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Mobius Wyvern
Ahrendee Mercenaries EoN.
4461
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Posted - 2014.01.15 04:10:00 -
[1] - Quote
First off, anyone here who has played Blacklight: Retribution will catch on quickly to what I'm doing here.
Right now, the Active Scanner operates for a specified duration and causes all enemies with an equal or higher scan profile to its precision to be highlighted for a period of time, even while moving. One of the issues with this is that it means that a player with PRO level scanners or two players with lower level ones can effectively nullify any ability of an entire group to flank or honestly use any tactics at all other than running straight at the enemy, as the blinking orange icon on the radar will ensure they are quickly dispatched.
What I propose is for the Active Scanner to operate like HRV in B:R.
Basically, when you tap the R1 button while holding your scanner, it will activate for a split second and provide a snapshot of everyone within the scan cone. The indicators will fade rapidly after the pulse, so this would allow you to quickly check for enemies before running into a doorway or hacking an objective in a structure, for example.
If you hold R1, the enemies within the scanning cone will remain highlighted even as they move for as long as the scanner remains active. However, if you hold the scan until the "battery" depletes, it will take far longer to charge than if you only used short pulses. As it is now, while you hold the scan anyone who gets a kill on an enemy you are scanning gives you an Intel Kill Assist. This could also be extended to kills made shortly after a brief pulse as well.
Different scanner types could still provide different ranges and different lengths of time that the scanner can be active just as they do now to give options to someone wanting to use one. Bonuses could be to the scanner "battery" or to its range or the width of the scan cone.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Cooper Eudaemon
DUST University Ivy League
79
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Posted - 2014.01.15 04:21:00 -
[2] - Quote
Personally, I don't have an issue with the scanner as it is. It does make it very easy to see enemies, but it doesn't make it any easier to defeat them. I can scan a huge group of enemies and their equipment, but unless I've got plenty of backup--or an orbital--there's little I can do about them. The scanner goes a long way to making up for the lack of shared Tacnet data we have now, and I think we're going to be looking at some major changes to that area of combat, as CCP starts to phase in E-War. Likely, you'll see shield modules and cloaking modules affecting scanning. We may even get Active Jammers.
I think it would be a mistake to judge the Active Scanner yet, because right now it more or less exists in a vacuum.
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8076
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Posted - 2014.01.15 06:39:00 -
[3] - Quote
+1
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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xAckie
Ahrendee Mercenaries EoN.
401
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Posted - 2014.01.15 07:59:00 -
[4] - Quote
Just remove the scanner already. It should never have been introduced. And instead CCP should rework the suit modules and skill tree. As it stands losing an equipment slot for the scanner is not a big enough trade off. Would rather see people have to trade high (or low) slots to fit these sort equipment pieces.
I only have level 1 scanner it is the most ridiculous OP piece of equipment ever and I don't see how the retribution idea will improve the situation.
For a game comparison: MAG did scan equipment better . It was individual and equipping it restricted the equivalent of your loadout and type of suit you could use. A decent payoff. |
Mobius Wyvern
Ahrendee Mercenaries EoN.
4462
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Posted - 2014.01.15 12:46:00 -
[5] - Quote
xAckie wrote:Just remove the scanner already. It should never have been introduced. And instead CCP should rework the suit modules and skill tree. As it stands losing an equipment slot for the scanner is not a big enough trade off. Would rather see people have to trade high (or low) slots to fit these sort equipment pieces.
I only have level 1 scanner it is the most ridiculous OP piece of equipment ever and I don't see how the retribution idea will improve the situation.
For a game comparison: MAG did scan equipment better . It was individual and equipping it restricted the equivalent of your loadout and type of suit you could use. A decent payoff. Removing it entirely is rather excessive when the problem can be remedied by a simple change of mechanics.
In this model, in order to provide a persistent scan the person using the equipment has to maintain their position and keep the scanner running, which would leave them unable to defend themselves should someone catch them as they'd have to put the scanner away before pulling out their weapon.
As well, the white "scan beam" effect that comes from the scanner and is easily visible even at longer ranges would make it dead obvious who was doing the scanning and leave the person at risk the longer they keep it up.
Another idea I was tossing around was having the scan itself provide a boost to the user's scan profile while active, as it is broadcasting energy in order to do the scan, in which case the origin should be easy to pinpoint. This could be percentage based or a hard number.
As well, that penalty could scale up to the maximum level over a brief window after starting the scan, such that doing a "pulse" would not reveal your location, but doing a longer scan to "paint" your targets for your squad would make a telltale orange dot pop up for your enemies. This would force people to carefully coordinate with their entire squad before attempting this in order to ensure that the person running the scanner doesn't get dropped before all the targets are eliminated.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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xAckie
Ahrendee Mercenaries EoN.
401
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Posted - 2014.01.15 14:36:00 -
[6] - Quote
Mobius Wyvern wrote:xAckie wrote:Just remove the scanner already. It should never have been introduced. And instead CCP should rework the suit modules and skill tree. As it stands losing an equipment slot for the scanner is not a big enough trade off. Would rather see people have to trade high (or low) slots to fit these sort equipment pieces.
I only have level 1 scanner it is the most ridiculous OP piece of equipment ever and I don't see how the retribution idea will improve the situation.
