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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2628
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Posted - 2014.09.07 12:33:00 -
[1] - Quote
EWAR in DUST is a binary animal. Either you always detect the target without variation, or you never detect the target no matter your fitting. This is bad design space that allows scouts to slip in and deliver killshots trivially without variation so long as they don't do so from your front. They can become undetectable by any scanners on any suit. There is no hard counter to the current level at which scouts can slip through a detection net.
This is not a cloak rant. I don't care about the cloak, but as long as it exists, EWAR cannot be a binary equation. being unseen is a powerful tool. Being undetectable by scanning, passive or active, is a powerful tool. Combining them both on the same platform is a bad idea.
Bluntly this design principle makes no sense. EWAR should have a margin for error. Granted, the higher the dampening a scout has the lower the margin for error should be, they're supposed to be stealthy. But what is the point of having a scanner/radar system on any dropsuit if it always fails?
I can tell you the radar on a sentinel or commando is about as useful as a football bat unless you're lucky enough to have a lot of other players nearby with scanners. Most of the time it's not worth looking at, you won't see anyone till they commence the gunfire. It's not much better on assaults.
Even the sensor jamming specialist ships in EVE do not have a 100% jamming success no matter HOW many SP you get.
Bluntly there should always be at minimum a 5% chance that any dropsuit will blip on the radar for a second based on the difference between your sensor strength and their profile. This "oh I'm 0.1 under your scanner DP, so I'm always undetectable" is absolutely poor and unfun for anyone who is looking for a fight, not easy mode assassin kills.
proposed fix:
If your scan strength is 25db and their profile is 25db you have a 50% chance of detection on the radar only.
if your scan strength is 25 and their profile is 24 you have a 47.5% chance of detection or a net loss of 2.5% chance per full DB shift.
If you're a heavy with a 40db detection and a scout is down to 15 db you default to a 5% minimum chance of detection.
If you're a scout with 20db detection and a 40db heavy trundles nearby, you should have a max 95% chance to see him.
a assault with a detection of 30 should detect the 40db heavy 75% of the time. The heavy should detect the Assault 25% of the time in turn.
EWAR is one time where the Random Number Generator is your friend and absolutely should be used. This binary "always win / always fail" is a poor stopgap that allows players to utterly exploit mechanics that should otherwise be used to enhance the game, not make a murderfun easy mode.
Give me a reason to slot a precision enhancer on fatsuit, seriously. Or on an assault. Give us the option of building a detection platform that WORKS. Assaults can't kill scouts if they can't see them, Heavies can't point-defend when everyone can detect THEM (and see what direction they are facing on the radar dot) and they are functionally blind.
Ewar aspects by themselves are not broken, but when combined as a whole they can be utterly and brutally overpowering to a ridiculous degree. Right now the only counter to a scout is a scout (or dumb luck having the cloakie rnning in front of you or your crosshairs go red) and it has been well-established by the Devs, unless the policy has changed, that if the only real hard counter of one thing is the same thing, it is not working as intended.
Hard counter or soft counter, it doesn't matter what is implented. But "dumbass luck" is not a counter. Counting on an EWAR scout to screw up is not a counter.
TL;DR: Random Number Generator on EWAR PLZ. |
BL4CKST4R
La Muerte Eterna Dark Taboo
3025
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Posted - 2014.09.07 13:21:00 -
[2] - Quote
Unless this system is built into the game, or the detection system is easy to recode I'm sorry to say that this probably will never happen.
One question though, when does the detection activate itself. For example I am to assume that the 5% chance for a heavy to detect a scout activates when the scout enters the heavies scan radius, but what happens when the scout lingers within the radius? Does it continue "ticking" the 5% until it sticks, or is it game over.
What about a tick every 1 or 3 seconds which increase the detection rate for every tick, so that a scout stalking a player has to move quickly or risks being detected. It would require a scout to have a good knowledge of the radius of his enemy.
supercalifragilisticexpialidocious
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shaman oga
Nexus Balusa Horizon
2797
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Posted - 2014.09.07 13:25:00 -
[3] - Quote
I'm starting to think that EW should not be used to hunt and EW bonus should be activated like an equipment, scout should also have worse stats on EW, better than other frames but worse than now.
Let me explain better, imagine if scout suit have a integrated equipment called "EW mode", when you activate this equipment your weapons are disabled, you can still use equipments, hack and whatever you want to do, but you can't shoot.
