Funkmaster Whale
0uter.Heaven
959
|
Posted - 2013.10.24 14:19:00 -
[1] - Quote
So I've been playing with an Active Scanner since about 1.3 and, having played FPS games for well over 15 years, I can without a doubt say that Active Scanners are pretty much the equivalent of a wallhack in any other game. The fact that I can light an entire team up for 25s with my Duvolle Quantum Scanner and do it continuously is a little bit overpowered. I'm not bashing scanners cause I get scanned all the time, I'm bashing them because they simply break any sort of tactical positioning capabilities because each team knows exactly where everyone is all the time. What happened to using your eyes and ears to spot people?
Anyways, I have some suggestions that people can feel free to comment, bash, support, or what have you. Here goes:
- Make Active Scanners provide information to your Radar only and not directly on-screen. This would still allow players to know that there are people in the vicinity without it becoming a blatant wallhack. Seriously, I scan and can sit there and line up headshots as people come around corners or have a grenade ready giving them little to no chance of surviving a surprise encounter.
- Give Scouts some sort of inherent ability to stay undetected or at least some built-in active module that allows them to stay undetected for 15-20s. Scouts already suffer enough from a lack of EHP, and the fact that my PRO scanner can detect 95% of them before they have a chance to get the jump on me effectively makes them useless. Make scouts proper stealth warriors by giving them something to stay undetected.
- Make profile dampeners reduce the amount of time you stay lit up for. It could scale up for example 25%, 35%, and 50% from the STD to PRO level, respectively.
- I know this is supposedly on the roadmap but give us some sort of active counter measures to the scanner. For example, a module that when activated provides a sort of "jammer" that, if someone scans in the area, would provide a mess of red dots on their radar to make it seem like there are way more than there actually are. Right now there's nothing "active" to counter the scanners, and we sorely need something.
- Get rid of "Scan Duration". Right now I can start a scan, do a quick 360, and effectively have everything in a 360 degree, 100 meter radius lit up for 25 seconds. This is a little bit broken since it makes the "Scanning Angle" borderline useless.
Feel free to add any other suggestions you think could help. I just think this game could use more stealth and tactical movement, and less "Prepare my Core Locus nade for red dot walking around the corner". |
Funkmaster Whale
0uter.Heaven
964
|
Posted - 2013.10.24 16:05:00 -
[2] - Quote
Profile dampening is borderline useless as it is right now for anyone but a Gallente Scout. They're effectively the only ones that can avoid a PRO scanner with a dampeners.
The Duvolle Quantum has a precision of 28 dB. An assault suit (50 dB) wouldn't be able to reach below this unless he/she were running maxed Profile Dampening and 3x Complex Profile Dampeners (assuming there are no diminishing returns on dampeners, which I'm not sure if there are). A gk.0 scout on the other hand can do it with one Complex Dampener (45 dB * 0.9 * 0.75 * 0.80 = 24.3 dB). They are the only ones that can get below it due to their built in 25% profile reduction at the PRO level.
As far as dampeners reducing scan time, pretty much everyone uses the Quantum because of the duration. Even at the PRO level, a 50% reduction in scan time would make a 25s duration into a 12.5s duration which is still a HUGE amount of time to stay lit up. |