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Iron Wolf Saber
Den of Swords
11399
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Posted - 2013.12.25 12:02:00 -
[1] - Quote
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 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.
1a. Fitting Suit Range Amplifiers and Suit Sensor Resolution Modules will enhance active scanner functions.
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.
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.
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Spectral Clone
Dust2Dust. Top Men.
983
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Posted - 2013.12.25 12:07:00 -
[2] - Quote
Good ideas IWS!
One thing I would like to add to your list is that a scan goes on while you press the button, and when you release the button (or the scanner-¦s capacitor depletes) it should stop scanning and start recharging the capacitor. The scanners scan duration would be how long you can scan for, before the capacitor depletes.
I.E. You need to hold down the button to get scan results, you cannot just scan and switch to a weapon, that is a totally unrealistic and broken mechanic.
This change would make scanners a logi tool, and more tactical.
Doesnt matter in Dust 514: PC. FW Standing. Tanking Type. Other mods than DMG or HP.
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fragmentedhackslash
FREE AGENTS LP
27
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Posted - 2013.12.25 13:26:00 -
[3] - Quote
Feedback:
A. We need to be able to turn at least 160 degrees. Preforably 360. The reason for this is only those that are away from the fight will scan. Anyone scanning will be hunted down due to visability? That makes it even worse. B. We need 'hard lock' scan results to be residual. With variations of 5 to 15 seconds. This is essential. C. Precision enhancement and Range amplification skill tree and modules should affect scan equipment. D. Suit scan resolution should affect scan equipment. E. Cloaking will be a major counter to this, it should NOT be. Cloaking vs scanning should be equal, using higher meta level modules / equipment should only enhance the operation of cloaking modules and scanning equipment, not be unbalanced. F. During the process of adjusting range amplificaton and precision, adjust how the passive skill, fittable modules and suit scan resolution and range amplification affect sniper target acquisition, allows Dropsuit electronics skill tree to be skilled into by others aswell. Also allows 'over the horizon' pro snipers to be effective with 'Long Range' weapon that can not dhoot as far as a rail gun, change this.
Pain is just weakness leaving your body.
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Monkey MAC
Lost Millennium
1314
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Posted - 2013.12.25 13:45:00 -
[4] - Quote
Ok, well I don't agree with the drawback personally, it completely undoes the scanners main positive.
Instead I propose that instead you only get tag data while the scanner is equipped. This stops it being by KDR chasers and makes more squad based. As a buff to scouts they get an option to have a sidearm simultaneously.
Next don't give data real time, instead give snapshots, replace scan time with pulse interval. This stops 360-¦ scanning tactics, if you want to track infront of you have to continue facing that way.
While scanning shouldn't tag you to your opponents, it should make you easier to scan.
Tanks 514
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Monkey Mac - Forum Warrior of the Trees Lvl.1
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Patrick57
Fatal Absolution
3003
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Posted - 2013.12.25 13:55:00 -
[5] - Quote
Do you mean "proposed"?
Not to be a **** or anything, but if you mean "proposed", then the title is very misleading.
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE! nú+
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pyramidhead 420
Carbon 7 CRONOS.
249
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Posted - 2013.12.25 13:57:00 -
[6] - Quote
1 module slot keeps you off 2 of 3 scanners. pretty easy isnt it? scanners are fine |
fragmentedhackslash
FREE AGENTS LP
29
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Posted - 2013.12.25 13:57:00 -
[7] - Quote
Monkey MAC wrote:
Next don't give data real time, instead give snapshots, replace scan time with pulse interval. This stops 360-¦ scanning tactics, if you want to track infront of you have to continue facing that way.
While scanning shouldn't tag you to your opponents, it should make you easier to scan.
Don't give real data time? WHAT THE HECK SON! Stop 360-¦ scans? HOW ARE YOU MEANT TO SCAN SOMEONE ABOVE OR BELOW YOU THEN?
Pain is just weakness leaving your body.
Every day is a holiday.
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I am hungry. Let's go eat!
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Keri Starlight
0uter.Heaven
2197
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Posted - 2013.12.25 14:00:00 -
[8] - Quote
Scanners are fine unless you're a scout. Scouts need a lower base profile.
