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Krom Ganesh
Holdfast Syndicate Amarr Empire
439
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Posted - 2013.10.24 14:35:00 -
[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. I actually think this is necessary. Otherwise the scanner is essentially just telling you there are enemies about since looking too closely at the radar can easily get you killed. It does need to be limited so they only appear when within your passive scan range.
Quote: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. We have this. With lvl 5 scout, lvl 3 profile dampening, and a basic dampener, all scanners except the Meta 9 fail to scan us. The problem is that the scanner is informing the user that it failed to scan us which almost nullifies us avoiding the scan.
Quote: 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. Seems like an interesting feature.
Quote: 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. Yes please. Though I think it should require manual activation and not require someone to scan the area. This would allow it be used for more than countering a scan. E.G. Creating a distraction.
Quote: 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.
*Tie range scanned to duration of scan. E.G. For a scanner with 100m range and a 10 sec scan duration, at 5 seconds into the scan I will be revealing enemies at the 50m range. - Significantly reduces the effectiveness of spinning - Makes scan duration a negative instead of a positive as it is currently |
Krom Ganesh
Holdfast Syndicate Amarr Empire
439
|
Posted - 2013.10.24 14:53:00 -
[2] - Quote
Kaze Eyrou wrote:Actually, on my tests of Spin ScanningGäó (muhahaha! Trademarking! >:D), I noticed that while people do light up, they fade away and don't "blink" unless they were in my scan angle the moment my scan ended. In that case, you may see a bunch of people around you but only a handful will remain on screen (the ones in front of you).
Anyways, there are both strengths and weaknesses to Active Scanning. You may think you are doing well now, but I'll give you a few months when people start skilling into Profile Dampening. Once you start seeing your Active Scanner give you errors, I'm not sure you'll be singing the same tune.
While full 360s do that, I can scan a 120 degree range and reliably get the full effect on everyone.
Unless there is a MAJOR change to what is effective in this game, eHP will always be more important the prof dampening unless you are a scout.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
443
|
Posted - 2013.10.24 16:59:00 -
[3] - Quote
NextDark Knight wrote:Honestly, I think scanning is working as intended. Yes, your upset that you are painted. Just remember this is so much better then the team view we had before which you seen everything. It's not so much that we are being successfully scanned, it's that the scanner does more than its intended purpose and greatly diminishes the usefulness of passive scanning.
As I understood it the pros and cons of active and passive scanning were
Active: + More intensive search, able to pick up harder to detect suits + Scans up to medium or long distances - Short duration scan with cooldown in between - Limited angle - Enemy is notified of scan + Results are shared to squad (new with 1.4)
Passive: + Scans entire surroundings - Scan suited for shorter distance - Harder to detect dampened suits + Constantly scanning + Enemy is not notified of scan - Results are not shared with squad (new with 1.4) * Shortcomings of passive could be slightly negated by investing SP, reducing performance in other areas (not using extenders, damage mods, plates, etc.), and a lot of ISK (using enhancers, dampeners, and extenders)
However, with how Active scanners are now Active: + More intensive search, able to pick up harder to detect suits + Scans up to medium or long distances +/- Short duration scan but can rescan before scanned targets fade + Wide angle - Enemy is notified of scan + Warned if someone beats scan + Results shared with squad
Essentially, passive has nothing over active at the moment. |
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