Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2188
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Posted - 2013.10.24 17:28:00 -
[1] - Quote
Funkmaster Whale wrote: 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.
Scanned red-dots should show on the FOV if there is clear line of sight past the range of the mini-map. ex. Isk scans Funkmaster at 200m. Funkmaster is out in the open. He shows on Isk's FOV as a red-dot. ex. Isk scans Funkmaster at 200m. Funkmaster is behind a wall. He does not show on Isk's FOV, but Isk's scanner knows someone is there. ex. Isk scans Funkmaster at 60m. Funkmaster is inside a building. He shows up as a red-dot on Isk's FOV.
Funkmaster Whale wrote: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.
Scouts (all suits imo) should have their profile signature lowered across the board. It should not require most of the available low slots for scouts to be effectively stealthy. Proto-scouts that are fully stealth tanking should be practically invisible unless you catch them by line of sight.
Passive camo and active-cloaking are desperately needed for scouts.
Funkmaster Whale wrote: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.
These numbers seem high.
Funkmaster Whale wrote: 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.
Love it. Dust needs more e-war stuff. Active jammers for radar sounds amazing. Also, what about if they distorted the accuracy of the scan position? Instead of pin-point 'here-is-the target' location we could get some operating area? Scans could show there is a target somewhere within a 15-25m area. That could get really dangerous in CQB.
Draco Cerberus has a cool thread about Drop-Uplink Jammers: https://forums.dust514.com/default.aspx?g=posts&t=115993&find=unread
Funkmaster Whale wrote: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.
Require a minimum 1s scan of the target to register the red-dot. Considering the speed of scouts, this also means that scanners could be less-effective the closer you are to your target as they may potentially run though the scan field before being properly scanned.
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