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Iron Wolf Saber
Den of Swords
11407
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Posted - 2013.12.25 15:16:00 -
[31] - Quote
Sana Rayya wrote:Oh look, another thread made by people unwilling to use profile dampeners.
Oh look someone who doesn't know that I runs a stealth assault suit.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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Paran Tadec
Imperfect Bastards
1804
|
Posted - 2013.12.25 15:23:00 -
[32] - Quote
Heres what Ive told Kane:
Scanners provide a snapshot. Essentially they tell you where someone was at the moment they were scanned. 360 degree scans will still be possible, but itll no longer be possible to track someone through walls. The scan will only show a dot on the radar, and not indicate direction of travel. Instead of chevrons for a scanned redberry, a small scanner icon will appear instead indicating someone was scanned at this spot.
Bittervet Proficiency V
thanks logibro!
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Grimmiers
0uter.Heaven
395
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Posted - 2013.12.25 15:23:00 -
[33] - Quote
I've requested a few of these changes including the drop off based on range and some fix to the spin scanning. My idea to reduce the spinning was to make it less accurate the more it was rotated.
SoundCloud
Recruiter Link
Pronounced Grim-e-urs
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Iron Wolf Saber
Den of Swords
11408
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Posted - 2013.12.25 15:24:00 -
[34] - Quote
Grimmiers wrote:I've requested a few of these changes including the drop off based on range and some fix to the spin scanning. My idea to reduce the spinning was to make it less accurate the more it was rotated.
I thought of that then I thought about the limitations of the game. If it is possible where 'spinning' just gives you crappy results then yeah I'd go for it. Or that maybe the longer you spray the longer it stays pinged.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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Krom Ganesh
Holdfast Syndicate Amarr Empire
995
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Posted - 2013.12.25 15:29:00 -
[35] - Quote
Cooldown time needs a major increase. Allowing people to spam the scanner is the most glaring flaw of the scanner. Only making a few suits truly effective with it does not address this issue, just limits the pool of people who can abuse it.
!
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Iron Wolf Saber
Den of Swords
11408
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Posted - 2013.12.25 15:32:00 -
[36] - Quote
Krom Ganesh wrote:Cooldown time needs a major increase. Allowing people to spam the scanner is the most glaring flaw of the scanner. Only making a few suits truly effective with it does not address this issue, just limits the pool of people who can abuse it.
I disagree the longer cooldown is countered by just more bodies equipped with it.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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fragmentedhackslash
FREE AGENTS LP
31
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Posted - 2013.12.25 15:37:00 -
[37] - Quote
Iron Wolf Saber wrote: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.
This is why we can't have nice things.
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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fragmentedhackslash
FREE AGENTS LP
31
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Posted - 2013.12.25 15:39:00 -
[38] - Quote
Iron Wolf Saber wrote:Krom Ganesh wrote:Cooldown time needs a major increase. Allowing people to spam the scanner is the most glaring flaw of the scanner. Only making a few suits truly effective with it does not address this issue, just limits the pool of people who can abuse it. I disagree the longer cooldown is countered by just more bodies equipped with it.
Which you WILL NOT HAVE more people equipping them if it guves away your position.
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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Iron Wolf Saber
Den of Swords
11411
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Posted - 2013.12.25 15:40:00 -
[39] - Quote
fragmentedhackslash wrote:Iron Wolf Saber wrote: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. This is why we can't have nice things.
Hey WW1 started with hand waving to the other pilot as you flew over the battlefield.
WW1 Ended with people getting shot down because someone decided they needed to bring a pistol in the air with them. Which lead to a whole assortment of trouble.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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fragmentedhackslash
FREE AGENTS LP
31
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Posted - 2013.12.25 15:46:00 -
[40] - Quote
Iron Wolf Saber wrote:fragmentedhackslash wrote:Iron Wolf Saber wrote: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. This is why we can't have nice things. Hey WW1 started with hand waving to the other pilot as you flew over the battlefield. Ended with people getting shot down.
#points at =EvE= stardate...
This Sir, is not Earth.
