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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Shotty GoBang
Pro Hic Immortalis
2127
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Posted - 2013.11.09 19:41:00 -
[1] - Quote
Bug: All objectives and installations (not just turrets) paint nearby hostiles on TacNet.
Level Design: This bug plays significant role in defending Objective "B" in Gallente Research Facility. The Objective illuminates all approaching hostiles ... not only those around, but also those above and below (including nearby stairwells). |
I-Shayz-I
I-----I
1324
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Posted - 2013.11.10 14:06:00 -
[2] - Quote
Pretty sure this is intentional...but I do agree that it needs to stay on an X-axis and not be a cyllinder that covers a large Y area.
It makes it so that you can see enemies on the top-down map when they're hacking/nearby friendly objectives.
Links:
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I make logistics videos!
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Ryme Intrinseca
Seraphim Auxiliaries
194
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Posted - 2013.11.10 16:03:00 -
[3] - Quote
Shotty GoBang wrote:Bug: All objectives and installations (not just turrets) paint nearby hostiles on TacNet.
Level Design: This bug plays significant role in defending Objective "B" in Gallente Research Facility. The Objective illuminates all approaching hostiles ... not only those around, but also those above and below (of special significance, nearby stairwells). This is obviously not a bug, and works fine.
For one thing, it introduces an interesting tactical dynamic. The team defending effectively gets a very short range scanner 'for free'. It's far from an overwhelming advantage - an attacker that uses an active scanner will have the intel advantage, as the range is much larger on the active scanner.
Regarding B (on the four point version of the research facility map), it really is the only objective in the game where the verticality of the scan makes a difference. As such it offers a unique challenge, both for attackers and defenders, and adds variety to the game. Active scanners scan above and below, so it would be weird for the letter scanners not to work in that way. |
Shotty GoBang
Pro Hic Immortalis
2188
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Posted - 2013.11.13 23:19:00 -
[4] - Quote
I-Shayz-I wrote:Pretty sure this is intentional...
Ryme Intrinseca wrote:This is obviously not a bug, and works fine.
Short of CCP response, we have no way of knowing if this is working as intended. I'd like to think its a bug as it upsets the delicate balance of risk and reward.
Consider the risk a merc assumes when breaking or circumventing enemy lines. Why punish that stealthy merc by divulging his position on TacNet for all to see? More often than not that stealthy, risk-taking merc is a Scout trying to help his team. Do Scouts not have enough working against them?
If the state of omniscient installation is in fact intentional, then the phrase "ninja hack" must be stricken from lexicon. |
Ghost Kaisar
R 0 N 1 N
828
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Posted - 2013.11.14 00:09:00 -
[5] - Quote
Shotty GoBang wrote:Clearly, some are in favor of this peculiarity and others are not. Either way, it'd be nice to know if the state of omniscient installation is in fact intentional. If so, the phrase "ninja hack" must be promptly stricken from lexicon.
Yeah. If you have heard me in combat, I don't call it "ninja hacking", I call it death hacking.
Scouts lose their only two benefits when hacking, their dampening and maneuverability. You are motionless and defenseless on the objective and EVERYONE can tell where you are at.
When I run up to hack, I accept the fact that I could very easily be killed at any moment by a spawn in. Hence the term death hack. I'm gonna hack it or die trying.
"All war is deception." "He who knows when he can fight and when he cannot, will be victorious" -Sun Tzu
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CCP LogicLoop
C C P C C P Alliance
1254
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Posted - 2013.11.14 05:44:00 -
[6] - Quote
I am having a hard time picturing this in my head and when we play on this map I don't see any real issues. So what I would ask is if it is possible to get a video or screenshot showing exactly what it is that is an issue for you so that I can understand it better and so that I can give a more informed and accurate response.
You can catch more flies with honey than with vinegar.
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Nyra Volki
KILL-EM-QUICK RISE of LEGION
73
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Posted - 2013.11.14 06:41:00 -
[7] - Quote
I other words could we possibly get the stats for objects and installation on their dB and range so we can avoid being spot on TacNet if Possible. I know when we start hacking no matter what were going to be seen but waking pass them we should be able outfit or suits to avoid detection.
