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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3420
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Posted - 2014.10.06 18:57:00 -
[751] - Quote
Cross Atu wrote:John Demonsbane wrote: (If you could just get people off the "spam=lag" bandwagon that might be helpful, that longstanding misperception drives a lot of displaced logi hate.)
Totally agreed and as such I will reiterate here yet again, just so it is in another place on the forums, that I have actively tested the notion that deployed equipment creates substantive lag and have been unable to reproduce the effect during my tests. Further I have encountered my most sever cases of lag (in Pubs/FW) during games with hardly any (or even no) equipment present on field prior to/during the onset of lag. In PC matches I have encountered intense lag in situations both with and without substantial deployed equipment present and have seen no meaningful trend or corollary within that context. It could be that for some reason my particular playstation 3 is just immune to the purported lag caused by deployed equipment, but that is highly implausible. 0.02 ISK Cross
i just hate the spam because it allows teams to simply lemming the defenders to death in certain maps (orbital artillery, Gallente lab) as a substitute for tactical movements and actually breaching an area.
Oh look the entire enemy team spawned with rail rifles in the gantries, how charming... oh i was wrong. there's the scouts right on schedule with the shotguns. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3221
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Posted - 2014.10.06 19:12:00 -
[752] - Quote
Personally I think the real pressing matter in terms of spam is more so that while you can't equip 2 of the same uplink type, the game still allows you to equip different types of uplinks on the same fit. If they went as far as to restrict multiples of the same, then the ability to equip different types is simply a workaround exploit that never got fixed.
It's that ability to carry so many types at once that leads to the spam, and I think that's the pressing issue at hand. Fix that exploit, and you fix the spam.
On the other hand, I'm all in favor of making uplinks/hives more granular, but not so much as to make the mechanic annoyingly bulky. 1 Uplink = 1 Spawn is a little annoying, so a happy medium is in order.
I'm also a fan of making Hives more granular so I leave less clusters behind because not all of them got used. That being said however, be careful in that a hives max clusters do not drop below that which is required for the largest consumption of clusters, which is grenades. If the intention is for grenades to remain renewable from hives, the minimum amount of clusters cannot fall below the amount needed to resupply 1 grenade, wherever those values may land.
Hotfix Delta Sentinel eHP Calcs
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Cross Atu
OSG Planetary Operations Covert Intervention
3122
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Posted - 2014.10.06 20:12:00 -
[753] - Quote
Alena Ventrallis wrote:So now that we are solidifying some ideas, we need to get some input from a dev once a complete (notionally) set of proposals is made. 37 pages of discussion, we should have some pretty solid ideas, and judging from the spreadsheets Cross and others have worked so hard on, I think we need to hear what Rattati thinks of these ideas. Both Rattati and LogiBro have been linked this thread as well as each iteration of the proposals as the discussion has gone on. Currently I am awaiting word on some of the tech feasibility of these ideas which may further focus our discussion if certain options are taken off the table after that information comes back (if we can't do a thing, we can focus elsewhere).
Rest assured I will continue to keep CCP in the loop. When the time comes for a full on hotfix proposal to be made and discussed I'm sure CCP Rattati will create an Echo (or Foxtrot) thread for that. Until then we have this one
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1891
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Posted - 2014.10.06 20:18:00 -
[754] - Quote
Cross Atu wrote:Alena Ventrallis wrote:So now that we are solidifying some ideas, we need to get some input from a dev once a complete (notionally) set of proposals is made. 37 pages of discussion, we should have some pretty solid ideas, and judging from the spreadsheets Cross and others have worked so hard on, I think we need to hear what Rattati thinks of these ideas. Both Rattati and LogiBro have been linked this thread as well as each iteration of the proposals as the discussion has gone on. Currently I am awaiting word on some of the tech feasibility of these ideas which may further focus our discussion if certain options are taken off the table after that information comes back (if we can't do a thing, we can focus elsewhere). Rest assured I will continue to keep CCP in the loop. When the time comes for a full on hotfix proposal to be made and discussed I'm sure CCP Rattati will create an Echo (or Foxtrot) thread for that. Until then we have this one Cheers, Cross Tech feasibility would be a great start.
Man, solid well thought out community discussion may make it into the game. Consternation, uproar!