For a game comparison: MAG did scan equipment better . It was individual and equipping it restricted the equivalent of your loadout and type of suit you could use. A decent payoff. Removing it entirely is rather excessive when the problem can be remedied by a simple change of mechanics. In this model, in order to provide a persistent scan the person using the equipment has to maintain their position and keep the scanner running, which would leave them unable to defend themselves should someone catch them as they'd have to put the scanner away before pulling out their weapon. As well, the white "scan beam" effect that comes from the scanner and is easily visible even at longer ranges would make it dead obvious who was doing the scanning and leave the person at risk the longer they keep it up. Another idea I was tossing around was having the scan itself provide a boost to the user's scan profile while active, as it is broadcasting energy in order to do the scan, in which case the origin should be easy to pinpoint. This could be percentage based or a hard number. As well, that penalty could scale up to the maximum level over a brief window after starting the scan, such that doing a "pulse" would not reveal your location, but doing a longer scan to "paint" your targets for your squad would make a telltale orange dot pop up for your enemies. This would force people to carefully coordinate with their entire squad before attempting this in order to ensure that the person running the scanner doesn't get dropped before all the targets are eliminated.
IMO removal isnt excessive. It just requires CCP to admit they got it wrong by introducing it in the first place.
The scanner as an equipment slot breaks the passive and active part of the dampner/ scanner skill tree - it is these and suit bonuses that should have been reworked.
I can at least understand the original module idea where trade offs that impact your suit has a greater impact.
Whether or not the scan beam is persistent or a pulse it still reveals where people are to the whole squad and the increase in scannee location is not a significant downside to not carry.
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4464
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Posted - 2014.01.15 20:19:00 -
[7] - Quote
xAckie wrote:Mobius Wyvern wrote:xAckie wrote:Just remove the scanner already. It should never have been introduced. And instead CCP should rework the suit modules and skill tree. As it stands losing an equipment slot for the scanner is not a big enough trade off. Would rather see people have to trade high (or low) slots to fit these sort equipment pieces.
I only have level 1 scanner it is the most ridiculous OP piece of equipment ever and I don't see how the retribution idea will improve the situation.
For a game comparison: MAG did scan equipment better . It was individual and equipping it restricted the equivalent of your loadout and type of suit you could use. A decent payoff. Removing it entirely is rather excessive when the problem can be remedied by a simple change of mechanics. In this model, in order to provide a persistent scan the person using the equipment has to maintain their position and keep the scanner running, which would leave them unable to defend themselves should someone catch them as they'd have to put the scanner away before pulling out their weapon. As well, the white "scan beam" effect that comes from the scanner and is easily visible even at longer ranges would make it dead obvious who was doing the scanning and leave the person at risk the longer they keep it up. Another idea I was tossing around was having the scan itself provide a boost to the user's scan profile while active, as it is broadcasting energy in order to do the scan, in which case the origin should be easy to pinpoint. This could be percentage based or a hard number. As well, that penalty could scale up to the maximum level over a brief window after starting the scan, such that doing a "pulse" would not reveal your location, but doing a longer scan to "paint" your targets for your squad would make a telltale orange dot pop up for your enemies. This would force people to carefully coordinate with their entire squad before attempting this in order to ensure that the person running the scanner doesn't get dropped before all the targets are eliminated. IMO removal isnt excessive. It just requires CCP to admit they got it wrong by introducing it in the first place. The scanner as an equipment slot breaks the passive and active part of the dampner/ scanner skill tree - it is these and suit bonuses that should have been reworked. I can at least understand the original module idea where trade offs that impact your suit has a greater impact. Whether or not the scan beam is persistent or a pulse it still reveals where people are to the whole squad and the increase in scannee location is not a significant downside to not carry. The idea isn't to discourage people from using it, but to allow them the opportunity for retaliation. The scanner has to leave themselves completely open and helpless in order to run a persistent scan, so there is a sacrifice that is made for the ability to paint targets in this manner.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Aizen Intiki
Hell's Gate Inc League of Infamy
688
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Posted - 2014.01.15 21:16:00 -
[8] - Quote
Nah, should be binded to suit precision, and the scanning timer should be make instant. Fixes the 2 main problems I hear people bitchin about:
1: Anyone can use them very well
2: 360 scanning is bullshit
With binding it to suit precision, and making it a quick pulse, only if you tailor the suit for the scanner will it work well. instant burst will make 360 scanning impossible.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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Cooper Eudaemon
DUST University Ivy League
91
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Posted - 2014.01.15 21:48:00 -
[9] - Quote
Mobius Wyvern wrote:
Another idea I was tossing around was having the scan itself provide a boost to the user's scan profile while active, as it is broadcasting energy in order to do the scan, in which case the origin should be easy to pinpoint. This could be percentage based or a hard number.
As well, that penalty could scale up to the maximum level over a brief window after starting the scan, such that doing a "pulse" would not reveal your location, but doing a longer scan to "paint" your targets for your squad would make a telltale orange dot pop up for your enemies. This would force people to carefully coordinate with their entire squad before attempting this in order to ensure that the person running the scanner doesn't get dropped before all the targets are eliminated.
Now this I like. Just like having a radar detector in your car. There's no reason a dropsuit couldn't figure out exactly where a scan beam was coming from.
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
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KEROSIINI-TERO
The Rainbow Effect
989
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Posted - 2014.01.15 23:15:00 -
[10] - Quote
This suggestion, among some others, is a good improvement. +1.
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