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Galvan Nized
Deep Space Republic Top Men.
316
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Posted - 2013.11.27 14:27:00 -
[1] - Quote
Yes they need a nerf.
Nerf the 360 twirl Nerf margin of error message Nerf cooldown being less than time scanned, meaning an area can stay perma scan. Nerf insta pop of scan, make it take the full time to bring the dots up. |
Galvan Nized
Deep Space Republic Top Men.
316
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Posted - 2013.11.27 15:05:00 -
[2] - Quote
Fizzer94 wrote:Galvan Nized wrote:Yes they need a nerf.
Nerf the 360 twirl Nerf margin of error message Nerf cooldown being less than time scanned, meaning an area can stay perma scan. Nerf insta pop of scan, make it take the full time to bring the dots up. There are really OP, but that's a bit much. The first two I can agree with, but the third and fourth when paired with the first one is just too much. The 360 spin is what makes them OP, the error message isn't a huge issue, but still needs a fix.
While I can understand the apprehension, EVERYONE should get a break from scanner scanning. You should not be able to hold down an area perma scanned...unless the scan only tracks where you were not constantly.
Insta pop is silly, make variants that scan faster but don't make it instant. Or make it instant but lose fidelity through objects.
The 360 is probably the biggest issue, yes, it MUST go.
While you may not think the error message is a big deal my dampened scout thinks otherwise. If you know what you're doing you can pinpoint where a person is from the message alone. Kind of goes against dampeners in the first place. |
Galvan Nized
Deep Space Republic Top Men.
316
|
Posted - 2013.11.27 15:39:00 -
[3] - Quote
Jaysyn Larrisen wrote:I actually think the scanners are fine. Not enough folks are using dampeners to actually find out if there is an effective counter to scanners. In my experience dampeners can be quite effective. I need proto damps on my Caldari assault to defeat Adv scanners...fair trade.
As to the 360 twirl and cool down time....I don't have that big an issue with that either. Effectively it makes the scanning player much less effective in combat to run continual scans.
What most folks are actually experience is multiple people running scanners on the other team and many aren't coordinated so it looks like scanner spam and not a single guy constantly doing pirouettes. I've seen more than a few guys soloing skirmish with scanners in addition to the single scanner that each of our squads carry...that can be a lot of scans.
While this is a possibility I know from personal experience with the scanner that I ALONE can keep an area perma scanned from a good distance. This may only help my squad but there is no break.
I don't really needed to be combat effective, I can scan switch weapons have 14 secs of firefight go back scan again. So in 30 secs I might lose 4 secs of fire.
And if I'm dedicated I can tell you from where a dampened player is coming just from the error message.
The twirl makes no sense, why do they have "angle of scan" if they meant for active scanners to be 360 spotters?
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