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![Talos Vagheitan Talos Vagheitan](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Talos Vagheitan
Ancient Exiles.
313
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Posted - 2013.12.25 04:10:00 -
[1] - Quote
Scans need some tweaking. Here's what I would like to see changed.
Instead of being able to do a quick 360 and have 100% scan effectiveness all the way around you, I feel that you should have to scan one area for longer if you want to scan it effectively.
For example: If a player chooses to do a 360 turn while scanning, then the player will get a weak scan all the way around them, likely missing scouts or people who have points into profile dampening. Also, detected players would appear for a shorter duration. If a player focuses the scan on a smaller area, the scan will be more effective, more able to detect people, and lighting them up for a longer period.
Along with this I would propose an overall 15% buff to all scanner effectiveness to balance what is essentially the 'nerf' I am proposing.
I feel this would add some skill to scanning, and make it more realistic. Also, this would add more depth to the stealth aspect of the game. If a scout is out trying to sneak around somewhere, you will be less likely to find them if you are doing 360 scans, but more likely to find them if you are actively searching for areas they might be.
Who cares what some sniper has to say
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![Talos Vagheitan Talos Vagheitan](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Talos Vagheitan
Ancient Exiles.
313
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Posted - 2013.12.25 04:26:00 -
[2] - Quote
Just to clarify:
- Add 15% buff to scan effectiveness. - Make the scan build up to 100%(+15%) in the area scanned - Divide total scanner effectiveness by the area scanned.
So in the event of a 360 degree turn, all four quadrants scanned, each quadrant would be at 25% effectiveness.
Who cares what some sniper has to say
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![Patrick57 Patrick57](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Patrick57
Fatal Absolution
2421
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Posted - 2013.12.25 04:43:00 -
[3] - Quote
So, basically increase the effectiveness of Scanners if the user concentrates it in one area?
I like it.
I'd also propose that the Scan is weaker the further out it goes, so scanning someone at 100 meters would get you a faint red dot, unless you kept concentrating the scanner in that direction, like you already said.
+1
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE! nú+
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![Shadow Archeus Shadow Archeus](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Shadow Archeus
OSG Planetary Operations Covert Intervention
185
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Posted - 2013.12.25 12:27:00 -
[4] - Quote
I like this but I'd like to see some kind of deployable scanner that would scan a SMALL area until a timer runs out or it is destroyed.... but that's for a different thread......your idea is solid op
+1 |
![Talos Vagheitan Talos Vagheitan](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Talos Vagheitan
Ancient Exiles.
315
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Posted - 2013.12.25 16:28:00 -
[5] - Quote
Shadow Archeus wrote:I like this but I'd like to see some kind of deployable scanner that would scan a SMALL area until a timer runs out or it is destroyed.... but that's for a different thread......your idea is solid op
+1
I agree. More types of deploy-able equipment would be great
Who cares what some sniper has to say
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![Kierkegaard Soren Kierkegaard Soren](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Kierkegaard Soren
Scions of Athra
47
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Posted - 2013.12.25 22:02:00 -
[6] - Quote
Simple. Realistic. Requires operator to make choices that have consequences. And would count as a very solid buff to scouts to boot. I love it, sign me up op. +1.
Dedicated Commando.
So it's a good job KDR doesn't bother me, really.
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