Silent you must be
Or die you will
From brother scout a kind message
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3772
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Posted - 2013.11.14 11:22:00 -
[8] - Quote
CCP LogicLoop wrote:I am having a hard time picturing this in my head and when we play on this map I don't see any real issues. So what I would ask is if it is possible to get a video or screenshot showing exactly what it is that is an issue for you so that I can understand it better and so that I can give a more informed and accurate response.
It's kinda like when a red-dot gets scanned, they show up on the map for the entire squad, but in this case anyone near the objective is painted on the map for the entire team. The range seems to be anywhere between 5-10 meters, more or less, and it works on some installations (CRUs, specifically) as well. I think it's a counter measure toward spawn camping but it's also pretty revealing when dropping orbitals and the like.
ANON Diplomat -//- I Support SP Rollover ^_^
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Shotty GoBang
Pro Hic Immortalis
2217
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Posted - 2013.11.14 14:29:00 -
[9] - Quote
CCP LogicLoop wrote:I am having a hard time picturing this in my head and when we play on this map I don't see any real issues. So what I would ask is if it is possible to get a video or screenshot showing exactly what it is that is an issue for you so that I can understand it better and so that I can give a more informed and accurate response. Yes, sir.
To explain installation "omniscience" in first person:
When within X meters of an enemy-held installation or objective, my position is made known to all hostiles, near and far, as red chevron on HUD and as blip on TacNet.
When a hostile is within X meters of a friendly installation or objective, that hostile's position (as red chevron and on TacNet) is made known to me and friendly forces.
To the best of my knowledge, no scan profile is immune. We thereby assume that installations and objectives emit a 0 dB precision, constant "scan" with a radius of X meters (estimated between 5 and 25). As Aeon explained, installation "scans" behave similarly to Active Scanner results, the only difference being a lack of "pulse" effect.
With reference to level design:
Figure A: http://web.ccpgamescdn.com/dust/news.control/65110/1/OP_GA_Research01L.jpg Coordinates: E5, E6, F5, F6 (intersection) Landmark: Skirmish, Objective "B"
Ground Level: Position is revealed when under the Objective. Ascension Level: Position is revealed while within stairwells nearest Objective. Second Level: Position is revealed when approaching Objective along common plane. Roof Level: Position is revealed when above Objective.
^ As all elevations are are impacted, we assume that installation scans are more akin to a geometric sphere than a geometric plane.
Hope this helps. I'll check in with the Scouts to see if anyone has gameplay footage of this phenomena.
o7 |
Krom Ganesh
Holdfast Syndicate Amarr Empire
670
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Posted - 2013.11.14 14:39:00 -
[10] - Quote
Shotty GoBang wrote:To explain installation "omniscience" in first person:
When within X meters of an enemy-held installation or objective, my position is made known to all hostiles, near and far, as red chevron on HUD and as blip on TacNet.
When a hostile is within X meters of a friendly installation or objective, that hostile's position (as red chevron and on TacNet) is made known to me and friendly forces.
To the best of my knowledge, no scan profile is immune. We thereby assume that installations and objectives emit a 0 dB precision, constant "scan" with a radius of X meters (estimated between 5 and 25). As Aeon explained, installation "scans" behave similarly to Active Scanner results, the only difference being a lack of "pulse" effect.
And to explain why this matters, objectives and installations being able to perfectly detect everyone is incredibly bad for scouts (the "stealth" suit) as it completely negates any advantage our suit has.
It's about the equivalent of having Heavies lose 30% of their shields and armor when they are within 25m of an objective.
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Shotty GoBang
Pro Hic Immortalis
2218
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Posted - 2013.11.14 15:15:00 -
[11] - Quote
Krom Ganesh wrote:I think Logic Loop knows what we are talking about just not that we see it as a major problem for us. To elaborate as to why this phenomena is problematic:
Low eHP stealth builds like Scouts make every possible effort to move and act whilst undetected, often using objects like hostile installations as cover. We are charged with the responsibility of breaking enemy lines and ninja-hacking hostile positions. This charge often involves stalking and surprising a defender or two. Many of us rely upon high alpha-damage, close-range weapons like Knives and Shotguns. If a defender lingers close to an installation, the odds of catching him off-guard are slim; installation "omniscience" often impedes our ability to perform Scoutly duties. |
IgniteableAura
Pro Hic Immortalis
336
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Posted - 2013.11.14 15:22:00 -
[12] - Quote
34:45-35:20 is a decent example.
http://www.twitch.tv/igniteableaura/b/478321764
No one has scanned these red dots at objective Bravo, no one is close enough to have passive scanned them either.
