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Piercing Serenity
Shattered Ascension Top Men.
425
|
Posted - 2013.11.20 01:53:00 -
[1] - Quote
I had an alt account my brother made a while back, and decided that I would boot it up and try something else out, just so see how it was doing something new. Things were going okay (I picked up the PLC), but I noticed a trend while I was playing. Every time I had a match where people were running active scanners, the whole team was destroyed.
So, I figured "Well, they're running in squads. I can't really fault them for that. What am I going to do with a Plasma Cannon against six guys with mics". But then I noticed that not only were all of these matches blowouts, they were worse than usual redline camping. I'd see players not even able to walk around the "safezone" that the MCC and ground spawn were supposed to provide. Rather, I saw people dropping like flies for just poking their heads around a corner, or having a grenade land exactly beneath their feat, thrown from some normally bad angle.
The point that I'm trying to make is that these active scanners feel like tool to re-enforce camping more than anything else. I've heard the argument that if you want to combat scanners, you need to stealth tank or HTFU. I don't think that people who say that realize the counter-intuitive situation that brings up. If I use two of the two/three low slots on my suit to avoid advanced scanners, then I'm too weak to fight the people who I'm trying to avoid in the first place.
I have no problem with teams running together. The active scanner just needs to be tweaked - cooldown or range, angle or some other penalty. Right now, things look very bleak from the other end of the beam.
DUST 514 Vet
Born 06/12
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Patrick57
GunFall Mobilization Covert Intervention
1561
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Posted - 2013.11.20 01:59:00 -
[2] - Quote
Piercing Serenity wrote:I had an alt account my brother made a while back, and decided that I would boot it up and try something else out, just so see how it was doing something new. Things were going okay (I picked up the PLC), but I noticed a trend while I was playing. Every time I had a match where people were running active scanners, the whole team was destroyed.
So, I figured "Well, they're running in squads. I can't really fault them for that. What am I going to do with a Plasma Cannon against six guys with mics". But then I noticed that not only were all of these matches blowouts, they were worse than usual redline camping. I'd see players not even able to walk around the "safezone" that the MCC and ground spawn were supposed to provide. Rather, I saw people dropping like flies for just poking their heads around a corner, or having a grenade land exactly beneath their feat, thrown from some normally bad angle.
The point that I'm trying to make is that these active scanners feel like tool to re-enforce camping more than anything else. I've heard the argument that if you want to combat scanners, you need to stealth tank or HTFU. I don't think that people who say that realize the counter-intuitive situation that brings up. If I use two of the two/three low slots on my suit to avoid advanced scanners, then I'm too weak to fight the people who I'm trying to avoid in the first place.
I have no problem with teams running together. The active scanner just needs to be tweaked - cooldown or range, angle or some other penalty. Right now, things look very bleak from the other end of the beam. Even with how it is today, 100 Meters is really not that much.
Profile Dampeners need a buff, and the skill for the scouts needs to, at level 5, allow the user to almost be able to avoid Proto Scanners (maybe fit one Basic/Enhanced Profile Dampener to not be scanned by anything....)
ö/\ö :D
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XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
531
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Posted - 2013.11.20 02:03:00 -
[3] - Quote
Piercing Serenity wrote:I had an alt account my brother made a while back, and decided that I would boot it up and try something else out, just so see how it was doing something new. Things were going okay (I picked up the PLC), but I noticed a trend while I was playing. Every time I had a match where people were running active scanners, the whole team was destroyed.
So, I figured "Well, they're running in squads. I can't really fault them for that. What am I going to do with a Plasma Cannon against six guys with mics". But then I noticed that not only were all of these matches blowouts, they were worse than usual redline camping. I'd see players not even able to walk around the "safezone" that the MCC and ground spawn were supposed to provide. Rather, I saw people dropping like flies for just poking their heads around a corner, or having a grenade land exactly beneath their feat, thrown from some normally bad angle.
The point that I'm trying to make is that these active scanners feel like tool to re-enforce camping more than anything else. I've heard the argument that if you want to combat scanners, you need to stealth tank or HTFU. I don't think that people who say that realize the counter-intuitive situation that brings up. If I use two of the two/three low slots on my suit to avoid advanced scanners, then I'm too weak to fight the people who I'm trying to avoid in the first place.
I have no problem with teams running together. The active scanner just needs to be tweaked - cooldown or range, angle or some other penalty. Right now, things look very bleak from the other end of the beam. everyone is running an active scanner in their squad
so grab one and scan them back
now everybody knows where everybody's at
but I am that guy that creates margin for error
SCAN ATTEMPT PREVENTED
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Reav Hannari
Red Rock Outriders
1867
|
Posted - 2013.11.20 02:06:00 -
[4] - Quote
Patrick57 wrote:Piercing Serenity wrote:I had an alt account my brother made a while back, and decided that I would boot it up and try something else out, just so see how it was doing something new. Things were going okay (I picked up the PLC), but I noticed a trend while I was playing. Every time I had a match where people were running active scanners, the whole team was destroyed.
So, I figured "Well, they're running in squads. I can't really fault them for that. What am I going to do with a Plasma Cannon against six guys with mics". But then I noticed that not only were all of these matches blowouts, they were worse than usual redline camping. I'd see players not even able to walk around the "safezone" that the MCC and ground spawn were supposed to provide. Rather, I saw people dropping like flies for just poking their heads around a corner, or having a grenade land exactly beneath their feat, thrown from some normally bad angle.
