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Adipem Nothi
Nos Nothi
201
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Posted - 2014.04.14 15:04:00 -
[91] - Quote
Monkey MAC wrote: There are plenty of options we just have to make sure we don't make them too easily accessible, less we marganalise scouts again. Personally I am in favour of STATIC grenades. Which creates an area of 'chaff' tiny relective particles of metal that scrambler electronic sensor equipment. Cloaked units inside the 'chaff' will be easier to spot as they will NOT cloak to the chaff around them.
You will see the silhouette of the unit effectively cut out off the chaff.
What effect would STATIC grenades have on units without cloak?
Bang?
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
791
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Posted - 2014.04.14 15:08:00 -
[92] - Quote
Garrett Blacknova wrote: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.
With 0 % dampening bonus to cloaks, dampening by default always wins. This is because suit precision is always less than suit profile, and precision mods are 20% bonus rather than the 25% bonus for dampeners.
With no bonus to cloaks, the status quo you want is already in place.
Galvan Nized wrote:I think you could get away with getting rid of the dampening bonus from cloaks. Or you could fix cloaks where you cannot fire until fully uncloaked (either a delay or instant), that way you appear on the radar a split second before you fire. I always expected it to work more like the latter.
But there will always be a disparity between precision mods and dampening mods because scanning wins in a tie. With profile and precision rounding to the nearest whole number the disparity has to be significant or precision enhancers would always trump dampeners.
See above. All other things being equal, dampening always wins. Sure with the same values scannign wins, but to get the same values requires much more from precision than from dampening. I.E. one of each module and you will always have a lower (by >1 ) profile than precision.
Damps make it so that precision has no chance at all in this delicate ewar balance.
Fixing swarms
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
792
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Posted - 2014.04.14 15:37:00 -
[93] - Quote
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
Fixing swarms
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Monkey MAC
Rough Riders..
2531
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Posted - 2014.04.14 16:52:00 -
[94] - Quote
Adipem Nothi wrote:Monkey MAC wrote: There are plenty of options we just have to make sure we don't make them too easily accessible, less we marganalise scouts again. Personally I am in favour of STATIC grenades. Which creates an area of 'chaff' tiny relective particles of metal that scrambler electronic sensor equipment. Cloaked units inside the 'chaff' will be easier to spot as they will NOT cloak to the chaff around them.
You will see the silhouette of the unit effectively cut out off the chaff.
What effect would STATIC grenades have on units without cloak?
They can't see ****, sorted.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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CRNWLLC
Screwy Rabbit ULC
190
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Posted - 2014.04.14 17:55:00 -
[95] - Quote
Problem: Precision enhancers are UP.
Reasons: Cloaks grant additional dampening bonus; the double whammy of complex precision enhancers granting only a 20% bonus to complex dampener's 25%, which further exacerbates the problem since a scout's base profile is 35db while its precision is 40db. (Seriously, this makes no fecking sense whatsoever.) Ie, Precision = larger default value with weaker modules; dampening = smaller default value with stronger modules; dampening > precision, ATM.
Solution: Remove the profile dampening bonus from cloaks (makes no sense anyway, see below) and match p.enhancer/dampener bonuses.
CRNWLLC wrote:...remove the profile dampening effect of activated cloaks. As I explain more here, granting a bonus to profile dampening not only unnecessarily conflates two stealth tactics (visual + radar), it doesn't make sense that an activated, running piece of electronic equipment (ie, the cloak) decreases noise or EM radiation. The additional bonus to profile makes even less sense when considering scout suits also received more slots, enabling them to more easily fit an extra profile dampener.
My other dropsuit is a Python.