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Booby Tuesdays
Tuesdays With Boobies
871
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Posted - 2014.10.06 21:05:00 -
[755] - Quote
Updating my vote from Method 2, to Method 2b. The big 4 should be best in a Logi's hands. Also, thoughts on swapping the Min Logi's Shield and Armor HP values? 160 Shield, 120 Armor? Stats would align more closely with the other Min suits.
Day One Proto Minmatar Commando.
A Mass Driver IS My Sidearm.
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Cross Atu
OSG Planetary Operations Covert Intervention
3125
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Posted - 2014.10.06 21:19:00 -
[756] - Quote
Booby Tuesdays wrote:Updating my vote from Method 2, to Method 2b. The big 4 should be best in a Logi's hands. Also, thoughts on swapping the Min Logi's Shield and Armor HP values? 160 Shield, 120 Armor? Stats would align more closely with the other Min suits. Seems sensible to me on first blush, anyone have reasons to raise why moderating the Min Logi profile to fit with the rest of the Min suits would be a poor change?
See a cool idea thread? Mail me the title and I'll take a look =)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3424
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Posted - 2014.10.06 21:26:00 -
[757] - Quote
Cross Atu wrote:Booby Tuesdays wrote:Updating my vote from Method 2, to Method 2b. The big 4 should be best in a Logi's hands. Also, thoughts on swapping the Min Logi's Shield and Armor HP values? 160 Shield, 120 Armor? Stats would align more closely with the other Min suits. Seems sensible to me on first blush, anyone have reasons to raise why moderating the Min Logi profile to fit with the rest of the Min suits would be a poor change?
there really isn't a rational argument other than aesthetic value or some random jerkey liking it better that way. |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1896
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Posted - 2014.10.06 21:37:00 -
[758] - Quote
Cross Atu wrote:Booby Tuesdays wrote:Updating my vote from Method 2, to Method 2b. The big 4 should be best in a Logi's hands. Also, thoughts on swapping the Min Logi's Shield and Armor HP values? 160 Shield, 120 Armor? Stats would align more closely with the other Min suits. Seems sensible to me on first blush, anyone have reasons to raise why moderating the Min Logi profile to fit with the rest of the Min suits would be a poor change? Lore wise, minmatar are dual tankers. Not in the sense of they use shields and armor at the same time, but rather that some ships are meant to use shield, and others are meant to use armor. In Dust, I would say suits designed for front line combat (assault, sentinel) should benarmor tankers, and those meant for other roles (scout) should be shield based. MinLogi, depending on how we intend it to be used (in the thick of battle, or in the rear) and should base its shields/armor off that.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Booby Tuesdays
Tuesdays With Boobies
872
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Posted - 2014.10.06 21:54:00 -
[759] - Quote
Alena Ventrallis wrote:Cross Atu wrote:Booby Tuesdays wrote:Updating my vote from Method 2, to Method 2b. The big 4 should be best in a Logi's hands. Also, thoughts on swapping the Min Logi's Shield and Armor HP values? 160 Shield, 120 Armor? Stats would align more closely with the other Min suits. Seems sensible to me on first blush, anyone have reasons to raise why moderating the Min Logi profile to fit with the rest of the Min suits would be a poor change? Lore wise, minmatar are dual tankers. Not in the sense of they use shields and armor at the same time, but rather that some ships are meant to use shield, and others are meant to use armor. In Dust, I would say suits designed for front line combat (assault, sentinel) should benarmor tankers, and those meant for other roles (scout) should be shield based. MinLogi, depending on how we intend it to be used (in the thick of battle, or in the rear) and should base its shields/armor off that. That makes sense as well. Only the Min Sentinel and Min Logi favor armor currently. If those two suits are supposed to favor armor over shields, then how about keeping the armor and shield HP values, but swapping the amount buffed? 30HP to shields, and 10HP to armor. 120, and 160 respectively. Still favors armor, but also a bit more survivable. Puts it back to its Chrome values +10 armor.
Day One Proto Minmatar Commando.
A Mass Driver IS My Sidearm.
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Cross Atu
OSG Planetary Operations Covert Intervention
3130
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Posted - 2014.10.06 23:11:00 -
[760] - Quote
Speaking of Lore and Minmatar (as kind of a sidebar) here's the ingame lore for the repair tool
In game info panel wrote: The repair tool has several design innovations, the most surprising probably being the incorporation of Amarr focusing crystal technology. Beyond that, the device also makes use of an advanced K7 nano static co-processor on par with Caldari planet side missile tracking systems and a 55x5 reverse current power cell configuration rarely used beyond self-sustaining Gallente drone units. The result is an elegant tool combining technology from several very different design philosophies.