The point that I'm trying to make is that these active scanners feel like tool to re-enforce camping more than anything else. I've heard the argument that if you want to combat scanners, you need to stealth tank or HTFU. I don't think that people who say that realize the counter-intuitive situation that brings up. If I use two of the two/three low slots on my suit to avoid advanced scanners, then I'm too weak to fight the people who I'm trying to avoid in the first place.
I have no problem with teams running together. The active scanner just needs to be tweaked - cooldown or range, angle or some other penalty. Right now, things look very bleak from the other end of the beam. Even with how it is today, 100 Meters is really not that much. Profile Dampeners need a buff, and the skill for the scouts needs to, at level 5, allow the user to almost be able to avoid Proto Scanners (maybe fit one Basic/Enhanced Profile Dampener to not be scanned by anything....)
Scout 5 plus one basic avoids the majority of the prototype scanners already. Do you think scouts should be able to avoid every scanner without completely gimping their low slots?
// Logistics / Scout / Dropship Pilot // https://twitter.com/reesnoturana
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Patrick57
GunFall Mobilization Covert Intervention
1562
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Posted - 2013.11.20 02:11:00 -
[5] - Quote
Reav Hannari wrote:Scout 5 plus one basic avoids the majority of the prototype scanners already. Do you think scouts should be able to avoid every scanner without completely gimping their low slots? lol Didn't even know that, from what people say I assumed it affects almost nothing, oops.
IMO, yes, they should be able to avoid most Scanners without mods.
ö/\ö :D
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Piercing Serenity
Shattered Ascension Top Men.
425
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Posted - 2013.11.20 02:12:00 -
[6] - Quote
I think that everyone should have to pay some sort of "price" to counter the scanners. But between the backwards math that prevents any suit from beating adv scanners with a complex dampener (I can't find the link now), beating the scan is *so* resource intensive that there is almost no point.
And the distance you can see out is less important/useful than being able to see if someone is waiting on a corner or climbing a ledge. Even more useful when the whole squad can see that
DUST 514 Vet
Born 06/12
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Reav Hannari
Red Rock Outriders
1867
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Posted - 2013.11.20 02:15:00 -
[7] - Quote
Patrick57 wrote:Reav Hannari wrote:Scout 5 plus one basic avoids the majority of the prototype scanners already. Do you think scouts should be able to avoid every scanner without completely gimping their low slots? lol Didn't even know that, from what people say I assumed it affects almost nothing, oops. IMO, yes, they should be able to avoid most Scanners without mods.
Yep, Scout 5, Dampening 1 and one basic damp will get you below 28 dB.
Scout 3, Dampening 3 and one enhanced will too.
Scout 5, Dampening 5 and two complex are needed to get below the 15 dB model which seems a fair trade to be invisible to every method of scanning available.
It all seems pretty balanced to me.
// Logistics / Scout / Dropship Pilot // https://twitter.com/reesnoturana
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Patrick57
GunFall Mobilization Covert Intervention
1562
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Posted - 2013.11.20 02:18:00 -
[8] - Quote
Reav Hannari wrote:Yep, Scout 5, Dampening 1 and one basic damp will get you below 28 dB.
Scout 3, Dampening 3 and one enhanced will too.
Scout 5, Dampening 5 and two complex are needed to get below the 15 dB model which seems a fair trade to be invisible to every method of scanning available.
It all seems pretty balanced to me. I think it would greatly improve Scouts, knowing that even just getting Level 5 (without having to run Proto Suits) you could avoid everyone's scanner and flank more effectively.
ö/\ö :D
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Reav Hannari
Red Rock Outriders
1867
|
Posted - 2013.11.20 02:20:00 -
[9] - Quote
Piercing Serenity wrote:I think that everyone should have to pay some sort of "price" to counter the scanners. But between the backwards math that prevents any suit from beating adv scanners with a complex dampener (I can't find the link now), beating the scan is *so* resource intensive that there is almost no point.
And the distance you can see out is less important/useful than being able to see if someone is waiting on a corner or climbing a ledge. Even more useful when the whole squad can see that
Backwards math? Please explain.
Medium profile 50 dB
with dampening 5 it should be 45 db
one complex damp should be 32.5.
I'd like to confirm but the client doesn't show the actual in-game numbers. I have dampening 3 and two enhanced dampeners prevent scanning all the time while I'm wearing my logi suit.
// Logistics / Scout / Dropship Pilot // https://twitter.com/reesnoturana
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Thor Odinson42
Molon Labe PC RISE of LEGION
1955
|
Posted - 2013.11.20 02:21:00 -
[10] - Quote
Piercing Serenity wrote:I had an alt account my brother made a while back, and decided that I would boot it up and try something else out, just so see how it was doing something new. Things were going okay (I picked up the PLC), but I noticed a trend while I was playing. Every time I had a match where people were running active scanners, the whole team was destroyed.
So, I figured "Well, they're running in squads. I can't really fault them for that. What am I going to do with a Plasma Cannon against six guys with mics". But then I noticed that not only were all of these matches blowouts, they were worse than usual redline camping. I'd see players not even able to walk around the "safezone" that the MCC and ground spawn were supposed to provide. Rather, I saw people dropping like flies for just poking their heads around a corner, or having a grenade land exactly beneath their feat, thrown from some normally bad angle.