In normal mode, you have the benefit of your modules (like dampeners, prec mod or range ext) and of your equipments (cloak), when you activate EW mode you will have the benefits of both modules/equipments and of your bonus.
Entering and exiting EW mode will take some time, something like 5 seconds, in this way at least scout will not use EW to be perma wallhack slayers and they will play their role and be scouts. Scouts should spot other players and go behind enemy lines to provide info, ninja hack and place uplink.
More stealth less slayer game.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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Apothecary Za'ki
Biomass Positive
799
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Posted - 2014.09.07 14:23:00 -
[4] - Quote
Breakin Stuff wrote:EWAR in DUST is a binary animal. Either you always detect the target without variation, or you never detect the target no matter your fitting. This is bad design space that allows scouts to slip in and deliver killshots trivially without variation so long as they don't do so from your front. They can become undetectable by any scanners on any suit. There is no hard counter to the current level at which scouts can slip through a detection net.
This is not a cloak rant. I don't care about the cloak, but as long as it exists, EWAR cannot be a binary equation. being unseen is a powerful tool. Being undetectable by scanning, passive or active, is a powerful tool. Combining them both on the same platform is a bad idea.
Bluntly this design principle makes no sense. EWAR should have a margin for error. Granted, the higher the dampening a scout has the lower the margin for error should be, they're supposed to be stealthy. But what is the point of having a scanner/radar system on any dropsuit if it always fails?
I can tell you the radar on a sentinel or commando is about as useful as a football bat unless you're lucky enough to have a lot of other players nearby with scanners. Most of the time it's not worth looking at, you won't see anyone till they commence the gunfire. It's not much better on assaults.
Even the sensor jamming specialist ships in EVE do not have a 100% jamming success no matter HOW many SP you get.
Bluntly there should always be at minimum a 5% chance that any dropsuit will blip on the radar for a second based on the difference between your sensor strength and their profile. This "oh I'm 0.1 under your scanner DP, so I'm always undetectable" is absolutely poor and unfun for anyone who is looking for a fight, not easy mode assassin kills.
proposed fix:
If your scan strength is 25db and their profile is 25db you have a 50% chance of detection on the radar only.
if your scan strength is 25 and their profile is 24 you have a 47.5% chance of detection or a net loss of 2.5% chance per full DB shift.
If you're a heavy with a 40db detection and a scout is down to 15 db you default to a 5% minimum chance of detection.
If you're a scout with 20db detection and a 40db heavy trundles nearby, you should have a max 95% chance to see him.
a assault with a detection of 30 should detect the 40db heavy 75% of the time. The heavy should detect the Assault 25% of the time in turn.
EWAR is one time where the Random Number Generator is your friend and absolutely should be used. This binary "always win / always fail" is a poor stopgap that allows players to utterly exploit mechanics that should otherwise be used to enhance the game, not make a murderfun easy mode.
Give me a reason to slot a precision enhancer on fatsuit, seriously. Or on an assault. Give us the option of building a detection platform that WORKS. Assaults can't kill scouts if they can't see them, Heavies can't point-defend when everyone can detect THEM (and see what direction they are facing on the radar dot) and they are functionally blind.
Ewar aspects by themselves are not broken, but when combined as a whole they can be utterly and brutally overpowering to a ridiculous degree. Right now the only counter to a scout is a scout (or dumb luck having the cloakie rnning in front of you or your crosshairs go red) and it has been well-established by the Devs, unless the policy has changed, that if the only real hard counter of one thing is the same thing, it is not working as intended.
Hard counter or soft counter, it doesn't matter what is implented. But "dumbass luck" is not a counter. Counting on an EWAR scout to screw up is not a counter.
TL;DR: Random Number Generator on EWAR PLZ. replace "killshots" with "RE Frisbee's" and you may have just hit the nail on the head.. but i think that Ewar is tied to active scanners and they are basically both sort of broken and active scanners are pritty much useless unless you go gal logi 5, use a gal logi suit and use the proto focused active scanner... and another thing abotu AC's is not too meny sue them unless with a squad and even then its use is negligable due to it not shareing the scanned targets on the TACNET for the whole team and NOT giving poitns for intell kill assists for those outside of the team.. 1. if we could get active scanners "fixed" then perhaps ewar and scanner changes shoudl be based on %chance while leaving current mechanics to cover passive scanning.