Again, I think mechanics a play quality trump lore, but as far as lore is concerned there is no reason why every race should not have a repair tool bonus for their logi just mentioning this since lore was raised as one of the concerns with that idea.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3223
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Posted - 2014.10.07 03:12:00 -
[761] - Quote
mmmmm Scimitar....
Hotfix Delta Sentinel eHP Calcs
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Cross Atu
OSG Planetary Operations Covert Intervention
3141
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Posted - 2014.10.07 07:04:00 -
[762] - Quote
Sgt Kirk wrote:This is the most balance I've seen in a while from this game but there's no reason to stop now.
This thread will be about the ways we can bring Logistics suits up to par and because I know we all hate long, bombastic, pompous speech I'll keep this post short, simple and to the point. Like any Red Blooded Gallente would.
Slot Layout Adjustment:
Logistics need to have the same slot layouts though each tier as their Assault Counterpart. Logistics suits currently have an odd slot layout that makes most Standard Logistics useless and disproportionate to higher progression.
____________________
Equipment and Modules:
Besides the fact that Codebreakers need to be in highslots there's no reason they should take up the amount of PG that they do, they shouldn't take PG in the first place just like the Precision Modules, it just doesn't make sense and deters fitting modules of the like and just using it for more HP. Especially when a complex codebreaker cost more resources than some of your Complex Armor repairs and plates. It's just bad design.
Active Scanners:
There needs to be more variants of active scanners. Some of them offer trivial bonuses to them from the basic variant so I propose Active Scanners come in three base types: One that scans a long range but short scan angle one that has a wide angle but short range and one that's in between.
With all the variants that would be within each one of course.
There also needs to be more WP earned from having a squadmate kill a target you've scanned.
Overall Logistics Bonus to all Equipment respectively:
There needs to be more incentive to use equipment on Logistics suits on not be stuck with just one bonus. That's bland and does not separate you from the other classes that could easily do the same.
I recommend a bonus for all equipment when using Logistics. Not the same exact bonus but it would be based off the races relation with said equipment.
Example A: Caldari would get a bonus to repair tool range whilst Gallente get a Bonus to Repair tool amount. Meanwhile Amarr still gets a bonus to the repair tool but due to the nature of the repair tool, it's going to have the least effective bonus to the Repair tool going towards repair rate. Of course Minmatar gets the best bonus to the Repair tool for obvious reasons.
Example B: Amarr gets a bonus to Nanohive Nanite amount and repair Rate per level whilst Minmatar get a bonus to Ammo Resupply Rate and Nanite Amount per level. The gallente would get a small bonus to Repair amount per level and that's it and of course the Caldari would get the best bonus to the Nanohive overall.
I could go more into detail with which suit should get which bonus but that's a conversation for a different day...if this even happens at all so I will be moving on. I Hope that was easy to understand. _____________________
Base Logistics Stats:
Innate Logistics Repair rates need to be reintroduced at a base of 1hp/s yes it's not much but it means a lot for Logistics shield suits that don't want to waste a low for a basic reactive plate.
Either Faster Movement and Walking Speed or more Health:
Logistics should have some drawbacks when it comes to speed and health but right now I think it's a little bit much to have both stats lowered.
I know it would take more work so it probably wouldn't be welcomed but I'd like it if the Amarr and Caldari Logistics got a small Armor and shield buff respectively while Gallente and Minmatar received the speed buff.
Thank you for your time and hopefully constructive feedback follows. o7 Quoted for discussion here.
See a cool idea thread? Mail me the title and I'll take a look =)
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Sgt Kirk
Fatal Absolution
7818
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Posted - 2014.10.07 07:32:00 -
[763] - Quote
So this is why that thread started gettings notifications out of nowhere.
See you space cowboy...
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Mister Goo
Abandoned Privilege Top Men.
31
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Posted - 2014.10.08 14:11:00 -
[764] - Quote
Cross, Any chance of getting price reductions on equipment? with the increase of damage by almost all weapons how about an equal repair tool increase?
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
350
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Posted - 2014.10.08 23:09:00 -
[765] - Quote
Awesome, I'm not too late to add my input. Appy-Polly-Loggy on my absence, I've been moving so unable to play/comment tho I have been following the reading intermittently. That said,
Thank You, Cross Atu, for your continued diligence in furthering the Logistics class.