The point that I'm trying to make is that these active scanners feel like tool to re-enforce camping more than anything else. I've heard the argument that if you want to combat scanners, you need to stealth tank or HTFU. I don't think that people who say that realize the counter-intuitive situation that brings up. If I use two of the two/three low slots on my suit to avoid advanced scanners, then I'm too weak to fight the people who I'm trying to avoid in the first place.
I have no problem with teams running together. The active scanner just needs to be tweaked - cooldown or range, angle or some other penalty. Right now, things look very bleak from the other end of the beam.
The way you present it brings up some valid points.
But I think adding more in depth electronic warfare would be more efficient than adjusting the scanners.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Thor Odinson42
Molon Labe PC RISE of LEGION
1955
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Posted - 2013.11.20 02:22:00 -
[11] - Quote
Reav Hannari wrote:Piercing Serenity wrote:I think that everyone should have to pay some sort of "price" to counter the scanners. But between the backwards math that prevents any suit from beating adv scanners with a complex dampener (I can't find the link now), beating the scan is *so* resource intensive that there is almost no point.
And the distance you can see out is less important/useful than being able to see if someone is waiting on a corner or climbing a ledge. Even more useful when the whole squad can see that Backwards math? Please explain. Medium profile 50 dB with dampening 5 it should be 45 db one complex damp should be 32.5. I'd like to confirm but the client doesn't show the actual in-game numbers. I have dampening 3 and two enhanced dampeners prevent scanning all the time while I'm wearing my logi suit.
I think you are right.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Piercing Serenity
Shattered Ascension Top Men.
425
|
Posted - 2013.11.20 02:31:00 -
[12] - Quote
Thor Odinson42 wrote:Reav Hannari wrote:Piercing Serenity wrote:I think that everyone should have to pay some sort of "price" to counter the scanners. But between the backwards math that prevents any suit from beating adv scanners with a complex dampener (I can't find the link now), beating the scan is *so* resource intensive that there is almost no point.
And the distance you can see out is less important/useful than being able to see if someone is waiting on a corner or climbing a ledge. Even more useful when the whole squad can see that Backwards math? Please explain. Medium profile 50 dB with dampening 5 it should be 45 db one complex damp should be 32.5. I'd like to confirm but the client doesn't show the actual in-game numbers. I have dampening 3 and two enhanced dampeners prevent scanning all the time while I'm wearing my logi suit. I think you are right.
Somebody posted that DUST calculated the reduction to your scan profile incorrectly. I think that if everything were correct, a medium suit would be under 36 db (I think) with one complex mod, but that is not the case
DUST 514 Vet
Born 06/12
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Patrick57
GunFall Mobilization Covert Intervention
1565
|
Posted - 2013.11.20 02:33:00 -
[13] - Quote
Piercing Serenity wrote:Somebody posted that DUST calculated the reduction to your scan profile incorrectly. I think that if everything were correct, a medium suit would be under 36 db (I think) with one complex mod, but that is not the case
If something is spelled wrong in the dictionary, how would we know?
Couldn't the same logo be applied to that post? How do you know that the math is wrong if you didn't design the game and how they apply mods, skills, etc.?
ö/\ö :D
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Viktor Hadah Jr
Negative-Impact Cult of War
1131
|
Posted - 2013.11.20 02:34:00 -
[14] - Quote
Edit: nevermind
For the Empire!
Dual tanking is a sin.
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Thor Odinson42
Molon Labe PC RISE of LEGION
1956
|
Posted - 2013.11.20 02:35:00 -
[15] - Quote
Piercing Serenity wrote:Thor Odinson42 wrote:Reav Hannari wrote:Piercing Serenity wrote:I think that everyone should have to pay some sort of "price" to counter the scanners. But between the backwards math that prevents any suit from beating adv scanners with a complex dampener (I can't find the link now), beating the scan is *so* resource intensive that there is almost no point.
And the distance you can see out is less important/useful than being able to see if someone is waiting on a corner or climbing a ledge. Even more useful when the whole squad can see that Backwards math? Please explain. Medium profile 50 dB with dampening 5 it should be 45 db one complex damp should be 32.5. I'd like to confirm but the client doesn't show the actual in-game numbers. I have dampening 3 and two enhanced dampeners prevent scanning all the time while I'm wearing my logi suit. I think you are right. Somebody posted that DUST calculated the reduction to your scan profile incorrectly. I think that if everything were correct, a medium suit would be under 36 db (I think) with one complex mod, but that is not the case
I have a Min Assault Adv suit that I shotgun with. Two enhanced Dampeners at L3 dampening and I don't get scanned.
But like you said, its a terribly weak fit.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Piercing Serenity
Shattered Ascension Top Men.
425
|
Posted - 2013.11.20 02:38:00 -
[16] - Quote
Patrick57 wrote:Piercing Serenity wrote:Somebody posted that DUST calculated the reduction to your scan profile incorrectly. I think that if everything were correct, a medium suit would be under 36 db (I think) with one complex mod, but that is not the case
If something is spelled wrong in the dictionary, how would we know? Couldn't the same logo be applied to that post? How do you know that the math is wrong if you didn't design the game and how they apply mods, skills, etc.?
