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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". |
Krom Ganesh
Holdfast Syndicate Amarr Empire
439
|
Posted - 2013.10.24 14:35:00 -
[2] - 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 |
Vulpes Dolosus
Neanderthal Nation Public Disorder.
139
|
Posted - 2013.10.24 14:42:00 -
[3] - Quote
The "spin-scanning" need removed ASAP. Scanners should be a directional scan that takes a second or two to complete.
I agree with virtually everything else you said. |
Lanius Pulvis
Osmon Surveillance Caldari State
27
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Posted - 2013.10.24 14:48:00 -
[4] - Quote
Funkmaster Whale wrote: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". I have to concur, I love the scanner don't get me wrong, but it is too easy to abuse. Perhaps the scan angle would mean something if the scan were instantaneous instead of a duration. The cool-down should also be some multiple of scan duration, i.e. std. is 100%, adv. 200, proto. 300. With a cool-down reduction tied in some way to the profile or electronics levels. Really, since we started getting points for it, the use of scanning became less meaningful, just another cheap way to make WP. Please CCP, make it tactical, something that has to be done at the right time in the right situation to be useful. |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
382
|
Posted - 2013.10.24 14:50:00 -
[5] - Quote
Quote: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. Unless I have good hearing. And the sound doesn't glitch out. If CCP works a little more on sound design, I'll be able to hear you cooking that grenade and I'll know you are around that corner.
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.
There is one Scout that can.
gk.0 + 4 Complex Profile Damps. 14.21 Scan Profile.
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. I'm assuming you are always using the Quantum Scanners (which by your later point it does look like that).... However there is a flaw to Quantum's that I'll cover later.
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. We do have a counter now. Profile Dampeners. I believe there may have been a stealth fix recently and now if you get scanned, you only show up on the scanners radar. If the scanner is in a squad, you will show up for the scanner and the squad. However, I believe you now no longer show up for the entire enemy team when scanned. I'll have to ask around for testing, but I've seen a couple matches where people are using Active Scanners on my team, and the enemy isn't showing up anymore because no one is in a squad. Again, further testing will be needed.
A jammer, would be either interesting or annoying. If it was similar to the jammers where your radar is actually noise, then that's ok. But if I see the Halo: Reach version of "jamming", the radar will be effectively useless to everyone and annoying to all.
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. 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. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
439
|
Posted - 2013.10.24 14:53:00 -
[6] - 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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Funkmaster Whale
0uter.Heaven
964
|
Posted - 2013.10.24 16:05:00 -
[7] - 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. |
NextDark Knight
Hellstorm Inc League of Infamy
86
|
Posted - 2013.10.24 16:23:00 -
[8] - Quote
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. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
443
|
Posted - 2013.10.24 16:59:00 -
[9] - 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. |
843 nerfnut96
BurgezzE.T.F Public Disorder.
94
|
Posted - 2013.10.24 17:08:00 -
[10] - Quote
I agree with most of the OPs points and I'm an avid scanner. I however would like to keep the red chevrons over the reddots head, that to me is the most important part of the scanner, especially in the new research lab. |
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2188
|
Posted - 2013.10.24 17:28:00 -
[11] - 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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Kaze Eyrou
Turalyon 514 Turalyon Alliance
382
|
Posted - 2013.10.24 18:04:00 -
[12] - Quote
Krom Ganesh wrote: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 than prof dampening unless you are a scout. Hmm... you and I should play in some matches sometime. Some of the things I employ in battle might surprise you.
Don't get me wrong, I also think eHP is important but I like to throw the human element of surprise in there. Many people go into matches as if it were a batting cage. When I come in the match, I'd like to think I give them a run for their money (sometimes quite literally) when they realize their ball throwing machine is all of sudden throwing curves and sliders. |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
382
|
Posted - 2013.10.24 18:23:00 -
[13] - Quote
Funkmaster Whale wrote: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 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. Whoa wait. Since when does an Assault suit have a Scan Profile of 50dB.....
Now before you say it... I know Assault suits have a base profile of 50dB. But you followed with:
Quote: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). .... Ok I misread slightly... but let us continue on with taking the 50 dB and adding level 5 profile dampening.... what do we have?
50 dB + 5 Profile Damping skill = 45 dB.
Ok. Now just to quickly point out, hydraSlav was able to do some testing and found out that there is stacking penalties to Profile Dampening.... but oddly, I getting different numbers.
Using the 3.4.2 DFT, after one Complex Profile Dampener on a Assault gk.0:
45 dB + 1 Complex Profile Dampener = 33.75
Further it to 2:
45 db + 2 Complex Profile Dampener = 26.42
So with only 2, we've actually managed to beat the PRO active scanners. True, however, this still does limit some suits, but this means the Gallente (4) can avoid pro, the Amarr and Caldari (both 3) can avoid pro, even the Minmatar (2) can avoid pro scans! |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
384
|
Posted - 2013.10.24 18:38:00 -
[14] - Quote
Funkmaster Whale wrote: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 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. Sorry... one more thing as well...
The Gallente Scout gk.0 can actually beat Profile Dampening with level 5 skills using only 1 Basic Profile Dampener.
Again, you used base but forgot to account for not just the skills of Profile Dampening, but also the dropsuit bonus, hence:
45 dB base + Level 5 Profile Dampening skill + Level 5 Gallente Scout = 30.37
Add 1 Basic Profile Dampener = 25.82.
However in my example above, I was refering to the Duvolle Focused Active Scanner which can scan at a stunning 15 dB! |
Funkmaster Whale
0uter.Heaven
976
|
Posted - 2013.10.24 18:45:00 -
[15] - Quote
Information regarding Assault scan profile is found here.
Scan profile is 50dB and scan precision is 55dB.
And yeah your math is right. It would take 2 complex dampeners not 3, my bad. Either way, that's still a huge waste of 2 low slots just to not get scanned. But I guess that's the sacrifice that has to be made if you want to avoid it. |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
384
|
Posted - 2013.10.24 19:09:00 -
[16] - Quote
Funkmaster Whale wrote:Information regarding Assault scan profile is found here. Scan profile is 50dB and scan precision is 55dB. And yeah your math is right. It would take 2 complex dampeners not 3, my bad. Either way, that's still a huge waste of 2 low slots just to not get scanned. But I guess that's the sacrifice that has to be made if you want to avoid it. Agreed. So basically up to the player when it comes to active scans.
You can choose the stealth route and start giving them inaccurate scans... or you can go the eHP route and attempt to draw them in a neutralize them.
Remember, the information goes both ways. Yes, he may know your position, but using your Duvolle Quantum Scanner as a reference point, I know that you are within a 100m from me somewhere. Now I just have to kill you. |
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