enhancement Light - Precision Enhancement
Almost Everyone - Range Amplification Gallente Scout - Range Amplification
All functions are intact in this spreadsheet so you can clearly see how stacking penalty is calculated.
Link to Aenigma's guide on stacking penalties in EVE: http://eve.battleclinic.com/guide/9196-Aenigma-s-Stacking-Penalty-Guide.html
Just a heads up; as most of you know DUST 514 is currently not calculating movement penalties on armor modules in the right order.
Exampel: Put 2 armor plates on a suit and mark your movement, then put a ferroscale ( 3:rd module ) on and you will see that your movement just increased. This is because the ferroscale is incorrectly calculated as being first in line for stacking penalty - meaning that stacking penalties are applied to the armor modules but not the ferroscale. ( since it is first in line. )
Now if DUST 514 incorrectly calculates 'negative precentages' in the wrong order it would be fair to assume that it could very well do the same while dealing with other modules. Such as 'Profile Dampeners' and 'Precision Enhancers'.
If the stacking penalties are calculated in the right order a medium suit with 1 ' complex profile dampener' and 1 'advanced profile dampener' would have a scan profile of 27.88 dB how ever if it is calculated in the wrong order it would end up being 28.18 dB.
Since a prototype scanner has a scan precision of 28 dB it should be easy to verify if the bug exists while dealing with these modules.
Feel free to send me in-game mails if you have any questions and / or want me to help out in any way.
( Oh and btw you can see that DUST 514 has stacking penalties on percentages by stacking 'cardiac regulators' or 'kinetic catalyzers' they'll experience the standard EVE pattern of stacking penalties. )
|
Omareth Nasadra
QcGOLD
93
|
Posted - 2013.09.20 08:58:00 -
[50] - Quote
thanks bojo for running the test, interresting |
|
Omareth Nasadra
QcGOLD
93
|
Posted - 2013.09.20 09:04:00 -
[51] - Quote
Haerr wrote: just a heads up; as most of you know DUST 514 is currently not calculating movement penalties on armor modules in the right order.
Exampel: Put 2 armor plates on a suit and mark your movement, then put a ferroscale ( 3:rd module ) on and you will see that your movement just increased. This is because the ferroscale is incorrectly calculated as being first in line for stacking penalty - meaning that stacking penalties are applied to the armor modules but not the ferroscale. ( since it is first in line. )
Now if DUST 514 incorrectly calculates 'negative precentages' in the wrong order it would be fair to assume that it could very well do the same while dealing with other modules. Such as 'Profile Dampeners' and 'Precision Enhancers'.
If the stacking penalties are calculated in the right order a medium suit with 1 ' complex profile dampener' and 1 'advanced profile dampener' would have a scan profile of 27.88 dB how ever if it is calculated in the wrong order it would end up being 28.18 dB.
Since a prototype scanner has a scan precision of 28 dB it should be easy to verify if the bug exists while dealing with these modules.
Feel free to send me in-game mails if you have any questions and / or want me to help out in any way.
( Oh and btw you can see that DUST 514 has stacking penalties on percentages by stacking 'cardiac regulators' or 'kinetic catalyzers' they'll experience the standard EVE pattern of stacking penalties. )
this is quite troubling, you sure bout that
|
voidfaction
Void of Faction
82
|
Posted - 2013.09.20 15:20:00 -
[52] - Quote
Maken Tosch wrote:One thing I forgot to ask. If you, or anyone you know, have trained up passive scan range skills to the max can you check to see if stacking penalties apply?
I did some Math-Fu of my own. Assuming you have trained up Gallente Scout Dropsuit to Level 5 and Range Amplification to level 5 and have a Scout GK.0 fitted with four complex range amplifiers, you should be able to see up to 99 meters with the passive scan. But if there is a stacking penalty then the range would about 60 meters. Can you check that for me?
I have range 5 and g-scout 3 neo scout gk.0 4 complex range hitting little over 80m passive scan range from my back side.
note that they start faiding out at 80m so im going to say there is no stacking penalty. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
513
|
Posted - 2013.09.20 15:38:00 -
[53] - Quote
all very interesting. However, as a mini light with good radar skills but w/o mods I find myself being skeaked up on very often. Sometimes a heavy would be right behind my back w/o lighting up on the radar. Does it take a certain time for the radar to actually register them in the 10- 20m radius or is it instant? |
Reav Hannari
Red Rock Outriders
1382
|
Posted - 2013.09.20 15:43:00 -
[54] - Quote
Ludvig Enraga wrote:all very interesting. However, as a mini light with good radar skills but w/o mods I find myself being skeaked up on very often. Sometimes a heavy would be right behind my back w/o lighting up on the radar. Does it take a certain time for the radar to actually register them in the 10- 20m radius or is it instant?