Well, someone did some testing in game and found out that following the math and the correct way to multiply the bonuses does not match up with what happens. I think its the same bug that reduced the speed penalty if you applied a reactive plate followed by an enhanced plate. DUST treats the value 0.00% Reduction as "reduction 1" and "3.00% as reduction 2, making your overall speed penalty less than what it would be with just one plate
DUST 514 Vet
Born 06/12
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Reav Hannari
Red Rock Outriders
1867
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Posted - 2013.11.20 02:39:00 -
[17] - Quote
Piercing Serenity wrote:Thor Odinson42 wrote:Reav Hannari wrote:Piercing Serenity wrote:I think that everyone should have to pay some sort of "price" to counter the scanners. But between the backwards math that prevents any suit from beating adv scanners with a complex dampener (I can't find the link now), beating the scan is *so* resource intensive that there is almost no point.
And the distance you can see out is less important/useful than being able to see if someone is waiting on a corner or climbing a ledge. Even more useful when the whole squad can see that Backwards math? Please explain. Medium profile 50 dB with dampening 5 it should be 45 db one complex damp should be 32.5. I'd like to confirm but the client doesn't show the actual in-game numbers. I have dampening 3 and two enhanced dampeners prevent scanning all the time while I'm wearing my logi suit. I think you are right. Somebody posted that DUST calculated the reduction to your scan profile incorrectly. I think that if everything were correct, a medium suit would be under 36 db (I think) with one complex mod, but that is not the case
I've asked several times for the formula and for the value to be displayed in the suit fitting window so we can check. No joy. It should be a simple thing but... CCP.
// Logistics / Scout / Dropship Pilot // https://twitter.com/reesnoturana
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Leadfoot10
Molon Labe PC RISE of LEGION
108
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Posted - 2013.11.20 03:17:00 -
[18] - Quote
Active scanners are a two way street.
Don't like the advantage it gives the other team?
Use them yourself. or add a dampener.
That's my perspective, at least.
That said, and to be honest, I liked the old way of doing things with shared radar and no active scanners. |
Green Pyramid
ph-clones
0
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Posted - 2013.11.20 03:27:00 -
[19] - Quote
Piercing Serenity wrote:Patrick57 wrote:Piercing Serenity wrote:Somebody posted that DUST calculated the reduction to your scan profile incorrectly. I think that if everything were correct, a medium suit would be under 36 db (I think) with one complex mod, but that is not the case
If something is spelled wrong in the dictionary, how would we know? Couldn't the same logo be applied to that post? How do you know that the math is wrong if you didn't design the game and how they apply mods, skills, etc.? Well, someone did some testing in game and found out that following the math and the correct way to multiply the bonuses does not match up with what happens. I think its the same bug that reduced the speed penalty if you applied a reactive plate followed by an enhanced plate. DUST treats the value 0.00% Reduction as "reduction 1" and "3.00% as reduction 2, making your overall speed penalty less than what it would be with just one plate they fixed all that. and the setup you're trying to think of is 1 complex dampener (25%) + level 5 dampening (2% per level = 10%) = 35%. so using a medium frame, 50db minus 35% =32.5db...enough to beat std and adv scanners
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Zatara Rought
Fatal Absolution
1712
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Posted - 2013.11.20 03:53:00 -
[20] - Quote
Nothing this man says is of any value or relevancy until he plays with me.
That's Master nader to you scrub.
Skype me @ Zatara.Rought
CCP's Motto: "SoonGäó"
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IgniteableAura
Pro Hic Immortalis
358
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Posted - 2013.11.20 04:07:00 -
[21] - Quote
Green Pyramid wrote:Piercing Serenity wrote:Patrick57 wrote:Piercing Serenity wrote:Somebody posted that DUST calculated the reduction to your scan profile incorrectly. I think that if everything were correct, a medium suit would be under 36 db (I think) with one complex mod, but that is not the case
If something is spelled wrong in the dictionary, how would we know? Couldn't the same logo be applied to that post? How do you know that the math is wrong if you didn't design the game and how they apply mods, skills, etc.? Well, someone did some testing in game and found out that following the math and the correct way to multiply the bonuses does not match up with what happens. I think its the same bug that reduced the speed penalty if you applied a reactive plate followed by an enhanced plate. DUST treats the value 0.00% Reduction as "reduction 1" and "3.00% as reduction 2, making your overall speed penalty less than what it would be with just one plate they fixed all that. and the setup you're trying to think of is 1 complex dampener (25%) + level 5 dampening (2% per level = 10%) = 35%. so using a medium frame, 50db minus 35% =32.5db...enough to beat std and adv scanners
Sorry man but that math is wrong.
It doesnt add the percentages. The skill bonus takes effect first, then the 25% come off that. So 10% off of 50 is 45dB. Then you have 25% off of that, so 33.75. Dust rounds up so thats 34dB.
With scouts Im pretty sure the math is similar. So it takes the racial bonus first, then the damp bonus, then whatever bonus you put on your suit along with stack penalty for multiple mods. That makes sense since having scout V is like getting your own complex damp and you avoid all but proto scanners.
The way its calculated is why its so terrible for "negative" bonuses. It builds an exponential curve down, while when doing "positive" bonus builds exponential curve up. Its why damage application and HP are the only useful mods in Dust.
From in game testing with scout 5 you can avoid all but proto scanners. Then you need a basic damp to avoid it. If someone has racial scout to 5 it serves no purpose to skill past level 3 dampening as it doesn't provide a "good enough" bonus for its SP requirement.