My immediate takeaways from the last 15 pages and the updated theorysheet are as follows:
1. Did Meee One get banned again? Where are you, dude?
2. HP buff, check. Regen re-allowed, check. Movement speed, absent? Is this a "pick 2 out of 3" scenario? Movement speed buffing ( both sprinting and walking) is paramount to survival. I like the stamina increases but someone else said it best when they said, better to go there fast than be able to farther, slower. We NEED movement increases, even if its just to our walking speeds and not sprint.
3. Theres 4 or 5 pages of Scout input (welcome input, btw) that presented a couple fallacy situations/counterarguements to sheet proposals. One was the idea that if Logis get hp/regen/speed buffed we would suddenly be "competitive" vs Assaults, ie Who would win between 6 Logis vs. 6 Assaults. The flaw in this as reasoning to not buff Logis is that even if we were to be buffed to identical hp/regen/speed levels we (Logis) would still be at a significant disadvantage by virtue of the Assault frames having weapon bonuses ( they shoot faster, more powerfully and with reduced drawbacks like cooldown than we do) AND the fact most of us don't have sidearms! The Amarr Logi, our sidearmed bretheren, pays for his sidearm in speed and fitting. So this whole, " OhNoesSlayerLogis!" argument is just a waste of space. The other premise set forth, regarding the equipment fitting changes proposed, used an example FC determining the need for an uplink and presented the Scout frame as having, "the best odds" of delivering said link. That Scouts have "the best odds" of delivering a link is EXACTLY THE SYMPTOM OF THE PROBLEM with Logistics frames. Uplink deployment, anywhere on a map, at any time during a battle, is a LOGISTICAL question whose answer overwhelmingly should be utilisation of a LOGISTICAL FRAME. The situations/conditions where a Scout frame is the first choice should be the outlier, NOT the average. And if a Scout is used, that he places a crappy, low count, slow uplink he'll need to guard until an ACTUAL Logi can spawn and bring the goods in on, should really be how that scenario plays out.
4. Cross Atu wrote: ... if under the current status of the game those support needs can be readily met without the presence of a logistics frame in squad what incentives can make said frame of adequate value to field?
This I see as the basis for the fitting changes to equipment (CPU/PG) and I don't think I could agree more with the proposed results. That Logis are able to fit the gear others can't or won't is FINE. That Scouts can't cloak AND link/scan/hiv/re outside of STD is FINE. I think the boost to our fitting AND reduced fitting ability to other frames is absolutley the right direction for this class and gameplay overall. Will I HATE not toting my Allotek rep hives on my adv commando? Fuckyes. Will I adapt and figure another, maybe better way? Fuckyes again. The only caveat I have to the proposed equipment fitting idea as-is has to do with the nanite-cluster counts, these should probably be increased across the board so stationary unit emplacements (such as snipers or AV) can have reasonable use of hives (theirs or Logi provided) before needing replenishment. 1 hiv=1 swarm or locus grenade is NOT acceptable. Maybe a buff to the Compact Hive (already determined to be outside the current changes) could be done to better help the useful equipment access for non-logi frames. Maybe, a "Compact Standard" could be created across ALL the equipment types, providing a proto-esque type of functionality yet easily fittable by most suits.
5. The Active Scanners vs. Passive Scans thing, I... don't understand. First, I am pro-shared squad scans. And I very often fit, especially in PCs, a combination of Precision Enhancers and Range Amps. My experience is definitely that my passive stacks DO NOT outweigh the effect of my fellow bro with an active scanner. First is, he has range. Even with 3 amps I'm only lighting up 30-40 meters. That distance is about 3-4 seconds of display on the tacnet of any running frame (except a heavy) before they are literally on my location. Second is that the Active Scanner scans a set profile, whereas my PrecEnh stacks are enhancing from my suits base profile! On my Scout or Logi, its not bad. On my Commando, it sucks.
6. Amarr Logis should keep their sidearms, the conversation touched on this topic a couple pages back. I guess there's a "normalizing" initiative on this (ie HOMOGENIZING) but its worth remembering that Amarr Logis gave up an equipment slot AND a module slot as well as became slow as sh*t in exchange for what was once termed, "The Distinguishing Feature" of this frame. Do not rob this suit of its identity and field effectiveness.