[[LogiBro in Training]]
Level 1 Forum Pariah
What ever happened to buffing Logi eHP in Delta?!
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1801
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Posted - 2014.09.07 17:18:00 -
[5] - Quote
I think that scans should have an optimal range an effective range and a total drop off range.
0m - Optimal 100% scan strength Optimal - Effective range drops off linearly to 50% Effective - Absolute range drops off using a log curve to wards 0% at absolute.
This could be integrated into a new scanning mechanic like your own with all suits having relatively good chances of scanning close in that degrades at different distances depending on the suit. Heavies would have their scan chance degrade the quickest while scouts would have it degrade the slowest.
Fun > Realism
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Boot Booter
Pure Evil.
907
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Posted - 2014.09.07 17:45:00 -
[6] - Quote
I like the idea but not sure if it is possible for ccp to do at this point. Several other options to limit eWar...
- remove the marker on the hud so it's less wallhacky
- remove the direction that the enemy is facing on the mini map
- remove squad sharing
Personally I like the first two of those options.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Coleman Gray
Opus Arcana Covert Intervention
1207
|
Posted - 2014.09.07 17:55:00 -
[7] - Quote
Boot Booter wrote:I like the idea but not sure if it is possible for ccp to do at this point. Several other options to limit eWar...
- remove the marker on the hud so it's less wallhacky
- remove the direction that the enemy is facing on the mini map
- remove squad sharing
Personally I like the first two of those options.
I'd go for removing markers from the HUD
Original Commando, before all you posers just saying
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Finn Colman
Immortal Guides
41
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Posted - 2014.09.07 18:19:00 -
[8] - Quote
Boot Booter wrote:I like the idea but not sure if it is possible for ccp to do at this point. Several other options to limit eWar...
- remove the marker on the hud so it's less wallhacky
- remove the direction that the enemy is facing on the mini map
- remove squad sharing
Personally I like the first two of those options.
I think I've seen one of the Devs say something about removing the enemy arrows, so you can't tell which direction they are looking. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2268
|
Posted - 2014.09.07 19:07:00 -
[9] - Quote
Actually a pretty good idea overall....Would make scouts a LOT easier to balance by adding in random chance, however, the numbers seem too slanted in the scanners favor.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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gauntlet44 LbowDeep
Heaven84 Devils General Tso's Alliance
121
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Posted - 2014.09.07 19:08:00 -
[10] - Quote
Finn Colman wrote:Boot Booter wrote:I like the idea but not sure if it is possible for ccp to do at this point. Several other options to limit eWar...
- remove the marker on the hud so it's less wallhacky
- remove the direction that the enemy is facing on the mini map
- remove squad sharing
Personally I like the first two of those options. I think I've seen one of the Devs say something about removing the enemy arrows, so you can't tell which direction they are looking.
i believe they sad it could not be done in a hotfix, it would require client update for all three of those
Absorb what is useful,
discard what is not,
make it uniquely your own........ Bruce Lee
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1715
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Posted - 2014.09.07 19:18:00 -
[11] - Quote
I proposed a system where things get harder to detect the further out you are and buffing all suits precision.
Shoot Scout with yes.
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Arcturis Vanguard
Murphys-Law General Tso's Alliance
291
|
Posted - 2014.09.07 19:35:00 -
[12] - Quote
shaman oga wrote:I'm starting to think that EW should not be used to hunt and EW bonus should be activated like an equipment, scout should also have worse stats on EW, better than other frames but worse than now.
Let me explain better, imagine if scout suit have a integrated equipment called "EW mode", when you activate this equipment your weapons are disabled, you can still use equipments, hack and whatever you want to do, but you can't shoot.
In normal mode, you have the benefit of your modules (like dampeners, prec mod or range ext) and of your equipments (cloak), when you activate EW mode you will have the benefits of both modules/equipments and of your bonus.
Entering and exiting EW mode will take some time, something like 5 seconds, in this way at least scout will not use EW to be perma wallhack slayers and they will play their role and be scouts. Scouts should spot other players and go behind enemy lines to provide info, ninja hack and place uplink.
More stealth less slayer game.
This is the way the cloak field should behave not what we experience currently.
I agree with breaking stuff that this absolute invisibility on tacnet because db level is lower then precision is broken. There should always be a chance of being scanned, but an individual can increase their chance of not being scanned/scan others in their favor by using the appropriate modules.
