CELESTA AUNGM
Kang Lo Directorate Gallente Federation
85
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Posted - 2013.12.27 14:43:00 -
[1] - Quote
Protocake JR wrote:Everytime someone posts something like this, an army of people post work-arounds for this broken mechanic without discussing solutions, as if it's working as intended.
Plain and simple: Vehicles should show up on your radar (not just passive scanning range) if they are in range. .
I think it would be good to introduce stealth modules for vehicles, or stealth variants, after they make vehicles show up on infantry radars full range.
********* Passive scanning is pretty broken right now. The ranges, and the difference in range between frame sizes makes passive scanning kind of pointless. The short cutoff is jarring considering the fact that your radar extends much, much farther out than your passive scanning range.
It's easy to be mislead into thinking that passive scanning is buggy and just not working at all, when actually the mechanic itself does not fit in with the rest of the game.
Pickle Sniffer and Protocake.... (...pickle sniffer, ...and "cake"?....uugh, ...oh well,...) I WANT to think that the two sides of view you presented are hinting at what may become a controversial issue. It's already been an issue in MY mind, and it's called the "Waves of Opportunity" concept for balancing the battlefield.
[Left Hand]: Your hand scanner in Patch 1.7 now has a limited effectiveness...(scan precision and range are relatively small) [Right Hand]: The red HAV you're probing around for has been given increased speed, allowing the opportunity to "wave in" quickly between your tiny scans, and do it's fatal damage. [Left Hand]: A dropship (or LAV) has been given the more effective scanner (far more useful range and db precision), making an early "scan" of the dropzone as you deploy from the vehicle potentially desirable pre-warning against incoming HAVs. If the DS's defenses were still as potent as before 1.7, she could stay with you for 90 seconds and give you eyes on any danger nearby. [Right Hand]: The defensive modules on a DS have now been 'time-limited' in Patch 1.7, forcing the dropship to have to "wave out" of the area quickly or face destruction. [Left Hand]: The brief scan by the dropship at least caught the approach of the red HAV, and you now have some seconds to deploy some AV gear and try to destroy the incoming HAV. [Right Hand]: Patch 1.7's reduction of your portable AV's destructiveness (it can still kill him, but now requires more time to kill him), allows the HAV driver the option of using his new speed to quickly "wave out" of the area instead of losing his vehicle in (what I call) an honest-gutsy-town-gunfight.
This LEFT hand, then RIGHT hand, then left, then right routine is the "Waves of Opportunity" concept starting into practice. Weaken your device just enough that the opposition can rush in--but weaken his device just enough that you (can't KILL him, but) force him to choose to rush out... It's not that our devices are broken, it's the beginning stage of what the devs INTENTIONALLY want. They may see the current situation as 'needing to be tweaked to perfection', but I'm afraid they won't see it as your "broken" thing.
I'm at a crossroads with the "Waves of Opportunity" idea in combat. I am against it, but I normally want to suck it up and find my own solution to anything CCP creates that I might be unhappy with---I don't prefer petitions and complaining. But.... this new "Waves" idea for creating a (too forced and artificial?) balance in the matches, may become the most controversial new innovation Dust has come up with. I hope it DOES become more controversial, because I'd really like more players to dissect this "Waves" scheme and sound off your opinions. |