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Garrett Blacknova
Codex Troopers
5103
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Posted - 2014.04.14 20:19:00 -
[96] - 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 -
[97] - 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. |
SirManBoy
Molon Labe. General Tso's Alliance
496
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Posted - 2014.04.14 22:48:00 -
[98] - Quote
EWAR Proposal (link to graphic) |
Foxbat 071
Molon Labe. General Tso's Alliance
149
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Posted - 2014.04.14 23:02:00 -
[99] - Quote
My double complex dampened Cal scout wouldn't mind a buff to precision enhancers
BLAP
( X ) Call For Help
( O ) Respawn
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PAXTON HAILFIRE
CORPORACION CRISTIAN MURATI 84
46
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Posted - 2014.04.14 23:41:00 -
[100] - Quote
I run 2 pro precision and 1 pro dampner. I like to RE people so I want to see them coming. Can't say anything has snuck up on me. I'm on my phone so reading the chart is like reading through a straw. So, you're saying the 2nd precision in pointless? Or both? How is precision for a cal scout when they are also cloaked? Isnt scanning related to dampening?
I just started messing with scouts so I just threw on what fit my adv suit. Oh, and I have Lvl 5 damp and precision (kind of obvious since Im running complex mods). |
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SirManBoy
Molon Labe. General Tso's Alliance
500
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Posted - 2014.04.15 00:32:00 -
[101] - Quote
PAXTON HAILFIRE wrote:I run 2 pro precision and 1 pro dampner. I like to RE people so I want to see them coming. Can't say anything has snuck up on me. I'm on my phone so reading the chart is like reading through a straw. So, you're saying the 2nd precision in pointless? Or both? How is precision for a cal scout when they are also cloaked? Isnt scanning related to dampening?
I just started messing with scouts so I just threw on what fit my adv suit. Oh, and I have Lvl 5 damp and precision (kind of obvious since Im running complex mods).
The chart simply displays a proposed order for radar supremacy given the number of dampeners and/or precision enhancers a merc has on their suit. |
Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
803
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Posted - 2014.04.15 01:05:00 -
[102] - Quote
PAXTON HAILFIRE wrote:I run 2 pro precision and 1 pro dampner. I like to RE people so I want to see them coming. Can't say anything has snuck up on me. I'm on my phone so reading the chart is like reading through a straw. So, you're saying the 2nd precision in pointless? Or both? How is precision for a cal scout when they are also cloaked? Isnt scanning related to dampening?
I just started messing with scouts so I just threw on what fit my adv suit. Oh, and I have Lvl 5 damp and precision (kind of obvious since Im running complex mods).
Well that entirely depends on the suit. For instance:
Lets say you run an amarr/gallente scout with two highs, then yes, running two precision enhancers will allw you to see a gallente/amarr/caldari scout that is ONLY running a cloak, nothing more. This is a big part of the problem. They get to be invisible, and undetectable for the cost of one equipment slot. You have to spend two module slots to try to counter-act only half of that 1 equipment (2 modules allows you to see them on radar, no help visually.)
2 precision enhancers will not allow you to see a gallente scout under a cloak.
Fixing swarms
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KalOfTheRathi
Nec Tributis
1190
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Posted - 2014.04.15 01:12:00 -
[103] - Quote
Magnus Amadeuss wrote:This is a ridiculous statement made by some people. Let me show you why: Once I realized that the range enhancers only added 1m then the math was obvious. Don't waste any SP on them.
With a Drop Suit Upgrade SP reset I wouldn't spend the SP on damage mods past ADV as PRO requires two skill levels and is worthless with the Nerf Hammer being applied. Which is why CCP/Shanghai doesn't want to ever allow SP refunds. They would rather Nerf you out of a benefit after the fact by removing the reason you spent the SP in the first place.
And so it goes.