Same video 56:30 look at objective charlie in the top right. No one is near this objective, yet you can clearly see the red dots there. Any time you see a red dot while spawning in at an objective/installation is a great example of this issue.
58:50-59:40 I spawn at Echo for the sole reason of seeing red dot near the objective to defend it.
PS: it hurts everyone, not just scouts. It gives you a very big advantage when defending a letter or objective. You know exactly where the enemy is coming from.
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Shotty GoBang
Pro Hic Immortalis
2219
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Posted - 2013.11.14 15:28:00 -
[13] - Quote
IgniteableAura wrote:34:45-35:20 is a decent example.
Had to watch the video twice. Distracted by that three-piece at 35:15 :-)
Thank you for the example, sir. o7
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IgniteableAura
Pro Hic Immortalis
338
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Posted - 2013.11.14 15:30:00 -
[14] - Quote
Shotty GoBang wrote:IgniteableAura wrote:34:45-35:20 is a decent example.
Had to watch the video twice. Distracted by that three-piece at 35:15 :-) Thank you for the example, sir. o7
Yea the best example is the later 58:50-59:40.
Im still surprised those guys didn't notice. Thats how scouts should be
PHI Recruitment
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Twitch
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Lightning Bolt2
From The Mist
345
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Posted - 2013.11.14 16:50:00 -
[15] - Quote
CCP LogicLoop wrote:I am having a hard time picturing this in my head and when we play on this map I don't see any real issues. So what I would ask is if it is possible to get a video or screenshot showing exactly what it is that is an issue for you so that I can understand it better and so that I can give a more informed and accurate response.
I made a thread about giving them precision (link here) because their giving away even dampened suits spot.
seems to share the results to the entire team and I get it as a defense tool, but it doesn't make sense to not even let scouts be sneaky around objectives/installations!
Become a scout today -- and die in 0.1 seconds!!!
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1704
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Posted - 2013.11.14 19:38:00 -
[16] - Quote
CCP LogicLoop wrote:I am having a hard time picturing this in my head and when we play on this map I don't see any real issues. So what I would ask is if it is possible to get a video or screenshot showing exactly what it is that is an issue for you so that I can understand it better and so that I can give a more informed and accurate response.
https://www.youtube.com/watch?v=uikWPK9AgEE
That's not that objective in particular but in this video I use the objective and null cannon's sight as a scanner to keep track of my enemies. You can see them light up all over the tacnet. When in the research facility the objectives see the floor above and below, thus you don't have to use a scanner and you can track people because you share sight with the cannon.
Useful when you're defending, pain in the ass when attacking. :shrug:
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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CCP LogicLoop
C C P C C P Alliance
1279
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Posted - 2013.11.15 00:48:00 -
[17] - Quote
Shotty GoBang wrote:CCP LogicLoop wrote:I am having a hard time picturing this in my head and when we play on this map I don't see any real issues. So what I would ask is if it is possible to get a video or screenshot showing exactly what it is that is an issue for you so that I can understand it better and so that I can give a more informed and accurate response. Yes, sir. To further explain installation "omniscience" in first person:When within X meters of an enemy-held installation or objective, my position is made known to all hostiles, near and far, as red chevron on HUD, blip on TacNet, and red-dot on overhead map. When a hostile is within X meters of a friendly installation or objective, that hostile's position is made known to me and friendly forces. We thereby assume that installations and objectives emit a constant "scan" with a radius of X meters, estimated between 10m and 25m. As Aeon explained, installation "scans" behave similarly to Active Scanner results, notable differences listed as follows: (1) a lack of "pulse" visual effect. (2) with whom scan results are shared (team vs squad). (3) permanence of scan; persists while within scan range of installation. (4) precision of scan; cannot be defeated by lowering one's profile. With reference to level design:Figure A: http://web.ccpgamescdn.com/dust/news.control/65110/1/OP_GA_Research01L.jpgCoordinates: E5, E6, F5, F6 (intersection) Landmark: Skirmish, Objective "B" Ground Level: Position is revealed when under the Objective. Ascension Level: Position is revealed while within stairwells nearest Objective. Second Level: Position is revealed when approaching Objective along common plane. Roof Level: Position is revealed when above Objective. ^ As all elevations are are impacted, we assume that installation scans are more akin to a geometric sphere than a geometric plane. Hope this helps. I'll check in with the Scouts to see if anyone has gameplay footage of this phenomena. o7
I will bring this up with the Game Designers and other Level Designers in our meeting this morning so as to at least begin a discussion on the topic or get an answer for you all on if this is intentional behaviour or not. "Assuming" I can get any information today, I will return in a few hours with any of that information that I can share.