Its pretty quick but that 10 to 15 meters is also very short. Minmatar light with range enhancement 5 will only be 15 meters. My guess is you are probably misjudging the range and they are engaging just outside the passive range and closing quickly. Even a fat suit could move in at 5 m/s and the time-to-kill of a light is about 1 second.
|
Bojo The Mighty
Zanzibar Concept
1930
|
Posted - 2013.09.20 16:10:00 -
[55] - Quote
Reav Hannari wrote:Ludvig Enraga wrote:all very interesting. However, as a mini light with good radar skills but w/o mods I find myself being skeaked up on very often. Sometimes a heavy would be right behind my back w/o lighting up on the radar. Does it take a certain time for the radar to actually register them in the 10- 20m radius or is it instant? Its pretty quick but that 10 to 15 meters is also very short. Minmatar light with range enhancement 5 will only be 15 meters. My guess is you are probably misjudging the range and they are engaging just outside the passive range and closing quickly. Even a fat suit could move in at 5 m/s and the time-to-kill of a light is about 1 second. This, our range is so innately short that people can get the jump on us still. However, the Gallente have it rockin'. Level 5 in both areas would give a 22.5 Scan Radius (unless stacking penalties apply to skills). Throwing on any level of range amplifiers on top of that radius gives a decent boost. Add 35% (Enhanced I believe) and you have a 30 meter radius. That's pretty good, 3 times the average. |
OZAROW
WarRavens League of Infamy
696
|
Posted - 2013.09.20 18:34:00 -
[56] - Quote
Haerr wrote:Since it seems like we are in different parts of the world I'll just share my data and the experiments I was going to ask you to help me with. First off is the hit-miss charts I made ( I have already made them availible on the forums but I'll put the link in here aswell ) The first chart is no stacking penalty at all ( I'm leaving it in there ) The second is with stacking penalty. Link: https://docs.google.com/spreadsheet/ccc?key=0AvYSJ6FRJlihdDI1NVpNdk5BQUh0bFphNktjLTU3R1E&usp=sharingAnd here is a link to the complete data ( which I haven't shared before and only uploaded to google docs yesterday ) Link: https://docs.google.com/spreadsheet/ccc?key=0AvYSJ6FRJlihdFVJeWI5NVFUcmYwZERDQWhUSXZac2c&usp=sharingThe data is separated into a lot of sheets: Heavy - Profile Dampening Medium - Profile Dampening Light - Profile Dampening Scout - Profile Dampening Heavy - Precision Enhancement Medium - Precision Enhancement Logistics - Precision Enhancement Light - Precision Enhancement Almost Everyone - Range Amplification Gallente Scout - Range Amplification All functions are intact in this spreadsheet so you can clearly see how stacking penalty is calculated. Link to Aenigma's guide on stacking penalties in EVE: http://eve.battleclinic.com/guide/9196-Aenigma-s-Stacking-Penalty-Guide.htmlJust a heads up; as most of you know DUST 514 is currently not calculating movement penalties on armor modules in the right order. Exampel: Put 2 armor plates on a suit and mark your movement, then put a ferroscale ( 3:rd module ) on and you will see that your movement just increased. This is because the ferroscale is incorrectly calculated as being first in line for stacking penalty - meaning that stacking penalties are applied to the armor modules but not the ferroscale. ( since it is first in line. ) Now if DUST 514 incorrectly calculates 'negative precentages' in the wrong order it would be fair to assume that it could very well do the same while dealing with other modules. Such as 'Profile Dampeners' and 'Precision Enhancers'. If the stacking penalties are calculated in the right order a medium suit with 1 ' complex profile dampener' and 1 'advanced profile dampener' would have a scan profile of 27.88 dB how ever if it is calculated in the wrong order it would end up being 28.18 dB. Since a prototype scanner has a scan precision of 28 dB it should be easy to verify if the bug exists while dealing with these modules. Feel free to send me in-game mails if you have any questions and / or want me to help out in any way. ( Oh and btw you can see that DUST 514 has stacking penalties on percentages by stacking 'cardiac regulators' or 'kinetic catalyzers' they'll experience the standard EVE pattern of stacking penalties. ) So what would the correct order be to stack dampeners? I'm a minja so I only need a basic to beat the 28 but I'm gonna get the logi or gko scout so I'm curious |
Haerr
Molon Labe. RISE of LEGION
40
|
Posted - 2013.10.04 22:12:00 -
[57] - Quote
Thanks go out to AAA Hellcab for being a good sport and helping me out with these tests!