Math for Scout V: Racial bonus 25% off 45 = 33.75 Bonus for damp skill III 6% off 33.75 = 31.725 Bonus for basic dmp 15% off 31.725 = 26.94
Rounds up to 27dB, just under pro level scanner.
PHI Recruitment
or PHIsh Tank in game
Twitch
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Samantha Hunyz
Clones Of The Damned
12
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Posted - 2013.11.20 04:22:00 -
[22] - Quote
IgniteableAura wrote:Green Pyramid wrote:Piercing Serenity wrote:Patrick57 wrote:Piercing Serenity wrote:Somebody posted that DUST calculated the reduction to your scan profile incorrectly. I think that if everything were correct, a medium suit would be under 36 db (I think) with one complex mod, but that is not the case
If something is spelled wrong in the dictionary, how would we know? Couldn't the same logo be applied to that post? How do you know that the math is wrong if you didn't design the game and how they apply mods, skills, etc.? Well, someone did some testing in game and found out that following the math and the correct way to multiply the bonuses does not match up with what happens. I think its the same bug that reduced the speed penalty if you applied a reactive plate followed by an enhanced plate. DUST treats the value 0.00% Reduction as "reduction 1" and "3.00% as reduction 2, making your overall speed penalty less than what it would be with just one plate they fixed all that. and the setup you're trying to think of is 1 complex dampener (25%) + level 5 dampening (2% per level = 10%) = 35%. so using a medium frame, 50db minus 35% =32.5db...enough to beat std and adv scanners Sorry man but that math is wrong. It doesnt add the percentages. The skill bonus takes effect first, then the 25% come off that. So 10% off of 50 is 45dB. Then you have 25% off of that, so 33.75. Dust rounds up so thats 34dB. With scouts Im pretty sure the math is similar. So it takes the racial bonus first, then the damp bonus, then whatever bonus you put on your suit along with stack penalty for multiple mods. That makes sense since having scout V is like getting your own complex damp and you avoid all but proto scanners. The way its calculated is why its so terrible for "negative" bonuses. It builds an exponential curve down, while when doing "positive" bonus builds exponential curve up. Its why damage application and HP are the only useful mods in Dust. From in game testing with scout 5 you can avoid all but proto scanners. Then you need a basic damp to avoid it. If someone has racial scout to 5 it serves no purpose to skill past level 3 dampening as it doesn't provide a "good enough" bonus for its SP requirement. So If I get my gallente scout to proto, and my dampening is already at 3,what type of dampener do I need to use? I'm guessing enhanced. I don't have my scout suit proto yet, but knowing this in advance could help put my sp where it needs to be.
When I look down my scope, all I see are dead people.
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IgniteableAura
Pro Hic Immortalis
358
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Posted - 2013.11.20 04:23:00 -
[23] - Quote
samantha see math above.
PHI Recruitment
or PHIsh Tank in game
Twitch
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Samantha Hunyz
Clones Of The Damned
13
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Posted - 2013.11.20 04:32:00 -
[24] - Quote
lol, that post wasn't there yet, I swear. Also, thanks.
When I look down my scope, all I see are dead people.
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Koric McLangous
The Unholy Legion Of DarkStar DARKSTAR ARMY
3
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Posted - 2013.11.20 04:36:00 -
[25] - Quote
So the logic of "just get a scanner and do it back to them," is like telling people who complain about how fast they are cut down by the AR to just go get one and do it back. It's too much power for so little requirement. Like tank, AR, Forge guns, Swarm launchers, Caldari Logi, . ... (wait it seems almost everything seems to be too powerful)
Back to scanners:
You can't tune your suit to have the scan precision that an proto scanner has, nor the range, nor the squad sharing, nor the fitting ease, so how can you say that it isn't too much for one tool. Now if they linked it to you scanning ability that would tie it to another skill/s and then it would seem fairer. But as it is, I would have to make my whole suit (Proto Gal Scout, Lvl 5, with all the precision and range I can fit) just to come close to the scanners ability, for one slot and almost no skill and still not have the squad share.
The point is that scouts (or anyone) have the ability to evade this yes, but with way more invested into it.
In my opinion, we should be pinged when we use the scanners. The player who uses it should have a penalty for being able to see everyone in 150 m , 360 degrees. Not just the one skill and slot. |
pyramidhead 420
Carbon 7 CRONOS.