As a heavy, I would be eager to sacrifice some tank for more ewar capability during my point defence. Even my amarr assault would sacrifice a damage mod or two for more detection.
I would also agree to passive scans being a pulse interval rather then a permanent projection as is currently implemented. This would tie into the percentages proposed by breaking stuff on margins of error.
All these ideas would create a better ewar system favoring all suits then one specific class being completely dominant without competition from other classes.
Amarr Heavy V
Amarr Assault V
Caldari Scout V
Caldari logistic IV
Prof V HMG & FORGE
Prof IV CR, SMG
Prof III ScR
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2647
|
Posted - 2014.09.08 08:02:00 -
[13] - Quote
Gavr1lo Pr1nc1p wrote:
What i do want to say is that the cloak is not unseeable, so please don't bring that into the discussion.
The cloak is not the problem. This post is about the core detection mechanics. The cloak is invoked to clarify, nothing more. Even with just the visual blurring it is a potent tool that provides an excellent advantage.
It is only the core detection problems (you cannot detect scouts ever) that make the cloak so deadly. Its easy to miss tge cloaked scout standing still while you are on the move. This is not the issue. The issue is there is no reality in which you spot him unless you get lucky or he royally screws up.
The point is that happenstance is not a hard counter. |
medomai grey
WarRavens Capital Punishment.
969
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Posted - 2014.09.08 09:03:00 -
[14] - Quote
I doubt they'll implement your suggestion. But combining difficult to visually detect with extreme difficulty to pick up on scans is poor design.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2651
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Posted - 2014.09.08 09:39:00 -
[15] - Quote
medomai grey wrote:I doubt they'll implement your suggestion. But combining difficult to visually detect with extreme difficulty to pick up on scans is poor design. Replace extreme difficulty with impossible. Then you are correct.
I have been informed in no uncertain terms that it is possible for certain scouts that it is possible for them to universally defeat a max skill gallente logi with proto scanner.
100% success rate means impossible.
Circumstance and dumb luck do not make detection " more possible" |
Arcturis Vanguard
Murphys-Law General Tso's Alliance
297
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Posted - 2014.09.08 14:27:00 -
[16] - Quote
Breakin Stuff wrote:medomai grey wrote:I doubt they'll implement your suggestion. But combining difficult to visually detect with extreme difficulty to pick up on scans is poor design. Replace extreme difficulty with impossible. Then you are correct. I have been informed in no uncertain terms that it is possible for certain scouts that it is possible for them to universally defeat a max skill gallente logi with proto scanner. 100% success rate means impossible. Circumstance and dumb luck do not make detection " more possible"
ALL scouts can beat the gallogi with focused scans when they put enough dampened on but they must be cloaked to get the last bit of db to beat them. The only scout that doesn't need to be cloaked is the gal scout running three dampeners otherwise with two dampened allows his to increase many other aspects while being damn near undetected.
Amarr Heavy V
Amarr Assault V
Caldari Scout V
Caldari logistic IV
Prof V HMG & FORGE
Prof IV CR, SMG
Prof III ScR
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medomai grey
WarRavens Capital Punishment.
972
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Posted - 2014.09.08 15:27:00 -
[17] - Quote
Gentlemen, I fear the situation is much worse than I thought it was.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2025
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Posted - 2014.09.08 15:41:00 -
[18] - Quote
I had this idea for active scanners but I think it would be a good nerf for passive as well.
Have the scan results "ping" every second or so rather than always having the chevron over their heads. That way, you know where some one generally is, but you don't know exactly where or where they're going. (This does not effect line of sight scans)
It skill keeps the binary nature or scans, but really lowers their effectiveness. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2661
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Posted - 2014.09.08 16:13:00 -
[19] - Quote
Binary nature of scans is bad and needs to be killed with fire.
Making them ping will not fix the problem. |
Vesta Opalus
Kang Lo Holding
24
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Posted - 2014.09.08 17:50:00 -
[20] - Quote
OP said the only counter to a scout is another scout. But in terms of EWAR this is not true. Scouts cannot detect a correctly dampened scout.
But you were right about the dumb luck part. It is the ONLY counter to dampened scouts. There is no level of scanning, passive or active, that can detect a scout with enough damps and cloak if needed.
Dampening and Cloaking is an OP, broken combo. I made a post about this a while back but not many people seemed interested, so Im glad you made this one. I wish more people in the community were concerned about this completely uncountered mechanic. |
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