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Thread Statistics | Show CCP posts - 13 post(s) |
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CCP Rattati
C C P C C P Alliance
10598
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Posted - 2014.11.06 07:13:00 -
[1] - Quote
Everyone,
post 1.9 there have been a lot of calls for EWAR changes and I am all for another spin, anything to shake up the meta.
Can't do Passive Scan removal is impossible without extensive refactoring work of the whole scan system Same applies to precision falloff - this is even more complex
Supposed to do I am happy with Squad members only getting intel assists, otherwise we are promoting spam
So let's focus on what can be done.
Easy to do Remove all directional information about the enemy - Enemies can be pure circles without the arrow
Could do Commando should have better sig profile (-5) than Sentinel, Sentinel has better precision (+5) - skirmisher vs point defense Assault should have better sig profile (-5) than Logi, Logi has better precision (+5) Plot twist: Extenders and Plates add signature profile Spy uplinks - std only heavies, adv only mediums+, pro scouts+, this is to be able to use "motion sensors" to set up a defense in PC Reduce ultra range of Active Scanners by 50% - no reason for a fully skilled logi to see the whole battle field Put all frames at same passive ranges at 15, otherwise amplifiers are just too good for scouts and useless for others STD Active scanner only sees STD Deployables, and so forth, Proximity AV Mines - get much better if they can't be seen, same with uplinks. Reduce Scan duration across the board Hand in hand - Gallogi/Cloak and Stealth Scout changes - can be isolated Focused Scanner should be set at share with Squad only
And more, these were the basic premise. Combined with the Orbital EMP strikes, this could get very interesting indeed.
Math I didn't go all out and do every combination, but was playing with these scenarios
1) "what if an Assault is running lvl 5 skills" 1) "what if an Assault is running lvl 5 skills and a single complex dampener"
Both of them should have a good incentive to do, 1) should beat a lazy scout with no EWAR and STD Active Scanners, and 2) should beat an ADV active scanner. The key is to not jump to "everyone is a lvl 5proto Gallogi" and design from there.
I believe that most of these make sense and would make EWAR a lot less binary, even if binary in nature, and allow for awesome gameplay that makes skilling properly into roles pay off.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10603
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Posted - 2014.11.06 07:34:00 -
[2] - Quote
MINA Longstrike wrote:In regards to spy uplinks? I'd love to see them be a piece of heavy-only equipment. It helps their point defense role out massively. they become vulnerable on the move, but strong on a fortified position.
Make it function like a cross between a drop uplink and an active scanner, where you'd functionally have 'infinite' of them but they wouldn't be up all the time. Toss out one it picks up anything within say 25m of it for say 30 seconds, with a 1minute cooldown and a limit of 1 active, after that 1 minute you can deploy another.
Cool idea
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10603
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Posted - 2014.11.06 07:34:00 -
[3] - Quote
Blueprint For Murder wrote:Everything sounds great with the range change you guys could make the scanner use a snap shot (so turning would have no effect) then alter the scanners long thin and some short wide. When you said passive scan removal did you mean passive scanner because it would probably be a good idea to get rid of it.
Shared Passive Scans with Squad
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10614
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Posted - 2014.11.06 09:15:00 -
[4] - Quote
Aeon Amadi wrote:This is my worst nightmare. As if I needed -more- of a reason not to want to run Gallente Logi as it is there are further nerfs being applied? Because we added team-shared vision on them? It's not like the Gal Logi is getting any benefit out of it other then the pure satisfaction that he scanned someone down, there isn't any WP benefit for it and (as has been stated) that isn't something that is likely to change.
The reason is to force the opposing team to run fully damped scouts, therefore having very low ehp.
Reducing the range on the active scanners would murder their use and everyone would just start spamming spy-links instead. 50% reduction is a sledgehammer when a scalpel is needed. We're talking 50m on most scanners (30m on the proximity scanner!!), that's beneath the -optimal range- of a rail-rifle and just outside the optimal of an Assault Rifle. At those ranges, you've either already seen them physically or they're already shooting at you.
This implies you are just scanning for yourself, not being 50 m on the opposite side of an objective and keeping it lit up, Furhtermore, if you want more range, us a flux, but there is a trade-off
Few other points:
All scouts have the capability to get under a Gal Logi's Focused scanners, let alone any of the others. Gal Assault with two complex profile dampeners (I have this exact fit) can get under most scans reliably. If you're being scanned, it's probably because you're not bothering to dampen at all.
Two damps is a hefty demand, esp when scouts have a built in benefit and are vying for the slayer role
Adding profile increase to extenders/plates is contradictory to reducing profile on some suits. Which problem are we trying to solve here?
Pick your poison, overtank and light up, use a recharger instead of a second extender, or use base stats and fully dampen
15m (22.5m) Passive Range has the exact same problem as 10m passive range and the exact same problem with reducing Active Scanner range. At that range, you're already being shot.
passive is through walls, since all modules are % based, scouts exceed lights and heavies faster by having the base higher
Reducing scan duration: Blah, the angles are already abyssmal and the current duration doesn't allow for a much better.
Angles, I believe should stay the same or wider actually. These narrow angles are difficult to use.
Or if you meant Visibility Duration: Why? Is 5 seconds (CreoDron Active Scanner) honestly too long?
5 seconds is a long time to know where everyone is, currently its way to high in the matches, especially with overlapping scans from 2 logis
Gal/Logi Cloak/Scout seriously needs an overhaul. It -cannot- be a one or the other scenario. Having situations that are so binary, where either a Scout can always have the capability to not be scanned or always will be scanned no matter what is terrible gameplay.
That's the baseline we established. And as I explained, can not be changed to falloff. Saying it again won't make it work.