154
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Posted - 2013.11.20 04:50:00 -
[26] - Quote
IgniteableAura wrote:Green Pyramid wrote:Piercing Serenity wrote:Patrick57 wrote:Piercing Serenity wrote:Somebody posted that DUST calculated the reduction to your scan profile incorrectly. I think that if everything were correct, a medium suit would be under 36 db (I think) with one complex mod, but that is not the case
If something is spelled wrong in the dictionary, how would we know? Couldn't the same logo be applied to that post? How do you know that the math is wrong if you didn't design the game and how they apply mods, skills, etc.? Well, someone did some testing in game and found out that following the math and the correct way to multiply the bonuses does not match up with what happens. I think its the same bug that reduced the speed penalty if you applied a reactive plate followed by an enhanced plate. DUST treats the value 0.00% Reduction as "reduction 1" and "3.00% as reduction 2, making your overall speed penalty less than what it would be with just one plate they fixed all that. and the setup you're trying to think of is 1 complex dampener (25%) + level 5 dampening (2% per level = 10%) = 35%. so using a medium frame, 50db minus 35% =32.5db...enough to beat std and adv scanners Sorry man but that math is wrong. It doesnt add the percentages. The skill bonus takes effect first, then the 25% come off that. So 10% off of 50 is 45dB. Then you have 25% off of that, so 33.75. Dust rounds up so thats 34dB. With scouts Im pretty sure the math is similar. So it takes the racial bonus first, then the damp bonus, then whatever bonus you put on your suit along with stack penalty for multiple mods. That makes sense since having scout V is like getting your own complex damp and you avoid all but proto scanners. The way its calculated is why its so terrible for "negative" bonuses. It builds an exponential curve down, while when doing "positive" bonus builds exponential curve up. Its why damage application and HP are the only useful mods in Dust. From in game testing with scout 5 you can avoid all but proto scanners. Then you need a basic damp to avoid it. If someone has racial scout to 5 it serves no purpose to skill past level 3 dampening as it doesn't provide a "good enough" bonus for its SP requirement. Math for Scout V: Racial bonus 25% off 45 = 33.75 Bonus for damp skill III 6% off 33.75 = 31.725 Bonus for basic dmp 15% off 31.725 = 26.94 Rounds up to 27dB, just under pro level scanner. so when calculating my db as a medium frame, i should minus 10% first (damp 5) and then the modules? do an example please, med frame 50db, damp level 2, with 2 basic dampeners (15% each)
thank you PS green pyramid is an alt of mine |
Joel II X
AHPA
190
|
Posted - 2013.11.20 04:57:00 -
[27] - Quote
Reav Hannari wrote:Patrick57 wrote:Reav Hannari wrote:Scout 5 plus one basic avoids the majority of the prototype scanners already. Do you think scouts should be able to avoid every scanner without completely gimping their low slots? lol Didn't even know that, from what people say I assumed it affects almost nothing, oops. IMO, yes, they should be able to avoid most Scanners without mods. Yep, Scout 5, Dampening 1 and one basic damp will get you below 28 dB. Scout 3, Dampening 3 and one enhanced will too. Scout 5, Dampening 5 and two complex are needed to get below the 15 dB model which seems a fair trade to be invisible to every method of scanning available. It all seems pretty balanced to me. When I did the math, Scout 3, damp 3, and 1 enhanced doesn't cover you from all scanners. All but the proto ones. |
hgghyujh
Expert Intervention Caldari State
173
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Posted - 2013.11.20 05:24:00 -
[28] - Quote
or we increase TTK, increase extender and plate fittings and lower fittings on all modules not related to tank.
then we get true diversity in suit set ups........ |
Garth Mandra
The Southern Legion The Umbra Combine
225
|
Posted - 2013.11.20 05:42:00 -
[29] - Quote
For the math stuff.
-Profile dampeners do not mention a stacking penalty but they have one anyway. -As with all 'number decreasing' bonuses the stacking penalty is applied in the incorrect order.
Evidence: -Medium suit (50dB) -Profile dampening 5 (50 * 0.9 = 45dB) -1st complex damp (50 * 0.9 * 0.75 = 33.75dB) then -[no stacking penalty] enhanced damp (50 * 0.9 * 0.75 * 0.80 = 27dB) -['correct order' stacking penalty] enhanced damp (50 * 0.9 * 0.75 * (1-0.2*0.87) = 27.8dB) -['incorrect order' stacking penalty] enhanced damp (50 * 0.9 * 0.80 * (1-0.25*0.87) = 28.17dB)
Now presumable the first two cases should be able to avoid most of the proto scanners with their 28dB precision.
However with this setup I have been scanned multiple times in several different matches. With the assumption that nobody is actually using the 15dB scanner given it's poor performance and difficult fitting I am under the impression that the third option is what is happening in game.
I have yet to test this properly. I'll get around to it eventually.
If the third option is what is happening, and there is no rounding going on, then the stacking penalty is being applied to the best module rather than the second best. This has previously been observed with vehicle resistance mods and the fitting screen. |
Eldest Dragon
0uter.Heaven Proficiency V.
373
|
Posted - 2013.11.20 05:51:00 -
[30] - Quote
Reav Hannari wrote:Patrick57 wrote:Reav Hannari wrote:Scout 5 plus one basic avoids the majority of the prototype scanners already. Do you think scouts should be able to avoid every scanner without completely gimping their low slots? lol Didn't even know that, from what people say I assumed it affects almost nothing, oops. IMO, yes, they should be able to avoid most Scanners without mods. Yep, Scout 5, Dampening 1 and one basic damp will get you below 28 dB. Scout 3, Dampening 3 and one enhanced will too. Scout 5, Dampening 5 and two complex are needed to get below the 15 dB model which seems a fair trade to be invisible to every method of scanning available. It all seems pretty balanced to me.
Yea right bro, a min scout has 2 low slots, so no armor or speed or stamina if the scout wants to be undetected. Yea thats a fair trade alright, wtfe dude, try that suit out with no good low slot modules and see how well you do.
When your playing dust and your frustrated...if all else fails...turn off the ps3 works every time.
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Garth Mandra
The Southern Legion The Umbra Combine
225
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Posted - 2013.11.20 09:41:00 -
[31] - Quote
I think a scout should only need to put in a little effort to hide from proto scanners. No effort should be required to hide from advanced and basic scanners with max skills. The proto precision scanner should take a little more effort.