(1) Gallente Scout with 4 complex Range Amplifiers has a range of: --- 64.3m --- ( If there would have been no stacking penalties it would have been 99.46m )
(2) Medium Frame with 1 complex and 1 basic Profile Dampener is: --- Detected by a PRO Active Scanner --- ( This was expected. )
(3) Medium Frame with 1 complex and 1 enhanced Profile Dampener is: --- Detected by a PRO Active Scanner --- ( Calculations say that it should _NOT_ have been detected, which confirms that the bug affecting movement penalties on armour plates affects Profile Dampeners. )
(4) Medium Frame with 2 complex Profile Dampeners is: --- _NOT_ Detected by a PRO Active Scanner --- ( This was expected. )
(5) Scout with 2 complex and 2 enhanced Profile Dampeners is: --- Detected by a PRO Focused Active Scanner --- ( Calculations say that it should _NOT_ have been detected, which yet again confirms the bug. )
(6) Scout with 3 complex Profile Dampeners is: --- Detected by a PRO Focused Active Scanner --- ( This was expected. )
(7) Scout with 4 complex Profile Dampeners is: --- _NOT_ Detected by a PRO Focused Active Scanner --- ( This was expected. )
(8) Scout with 1 militia Profile Dampener is: --- _NOT_ Detected by a PRO Active Scanner --- ( This was expected. )
Conclusions: * Sadly the tests we did confirms that the bug is rearing it's ugly head here as well. * Scouts with level 5 in their suit and 5 in Profile Dampening only needs a militia Profile Dampener to hide from PRO Active Scanners. * Medium suits with level 5 in Profile Dampening currently need 2 complex Profile Dampeners to hide from PRO Active Scanners. ( Once they fix the bug they should only need 1 complex and 1 enhanced. ) * You can hide a Gallente Scout from the PRO Focused Active Scanner, but it requires you to fit all 4 of your low slots with complex Profile Dampeners. * The PRO Focused Active Scanner is tedious to use due to it's fitting requirements and the fact that you are stuck scanning for the full 5 secs unable to switch to a weapon if/when you get jumped.
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Bojo The Mighty
Zanzibar Concept
2119
|
Posted - 2013.10.04 22:48:00 -
[58] - Quote
Damn. Also, I assume that the scout-MLT Dampener is a Level 5 scout, nes pas? Also, the stacking penalties to Range Amplifiers sort of institutes a passive scan range buff IMO. |
low genius
the sound of freedom Renegade Alliance
623
|
Posted - 2013.10.04 22:49:00 -
[59] - Quote
a thread to keep on top. |
Haerr
Molon Labe. RISE of LEGION
40
|
Posted - 2013.10.04 23:02:00 -
[60] - Quote
Bojo The Mighty wrote:Damn. Also, I assume that the scout-MLT Dampener is a Level 5 scout, nes pas? Also, the stacking penalties to Range Amplifiers sort of institutes a passive scan range buff IMO.
Oh yes, I forgot to mention that the tests were done with a Gallente Scout with level 5 in 'Gallente Scout', 'Precision Enhancement', 'Profile Dampening' and 'Range Amplification'.
|
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Haerr
Molon Labe. RISE of LEGION
43
|
Posted - 2013.10.06 19:52:00 -
[61] - Quote
The way stacking penalties work in EVE ( and Dust, you can check the stacking penalties against Cardiac and Kinetics and they will follow this pattern. ) is like this:
For positive modifiers: Base * Skill Modifier * Skill Modifier * (1+Module_Modifier) * (1+Module_Modifier*Stacking Penalty) * (1+Module_Modifier*Stacking Penalty)GǪ
For negative ( reductions ) modifiers: Base * Skill Modifier * Skill Modifier * (1-Module_Modifier) * (1-Module_Modifier*Stacking Penalty) * (1-Module_Modifier*Stacking Penalty)GǪ
The stacking penalty increasing for each additional module.