1 Complex Dampener and you're suddenly beating 95% of scanners. I got dampened, so people, "get dampened".
Just get rid of the "margin of error" thing, that should not be displayed at all.
"I load my gun with love instead of bullets"
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fragmentedhackslash
FREE AGENTS LP
30
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Posted - 2013.12.25 14:05:00 -
[9] - Quote
Keri Starlight wrote:Scanners are fine unless you're a scout. Scouts need a lower base profile.
1 Complex Dampener and you're suddenly beating 95% of scanners. I got dampened, so people, "get dampened".
Just get rid of the "margin of error" thing, that should not be displayed at all.
Cloaking will make this statement redundant.
Pain is just weakness leaving your body.
Every day is a holiday.
Every meal is a feast.
I am hungry. Let's go eat!
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Blaze Ashra
Ametat Security Amarr Empire
40
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Posted - 2013.12.25 14:05:00 -
[10] - Quote
1. I want my range/precision/dampening skills to be the adjusting factor rather than type and I don't want my scanner modules/equipment to be determinant on vehicle/dropsuit type. 1a. Does this apply to vehicle scanners as well?
2. Nope. Make it so that it checks the scanners db level and if they are over it then allow them to show up. If it's going to make me a target and I have no way to counter it then there's no reason to use it.
3. I like this idea.
4. Not sure on this one.
As an aside, I'd rather they not make active scanners or profile dampening useless. I've already got enough prerequisite skills that don't do anything, I don't need another 3 skills to be wasted investments. |
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Iron Wolf Saber
Den of Swords
11402
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Posted - 2013.12.25 14:05:00 -
[11] - Quote
Patrick57 wrote:Do you mean "proposed"?
Not to be a **** or anything, but if you mean "proposed", then the title is very misleading.
Dictionary wrote: pur-+pose -êp+Örp+Ös/Submit verbformal past tense: purposed; past participle: purposed 1. have as one's intention or objective. "God has allowed suffering, even purposed it" synonyms:intend, mean, aim, plan, design, have the intention; More
Considering that was then and this is now. That is the previous proposal I have established. Thus I am willing to see what others have to say.
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Iron Wolf Saber
Den of Swords
11403
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Posted - 2013.12.25 14:14:00 -
[12] - Quote
As for the active scanner revealing the scanners position I have drawn inspiration from submarine warfare.
Submarines use passive sensors most of the time to find other subs and is their ultimate primary means of sensing. The reason being is that if they used sonar every single passive sensor in the area picks them up with high amounts of clarity.
Surface ships especially sub hunters which cannot hide like a sub have nothing to lose giving their position away so its of little risk to them to do so.
This will play a bit more into the cloak and counter dagger game play if this is done this way. A scout not wanting to be seen should be relying on native passive sensors.
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Cat Merc
Ahrendee Mercenaries EoN.
5031
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Posted - 2013.12.25 14:16:00 -
[13] - Quote
One complex profile mod to beat an ADVANCED active scanner. TWO Complex profile mods to beat a PROTO active scanner.
So basically, I lose a lot so I can hide from the brick tanked Logi, awesome.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
5032
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Posted - 2013.12.25 14:19:00 -
[14] - Quote
Monkey MAC wrote:Ok, well I don't agree with the drawback personally, it completely undoes the scanners main positive.
Instead I propose that instead you only get tag data while the scanner is equipped. This stops it being by KDR chasers and makes more squad based. As a buff to scouts they get an option to have a sidearm simultaneously.
Next don't give data real time, instead give snapshots, replace scan time with pulse interval. This stops 360-¦ scanning tactics, if you want to track infront of you have to continue facing that way.
While scanning shouldn't tag you to your opponents, it should make you easier to scan. Monkey, the scanner's main positive is it's ridiculous range and ease of use for practical wallhack.
In order for a passive scanner suit to work, you need: 2-3 range amps (Depending on if you're a scout) 2-3 precision enhancers (ditto)
OR
One equipment that does it all.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Lorhak Gannarsein
882
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Posted - 2013.12.25 14:19:00 -
[15] - Quote
I like these proposed changes (I also agree with Patrick - do please change the title).
I don't have any problem with being reverse-scanned; seems like it might even be helpful. After all, if they know where you are too, it saves a lot of running
PRO tanker and proud.
