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Garrett Blacknova
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5103
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Posted - 2014.04.14 10:37:00 -
[1] - Quote
Fact: Cloaks make dampening too powerful in the EWAR equation. Fact: Dampening SHOULD be capable of exceeding scanning to be effective.
BOTH of these things are facts. BOTH are true and correct.
Solution: Reduce profile dampening effect of cloak from 25% to 10 or 15%
There SHOULD be a valid EWAR benefit to cloak use, but it's currently too large a benefit. |
Garrett Blacknova
Codex Troopers
5103
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Posted - 2014.04.14 20:19:00 -
[2] - Quote
Uhhh... nope.
That's from well before 1.8 was released, while CCP were still working on the cloak mechanics.
Here's what we actually ended up with. Or if you want to see what you look like to the other team, it's more like this.
Unless you have your TV settings wrong, cloaked players are primarily getting a dampening benefit from the cloak, and NOT any plausible form of invisibility.
The balance of dampening vs. precision - AND the value of scanners - needs tweaking. Maybe it would be a better idea to make scanners provide a fixed-range and fixed-arc scanning effect, but the precision is a bonus onto your suit's passive scan precision instead of a fixed value? Or maybe Scanners should be made more viable in some other way - NERF their base precision, but allow precision mods to apply to them, so an Active Scanner and mods will be an effective counter to a cloaked Scout if they don't dampen themselves as well?
The dampening bonus for the cloak IS a good idea, imo, but it does - with the current mechanics - make dampening far more powerful than it should be in comparison with precision. |
Garrett Blacknova
Codex Troopers
5103
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Posted - 2014.04.14 20:27:00 -
[3] - Quote
Magnus Amadeuss wrote:G Torq wrote:Matticus Monk wrote:You are right, my apprehension is completely based on the assumption that passive squad vision was shared, which I thought it was ( I thought we had confirmed this, but I could be wrong.)
Come play with me - I promise you'll see my passive scans (confirmed repeatedly by lots of people) IF you look here you will find the patchnotes from uprising 1.4, in it you will find this statement CCP wrote: * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)
No, you do not share passive scans I have seen evidence of SCOUTS (only Scouts) sharing passive scans in 1.8 - not in previous builds afrer 1.4, but in 1.8 I've seen it.
I don't know if it's a glitch, or if it's a deliberate but undocumented change. I only know that AT TIMES (I haven't confirmed if it always happens), targets I've lit up on my Scouts passive sensors have been visible to squadmates (but not non-squad teammates) who wouldn't normally pick up those enemies. I can also confirm that Assault and Scout suits DON'T light up targets for team- or squadmates by lining up on a target they can't light up with their passives. The target appears on the HUD at long range when you center them in your crosshairs, but no matter what, it doesn't share with other players. A heavily-dampened target doesn't light up for your teammates even if they're in scan range and in your crosshairs if they're under your precision rating.
Then again, back when CCP confirmed pre-Uprising that firing a weapon didn't increase your profile, I was regularly seeing Snipers and Shotgunners light up with each shot they fired, then fade from my HUD without the target moving. So I'm pretty sure that nobody at CCP has been entirely clear on how their EWAR mechanics have been working in DUST for quite some time. |
Garrett Blacknova
Codex Troopers
5106
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Posted - 2014.04.15 05:17:00 -
[4] - Quote
ratamaq doc wrote:Magnus you almost touched on a missing point here. Interesting that you say the point is missing from the conversation when this happened on the previous page...
Garrett Blacknova wrote:The balance of dampening vs. precision - AND the value of scanners - needs tweaking. Maybe it would be a better idea to make scanners provide a fixed-range and fixed-arc scanning effect, but the precision is a bonus onto your suit's passive scan precision instead of a fixed value? Or maybe Scanners should be made more viable in some other way - NERF their base precision, but allow precision mods to apply to them, so an Active Scanner and mods will be an effective counter to a cloaked Scout if they don't dampen themselves as well? Pretty sure that's a more sensible version of the same thing you're saying.
ratamaq doc wrote:I agree with you on the cloak with the dampener being a problem, but remember it is an active module, that had its active counter nerfed hard prior to its release. The active scanner should be a hard counter to the cloak, but the whole thing was implemented wrong in my opinion. The active scanner is all but useless in the hands of anything other than a gal Logi, and with it's duration and cooldown times, even in the hands of a gal Logi make it laughable. And this, while including just enough truth to sound logical, is laughable in its stupidity. A fully deceked out stealth build SHOULD be capable of hiding from EVERYTHING - EVEN a fully decked out scanning build. But it's ONLY a fully decked out stealth build that should do this. Active Scanners - or good passive scanning - shouldn't be a HARD counter to ALL cloakers, but should be a RELIABLE counter against MOST cloakers. |
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