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Benjamin Ciscko
Fatal Absolution
3427
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Posted - 2014.11.04 21:23:00 -
[1] - Quote
The change in delay is so minute that what I gather from scouts who have played the role far more than me is hardly if at all a notice able change. The reduction to precision from what I have heard from scouts has reduced solo scouts effectiveness (Minus amarr) and that they must rely on squad members using their scanners.
Fatal Absolution Director
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Benjamin Ciscko
Fatal Absolution
3427
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Posted - 2014.11.04 21:27:00 -
[2] - Quote
Iron Wolf Saber wrote:The point is we can now change it; before we hit a limit without doing a client patch. Expect a follow up in the next balancing hotfix. On the topic of balance hotfixes the most recent one so was overwritten by 1.9, RR's are back to what they once were and no native armor repair as well as all the other small tweaks.
Fatal Absolution Director
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Benjamin Ciscko
Fatal Absolution
3429
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Posted - 2014.11.04 22:49:00 -
[3] - Quote
Happy Violentime wrote:Benjamin Ciscko wrote: The reduction to precision from what I have heard from scouts has reduced solo scouts effectiveness (Minus amarr) and that they must rely on squad members using their scanners.
. Fairly sure it's range thats reduced... Obviously you're talking to some dumb scouts... probs the ones in your Corp.
Quote:* An Active Cloak now also reduces the player's Passive Scan Radius by 85% in addition to Signature Profile You mean the scouts that could rek you 6 times over before you realized what hit you? And a range reduction is a reduction to precision because what good would 0 db precision be if it had a radius of 1 meter
Fatal Absolution Director
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Benjamin Ciscko
Fatal Absolution
3433
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Posted - 2014.11.05 00:13:00 -
[4] - Quote
Happy Violentime wrote:Benjamin Ciscko wrote:Happy Violentime wrote:Benjamin Ciscko wrote: The reduction to precision from what I have heard from scouts has reduced solo scouts effectiveness (Minus amarr) and that they must rely on squad members using their scanners.
. Fairly sure it's range thats reduced... Obviously you're talking to some dumb scouts... probs the ones in your Corp. Quote:* An Active Cloak now also reduces the player's Passive Scan Radius by 85% in addition to Signature Profile You mean the scouts that could rek you 6 times over before you realized what hit you? And a range reduction is a reduction to precision because what good would 0 db precision be if it had a radius of 1 meter The cloak reduces the signature of the wearer eg. Proto cloak 10% moar dampening Activating the cloak only reduces scan radius. Yes I noticed my mistake, but it doesn't change the fact that it was nerfed.
Fatal Absolution Director
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Benjamin Ciscko
Fatal Absolution
3434
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Posted - 2014.11.05 00:35:00 -
[5] - Quote
Iron Wolf Saber wrote:Francois Sanchez wrote:Of course good scouts don't feel the difference as they attack from behind, I can decloak 3 seconds before attacking my enemy he will not see me. People will never understand that... Personally I like the change, now you have to be fully decloaked to attack so that frontal assault is much less viable (except against the numerous blind noobs of course), whereas using a cloak doesn't penalize you. This is true as a scout whenever I stab someone my cloak is ready to fire off and get me out of there. So not only did I decloak without you noticing me; but I had time before I pounced. Overall the change is more intent on not letting scouts do the jack in the box pop up surprise in front of their targets and still win. The bigger issue that needs redressal is the 360 sound issues; things you dont see typically dont generate noise. So you want to make it so scouts can't be heard running behind you? Dafug I hear things that I don't see all the time like when someone in another room drops something. I would also like to point out Cloaking technically speaking is bending light around an object in such a manner that it blends in with the environment and can not be seen it can even be done IRL using multiple lenses of varying sizes spaced correctly and when you stand behind it you are essentially invisible if you were to jump you would still be heard though.
Fatal Absolution Director
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Benjamin Ciscko
Fatal Absolution
3436
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Posted - 2014.11.05 00:50:00 -
[6] - Quote
Iron Wolf Saber wrote:I am stating there is an issue with the game currently that needs to be revisited and possibly attempted a fix at when time allows.
People misread so terribly.
There are a few noises that gets super high priority such as RDVs, Strikes, and Equipment, things given lower priority are foot steps; some weapons fire, and cloaks even.
The game can only play so many sounds at once so something less important will lose out. You weren't exactly very specific and that was in poor context. Strikes being high priority is unnerving though because I can't tell you how many times an OB killed me and then I heard it drop and unless that was fixed in 1.9 which even if it has been shows its taking a while for a high priority sound fix to get fixed.
Fatal Absolution Director
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