The stacking penalty can be approximated by = 0.5^(((n-1)/2.22292081)^2) where n is the number of the module. This makes the modules work with the following efficacy. 1st module = 100% 2nd Gëê 86.91% 3rd Gëê 57.06% 4th Gëê 28.30% 5th Gëê 10.60%
If we apply this to a medium suit, which has a base scan profile of 50 dB, we get the following:
Base = 50 dB Skill Modifier = 2% reduction in scan profile per level of 'Profile Dampening' (10% reduction at level 5) Complex Profile Dampener = 25% reduction in scan profile Enhanced Profile Dampener = 20% reduction in scan profile Standard Profile Dampener = 15% reduction in scan profile
So a medium suit with level 5 in profile dampening and 2 complex profile dampeners will have: 50 * 0.9 * (1-0.25) * (1-0.25*0.8691) Gëê 26.42 dB scan profile
This is clearly lower than the 28 dB scan precision of a prototype active scanner and the suit will not be detected.
However if you have a medium suit with level 5 in profile dampening and 1 complex profile dampener and 1 enhanced profile dampener you will get the following: 50 * 0.9 * (1-0.25) * (1-0.20*0.8691) Gëê 27.88 dB scan profile
This is also clearly lower than the 28 dB scan precision of a prototype active scanner and the suit should not have been detected, how ever it is detected. ( we tried a few different prototype scanners and all of them detect this suit. )
Now we assume the reason for it being detected is because of the "armour bug".
In game: Complex armour plate has a movement penalty of 5%. Complex ferroscale plate has NO movement penalty how ever we assume it actually has one that is set to 0%. ( The calculation will show why we think this. ) Medium suit: 5.00 m/s 1st module, complex armour plate: 4.75 m/s 2nd module, complex armour plate: 4.54 m/s
Now the weird bit, we put on a ferroscale plate.
3rd module, complex ferroscale plate: 4.64 m/s
A few quick calculations to show stacking penalties: 5.00 * (1-0.05) = 4.75 5.00 * (1-0.05) * (1-0.05*0.8691) Gëê 4.54
Now for the weird bit: 5.00 * (1-0) * (1-0.05*0.8691) * (1-0.05*0.5706) Gëê 4.64
As you can see here both the assumption that the ferroscale actually has a movement penalty of 0% and that it is calculated 'first in line' in the stack is confirmed.
Now supposedly EVE ( and Dust ) are to apply the largest modifiers first and then the smaller ones. This leads us back to the example of a medium suit with 1 complex- & 1 enhanced profile dampener being detected by a prototype active scanner. You see if you apply the stacking penalty in the "wrong" order you will get: 50 * 0.9 * (1-0.20) * (1-0.25*0.8691) Gëê 28.18 dB scan profile
Which would explain why the suit is, currently, being detected by a prototype active scanner.
|
Bojo The Mighty
Zanzibar Concept
2141
|
Posted - 2013.10.08 04:19:00 -
[62] - Quote
So that's pretty cruddy, you can't dampen, amplify range, nor lower precision without an unspoken penalty. Seems like Active is going to win out especially with WP. |
IgniteableAura
Pro Hic Immortalis
196
|
Posted - 2013.10.08 04:38:00 -
[63] - Quote
Don't suppose you could work in what kind of scan precision that installations pick up....no matter how low I get my profile I tend to flash up around enemy installations. Perhaps thats something CCP needs to tone down a little bit. |
hydraSlav's
Ostrakon Agency Gallente Federation
290
|
Posted - 2013.10.11 14:15:00 -
[64] - Quote
Haerr wrote: The way stacking penalties work in EVE ( and Dust, you can check the stacking penalties against Cardiac and Kinetics and they will follow this pattern. ) is like this:
For positive modifiers: Base * Skill Modifier * Skill Modifier * (1+Module_Modifier) * (1+Module_Modifier*Stacking Penalty) * (1+Module_Modifier*Stacking Penalty)GǪ
For negative ( reductions ) modifiers: Base * Skill Modifier * Skill Modifier * (1-Module_Modifier) * (1-Module_Modifier*Stacking Penalty) * (1-Module_Modifier*Stacking Penalty)GǪ
The stacking penalty increasing for each additional module.
