Indy Strizer
Osmon Surveillance Caldari State
173
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Posted - 2014.11.05 03:43:00 -
[1] - Quote
CCP Rattati wrote:I hear you, but how do you propose we improve the situation.
One way would be to shorten the blip timer massively, just so you see them instantly, and no more
I have a couple of ideas floating around in my head for a while...
Active Dampeners: Pretty self explanatory. Point it at team mates, they get dampened. Only problem I feel with this is that it can get pretty stupid and it becomes a "active scanner/dampener spam war". Maybe cool down times can be increased?
E-War Info Gained Only by Proximity: Information can still be shared with the entire team/squad automatically, but only with players who are near the scout/active scanner logi. This encourages grouping up as a squad and makes having 6 scouts redundant and not as effective as stomping.
Scenario 1: A squad with 2 assaults, 1 logi, 2 heavies, and 1 E-war scout grouped up charge into an objective and encounter a squad of 6 scouts camping the objective. The scout squad, with their low hp, lack of logitistics abilities, and unable to communicate e-war information if they're spread out and slaying, should be no match for this well balanced squad that is focused on moving to the objective in a group.
Scenario 2: Team 1 is being redlined by Team 2.
Under the current set-up, all Team 2 has to do to find any possible push from Team 1 is to send out scouts and active scanner using team mates along the red line. The instant Team 1 is scanned by a single isolated scout is the same instant many players from Team 2 converge at Team 1's location to stomp them.
In my proposed set-up, Team 2's players can spread out along the red line like before, but that single scout/logi isn't going to be able to automatically pin point where the push is coming from. He'll have to explain it verbally on microphones or his team will have to be aware that there is a rush that he couldn't handle alone. This way, Team 2 has a chance to get through without all of Team 1 instantly converging on them.
E-War Receiver/Broadcast Amplication Modules: Players can only get E-War information if they equip this module on their suit. This reinforces the coveted "risk-reward" dynamic- Does a player give up a module slot for more HP? Or do they equip the module to get the ewar information being relayed by scouts and active scanners?
These modules open up a huge door of possibilities... We can have variants that can receive E-war information from a longer distance and broadcast is a long distance. Not to mention, the possibility for a proper 4th scout e-war bonus. |