Ryme Intrinseca
The Rainbow Effect
529
|
Posted - 2013.12.26 18:09:00 -
[1] - Quote
Iron Wolf Saber wrote:On the grounds of no new content I purpose these changes.
1. Active Scanners will rely on suit or vehicle own natural sensors to find targets. Better the natural sensors the better it can find things. Lights having the best while heavies the worst. Vehicles are in a similar position with LAVs having the best with HAVs having the worst. Both strength and Range are accounted for. This is to encourage roles of suits and vehicles, scouts becoming scoutier and commandos not able to role stomp on them anymore.
1a. Fitting Suit Range Amplifiers and Suit Sensor Resolution Modules will also enhance active scanner functions. Vehicles are currently lacking the modules and slots to support this at the moment and if added should be a multipurpose module instead of individuals as they are on the dropsuit.
2. Active scanning player or vehicle will be revealed to the entire hostile team at 2x the range than he can detect at as though he himself had been scanned. This is the drawback of using the scanner and cannot be defeated completely without new content (active dampener) This increases interplay and make the game more interesting for those getting scanned and those doing the scanning.
3. Active scanners drop in strength over distance, it is possible to create variants that have sweet spots (long range but nearsighted) or work around this concept.
4. Active scanners activate instantly instead of scanning for 5 seconds. This will prevent 360 scans or sweeping scans. To compensate the scanner cooldown could be toned to allow quicker rescans or new variants brought in that are shorter ranged.
5. Lower the signature radius of the suit the shorter they remain 'pinged' this does combine with items 2 and 3 so scouts and recons who are scanning are not shown for up as long but also scans made by scouts and lights will last much longer than the commando. This is also impart of role fitting as well as making bigger not so much better as larger electronically sized targets will be detrimental.
NOTE: By no means is this supposed to be a NERF, a pox upon your ignorance for thinking otherwise. These are all terrible ideas. If it ain't broke don't fix it. |
Ryme Intrinseca
The Rainbow Effect
530
|
Posted - 2013.12.26 18:44:00 -
[2] - Quote
Paran Tadec wrote:Ryme Intrinseca wrote:Iron Wolf Saber wrote:On the grounds of no new content I purpose these changes.
1. Active Scanners will rely on suit or vehicle own natural sensors to find targets. Better the natural sensors the better it can find things. Lights having the best while heavies the worst. Vehicles are in a similar position with LAVs having the best with HAVs having the worst. Both strength and Range are accounted for. This is to encourage roles of suits and vehicles, scouts becoming scoutier and commandos not able to role stomp on them anymore.
1a. Fitting Suit Range Amplifiers and Suit Sensor Resolution Modules will also enhance active scanner functions. Vehicles are currently lacking the modules and slots to support this at the moment and if added should be a multipurpose module instead of individuals as they are on the dropsuit.
2. Active scanning player or vehicle will be revealed to the entire hostile team at 2x the range than he can detect at as though he himself had been scanned. This is the drawback of using the scanner and cannot be defeated completely without new content (active dampener) This increases interplay and make the game more interesting for those getting scanned and those doing the scanning.
3. Active scanners drop in strength over distance, it is possible to create variants that have sweet spots (long range but nearsighted) or work around this concept.
4. Active scanners activate instantly instead of scanning for 5 seconds. This will prevent 360 scans or sweeping scans. To compensate the scanner cooldown could be toned to allow quicker rescans or new variants brought in that are shorter ranged.
5. Lower the signature radius of the suit the shorter they remain 'pinged' this does combine with items 2 and 3 so scouts and recons who are scanning are not shown for up as long but also scans made by scouts and lights will last much longer than the commando. This is also impart of role fitting as well as making bigger not so much better as larger electronically sized targets will be detrimental.
NOTE: By no means is this supposed to be a NERF, a pox upon your ignorance for thinking otherwise. These are all terrible ideas. If it ain't broke don't fix it. Scanner is broke as ffff. I use it all the time. Tell me what the problem is and we'll see if there's a solution. If the issue is that it's too hard for scouts to get under the scan, do something that responds specifically to that problem without creating new ones. Lower their profile or give them an extra slot, for instance. Don't just change everything about how scanners work without expecting that to have wider consequences.
All I'm seeing is yet another IWS proposal for sweeping changes that will inevitably nerf something into oblivion, like his ideas always do, whether he means it or not. How are swarmers doing nowadays?
Changes should be about fixing imbalances in the game without creating new ones, not demolishing everything that came before it in the hope that balance emerges spontaneously from the chaos. It never does. |