7. There was also a brief bit regarding the RE deployment and activation delay (first deploy->triggertime). I would like to request (since we're adjusting them) some analysis of not just RE timing increases, but also PE decreases. I don't know specifically how long the delay is for ProxMines to become active but I do know it's way too long, I have beenrun over several times by vehicles driving through the pathway I've just mined anticipating their route with my PEs not activating, me dying and the vehicles continuing with no damage taken.
Character limit reached, continued next post
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
351
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Posted - 2014.10.08 23:34:00 -
[766] - Quote
8. All in all I like a lot of what I see and think the spreadsheet values are a great starting point. The biggest negative I find is with the absence of ANY sort of Movement buffing, buffing which I feel is critical 3rd corner to Logi survivability/effectiveness. I also notice the Logi being a DSCommand 5 idea is not included, I get it. People want to play but not pay (trollollolol me XD) whatever, they'll get what they earn. I also have to reaffirm my position that Scouts MUST go 1 equipment slot to balance not just their effect on us, Logistics, and our role but the greater game as a whole. Scouts are Reconnaisance units, Cloaking has proved it's effectiveness and utility as its own stealth discipline, why do Logis lose the bonus to cloaking but Scouts keep the bonus (in carrying multiple types) to equipment? This makes no sense.
Insofar as the equipment bonus tables go, I'm a fan of methods 1 and 2, in that order. I'm not sure about this "shield transporter" stuff and if thats a maybe Soon (tm) sort of thing I don't think having the tables account for that is a worthwhile venture. We're for existing Support play, to adjust existing paramaters, hypothetical ventures really shouldn't be a part of this. Which isn't saying I'm anti-shield transporters or bonuses for them, but since they don't exist and nobody here has actually played any significant number of games with them they're to great a variable to plan for. If they are confirmed and guaranteed, I like the idea of them as the "universal" bonus type, across all races more so than the rep tool.
All in all good stuff, Cross Atu et al. We may actually forge a worthwhile and combat support effective Logistics class yet!
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4150
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Posted - 2014.10.08 23:34:00 -
[767] - Quote
Nothing personal, but I'm ok with meee one being out of this, the grown ups need to make some possibly far reaching decisions here (as far reaching as things can be in dust) and objectivity is crucial.
Anyway, I most agree with what you said above, with the exception that, believe it or not, I see a very valid role for scouts in placing uplinks. Shotty and I have had some debates about this and I think have come to a pretty good place.
Right now the main issue with scouts (and this is my opinion, not going to suggest that shotty concurs) is that they play far too prominent a role in frontline combat, when they really should be masters of flanking maneuvers and deep strikes. Drop uplinks can play a vital role in that.
Oh, and I'm not totally sold on shared PASSIVE scans. Active obviously yes, but shared squad wall hacks scans is too powerful in its current form. If it was dependent on distance from the scanning player, or, better still, radar/ping-based instead of right in your LOS complete with directional arrows that would be different.
(The godfather of tactical logistics)
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
351
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Posted - 2014.10.08 23:59:00 -
[768] - Quote
Cool, I was wondering where he was since he so clearly made his passion obvious and, really, his "raising of the alarm" regarding the inital proposed speed nerfs was the wake-up (for me at least) that initiated the thread awareness. Its just weird he's silent, but w/e, Life Happens.
I do see a valid role in scouts placing uplinks. I see a valid role in ALL suits placing uplinks. But, as a specialty? As the deployment first pick? Thats where I see an issue. Send a scout to recon/clear. Send a Logi to link. OR if the Scout is linking, yeah, its a slow link he'll have to cover until the Logi spawns and can fully utilize the locale.
Passive scans aren't wallhacks, bro. Not even close. They are absolutley dependent on the scanning players' distance, not just for the scan but for the reception too. When I stack my Amps up, I'm only expanding my circle of detection. My heavy, next to me, he'll see what I detect on his tacnet because positionally our tacnets overlap. Our Scout, running our flank 40 meters out, does not see what I detect because he's too far away. If I'm separated from my squad, only I see what I detect, until I'm close enough for the net to overlap again, then it's shared.