You can catch more flies with honey than with vinegar.
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Shotty GoBang
Pro Hic Immortalis
2234
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Posted - 2013.11.15 03:21:00 -
[18] - Quote
CCP LogicLoop wrote:... the replies to my information request were great. Thanks everybody. Our pleasure, sir. o7 |
IgniteableAura
Pro Hic Immortalis
349
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Posted - 2013.11.15 04:53:00 -
[19] - Quote
We like that honey ;)
PHI Recruitment
or PHIsh Tank in game
Twitch
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Cass Caul
290
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Posted - 2013.11.15 05:21:00 -
[20] - Quote
CCP LogicLoop wrote:Shotty GoBang wrote:CCP LogicLoop wrote:I am having a hard time picturing this in my head and when we play on this map I don't see any real issues. So what I would ask is if it is possible to get a video or screenshot showing exactly what it is that is an issue for you so that I can understand it better and so that I can give a more informed and accurate response. Yes, sir. To further explain installation "omniscience" in first person:When within X meters of an enemy-held installation or objective, my position is made known to all hostiles, near and far, as red chevron on HUD, blip on TacNet, and red-dot on overhead map. When a hostile is within X meters of a friendly installation or objective, that hostile's position is made known to me and friendly forces. We thereby assume that installations and objectives emit a constant "scan" with a radius of X meters, estimated between 10m and 25m. As Aeon explained, installation "scans" behave similarly to Active Scanner results, notable differences listed as follows: (1) a lack of "pulse" visual effect. (2) with whom scan results are shared (team vs squad). (3) permanence of scan; persists while within scan range of installation. (4) precision of scan; cannot be defeated by lowering one's profile. With reference to level design:Figure A: http://web.ccpgamescdn.com/dust/news.control/65110/1/OP_GA_Research01L.jpgCoordinates: E5, E6, F5, F6 (intersection) Landmark: Skirmish, Objective "B" Ground Level: Position is revealed when under the Objective. Ascension Level: Position is revealed while within stairwells nearest Objective. Second Level: Position is revealed when approaching Objective along common plane. Roof Level: Position is revealed when above Objective. ^ As all elevations are are impacted, we assume that installation scans are more akin to a geometric sphere than a geometric plane. Hope this helps. I'll check in with the Scouts to see if anyone has gameplay footage of this phenomena. o7 I will bring this up with the Game Designers and other Level Designers in our meeting this morning so as to at least begin a discussion on the topic or get an answer for you all on if this is intentional behaviour or not. "Assuming" I can get any information today, I will return in a few hours with any of that information that I can share. Edit: And to note, the replies to my information request were great. Thanks everybody. UPDATE: OK. According to the game designers this was intended behaviour. However they understand the lack of even notice of being scanned isn't quite balanced. So they are discussing on if they will remove this entirely or update its behaviour to be more balanced.