Lentarr Legionary.
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fragmentedhackslash
FREE AGENTS LP
30
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Posted - 2013.12.25 14:22:00 -
[16] - Quote
Iron Wolf Saber wrote:As for the active scanner revealing the scanners position I have drawn inspiration from submarine warfare.
Submarines use passive sensors most of the time to find other subs and hostile surface targets and is their ultimate primary means of sensing. The reason being is that if they used sonar every single passive sensor in the area picks them up with high amounts of clarity.
Surface ships especially sub hunters which cannot hide like a sub have nothing to lose giving their position away so its of little risk to them to do so.
This will play a bit more into the cloak and counter dagger game play if this is done this way. A scout not wanting to be seen should be relying on native passive sensors.
Active sensors only work at 50% of their range or less because there is usually not enough energy to make a return trip back to the sensor in question.
Passive Sensors work at 100% range regardless because they're sensing for energy.
Then syncronise all passive suit san acquisitions from individual suits to the rest of the squad. Also as sniper scope target acquisition is passive syncronise thisto squad aswell
Pain is just weakness leaving your body.
Every day is a holiday.
Every meal is a feast.
I am hungry. Let's go eat!
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Blaze Ashra
Ametat Security Amarr Empire
40
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Posted - 2013.12.25 14:25:00 -
[17] - Quote
Still don't like the idea of punishing someone for using an active scanner when they have an awesome in game counter already. So when are we getting cloaking modules and will they be available for vehicles? I'd like one for my dropship so I have a way to deal with the forge/railgun players. |
Blaze Ashra
Ametat Security Amarr Empire
40
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Posted - 2013.12.25 14:36:00 -
[18] - Quote
Iron Wolf Saber wrote: A scout not wanting to be seen should be relying on native passive sensors. . What's wrong with relying on profile dampeners, cover and flanking? The best thing about active scanners is knowing what's around you and determining the strength of your opposition so you can plan your next move without to much of an issue. Now if you're going to make it broadcast your position then it nullifies almost all of the positives. |
Iron Wolf Saber
Den of Swords
11404
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Posted - 2013.12.25 14:42:00 -
[19] - Quote
Blaze Ashra wrote:Still don't like the idea of punishing someone for using an active scanner when they have an awesome in game counter already. So when are we getting cloaking modules and will they be available for vehicles? I'd like one for my dropship so I have a way to deal with the forge/railgun players.
Using an active scanner is a massive powerup.
There needs to be a drawback.
And cloaking is non-factor different game play then.
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Iron Wolf Saber
Den of Swords
11404
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Posted - 2013.12.25 14:43:00 -
[20] - Quote
Blaze Ashra wrote:Iron Wolf Saber wrote: A scout not wanting to be seen should be relying on native passive sensors. . What's wrong with relying on profile dampeners, cover and flanking? The best thing about active scanners is knowing what's around you and determining the strength of your opposition so you can plan your next move without to much of an issue. Now if you're going to make it broadcast your position then it nullifies almost all of the positives.
No, not really. Go look up the history of submarine warfare and the use of sonar.
Plays fully into the risk vs reward or creating risk for a reward.
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Yoma Carrim
Situation Normal all fraked up
199
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Posted - 2013.12.25 14:43:00 -
[21] - Quote
Blaze Ashra wrote:Still don't like the idea of punishing someone for using an active scanner when they have an awesome in game counter already. So when are we getting cloaking modules and will they be available for vehicles? I'd like one for my dropship so I have a way to deal with the forge/railgun players.
Oh spec ops dropships yes please (give them a role bonus to reduce a vehicle cloak module's CPU and PG cost)
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Iron Wolf Saber
Den of Swords
11404
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Posted - 2013.12.25 14:49:00 -
[22] - Quote
Yoma Carrim wrote:Blaze Ashra wrote:Still don't like the idea of punishing someone for using an active scanner when they have an awesome in game counter already. So when are we getting cloaking modules and will they be available for vehicles? I'd like one for my dropship so I have a way to deal with the forge/railgun players. Oh spec ops dropships yes please (give them a role bonus to reduce a vehicle cloak module's CPU and PG cost)
Unfortunately this is barring new content. If new content was included there be a host of other things including covert stuff and cloaks and their drawbacks.