Also, don't forget that passive detection is also limited by the db profile of the scanning suit, PrecEnh mods drop the detection % from the suits base, which was why passive stacks work OK (just ok too, not great) with my Scout or Logi but suck on my Commando since the Commando frame initial profile base is too high to make PrecEnh worthwhile relative to 99% of the other battlefield circumstances.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Cross Atu
OSG Planetary Operations Covert Intervention
3177
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Posted - 2014.10.09 00:18:00 -
[769] - Quote
@el OPERATOR, before I dig too deeply into your feedback, let me make sure that you have read Iteration 2 of the document, because some changes were made and from the sounds of your post you may have been reading doc 1 or you may think the changes were in the wrong direction/not far enough and I would rather know for sure rather than assume.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3177
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Posted - 2014.10.09 00:23:00 -
[770] - Quote
Mister Goo wrote:Cross, Any chance of getting price reductions on equipment? with the increase of damage by almost all weapons how about an equal repair tool increase? An adjustment to equipment ISK cost was to run in tandem with the change in fittings costs. While I still view a cost adjustment as a good thing it is currently tabled with the fittings adjustment until some more data is acquired so as to avoid overbalancing/changing too much at once.
As to the rep tool I had not considered the power creep of weapons in this context but it should likely be normlized to a higher base... the drawback of course being that unless/until we earn WP from actual HP healed rather than 'rep cycles run' any increase in function of the rep tool is also a nerf to earnings, but since that is its own problem with the need for a fix I'm inclined to just roll with it and get the rep numbers improved... (honestly I still have a taste for the grown up version of reps seen by our sky clad counterparts in EVE, but that idea may be seen as too radical ).
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3177
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Posted - 2014.10.09 00:28:00 -
[771] - Quote
el OPERATOR wrote:Cool, I was wondering where he was since he so clearly made his passion obvious and, really, his "raising of the alarm" regarding the inital proposed speed nerfs was the wake-up (for me at least) that initiated the thread awareness. Its just weird he's silent, but w/e, Life Happens. Speed nerfs? What speed nerfs? Or are we talking way back in the day?
el OPERATOR wrote:I do see a valid role in scouts placing uplinks. I see a valid role in ALL suits placing uplinks. But, as a specialty? As the deployment first pick? Thats where I see an issue. Send a scout to recon/clear. Send a Logi to link. OR if the Scout is linking, yeah, its a slow link he'll have to cover until the Logi spawns and can fully utilize the locale.
Passive scans aren't wallhacks, bro. Not even close. They are absolutley dependent on the scanning players' distance, not just for the scan but for the reception too. When I stack my Amps up, I'm only expanding my circle of detection. My heavy, next to me, he'll see what I detect on his tacnet because positionally our tacnets overlap. Our Scout, running our flank 40 meters out, does not see what I detect because he's too far away. If I'm separated from my squad, only I see what I detect, until I'm close enough for the net to overlap again, then it's shared.
Also, don't forget that passive detection is also limited by the db profile of the scanning suit, PrecEnh mods drop the detection % from the suits base, which was why passive stacks work OK (just ok too, not great) with my Scout or Logi but suck on my Commando since the Commando frame initial profile base is too high to make PrecEnh worthwhile relative to 99% of the other battlefield circumstances. There's no real intent to touch high or low slot mods within this proposal, just to be clear. That having been said, since you mentioned both PC and Active Scans, how often do you have a dedicated GalLogi on the ground running active scans throughout an full PC match? I know differing players and corps play differently so an additional angle of input is of interest to me.
See a cool idea thread? Mail me the title and I'll take a look =)
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
352
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Posted - 2014.10.09 02:13:00 -
[772] - Quote
Cross Atu wrote:@el OPERATOR, before I dig too deeply into your feedback, let me make sure that you have read Iteration 2 of the document, because some changes were made and from the sounds of your post you may have been reading doc 1 or you may think the changes were in the wrong direction/not far enough and I would rather know for sure rather than assume.
Cheers, Cross
You are correct, I absolutely drafted from the initial document. I take back everything good I said about the sheet! XD
brb with an amended eval.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
352
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Posted - 2014.10.09 02:22:00 -
[773] - Quote
Cross Atu wrote:el OPERATOR wrote:Cool, I was wondering where he was since he so clearly made his passion obvious and, really, his "raising of the alarm" regarding the inital proposed speed nerfs was the wake-up (for me at least) that initiated the thread awareness. Its just weird he's silent, but w/e, Life Happens. Speed nerfs? What speed nerfs? Or are we talking way back in the day? The proposed speed nerfs that were a part of the HFDelta preliminary stat release. " Back in the day" like 2 months ago.el OPERATOR wrote:I do see a valid role in scouts placing uplinks. I see a valid role in ALL suits placing uplinks. But, as a specialty? As the deployment first pick? Thats where I see an issue. Send a scout to recon/clear. Send a Logi to link. OR if the Scout is linking, yeah, its a slow link he'll have to cover until the Logi spawns and can fully utilize the locale.