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
804
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Posted - 2014.04.15 01:32:00 -
[104] - Quote
KalOfTheRathi wrote:Magnus Amadeuss wrote:This is a ridiculous statement made by some people. Let me show you why: Once I realized that the range enhancers only added 1m then the math was obvious. Don't waste any SP on them. With a Drop Suit Upgrade SP reset I wouldn't spend the SP on damage mods past ADV as PRO requires two skill levels and is worthless with the Nerf Hammer being applied. Which is why CCP/Shanghai doesn't want to ever allow SP refunds. They would rather Nerf you out of a benefit after the fact by removing the reason you spent the SP in the first place.
well not nessecarily. Once again depnds on the suit and stuff. Here have a chart
Fixing swarms
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2786
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Posted - 2014.04.15 01:44:00 -
[105] - Quote
remove the ******* cloak already
weRideNDie2getha since 2010
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ratamaq doc
Onslaught Inc RISE of LEGION
515
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Posted - 2014.04.15 02:07:00 -
[106] - Quote
Magnus you almost touched on a missing point here. 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.
The unit should work the same way as the cloak to be an effective counter, similar to the vehicle scanner in that it is scanning as long as it is out in a radius, but with no duration when out of range and only scanning while it's out. As soon as the wielder switches weapons, equipment, grenade, it shuts down. If the wielder is killed, scans are gone. It should have the same activation and cool down mechanic as the cloak, and skills, precision mods should improve its effectiveness. This way you have a piece of equipment that is usable by everyone, but only people with dedicated skills and modules can use it effectively.
It should be expensive to fit to discourage over use, maybe even give a fitting bonus to all the logistic class similar to scouts cloak fitting bonus.
This opinion is coming from someone who has Gal Logi lvl 5 and used scanners this build extensively, Gal Scout lvl 5 and used cloak damp quite a bit, and Cal Scout lvl 4 running with 2 complex precision amps. All my ewar skills are level 5. From my play, Cal's passive are OP to everyone but dedicated dampened and a Gal scouts, and Gal Scout is just straight up OP. Gal Logi is not worth the price you pay to be an effective scout counter with current scan mechanics.
YouTube
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Garth Mandra
The Southern Legion League of Infamy
377
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Posted - 2014.04.15 02:17:00 -
[107] - Quote
I also think that the dampening bonus from cloaks should be reduced (with progression up to proto) or removed. Cloaks with the 25% bonus just make it too easy to dodge active and passive scans.
In my recent experience as a Cal scout passive scans are shared in some situations.
I made a graph too.
Should a gal logi with a focussed scanner be able to scan a super damped gal scout? Having counters to things is good especially when the counter is of a different type (ie. not a scout). Or perhaps have precision enhancers affect active scanners. |
da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
754
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Posted - 2014.04.15 02:39:00 -
[108] - Quote
CRYPT3C W0LF wrote:Just fit precision mods...
Ya and how many of them?
Rage at Fanfest??
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
814
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Posted - 2014.04.15 02:53:00 -
[109] - Quote
ratamaq doc wrote:Magnus you almost touched on a missing point here. 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.
The unit should work the same way as the cloak to be an effective counter, similar to the vehicle scanner in that it is scanning as long as it is out in a radius, but with no duration when out of range and only scanning while it's out. As soon as the wielder switches weapons, equipment, grenade, it shuts down. If the wielder is killed, scans are gone. It should have the same activation and cool down mechanic as the cloak, and skills, precision mods should improve its effectiveness. This way you have a piece of equipment that is usable by everyone, but only people with dedicated skills and modules can use it effectively.
It should be expensive to fit to discourage over use, maybe even give a fitting bonus to all the logistic class similar to scouts cloak fitting bonus.
This opinion is coming from someone who has Gal Logi lvl 5 and used scanners this build extensively, Gal Scout lvl 5 and used cloak damp quite a bit, and Cal Scout lvl 4 running with 2 complex precision amps. All my ewar skills are level 5. From my play, Cal's passive are OP to everyone but dedicated dampened and a Gal scouts, and Gal Scout is just straight up OP. Gal Logi is not worth the price you pay to be an effective scout counter with current scan mechanics.
I can see what you are saying, and I do think it is a good, very good idea. You could alter the radius based upon having a normal scanner versus a focus (focused picking up lower dB but also lower scan radius) and then just make the gal logi be a radius bonus and/or duration bonus.