-Something like 1 enhanced damp to hide from proto scanners with max skills. -The precision scanner should probably take two modules slots (I'm a little undecided) to hide from though. The only thing that scanner has going for it is the good precision, otherwise it has average range, arc, low duration and large fitting (18PG!). Keep in mind that this scanners only use is detecting super stealthy scouts in all other situations you're better with one of the other scanners. |
Baal Omniscient
L.O.T.I.S. Public Disorder.
742
|
Posted - 2013.11.20 10:44:00 -
[32] - Quote
Piercing Serenity wrote:I think that everyone should have to pay some sort of "price" to counter the scanners. But between the backwards math that prevents any suit from beating adv scanners with a complex dampener (I can't find the link now), beating the scan is *so* resource intensive that there is almost no point.
And the distance you can see out is less important/useful than being able to see if someone is waiting on a corner or climbing a ledge. Even more useful when the whole squad can see that And it's not only that, but even if you DO manage to beat the scan, everyone in that squad knows there's at least one guy right behind whatever they just scanned.
And in come the Core Locus grenades....
EXERCISE... EX AR CISE... EGXS AR SISE... EGS ARE SISE... EGGS ARE SIDES.... FOR BACON.....
BACON.
|
Baal Omniscient
L.O.T.I.S. Public Disorder.
742
|
Posted - 2013.11.20 10:51:00 -
[33] - Quote
Thor Odinson42 wrote:Piercing Serenity wrote:I had an alt account my brother made a while back, and decided that I would boot it up and try something else out, just so see how it was doing something new. Things were going okay (I picked up the PLC), but I noticed a trend while I was playing. Every time I had a match where people were running active scanners, the whole team was destroyed.
So, I figured "Well, they're running in squads. I can't really fault them for that. What am I going to do with a Plasma Cannon against six guys with mics". But then I noticed that not only were all of these matches blowouts, they were worse than usual redline camping. I'd see players not even able to walk around the "safezone" that the MCC and ground spawn were supposed to provide. Rather, I saw people dropping like flies for just poking their heads around a corner, or having a grenade land exactly beneath their feat, thrown from some normally bad angle.
The point that I'm trying to make is that these active scanners feel like tool to re-enforce camping more than anything else. I've heard the argument that if you want to combat scanners, you need to stealth tank or HTFU. I don't think that people who say that realize the counter-intuitive situation that brings up. If I use two of the two/three low slots on my suit to avoid advanced scanners, then I'm too weak to fight the people who I'm trying to avoid in the first place.
I have no problem with teams running together. The active scanner just needs to be tweaked - cooldown or range, angle or some other penalty. Right now, things look very bleak from the other end of the beam. The way you present it brings up some valid points. But I think adding more in depth electronic warfare would be more efficient than adjusting the scanners. I don't disagree, however I think we'd have more luck waiting for a scanner adjustment than we would waiting for immediate EW updates. Once EW is properly implemented, then you can balance all the EW gear against each other, but until it's all in it needs to be balanced against what is currently in the game. Otherwise you ruin the balance of gameplay while we wait for an undisclosed amount of time HOPING that some day soon things will work correctly.
EXERCISE... EX AR CISE... EGXS AR SISE... EGS ARE SISE... EGGS ARE SIDES.... FOR BACON.....
BACON.
|
Piercing Serenity
Shattered Ascension Top Men.
432
|
Posted - 2013.11.20 18:06:00 -
[34] - Quote
Baal Omniscient wrote:Thor Odinson42 wrote:Piercing Serenity wrote:I had an alt account my brother made a while back, and decided that I would boot it up and try something else out, just so see how it was doing something new. Things were going okay (I picked up the PLC), but I noticed a trend while I was playing. Every time I had a match where people were running active scanners, the whole team was destroyed.
So, I figured "Well, they're running in squads. I can't really fault them for that. What am I going to do with a Plasma Cannon against six guys with mics". But then I noticed that not only were all of these matches blowouts, they were worse than usual redline camping. I'd see players not even able to walk around the "safezone" that the MCC and ground spawn were supposed to provide. Rather, I saw people dropping like flies for just poking their heads around a corner, or having a grenade land exactly beneath their feat, thrown from some normally bad angle.
The point that I'm trying to make is that these active scanners feel like tool to re-enforce camping more than anything else. I've heard the argument that if you want to combat scanners, you need to stealth tank or HTFU. I don't think that people who say that realize the counter-intuitive situation that brings up. If I use two of the two/three low slots on my suit to avoid advanced scanners, then I'm too weak to fight the people who I'm trying to avoid in the first place.
I have no problem with teams running together. The active scanner just needs to be tweaked - cooldown or range, angle or some other penalty. Right now, things look very bleak from the other end of the beam. The way you present it brings up some valid points. But I think adding more in depth electronic warfare would be more efficient than adjusting the scanners. I don't disagree, however I think we'd have more luck waiting for a scanner adjustment than we would waiting for immediate EW updates. Once EW is properly implemented, then you can balance all the EW gear against each other, but until it's all in it needs to be balanced against what is currently in the game. Otherwise you ruin the balance of gameplay while we wait for an undisclosed amount of time HOPING that some day soon things will work correctly.
Well, what I'd really like to happen is a hot fix that was introduced with the understanding that things would be changed back to the way things were when new equipment came out. I can understand the damaging effects constant fixed can have for the game. So just be honest about the changes that you're going to make.