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I-Shayz-I
I-----I
1734
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Posted - 2013.12.25 14:55:00 -
[23] - Quote
If "1", then better scanners should last for longer times...since the only reason to have better scanners right now is the dB level. Longer times shouldn't just be a "variant"
Also, better scanners should have a larger scan radius and degree because of 3 and 4
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Iron Wolf Saber
Den of Swords
11407
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Posted - 2013.12.25 14:59:00 -
[24] - Quote
I-Shayz-I wrote:If "1", then better scanners should last for longer times...since the only reason to have better scanners right now is the dB level. Longer times shouldn't just be a "variant"
Also, better scanners should have a larger scan radius and degree because of 3 and 4
I agree brining in attributes to scanners including range, resolution, strength, and duration and possibly falloff and optimal ranges as well.
Another factor I wouldn't mind added is a scan 'frequency' or a range that a scanner is expert at for example you picked up a scanner that is specifically designed to find equipment. While it may find scouts that dip their signature way too low. It should be mostly useful in finding hostile equipment mostly.
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
864
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Posted - 2013.12.25 15:05:00 -
[25] - Quote
Interesting, I had a scanner change thread just the other day myself. It basically just calls for the passive scanners to use a solid increase instead of a percentage increase. Nice ideas here as well.
Ulthane: Now get off of my property, 'fore more pigeons come looking an' crap on me yard!
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Blaze Ashra
Ametat Security Amarr Empire
42
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Posted - 2013.12.25 15:07:00 -
[26] - Quote
Iron Wolf Saber wrote:No, not really. Go look up the history of submarine warfare and the use of sonar.
Plays fully into the risk vs reward or creating risk for a reward.
Okay I read this but you still didn't answer the question. How can we counter the drawback you're proposing with current in game content and why should it not be dependent on your decibel level? Seriously I don't want my skills into profile dampening, active scanners and vehicle electronics to be wasted. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
578
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Posted - 2013.12.25 15:10:00 -
[27] - Quote
Oh look, another thread made by people unwilling to use profile dampeners. |
Iron Wolf Saber
Den of Swords
11407
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Posted - 2013.12.25 15:13:00 -
[28] - Quote
Blaze Ashra wrote:Iron Wolf Saber wrote:No, not really. Go look up the history of submarine warfare and the use of sonar.
Plays fully into the risk vs reward or creating risk for a reward. Okay I read this but you still didn't answer the question. How can we counter the drawback you're proposing with current in game content and why should it not be dependent on your decibel level? Seriously I don't want my skills into profile dampening, active scanners and vehicle electronics to be wasted.
Read 5 on the OP. Passive sensors should get a buff with this considering the proposals will refactor everything related to sensors and how they detect things. Scouts should be getting decent pair of eyes on the back of their heads once skilled.
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I-Shayz-I
I-----I
1736
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Posted - 2013.12.25 15:14:00 -
[29] - Quote
Iron Wolf Saber wrote:Another factor I wouldn't mind added is a scan 'frequency' or a range that a scanner is expert at for example you picked up a scanner that is specifically designed to find equipment. While it may find scouts that dip their signature way too low. It should be mostly useful in finding hostile equipment mostly.
Why not just make a change to equipment that makes it so that you need to hit a certain dB level to find them?
For instance having prototype equipment at 28dB to make it much harder to find a well placed uplink. Then when they make the adjustment to equipment spam, placement of high level equipment would actaully be rewarded instead of just spamming as much as possible.
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Iron Wolf Saber
Den of Swords
11407
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Posted - 2013.12.25 15:15:00 -
[30] - Quote
I-Shayz-I wrote:Iron Wolf Saber wrote:Another factor I wouldn't mind added is a scan 'frequency' or a range that a scanner is expert at for example you picked up a scanner that is specifically designed to find equipment. While it may find scouts that dip their signature way too low. It should be mostly useful in finding hostile equipment mostly. Why not just make a change to equipment that makes it so that you need to hit a certain dB level to find them? For instance having prototype equipment at 28dB to make it much harder to find a well placed uplink. Then when they make the adjustment to equipment spam, placement of high level equipment would actaully be rewarded instead of just spamming as much as possible.
That could work as well. or a variant of the equipment added.
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