Although there are multiple angles to come at it, like the active scanners could be a tool that intensifies the glow of a cloak, making cloaked suits way easier to see (but still translucent).
I just don't have a ton of hope for things to go in such awesome directions. Also I try to propose the simplest solution to the problem, and that is CCP just deletes the profile dampening characteristic from cloaks.
The gallente scout still becomes the only logi to evade the proto focus on a gal logi, but has to sacrifice 2 slots to dampeners to do so.
Cal scout still requires four precision enhancers to see a 2 profile dampener gal scout, or 3 precision enhancers to see any other scout with 2 damps.
Fixing swarms
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
5081
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Posted - 2014.04.15 03:21:00 -
[110] - Quote
The Cloak has a 25% profile dampening that replaces the Previous 25% Profile dampening all scouts had.
Now the math got broken when they also reduced Scout Scan Profile to 36db.
Remove the 25% Profile dampening of cloaks so that if you want to pass under radars, you need to fit Profile dampeners, not only cloak.
Example: GAl scout with cloak. 36db + 25% Dampening from cloak + 25% Dampening from Bonus = Armor tanked scout invisible to radars.
If this was removed the 25% Profile dampening from the bonus would not counter a full e-war specialized scout like a cal scout.
Not to mention the other scouts that DONT have a Prof Dampening bonus would need to equip them to even bypass the ADV scanner of a Proto Gal Logi....
Done.
Like drones? = https://forums.dust514.com/default.aspx?g=posts&t=153604&find=unread
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Garrett Blacknova
Codex Troopers
5106
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Posted - 2014.04.15 05:17:00 -
[111] - 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. |
pyramidhead 420
Carbon 7 Iron Oxide.
432
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Posted - 2014.04.15 06:24:00 -
[112] - Quote
you just don't get it kid...smh.
just because we cant pick up cloaked gal scouts in a medium frame doesn't mean they suck.
ps your graph looks like that toilet paper I just used.........sh!tty |
Yan Darn
Science For Death
606
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Posted - 2014.04.15 07:49:00 -
[113] - Quote
Garrett Blacknova wrote: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.
^
It's make no sense to say that the best scanner should ultimately beat out the best stealther - because, and I know this has been said in various contexts now, but seriously - the guy with a scanner still has eyes in their favour, in fact everybody has the innate potential to see even a cloaked scout.
I don't think, in the context of improved scanning especially, we should be QQing all the way to saying that not even the stealth specialising scout can evade all scans if they sacrifice low slots to do it...
The truth is, the overall mechanics of Ewar in DUST is just so badly implemented - Ewar based around a more analogue system of detection would make things a bit fairer and easier to balance IMO.
The Ghost of Bravo
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
821
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Posted - 2014.04.15 08:17:00 -
[114] - Quote
Yan Darn wrote:Garrett Blacknova wrote: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. ^ It's make no sense to say that the best scanner should ultimately beat out the best stealther - because, and I know this has been said in various contexts now, but seriously - the guy with a scanner still has eyes in their favour, in fact everybody has the innate potential to see even a cloaked scout. I don't think, in the context of improved scanning especially, we should be QQing all the way to saying that not even the stealth specialising scout can evade all scans if they sacrifice low slots to do it... The truth is, the overall mechanics of Ewar in DUST is just so badly implemented - Ewar based around a more analogue system of detection would make things a bit fairer and easier to balance IMO.
I am not saying that. I have been saying repeatedly that WITHOUT the free non-stacking-penalized complex dampening module on the cloak, it is completely possible to become completely invisible, the difference being that without the attribute on a cloak, it isn't ridiculously easy.