"Due to several issues with the active scanner, we are deploying a hot fix with the following changes. A more viable counter will be released in the next major patch, coinciding with the removal of the aforementioned hot fix"
Two birds, one stone
DUST 514 Vet
Born 06/12
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bunnywink
Ancient Exiles. Renegade Alliance
351
|
Posted - 2013.11.20 18:25:00 -
[35] - Quote
I remember when there wasn't a need for active scanners and a sniper could simply highlight the enemies for their squad mates. I think the active scanners are fine the way they are now (it's definitely an improvement from how it was before). You should always have somebody in squad with an active scanner. |
Keri Starlight
0uter.Heaven Proficiency V.
2156
|
Posted - 2013.11.20 18:39:00 -
[36] - Quote
In my honest opinion, Profile Dampening needs a buff. Scanners can stay the same.
-Level 5 Gallente Scouts without any Profile Dampener should deceive most, if not all scanners.
-One Complex Profile Dampener on a Medium frame should be enough to deceive ADV scanners (godly for flankers and skirmishers).
-One Complex Profile Dampener on any Scout suit should be enough to deceive any scanner, even that Duvolle Focused or whatever is the name.
This way Scouts and medium frame infiltrators are going to have a consistent stealth advantage over tanked suits without giving away a significant portion of their HP.
People without Dampeners or light suits should be picked by scanners easily, no matter what.
-> Balanced.
-1.7 ranges: AR 42m -> 48m, TAR 65m -> 60m
-Goodbye my love, Tac AR
"I load my gun with love instead of bullets"
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We are 138
Subdreddit Test Alliance Please Ignore
441
|
Posted - 2013.11.20 18:43:00 -
[37] - Quote
Keri Starlight wrote:In my honest opinion, Profile Dampening needs a buff. Scanners can stay the same.
-Level 5 Gallente Scouts without any Profile Dampener should deceive most, if not all scanners.
-One Complex Profile Dampener on a Medium frame should be enough to deceive ADV scanners (godly for flankers and skirmishers).
-One Complex Profile Dampener on any Scout suit should be enough to deceive any scanner, even that Duvolle Focused or whatever is the name.
This way Scouts and medium frame infiltrators are going to have a consistent stealth advantage over tanked suits without giving away a significant portion of their HP.
People without Dampeners or light suits should be picked by scanners easily, no matter what.
-> Balanced.
She's making sense! quick someone stop her! (Keri disappears into a burlap sack emblazoned with a CCP logo never to be seen again.) |
Keri Starlight
0uter.Heaven Proficiency V.
2156
|
Posted - 2013.11.20 18:46:00 -
[38] - Quote
We are 138 wrote:Keri Starlight wrote:In my honest opinion, Profile Dampening needs a buff. Scanners can stay the same.
-Level 5 Gallente Scouts without any Profile Dampener should deceive most, if not all scanners.
-One Complex Profile Dampener on a Medium frame should be enough to deceive ADV scanners (godly for flankers and skirmishers).
-One Complex Profile Dampener on any Scout suit should be enough to deceive any scanner, even that Duvolle Focused or whatever is the name.
This way Scouts and medium frame infiltrators are going to have a consistent stealth advantage over tanked suits without giving away a significant portion of their HP.
People without Dampeners or light suits should be picked by scanners easily, no matter what.
-> Balanced. She's making sense! quick someone stop her! (Keri disappears into a burlap sack emblazoned with a CCP logo never to be seen again.)
LOL!
-1.7 ranges: AR 42m -> 48m, TAR 65m -> 60m
-Goodbye my love, Tac AR
"I load my gun with love instead of bullets"
|
Sana Rayya
WASTELAND JUNK REMOVAL
410
|
Posted - 2013.11.20 18:52:00 -
[39] - Quote
Keri Starlight wrote:In my honest opinion, Profile Dampening needs a buff. Scanners can stay the same.
-Level 5 Gallente Scouts without any Profile Dampener should deceive most, if not all scanners.
-One Complex Profile Dampener on a Medium frame should be enough to deceive ADV scanners (godly for flankers and skirmishers).
-One Complex Profile Dampener on any Scout suit should be enough to deceive any scanner, even that Duvolle Focused or whatever is the name.
This way Scouts and medium frame infiltrators are going to have a consistent stealth advantage over tanked suits without giving away a significant portion of their HP.
People without Dampeners or light suits should be picked by scanners easily, no matter what.
-> Balanced.
1. Gallente Proto Scouts need only Lvl 2 in dampening and 1 basic or militia dampener to avoid 28dB proto scanners
2. A medium frame can already avoid advanced scanners using a single complex dampener.
3. Only the Gallente Proto Scout can avoid the 15 dB scanner, if equipped with four complex dampeners. Obviously not many people do this, so the Duvolle Focused will scan pretty much everyone you'll encounter in the game. Yet you almost never see them used. Why? Because they are sucky scanners, with crappy light up time, huge cool downs, and ridiculous PG fitting costs. So an argument that "scouts should be able to avoid this scanner just because" is purely academic since in reality, the use of this particular scanner is extremely rare. |
Eltra Ardell
Goonfeet Top Men.
203
|
Posted - 2013.11.20 20:15:00 -
[40] - Quote
I want reddit humor to leave. |
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