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
42
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Posted - 2013.12.25 15:54:00 -
[41] - Quote
So this buff to passive scan range how much do you want it to be? Scouts already had 20 meters for a bit but they reduced it to 15. |
Nocturnal Soul
Immortal Retribution
1381
|
Posted - 2013.12.25 15:58:00 -
[42] - Quote
Praise the Iron Wolf, now shove this down CCP rouges pie hole and make it happen.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Iron Wolf Saber
Den of Swords
11413
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Posted - 2013.12.25 16:12:00 -
[43] - Quote
Blaze Ashra wrote:So this buff to passive scan range how much do you want it to be? Scouts already had 20 meters for a bit but they reduced it to 15.
Large and effective enough that a sensored up scout can play around a small socket and know where most people are in it.
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Nocturnal Soul
Immortal Retribution
1383
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Posted - 2013.12.25 16:24:00 -
[44] - Quote
Scouts have a 16m scan while light frames have the 20m passive scan unless they changed that in the resent patch.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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DeadlyAztec11
Ostrakon Agency Gallente Federation
2932
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Posted - 2013.12.25 16:42:00 -
[45] - Quote
I agree with your points Wolf, scanners are far too strong, especially at proto.
My alts: GeneralJohnRipper, Draxus Prime, MoonEagle A, Long Evity
And this is why I am the #1 forum warrior.
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Monkey MAC
Lost Millennium
1317
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Posted - 2013.12.25 19:21:00 -
[46] - Quote
Cat Merc wrote: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.
Ridicoulous range and wall hacks shouldn't be positive certainly, while without penalty. IWS penalty only makes sense with the current configuration, but the one I pose makes scanners fairer, buffs scouts and allows for more variations.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
868
|
Posted - 2013.12.25 22:41:00 -
[47] - Quote
Bump. Because, y'know.... DEM SCANZ! And because I'm bored. VERY bored.
Ulthane: Now get off of my property, 'fore more pigeons come looking an' crap on me yard!
Overlord's: Ulath Bosse Zero
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Ghost Kaisar
Titans of Phoenix
1325
|
Posted - 2013.12.25 23:19:00 -
[48] - Quote
pyramidhead 420 wrote:1 module slot keeps you off 2 of 3 scanners. pretty easy isnt it? scanners are fine
NOPE.
You do realize that my Minmatar scout only has 2 low slots right?
I want to passively resist proto scanners in my Proto scout suit please. I give up CPU/PG and slots to get a passive dampening, yet scanners still have the upper hand.
Minmatar Faction Warfare: Let's get Organized
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
875
|
Posted - 2013.12.26 06:52:00 -
[49] - Quote
SOOOOOOOOOOOO MUCH BOOOOOOOOOOOORED!
Also, I want this to a lesser extent for the Minnassault. Max skill should give us passive damps enough to avoid Adv scanners since we only have 2 lows and are mostly worthless apart from being able to strafe slightly faster than other mediums.
Ghost Kaisar wrote:pyramidhead 420 wrote:1 module slot keeps you off 2 of 3 scanners. pretty easy isnt it? scanners are fine NOPE. You do realize that my Minmatar scout only has 2 low slots right? I want to passively resist proto scanners in my Proto scout suit please. I give up CPU/PG and slots to get a passive dampening, yet scanners still have the upper hand. That, or I want proto lvl range on my scans so it might actually be worth throwing something in my 5 highs apart from shields.
Ulthane: Now get off of my property, 'fore more pigeons come looking an' crap on me yard!
Overlord's: Ulath Bosse Zero
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Paran Tadec
Imperfect Bastards
1806
|
Posted - 2013.12.26 18:05:00 -
[50] - Quote
Paran Tadec wrote:Heres what Ive told Kane:
Scanners provide a snapshot. Essentially they tell you where someone was at the moment they were scanned. 360 degree scans will still be possible, but itll no longer be possible to track someone through walls. The scan will only show a dot on the radar, and not indicate direction of travel. Instead of chevrons for a scanned redberry, a small scanner icon will appear instead indicating someone was scanned at this spot.
Still the best idea here.
Bittervet Proficiency V
thanks logibro!
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Ryme Intrinseca
The Rainbow Effect
529
|
Posted - 2013.12.26 18:09:00 -
[51] - 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. |
Paran Tadec
Imperfect Bastards
1806
|
Posted - 2013.12.26 18:20:00 -
[52] - Quote
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.
Bittervet Proficiency V
thanks logibro!
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Ryme Intrinseca
The Rainbow Effect
530
|
Posted - 2013.12.26 18:44:00 -
[53] - 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. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
597
|
Posted - 2013.12.26 18:57:00 -
[54] - Quote
Changing the active scanner's precision/scan radius to be based on the suit's precision/radius is a bad idea. This is due to the disparity in the values obtainable through modules/skills across the different suit types.