Fixing swarms
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ratamaq doc
Onslaught Inc RISE of LEGION
519
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Posted - 2014.04.15 10:31:00 -
[115] - Quote
Magnus Amadeuss wrote:Yan Darn wrote:Garrett Blacknova wrote: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. ^ It's make no sense to say that the best scanner should ultimately beat out the best stealther - because, and I know this has been said in various contexts now, but seriously - the guy with a scanner still has eyes in their favour, in fact everybody has the innate potential to see even a cloaked scout. I don't think, in the context of improved scanning especially, we should be QQing all the way to saying that not even the stealth specialising scout can evade all scans if they sacrifice low slots to do it... The truth is, the overall mechanics of Ewar in DUST is just so badly implemented - Ewar based around a more analogue system of detection would make things a bit fairer and easier to balance IMO. I am not saying that. I have been saying repeatedly that WITHOUT the free non-stacking-penalized complex dampening module on the cloak, it is completely possible to become completely invisible, the difference being that without the attribute on a cloak, it isn't ridiculously easy.
You 2 (not Magnus) missed my point also. I'm not saying That the cloak should be beatable if fully dampened, right now it's too easily defeated. The best possible dampened and cloaked scout while cloaked should be able to beat the best possible precision enhanced scanner. This is the case now, but the only scanner that can beat most skilled partially dampened cloaked scouts now is an overly expensive, narrow beamed, short duration LONG cool down scanner, and it has to be used by a single suit class at lvl 5. You have to be lucky to hit a scout with that thing. To keep with the prior spirit of dampeners beat enhancers, 2 enhancers beat 1 dampener, 2 enhancers plus scanner beat 1 dampener plus cloak.
I also think this is a pipe dream, so I agree that the simplest solution would be to remove the dampening bonus, I'm just worried that this leave the Cal Scout as king of sight hands down. In my experience, that vision is shared and is worse than an active scanner because it's always on and gives no warning to the scanned.
YouTube
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
827
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Posted - 2014.04.15 13:42:00 -
[116] - Quote
ratamaq doc wrote:Magnus Amadeuss wrote:Yan Darn wrote:Garrett Blacknova wrote: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. ^ It's make no sense to say that the best scanner should ultimately beat out the best stealther - because, and I know this has been said in various contexts now, but seriously - the guy with a scanner still has eyes in their favour, in fact everybody has the innate potential to see even a cloaked scout. I don't think, in the context of improved scanning especially, we should be QQing all the way to saying that not even the stealth specialising scout can evade all scans if they sacrifice low slots to do it... The truth is, the overall mechanics of Ewar in DUST is just so badly implemented - Ewar based around a more analogue system of detection would make things a bit fairer and easier to balance IMO. I am not saying that. I have been saying repeatedly that WITHOUT the free non-stacking-penalized complex dampening module on the cloak, it is completely possible to become completely invisible, the difference being that without the attribute on a cloak, it isn't ridiculously easy. You 2 (not Magnus) missed my point also. I'm not saying That the cloak should be beatable if fully dampened, right now it's too easily defeated. The best possible dampened and cloaked scout while cloaked should be able to beat the best possible precision enhanced scanner. This is the case now, but the only scanner that can beat most skilled partially dampened cloaked scouts now is an overly expensive, narrow beamed, short duration LONG cool down scanner, and it has to be used by a single suit class at lvl 5. You have to be lucky to hit a scout with that thing. To keep with the prior spirit of dampeners beat enhancers, 2 enhancers beat 1 dampener, 2 enhancers plus scanner beat 1 dampener plus cloak. I also think this is a pipe dream, so I agree that the simplest solution would be to remove the dampening bonus, I'm just worried that this leave the Cal Scout as king of sight hands down. In my experience, that vision is shared and is worse than an active scanner because it's always on and gives no warning to the scanned.
I wasn't able to get that scanning sharing to show-up in-game, but I suggest everyone who does to submit a bug report/ticket in order to get that fixed. I mean it is plain as day CCP didn't intend to share that, and there is no way in hell it should be shared.