Passive scans aren't wallhacks, bro. Not even close. They are absolutley dependent on the scanning players' distance, not just for the scan but for the reception too. When I stack my Amps up, I'm only expanding my circle of detection. My heavy, next to me, he'll see what I detect on his tacnet because positionally our tacnets overlap. Our Scout, running our flank 40 meters out, does not see what I detect because he's too far away. If I'm separated from my squad, only I see what I detect, until I'm close enough for the net to overlap again, then it's shared.
Also, don't forget that passive detection is also limited by the db profile of the scanning suit, PrecEnh mods drop the detection % from the suits base, which was why passive stacks work OK (just ok too, not great) with my Scout or Logi but suck on my Commando since the Commando frame initial profile base is too high to make PrecEnh worthwhile relative to 99% of the other battlefield circumstances. There's no real intent to touch high or low slot mods within this proposal, just to be clear. That having been said, since you mentioned both PC and Active Scans, how often do you have a dedicated GalLogi on the ground running active scans throughout an full PC match? I know differing players and corps play differently so an additional angle of input is of interest to me.
This response was more toward JDemonsbane (teach me not to quote ppl) and his response to my feedback.
Several of my CorpMates have Gallogis, and we do deploy them in our PCs. Whether or not they're working that scanner the whole match really depends on conditions, but we do have them and use them.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
352
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Posted - 2014.10.09 02:44:00 -
[774] - Quote
Cross Atu wrote:@el OPERATOR, before I dig too deeply into your feedback, let me make sure that you have read Iteration 2 of the document, because some changes were made and from the sounds of your post you may have been reading doc 1 or you may think the changes were in the wrong direction/not far enough and I would rather know for sure rather than assume.
Cheers, Cross
We're good, I see movement is in and while I think the value could be better, whats there is a good start. Sprint buff would be nice, between Assault and Scout is the proper general litmus I think. Other than that, most of rest is developing nicely, I'm still on TeamMethod1 tho I can play on TeamMethod2b. Hell, top either of those with the RE/PE carry bonus (all logis, same values) and I think we'd really see the Logistical potential of the suit realized. Hit it, Cross!
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4153
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Posted - 2014.10.09 02:51:00 -
[775] - Quote
We will have to agree to disagree about the wall hacks. Funkmaster Whale made a nice thread about it a month or two ago. The argument on the current form of passive scans is this:
Scenario 1: You can see the opponent as a dot on your radar when your precision beats theirs = ewar
Scenario 2: You can see: - the opponent on your radar when your precision beats theirs - the opponent on your radar when someone else's precision beats theirs, even if yours does not - the opponent when they are on someone else's radar, even if out of range of your own - which way they are facing, in real time - the opponent right in front of your eyes, without having to look at your radar, just right there where you can put a crosshair on them and everything as they turn the corner...
= lolwallhax
(The godfather of tactical logistics)
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
352
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Posted - 2014.10.09 02:54:00 -
[776] - Quote
Bring the fitting bonus and upward cost adjustment back. Its a great idea for revitalizing and reinforcing the Support class and role but one that really needs to have both parts. Especially with the greater re-write of deployable equipment parameters.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
352
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Posted - 2014.10.09 03:04:00 -
[777] - Quote
John Demonsbane wrote:We will have to agree to disagree about the wall hacks. Funkmaster Whale made a nice thread about it a month or two ago. The argument on the current form of passive scans is this:
Scenario 1: You can see the opponent as a dot on your radar when your precision beats theirs = ewar
Scenario 2: Also EWAR You can see: - the opponent on your radar when your precision beats theirs
- the opponent on your radar when someone else's precision beats theirs, even if yours does not So long as you are squadded together AND your radar overlaps with your teammates
- the opponent when they are on someone else's radar, even if out of range of your own I'm going to assume you mean the chevron, which without a range indicator is useless. If you mean on the radar, reference the overlap element^
- which way they are facing, in real time You get this for anyone on tacnet, has nothing to do w/"sharing"
- the opponent right in front of your eyes, without having to look at your radar, just right there where you can put a crosshair on them and everything as they turn the corner... Dude. If they're that close, thats not wallhax. Thats EWAR. Get Some, its, like, the future and stuff...