The stacking penalty can be approximated by = 0.5^(((n-1)/2.22292081)^2) where n is the number of the module. This makes the modules work with the following efficacy. 1st module = 100% 2nd Gëê 86.91% 3rd Gëê 57.06% 4th Gëê 28.30% 5th Gëê 10.60%
If we apply this to a medium suit, which has a base scan profile of 50 dB, we get the following:
Base = 50 dB Skill Modifier = 2% reduction in scan profile per level of 'Profile Dampening' (10% reduction at level 5) Complex Profile Dampener = 25% reduction in scan profile Enhanced Profile Dampener = 20% reduction in scan profile Standard Profile Dampener = 15% reduction in scan profile
So a medium suit with level 5 in profile dampening and 2 complex profile dampeners will have: 50 * 0.9 * (1-0.25) * (1-0.25*0.8691) Gëê 26.42 dB scan profile
This is clearly lower than the 28 dB scan precision of a prototype active scanner and the suit will not be detected.
However if you have a medium suit with level 5 in profile dampening and 1 complex profile dampener and 1 enhanced profile dampener you will get the following: 50 * 0.9 * (1-0.25) * (1-0.20*0.8691) Gëê 27.88 dB scan profile
This is also clearly lower than the 28 dB scan precision of a prototype active scanner and the suit should not have been detected, how ever it is detected. ( we tried a few different prototype scanners and all of them detect this suit. )
Now we assume the reason for it being detected is because of the "armour bug".
In game: Complex armour plate has a movement penalty of 5%. Complex ferroscale plate has NO movement penalty how ever we assume it actually has one that is set to 0%. ( The calculation will show why we think this. ) Medium suit: 5.00 m/s 1st module, complex armour plate: 4.75 m/s 2nd module, complex armour plate: 4.54 m/s
Now the weird bit, we put on a ferroscale plate.
3rd module, complex ferroscale plate: 4.64 m/s
A few quick calculations to show stacking penalties: 5.00 * (1-0.05) = 4.75 5.00 * (1-0.05) * (1-0.05*0.8691) Gëê 4.54
Now for the weird bit: 5.00 * (1-0) * (1-0.05*0.8691) * (1-0.05*0.5706) Gëê 4.64
As you can see here both the assumption that the ferroscale actually has a movement penalty of 0% and that it is calculated 'first in line' in the stack is confirmed.
Now supposedly EVE ( and Dust ) are to apply the largest modifiers first and then the smaller ones. This leads us back to the example of a medium suit with 1 complex- & 1 enhanced profile dampener being detected by a prototype active scanner. You see if you apply the stacking penalty in the "wrong" order you will get: 50 * 0.9 * (1-0.20) * (1-0.25*0.8691) Gëê 28.18 dB scan profile
Which would explain why the suit is, currently, being detected by a prototype active scanner.
I can confirm that the above is all correct. I've tested and re-tested the "order" of modules for stacking penalty multiple times when developing DFT, and yes Dust simply sorts them from highest to lowest (numerically), which means for negative values (penalties), the hardest penalty gets the most stacking reduction, which is contrary to bonuses and normal logic. It should be fairly simple to make it work "correctly" by having an ABS function in front, but i am sure CCP has their reasons.
Interesting observation about Ferroscales counting as a 0% penalty. I could replicate the result by assigning -0.0000001% penalty to Ferroscales in DFT. Unfortunately can't use a penalty of 0% in DFT as very deep down in the formulas a zero value is used to determine if there is no penalty/bonus assigned.
Did DEVs confirm this to be a bug that will be fixed? Or intended? Should i just add -0.0000001% to DFT if it's staying like that for unforeseeable future?
Also, do you know if Basic Reactive Plates exhibit the same behavior (i am away from home for several days, can't check)?Other reactive plates have a small penalty, but Basic have none (according to stats). Just replace Ferroscale with Basic Reactive Plates in your example.
BTW, on topic of movement, did you know that the movement bonus and movement penalty are actually 2 separate attributes, and stack independently of each other, although they affect the same characteristic? Read about it here.