I would really love it if it only had a precision of 32
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
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charlieDONTsurf
Commando Perkone Caldari State
1
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Posted - 2013.11.15 15:50:00 -
[21] - Quote
CCP LogicLoop wrote:Shotty GoBang wrote:CCP LogicLoop wrote:I am having a hard time picturing this in my head and when we play on this map I don't see any real issues. So what I would ask is if it is possible to get a video or screenshot showing exactly what it is that is an issue for you so that I can understand it better and so that I can give a more informed and accurate response. Yes, sir. To further explain installation "omniscience" in first person:When within X meters of an enemy-held installation or objective, my position is made known to all hostiles, near and far, as red chevron on HUD, blip on TacNet, and red-dot on overhead map. When a hostile is within X meters of a friendly installation or objective, that hostile's position is made known to me and friendly forces. We thereby assume that installations and objectives emit a constant "scan" with a radius of X meters, estimated between 10m and 25m. As Aeon explained, installation "scans" behave similarly to Active Scanner results, notable differences listed as follows: (1) a lack of "pulse" visual effect. (2) with whom scan results are shared (team vs squad). (3) permanence of scan; persists while within scan range of installation. (4) precision of scan; cannot be defeated by lowering one's profile. With reference to level design:Figure A: http://web.ccpgamescdn.com/dust/news.control/65110/1/OP_GA_Research01L.jpgCoordinates: E5, E6, F5, F6 (intersection) Landmark: Skirmish, Objective "B" Ground Level: Position is revealed when under the Objective. Ascension Level: Position is revealed while within stairwells nearest Objective. Second Level: Position is revealed when approaching Objective along common plane. Roof Level: Position is revealed when above Objective. ^ As all elevations are are impacted, we assume that installation scans are more akin to a geometric sphere than a geometric plane. Hope this helps. I'll check in with the Scouts to see if anyone has gameplay footage of this phenomena. o7 I will bring this up with the Game Designers and other Level Designers in our meeting this morning so as to at least begin a discussion on the topic or get an answer for you all on if this is intentional behaviour or not. "Assuming" I can get any information today, I will return in a few hours with any of that information that I can share. Edit: And to note, the replies to my information request were great. Thanks everybody. UPDATE: OK. According to the game designers this was intended behaviour. However they understand the lack of even notice of being scanned isn't quite balanced. So they are discussing on if they will remove this entirely or update its behaviour to be more balanced.
I don't think a message informing you that you are being scanned is sufficient to balance this. I don't think it should necessarily be totally removed either. As many others have stated, simply give the installations a scan precision that can be defeated with a sufficiently low signature profile. Making it somewhat difficult for mediums to achieve would be arguably the most significant buff that scouts could receive at present. I would like to make a dedicated speed, stealth, and hacking build, but it seems pretty pointless until this is changed. You're better off driving up in an LAV in an hp stacked suit, hacking, and jumping back in the LAV to flee the inevitable map gawkers. |
Lightning Bolt2
From The Mist
351
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Posted - 2013.11.15 23:38:00 -
[22] - Quote
CCP LogicLoop wrote: UPDATE: OK. According to the game designers this was intended behavior. However they understand the lack of even notice of being scanned isn't quite balanced. So they are discussing on if they will remove this entirely or update its behavior to be more balanced.
I say (and many others) simply give them scan precision to make it possible to avoid, such as 40DB, or ADV scanner level.
also, FTFY.
Become a scout today -- and die in 0.1 seconds!!!
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CCP LogicLoop
C C P C C P Alliance
1298
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Posted - 2013.11.18 00:11:00 -
[23] - Quote
I'll be sure to mention the suggestion of scan precision this morning in the meeting just to make sure it's in the idea box for them.
You can catch more flies with honey than with vinegar.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3786
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Posted - 2013.11.18 00:54:00 -
[24] - Quote
CCP LogicLoop wrote:I'll be sure to mention the suggestion of scan precision this morning in the meeting just to make sure it's in the idea box for them.
While you're at it, perhaps throw out the idea of having Active Scanners operate on a multiplier of the dropsuit's precision instead of their own precision level? Would make them far more useful on a Scout and actually give the Scout a meaningful role to play =D
ANON Diplomat -//- I Support SP Rollover ^_^
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Llast 326
An Arkhos
530
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Posted - 2013.11.24 01:12:00 -
[25] - Quote
Any news on this front?