= lolnothax
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Adipem Nothi
Nos Nothi
5578
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Posted - 2014.10.09 03:20:00 -
[778] - Quote
John Demonsbane wrote:We will have to agree to disagree about the wall hacks. Funkmaster Whale made a nice thread about it a month or two ago. The argument on the current form of passive scans is this:
Scenario 1: You can see the opponent as a dot on your radar when your precision beats theirs = ewar
Scenario 2: You can see: - the opponent on your radar when your precision beats theirs - the opponent on your radar when someone else's precision beats theirs, even if yours does not - the opponent when they are on someone else's radar, even if out of range of your own - which way they are facing, in real time - the opponent right in front of your eyes, without having to look at your radar, just right there where you can put a crosshair on them and everything as they turn the corner...
= lolwallhax
[Hate to chime in after saying I wouldn't, but this is a tangent ]
I agree with John's assessment; scans are too good in their present form.
Technically, Shared Squad Passives aren't supposed to exist. They were disabled in Uprising 1.4 (see patch notes) yet here we are, still sharing squad passives. Rattati recognized the issue and looked into it, but he reported that the situation proved more involved than he'd expected. We took his report to mean that disabling shared squad sight would require a client-side update.
Just in case we get a client-side update, EWAR model tweaks were spitballed in the Barbershop; one of the ideas seems to address a few of John's concerns above ... the premise is as follows:
* Shared Passives Disabled * If Profile beats Precision, target's position in concealed (presently observed) * If Precision beats or equals Profile, target's position only is revealed * If Precision substantially beats Profile, target's position and orientation are revealed * If Active Scanner beats Profile, target's position and orientation are revealed to entire squad (presently observed)
Good stuff, right? You wouldn't believe the source :-)
Shoot scout with yes.
- Ripley Riley
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
352
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Posted - 2014.10.09 04:29:00 -
[779] - Quote
I remember the disabling of shared passives last year, but that was for team sharing because the visible chevron element was too much for some people. Without a range indicator, the screen being occupied by 16 floating indicators was considered cluttered.
Squad datapooling should be a basic element of gameplay in this setting, as it is now.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4154
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Posted - 2014.10.09 11:14:00 -
[780] - Quote
Adipem Nothi wrote:John Demonsbane wrote:We will have to agree to disagree about the wall hacks. Funkmaster Whale made a nice thread about it a month or two ago. The argument on the current form of passive scans is this:
Scenario 1: You can see the opponent as a dot on your radar when your precision beats theirs = ewar
Scenario 2: You can see: - the opponent on your radar when your precision beats theirs - the opponent on your radar when someone else's precision beats theirs, even if yours does not - the opponent when they are on someone else's radar, even if out of range of your own - which way they are facing, in real time - the opponent right in front of your eyes, without having to look at your radar, just right there where you can put a crosshair on them and everything as they turn the corner...
= lolwallhax [Hate to chime in after saying I wouldn't, but this is a tangent ] I agree with John's assessment; scans are too good in their present form. Technically, Shared Squad Passives aren't supposed to exist. They were disabled in Uprising 1.4 ( see patch notes) yet here we are, still sharing squad passives. Rattati recognized the issue and looked into it, but he later reported that the situation proved more involved than he'd expected. We took his report to mean that disabling shared squad sight would require a client-side update. Just in case we get a client-side update, EWAR tweaks were spitballed in the Barbershop; one of the ideas seems to address a few of John's concerns above ... the concept is as follows: * Shared Passives Disabled * If Profile beats Precision, target's position in concealed (presently observed) * If Precision beats or equals Profile, target's position only is revealed * If Precision substantially beats Profile, target's position and orientation are revealed * If Active Scanner beats Profile, target's position and orientation are revealed to squad (presently observed) Good stuff, right? You wouldn't believe the source :-)
John Demonsbane wrote:Right now the main issue with scouts (and this is my opinion, not going to suggest that shotty concurs) is that they play far too prominent a role in frontline combat, when they really should be masters of flanking maneuvers and deep strikes. 100% agree. If the statistics indicate that Scouts are outshining Assaults on the frontline, then adjustments should be made. Adjustment approaches differ, depending primarily upon which Scouts (and gear configs) are causing the problems.
lolwut? This is no place for so much agreement and rational critical appraisals of ones own class! Time to start hurling childish and completely irrelevant insults!
(The godfather of tactical logistics)
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