P.S. You are the first i've seen here using Aenigma's stacking formula. I use that too in DFT. Don't know why it so unknown compared to the other formula in all wikis. |
hydraSlav's
Ostrakon Agency Gallente Federation
290
|
Posted - 2013.10.11 14:32:00 -
[65] - Quote
Oh, just noticed that DFT has Scan Profile as a non-stacking attribute (i guess it didn't mention stacking in the description). Your results suggest that it is stacking. Is this pretty much the consensus of the community? Also what about Scan Radius (it is also currently marked as non-stacking in DFT) |
Poonmunch
Sanguis Defense Syndicate
491
|
Posted - 2013.10.11 15:31:00 -
[66] - Quote
Very nice guys. Thanks for this.
On related note, I have noticed a few things that apply to longer (sniping) ranges. Obviously these ranges are not applicable to active scanners.
1. The chevron gets brighter as you move your sight closer to the target. 2. When you look right at a target, you can see it at pretty much any range. Out to >500m, even though your damage drop off makes it way less likely you will do serious damage. I have seen a few scout suits where all you get is a red dot and no chevron but I remember these from previous versions and can't remember (or don't notice!) if I have seen this recently. 3. The "wedge" where you can see something is progressively smaller than 60 degrees at longer distances. From your data at close (<80m) range, the "wedge" is 60 degrees. At 200m it is much smaller (I have not tested the width, but it is much smaller). At 400m it is even smaller (I have not tested the width, but it is quite a bit smaller). It would be interesting to see if this "width" changes depending on the precision modifiers and dB profile of the target suit.
If you catch me, I'd be happy to test the longer range observations with you in-game.
Again, thanks for this.
Munch |
Vrain Matari
ZionTCD
1076
|
Posted - 2013.10.11 15:42:00 -
[67] - Quote
Poonmunch wrote:Very nice guys. Thanks for this.
On related note, I have noticed a few things that apply to longer (sniping) ranges. Obviously these ranges are not applicable to active scanners.
1. The chevron gets brighter as you move your sight closer to the target. 2. When you look right at a target, you can see it at pretty much any range. Out to >500m, even though your damage drop off makes it way less likely you will do serious damage. I have seen a few scout suits where all you get is a red dot and no chevron but I remember these from previous versions and can't remember (or don't notice!) if I have seen this recently. 3. The "wedge" where you can see something is progressively smaller than 60 degrees at longer distances. From your data at close (<80m) range, the "wedge" is 60 degrees. At 200m it is much smaller (I have not tested the width, but it is much smaller). At 400m it is even smaller (I have not tested the width, but it is quite a bit smaller). It would be interesting to see if this "width" changes depending on the precision modifiers and dB profile of the target suit.
If you catch me, I'd be happy to test the longer range observations with you in-game.
Again, thanks for this.
Munch Good work all.
Likewise, if a test dummy is needed for some of this, hit me up if i'm on. |
Bojo The Mighty
Zanzibar Concept
2200
|
Posted - 2013.10.11 17:03:00 -
[68] - Quote
OK next tests will involve at least 3 people.
I have noticed things appearing on my radar when I am in a squad or team that are both outside my LOS and Passive Scan. It is possible that this is an accidental LOS sweep, a bug, or the Squad LOS sharing still occurs. |
Haerr
Molon Labe. RISE of LEGION
49
|
Posted - 2013.10.11 17:31:00 -
[69] - Quote
hydraSlav's wrote:Oh, just noticed that DFT has Scan Profile as a non-stacking attribute (i guess it didn't mention stacking in the description). Your results suggest that it is stacking. Is this pretty much the consensus of the community? Also what about Scan Radius (it is also currently marked as non-stacking in DFT)
Me and a corpmate did a bunch of testing with active and passive scanning and yes 'Precision Enhancers', 'Profile Dampeners' and 'Range Amplifiers' all suffer from stacking penalties.
|
hydraSlav's
Ostrakon Agency Gallente Federation
303
|
Posted - 2013.10.23 14:15:00 -
[70] - Quote
Haerr wrote:hydraSlav's wrote:Oh, just noticed that DFT has Scan Profile as a non-stacking attribute (i guess it didn't mention stacking in the description). Your results suggest that it is stacking. Is this pretty much the consensus of the community? Also what about Scan Radius (it is also currently marked as non-stacking in DFT) Me and a corpmate did a bunch of testing with active and passive scanning and yes 'Precision Enhancers', 'Profile Dampeners' and 'Range Amplifiers' all suffer from stacking penalties. Edit 1: I do not know if anyone got a confirmation that this is a bug from a dev, to be fair I do not remember anyone saying that they heard back from any dev regarding this. I am certain, how ever, that it was reported back when ferroscales were introduced. Edit 2: It was confirmed as a defect by 'CCP Cmdr Wang' back in july. Link to weekly bug reports: https://forums.dust514.com/default.aspx?g=posts&m=1057188#post1057188 - '[BUG] Ferroscale speed bonus?' 'xxwhitedevilxx M' reported the bug on the forums in the begining of july: https://forums.dust514.com/default.aspx?g=posts&m=1009079#post1009079
Thank you Haerr
I've released DFT 3.4.2 which enables stacking penalty on those modules, thanks to your evidence.