A scanner that is marginally useful on suits without precision/range skills/modules would be super OP on suits that are fully proto in precision/range and stacked with the corresponding proto mods.
Conversely, a scanner that would be equivalent to the present scanners in the hands of a fully precision/range modded suit would be utterly useless on an unmodded suit.
Right now, scanning/dampening has a good balance. Scouts can dodge all but one scanner with minimal effort (202k SP and 1 module costing 15 or 18 CPU). Mediums can dodge all but one scanner with moderate effort (932k SP and 2 modules costing 66 CPU). The one scanner that scans them all is a piece of crap (costs 18 PG, has a 5 second scan time and 5 second paint time, and you must wait 33 seconds between consecutive scans, so you only have data for 30% of the game). If this scanner was OP then you'd run into it a whole lot more, yet I nearly never see it in game. It might as well not even exist, and I for one would support its removal if only to stop QQ.
As Ryme said, if it ain't broke... |
Iron Wolf Saber
Den of Swords
11430
|
Posted - 2013.12.26 20:51:00 -
[55] - Quote
Sana Rayya wrote:Changing the active scanner's precision/scan radius to be based on the suit's precision/radius is a bad idea. This is due to the disparity in the values obtainable through modules/skills across the different suit types.
A scanner that is marginally useful on suits without precision/range skills/modules would be super OP on suits that are fully proto in precision/range and stacked with the corresponding proto mods.
Conversely, a scanner that would be equivalent to the present scanners in the hands of a fully precision/range modded suit would be utterly useless on an unmodded suit.
Right now, scanning/dampening has a good balance. Scouts can dodge all but one scanner with minimal effort (202k SP and 1 module costing 15 or 18 CPU). Mediums can dodge all but one scanner with moderate effort (932k SP and 2 modules costing 66 CPU). The one scanner that scans them all is a piece of crap (costs 18 PG, has a 5 second scan time and 5 second paint time, and you must wait 33 seconds between consecutive scans, so you only have data for 30% of the game). If this scanner was OP then you'd run into it a whole lot more, yet I nearly never see it in game. It might as well not even exist, and I for one would support its removal if only to stop QQ.
As Ryme said, if it ain't broke...
It's broke.
We have 69 suits and under a full line up permise 84 . Based on the current slot assignment so far provided by existing suits even at 82 suits only 1 Suit would be capable of beating the scanner. Of the 84 suits at minimal 68 of them can fit the scanner. As of now this is the ONLY module with this type of clear cut disparity, every other module and equipment in the game can and has been defeated by every other suit and platform you can use it on.
Cloaking by all means MUST not be the sole counter but based on what I been hearing so far its not going to be because active scanners are the hard counter for cloaks not the other way around.
These changes would allow ANY suit to defeat an active scanner on the grounds the suit operator knows what the hell he's doing to avoid it. In turn the scan operator can beat any suit provided he knows what the hell he's doing. Skills and module meta then becomes extra noise on the field and additional make things interesting once cloaks hit the field.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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RKKR
The Southern Legion The Umbra Combine
567
|
Posted - 2013.12.26 20:57:00 -
[56] - Quote
I introduce to you:
- scout suits - TacNet - get rid of active scanners.
You're welcome. |
fragmentedhackslash
FREE AGENTS LP
40
|
Posted - 2013.12.26 20:59:00 -
[57] - Quote
Iron Wolf Saber wrote:Sana Rayya wrote:Changing the active scanner's precision/scan radius to be based on the suit's precision/radius is a bad idea. This is due to the disparity in the values obtainable through modules/skills across the different suit types.
A scanner that is marginally useful on suits without precision/range skills/modules would be super OP on suits that are fully proto in precision/range and stacked with the corresponding proto mods.
Conversely, a scanner that would be equivalent to the present scanners in the hands of a fully precision/range modded suit would be utterly useless on an unmodded suit.
Right now, scanning/dampening has a good balance. Scouts can dodge all but one scanner with minimal effort (202k SP and 1 module costing 15 or 18 CPU). Mediums can dodge all but one scanner with moderate effort (932k SP and 2 modules costing 66 CPU). The one scanner that scans them all is a piece of crap (costs 18 PG, has a 5 second scan time and 5 second paint time, and you must wait 33 seconds between consecutive scans, so you only have data for 30% of the game). If this scanner was OP then you'd run into it a whole lot more, yet I nearly never see it in game. It might as well not even exist, and I for one would support its removal if only to stop QQ.