I am apparently not the only fool
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pseudosnipre
DUST University Ivy League
361
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Posted - 2013.11.25 17:32:00 -
[26] - Quote
Stealth hacking becomes a 50/50
Sometimes they get the 10 second spawn timer and I'm successful Other times they get the 3 second spawn timer and I get gek'd in the back
Flanking gameplay is NOT reliable because of this feature.
Also, recommend precision that gives players a reason to fully spec into Gallente scout. |
Llast 326
An Arkhos
560
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Posted - 2013.11.26 00:03:00 -
[27] - Quote
pseudosnipre wrote:Stealth hacking becomes a 50/50
Sometimes they get the 10 second spawn timer and I'm successful Other times they get the 3 second spawn timer and I get gek'd in the back
Flanking gameplay is NOT reliable because of this feature.
Also, recommend precision that gives players a reason to fully spec into Gallente scout.
As it stands this counters the need for many skills; Profile Dampeners, Range Extenders, Precision Enhancers, as well as Active Scanners (well people will still use these to gain WP).
I am apparently not the only fool
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KalOfTheRathi
Nec Tributis
905
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Posted - 2013.11.26 01:57:00 -
[28] - Quote
CCP LogicLoop wrote:I will bring this up with the Game Designers and other Level Designers in our meeting this morning so as to at least begin a discussion on the topic or get an answer for you all on if this is intentional behaviour or not. "Assuming" I can get any information today, I will return in a few hours with any of that information that I can share.
Edit: And to note, the replies to my information request were great. Thanks everybody.
UPDATE: OK. According to the game designers this was intended behaviour. However they understand the lack of even notice of being scanned isn't quite balanced. So they are discussing on if they will remove this entirely or update its behaviour to be more balanced. As a non-scout I have some input as well. I suspect many that are not scouts would like to know that this is intended behavior and that the scouts want it changed so they can become invisible to all scans.
Removing this only furthers the need to add deployable modules that support the removed TacNet functionality that was lost in the setup for adding active scanners. While I enjoy the active scanners to some measure the game has become more dreary as a result of their forced inclusion.
Add a deployable scanner, that can be adjusted to match the lowest setting any Merc can obtain.
Add a TacNet repeater module that will share with the squad all TacNet information* and optionally the team.
* This is how TacNet was described in the lore, the promotional videos, the interviews regarding the game and how it worked for the majority of its life, including all of Beta. Now it is gone and CCP/Shanghai has done nothing to balance its loss. |
pseudosnipre
DUST University Ivy League
361
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Posted - 2013.11.26 15:40:00 -
[29] - Quote
KalOfTheRathi wrote:CCP LogicLoop wrote:I will bring this up with the Game Designers and other Level Designers in our meeting this morning so as to at least begin a discussion on the topic or get an answer for you all on if this is intentional behaviour or not. "Assuming" I can get any information today, I will return in a few hours with any of that information that I can share.
Edit: And to note, the replies to my information request were great. Thanks everybody.
UPDATE: OK. According to the game designers this was intended behaviour. However they understand the lack of even notice of being scanned isn't quite balanced. So they are discussing on if they will remove this entirely or update its behaviour to be more balanced. As a non-scout I have some input as well. I suspect many that are not scouts would like to know that this is intended behavior and that the scouts want it changed so they can become invisible to all scans. Removing this only furthers the need to add deployable modules that support the removed TacNet functionality that was lost in the setup for adding active scanners. While I enjoy the active scanners to some measure the game has become more dreary as a result of their forced inclusion. Add a deployable scanner, that can be adjusted to match the lowest setting any Merc can obtain. Add a TacNet repeater module that will share with the squad all TacNet information* and optionally the team. * This is how TacNet was described in the lore, the promotional videos, the interviews regarding the game and how it worked for the majority of its life, including all of Beta. Now it is gone and CCP/Shanghai has done nothing to balance its loss. Ability to ewar tank is available to all players. However, Gallente scouts gave up EVERYTHING to be able to exploit tacnet....a playstyle negated by game mechanics explained in OP. Essentially, a proto suit with max skills and all complex modules STILL cant achieve true stealth around installations. Its frustrating.
Please appreciate that this is constructive criticism voiced in the appropriate subforum. While your requests have merit on their own, I would request that you advocate for them in your own thread instead of detracting from ours.
o7 |
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