It also replicates the "armor bug" by giving it a minuscule negative penalty. I should have caught that one sooner If you find more such issues, please post them in the DFT thread so i can take care of it.
Cheers |
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Haerr
Molon Labe. RISE of LEGION
62
|
Posted - 2013.10.23 15:05:00 -
[71] - Quote
hydraSlav's wrote:Haerr wrote:hydraSlav's wrote:Oh, just noticed that DFT has Scan Profile as a non-stacking attribute (i guess it didn't mention stacking in the description). Your results suggest that it is stacking. Is this pretty much the consensus of the community? Also what about Scan Radius (it is also currently marked as non-stacking in DFT) Me and a corpmate did a bunch of testing with active and passive scanning and yes 'Precision Enhancers', 'Profile Dampeners' and 'Range Amplifiers' all suffer from stacking penalties. Edit 1: I do not know if anyone got a confirmation that this is a bug from a dev, to be fair I do not remember anyone saying that they heard back from any dev regarding this. I am certain, how ever, that it was reported back when ferroscales were introduced. Edit 2: It was confirmed as a defect by 'CCP Cmdr Wang' back in july. Link to weekly bug reports: https://forums.dust514.com/default.aspx?g=posts&m=1057188#post1057188 - '[BUG] Ferroscale speed bonus?' 'xxwhitedevilxx M' reported the bug on the forums in the begining of july: https://forums.dust514.com/default.aspx?g=posts&m=1009079#post1009079 Thank you Haerr I've released DFT 3.4.2 which enables stacking penalty on those modules, thanks to your evidence. It also replicates the "armor bug" by giving it a minuscule negative penalty. I should have caught that one sooner If you find more such issues, please post them in the DFT thread so i can take care of it. Cheers
Will do!
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Slag Emberforge
Immortal Retribution
64
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Posted - 2013.10.23 15:23:00 -
[72] - Quote
Great posts people, props to bojo and Haerr for providing nice in depth math, I have saved these calculations for future reference.
I am most interested in characteristics of passive scanning as I am a heavy and dodging profile scans would eat up to valuable of real estate. |
Bojo The Mighty
Zanzibar Concept
2243
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Posted - 2013.10.23 20:42:00 -
[73] - Quote
Slag Emberforge wrote:Great posts people, props to bojo and Haerr for providing nice in depth math, I have saved these calculations for future reference.
I am most interested in characteristics of passive scanning as I am a heavy and dodging profile scans would eat up to valuable of real estate. LOL Like I did any math other than calculating my own scan range. I'm depositing those credits to Haerr
*Deposit Coins* |
Haerr
Molon Labe. RISE of LEGION
66
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Posted - 2013.10.29 11:16:00 -
[74] - Quote
Base range on all Light and Scout suits change from 10 -> 16
Gallente Scout Base: 16 m +Suit L5: 24 m +Range L5: 36 m +1Complex: 52.2 m +2Complex: 72.62 m +3Complex: 91.26 m +4Complex: 102.88 m
Light Frames and the other Scouts Base: 16 m +Range L5: 24 m +1Complex: 34.8 m +2Complex: 48.41 m +3Complex: 60.84 m +4Complex: 68.59 m
Google Docs - documents is updated as well.
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Bojo The Mighty
Zanzibar Concept
2252
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Posted - 2013.10.29 18:15:00 -
[75] - Quote
I assume those are implicating the stacking penalty?
But hot dang that's a hot scout buff (Unrelated: Looks like heavies are getting a buff as well, I think that bringing the heavy and light closer to par is a step in right direction)
-Bojo (n)
Bone Jockey will become a widely popular insult around 2014, then be shortened to "BoJo" in 2015.