As Ryme said, if it ain't broke... It's broke. We have 69 suits and under a full line up permise 84 . Based on the current slot assignment so far provided by existing suits even at 82 suits only 1 Suit would be capable of beating the scanner. Of the 84 suits at minimal 68 of them can fit the scanner. As of now this is the ONLY module with this type of clear cut disparity, every other module and equipment in the game can and has been defeated by every other suit and platform you can use it on. Cloaking by all means MUST not be the sole counter but based on what I been hearing so far its not going to be because active scanners are the hard counter for cloaks not the other way around. These changes would allow ANY suit to defeat an active scanner on the grounds the suit operator knows what the hell he's doing to avoid it. In turn the scan operator can beat any suit provided he knows what the hell he's doing. Skills and module meta then becomes extra noise on the field and additional make things interesting once cloaks hit the field.
fix the suits then.
Pain is just weakness leaving your body.
Every day is a holiday.
Every meal is a feast.
|
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
598
|
Posted - 2013.12.26 21:38:00 -
[58] - Quote
Remove the scanner that detects everybody, because it is such a HUGE problem in pubs/FW/PC since everyone is using it (/sarcasm).
Problem solved. Mediums only need two slots to beat the 28dB proto scanners, and a heavy proto sentinel could beat it with four complex dampeners if they wished.
As to your rationale, every suit SHOULDN'T be able to do something as effectively as other suits. A heavy will never be able to run as fast as a scout, nor will the scout be able to have as much EHP as the heavy. If equality was the intention, we'd all have the same suit with a 5/5/4 layout.
I ran the numbers for a suit-based scanner. What I found boiled down to my previous post - you can't design one without it being either too weak for players with no precision/range skills, or too strong for players that have full precision/range skills/modules. |
Iron Wolf Saber
Den of Swords
11430
|
Posted - 2013.12.26 22:07:00 -
[59] - Quote
fragmentedhackslash wrote:Iron Wolf Saber wrote:Sana Rayya wrote:Changing the active scanner's precision/scan radius to be based on the suit's precision/radius is a bad idea. This is due to the disparity in the values obtainable through modules/skills across the different suit types.
A scanner that is marginally useful on suits without precision/range skills/modules would be super OP on suits that are fully proto in precision/range and stacked with the corresponding proto mods.
Conversely, a scanner that would be equivalent to the present scanners in the hands of a fully precision/range modded suit would be utterly useless on an unmodded suit.
Right now, scanning/dampening has a good balance. Scouts can dodge all but one scanner with minimal effort (202k SP and 1 module costing 15 or 18 CPU). Mediums can dodge all but one scanner with moderate effort (932k SP and 2 modules costing 66 CPU). The one scanner that scans them all is a piece of crap (costs 18 PG, has a 5 second scan time and 5 second paint time, and you must wait 33 seconds between consecutive scans, so you only have data for 30% of the game). If this scanner was OP then you'd run into it a whole lot more, yet I nearly never see it in game. It might as well not even exist, and I for one would support its removal if only to stop QQ.
As Ryme said, if it ain't broke... It's broke. We have 69 suits and under a full line up permise 84 . Based on the current slot assignment so far provided by existing suits even at 82 suits only 1 Suit would be capable of beating the scanner. Of the 84 suits at minimal 68 of them can fit the scanner. As of now this is the ONLY module with this type of clear cut disparity, every other module and equipment in the game can and has been defeated by every other suit and platform you can use it on. Cloaking by all means MUST not be the sole counter but based on what I been hearing so far its not going to be because active scanners are the hard counter for cloaks not the other way around. These changes would allow ANY suit to defeat an active scanner on the grounds the suit operator knows what the hell he's doing to avoid it. In turn the scan operator can beat any suit provided he knows what the hell he's doing. Skills and module meta then becomes extra noise on the field and additional make things interesting once cloaks hit the field. fix the suits then.
okay deletes GK. 0 1/4 slot layout to 2.3.
Fix'ed
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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lordjanuz
Norwegian Dust514 Corporation Top Men.
250
|
Posted - 2013.12.26 22:40:00 -
[60] - Quote
Scanners are fine. |
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