Fixing swarms
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NAV HIV
The Generals General Tso's Alliance
1453
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Posted - 2014.04.15 13:53:00 -
[117] - Quote
Magnus Amadeuss wrote:This is a ridiculous statement made by some people. Let me show you why: Hover zoom or clickyThe above bar graph shows how precision enhancers are mostly underpowered because of the added dampening of the cloak. Oh and for all of you guys saying fit precision enhancers on medium/heavy suits(logi for the graph): Hover zoom or clickyStop saying that, it is not a good idea. TLDR: First link shows how scouts precision lines up with dampening. Cloaks make dampening too strong Second link shows why precision enhancers on mediums or above is stupid. EDIT: Here is the point of it all. If you look at that graph, there is no bonus to cloaks. All of the sudden, Ewar is balanced once again between the scouts (although balance between scouts and other suits in the ewar department is still wonky)
I have a Gal Log, Amar Logi, Cal Logi in the Team with 2-3 PE and 1-2 RA on their suit... They got out of their Shield Extender and Stacked Armor plate shells to have some fun... Please try it before quoting graphs and stuff... Also making 200hp scouts visible would bring back all Assault/Commando/Heavy + Rifle suits.... Will post on your Assault/Comando is OP threads then |
Adipem Nothi
Nos Nothi
265
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Posted - 2014.04.15 13:57:00 -
[118] - Quote
Magnus Amadeuss wrote: I wasn't able to get that scanning sharing to show-up in-game, but I suggest everyone who does to submit a bug report/ticket in order to get that fixed. I mean it is plain as day CCP didn't intend to share that, and there is no way in hell it should be shared.
Shared Squad Sight encourages Squad Diversity. It addresses the concerns you've laid out about profile and precision. Why shouldn't it exist?
Bang?
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
827
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Posted - 2014.04.15 14:02:00 -
[119] - Quote
Adipem Nothi wrote:Magnus Amadeuss wrote: I wasn't able to get that scanning sharing to show-up in-game, but I suggest everyone who does to submit a bug report/ticket in order to get that fixed. I mean it is plain as day CCP didn't intend to share that, and there is no way in hell it should be shared.
Shared Squad Sight encourages Squad Diversity. It addresses the concerns you've laid out about profile and precision. Why shouldn't it exist?
1) CCP specifically took it out of the game when they fixed active scanners
2) They have said nothing about re-instating it
3) It is too powerful, it is like the active scanners of pre-1.8 except always on and with no warning, no cooldown, no activation, no scaning arc, no weapon-switching.
Honestly if you can't see that this is game-breaking... well I .... I have no clue what to say...
Oh and this is a PRETTY MAJOR change that goes directly against what CCP themselves have ACTIVELY done.
Fixing swarms
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NAV HIV
The Generals General Tso's Alliance
1453
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Posted - 2014.04.15 14:05:00 -
[120] - Quote
Magnus Amadeuss wrote:Adipem Nothi wrote:Magnus Amadeuss wrote: I wasn't able to get that scanning sharing to show-up in-game, but I suggest everyone who does to submit a bug report/ticket in order to get that fixed. I mean it is plain as day CCP didn't intend to share that, and there is no way in hell it should be shared.
Shared Squad Sight encourages Squad Diversity. It addresses the concerns you've laid out about profile and precision. Why shouldn't it exist? 1) CCP specifically took it out of the game when they fixed active scanners 2) They have said nothing about re-instating it 3) It is too powerful, it is like the active scanners of pre-1.8 except always on and with no warning, no cooldown, no activation, no scaning arc, no weapon-switching. Honestly if you can't see that this is game-breaking... well I .... I have no clue what to say... Oh and this is a PRETTY MAJOR change that goes directly against what CCP themselves have ACTIVELY done.
Sacrifice a slot or two to counter your concerns if you really are that concerned...
I have been scanned... Yes i've seen "You have been scanned" on my screen when i was fully cloaked with porfile dampener... Gal Logi + Scanner + Proper equipment... Try it out... It works... |
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