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Reav Hannari
Red Rock Outriders
1657
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Posted - 2013.10.29 18:23:00 -
[76] - Quote
You mean my Level 5 in Scout will let me be a Scout? Sweet. |
Haerr
Molon Labe. RISE of LEGION
75
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Posted - 2013.10.30 15:49:00 -
[77] - Quote
Bojo The Mighty wrote:I assume those are implicating the stacking penalty?
But hot dang that's a hot scout buff (Unrelated: Looks like heavies are getting a buff as well, I think that bringing the heavy and light closer to par is a step in right direction)
Sadly yes when me and Hellcab did those tests I had a gallente scout with 4 comlex range amplifiers and he turned up around 63~64 m out a bit difficult to tell exactly when since there is the fading effect on the mini map though close enough to 64.3m to tell that it has stacking penalties. If there had been no stacking penalties he would have tunred up around 99.46 m out.
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Bojo The Mighty
Zanzibar Concept
2386
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Posted - 2013.12.17 00:23:00 -
[78] - Quote
I'm bumping this in light of this response of a passive scanning question.
Cosgar wrote:It works but modules are vastly underpowered compared to active scanners and nobody but CCP knows how passive scanning actually works.
I Buy Officer Weapons, from 200K to 500K a pop, contact me for arrangements
Gallente + Amarr: Do it
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Bojo The Mighty
Zanzibar Concept
2411
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Posted - 2013.12.18 04:43:00 -
[79] - Quote
Haerr wrote:Base range on all Light and Scout suits change from 10 -> 16
Gallente Scout Base: 16 m +Suit L5: 24 m +Range L5: 36 m +1Complex: 52.2 m +2Complex: 72.62 m +3Complex: 91.26 m +4Complex: 102.88 m Google Docs - documents is updated as well.
I have found that a passive scan of at least 43 meters is really useful for most sockets, because they seem to be built with a 20 meter radius, so if approaching from the outside, you can "see" the socket in it's entirety and when you are in it's center (defending) you can be omniscient of reds approaching the socket.
However some sockets are definitely larger than a 20 meter radius.
I Buy Officer Weapons and IA5 Pistols Contact me for arrangements; 200k-500k a pop
Lentarr Legionaire
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
83
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Posted - 2013.12.18 06:24:00 -
[80] - Quote
Good info! |
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Valmorgan Aubaris
Stellar and Orbital Strategic Services ACME Holding Conglomerate
27
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Posted - 2013.12.18 06:30:00 -
[81] - Quote
I am a blip.
EVE alliance seeks mercs, join Stellar and Orbital Strategic Services today!
Let's gank Scotty.
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GET ATMESON
Dem Durrty Boyz Renegade Alliance
191
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Posted - 2013.12.18 06:51:00 -
[82] - Quote
Why do players have to do this kind of stuff. It isnt beta. ooo wait
Heavys only have 2 heavy guns. Please dont turn the NERF bat on them. Give heavys more suits or guns soonGäó
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Bojo The Mighty
Zanzibar Concept
2414
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Posted - 2013.12.18 07:03:00 -
[83] - Quote
Valmorgan Aubaris wrote:I am a blip. I am not I'm sub 30 dB
I Buy Officer Weapons and IA5 Pistols Contact me for arrangements; 200k-500k a pop
Lentarr Legionaire
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Bojo The Mighty
L.O.T.I.S.
2739
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Posted - 2014.01.17 07:07:00 -
[84] - Quote
Aeon Amadi wrote:Alright, I've brought this up two or three times but I have re-done my testing videos to provide a more clear demonstration of what I'm getting at. I'd like to bring this up for discussion and see what the rest of you think about this, whether it should be changed or not. http://www.youtube.com/watch?v=TNmx53VMazo- Targets at 0m will appear on minimap, regardless of profile/precision. - Targets on screen will appear on minimap, regardless of profile/precision, up to 75m - Aiming down the sights of your weapon increases the brightness of their chevron/icon on the minimap, even if they are not on screen. - Bringing the crosshair over a target will reveal their icon/chevron regardless of profile/precision (a tactic used by snipers to reveal location even if they cannot visibly see them). Think there needs to be changes to this? Edit: Grit_Breather on IRC explains it pretty well: "ADS increases forward scan cone range but doesn't reduce angle accordingly"
Check out latest BSOTT Guide
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