Focused Scanner. 18 PG, 60 degree scan angle, 5 second visibility, and a 40 second cooldown are all the reasons I need to tell you why this isn't overpowered even at the team level and that's not even mentioning the binary situation above.
I believe it's far too powerful to share
Snapshot scanners are a terrible idea because it's useless information; it tells you where they were when Scout passive scans can tell you where they -are-. This change would annihilate their use as well.
Don't understand this.
The gist here is that it cannot be binary and there always has to be a level of uncertainty. It should -not- be a 100% 'you will be scanned' or 100% 'you defeated the scanner' situation and I think we need to think outside of the box on how to arrive at that solution. (((EDIT: Ignore this, lost train of thought mid-way through paragraph:The easiest solution to this is to exaggerate the numbers and make them more profound (0-100 range instead of 15 - 60).))) Team Variant Active Scanners with higher precision (60/55/50) separate of Squad Scanners which retain their current viability.
EWAR Ideas here seem to be swayed in the wrong direction, IMO. Every single suggestion here is a stealth buff to Scouts.
I have no idea what this means and it seems that I would probably disagree with it
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10615
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Posted - 2014.11.06 09:39:00 -
[5] - Quote
Aeon Amadi wrote:But they're not -going- to run fully dampened Scouts. They have no reason to when you apply changes like reduction to scan duration/scan range/etc. Think about it for a second... A Gal Logi with a Focused Scanner is what it takes to force a scout into prof damp mode; but the problem is that he can only do it for 5 seconds (or less, depending on these changes) and then he has to wait 40 seconds for the cool-down. Sure, there's an edge case for overlapping Gal Logi's but what does your data say about the spawn ratio of Duvolle Focused Active Scanners lately? I use them and I find them insanely difficult to deal with because I'm constantly having to flip through them, which means less time with a weapon in my hand to defend myself or my team. And sure, two damps is a hefty demand but if Assaults suddenly can start beating Prototype Active Scanners on a Gal Logi with just -one- dampener, my prediction is that the Gal Logi is down and out in any competitive play. Assaults don't need lower profile to make them competitive slayers and you're likely not going to encourage people into the Assault-Slayer role by changing that when Scouts are inherently better at it as is. As far as the Snapshot Scanners, from what I am to understand, it's scanning the enemy and then having their icon stay in place instead of following them like it does now. Which is bad because, as I explained, Passive Scans would -immediately- take priority because they would actively follow the target instead of revealing where he was 5 seconds (or less, based on what happens with thread) ago. What I meant by that last sentence is that all of these changes (apart from the increased profile on plates/extenders) looks like a suggestion to nerf Active Scanners, which by default means that we have less tools to actively find problem Scouts. A stealth buff, if you will. If we can't change the scan mechanics then someone has to bite the bullet and it looks like it's the Gal Logi... and that expressly disappoints me.
Making the Focused scanner better needs to come with squad only. We knew bringing back shared team scans would shake up the meta, and we are trying to react to everyone being permascanned. Please be patient and try to work with us on a better experience. The main point is to reduce the difference between max damp and no damp, and allow players to customize their EWAR capabilities. I would love to run a single damp, and know I am avoiding 50% of lazy scans.
PC is just another story. Everyone is running max specialization and it always becomes binary. 1% advantage means everyone uses it, not just a few. That's just how hardcore competition is, in any game.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10617
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Posted - 2014.11.06 10:04:00 -
[6] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Aeon Amadi wrote:But they're not -going- to run fully dampened Scouts. They have no reason to when you apply changes like reduction to scan duration/scan range/etc. Think about it for a second... A Gal Logi with a Focused Scanner is what it takes to force a scout into prof damp mode; but the problem is that he can only do it for 5 seconds (or less, depending on these changes) and then he has to wait 40 seconds for the cool-down. Sure, there's an edge case for overlapping Gal Logi's but what does your data say about the spawn ratio of Duvolle Focused Active Scanners lately? I use them and I find them insanely difficult to deal with because I'm constantly having to flip through them, which means less time with a weapon in my hand to defend myself or my team. And sure, two damps is a hefty demand but if Assaults suddenly can start beating Prototype Active Scanners on a Gal Logi with just -one- dampener, my prediction is that the Gal Logi is down and out in any competitive play. Assaults don't need lower profile to make them competitive slayers and you're likely not going to encourage people into the Assault-Slayer role by changing that when Scouts are inherently better at it as is. As far as the Snapshot Scanners, from what I am to understand, it's scanning the enemy and then having their icon stay in place instead of following them like it does now. Which is bad because, as I explained, Passive Scans would -immediately- take priority because they would actively follow the target instead of revealing where he was 5 seconds (or less, based on what happens with thread) ago. What I meant by that last sentence is that all of these changes (apart from the increased profile on plates/extenders) looks like a suggestion to nerf Active Scanners, which by default means that we have less tools to actively find problem Scouts. A stealth buff, if you will. If we can't change the scan mechanics then someone has to bite the bullet and it looks like it's the Gal Logi... and that expressly disappoints me. Making the Focused scanner better needs to come with squad only. We knew bringing back shared team scans would shake up the meta, and we are trying to react to everyone being permascanned. Please be patient and try to work with us on a better experience. The main point is to reduce the difference between max damp and no damp, and allow players to customize their EWAR capabilities. I would love to run a single damp, and know I am avoiding 50% of lazy scans. PC is just another story. Everyone is running max specialization and it always becomes binary. 1% advantage means everyone uses it, not just a few. That's just how hardcore competition is, in any game. Edited my above post, btw. I understand that you want me to be patient but I'm a player who has run Gal Assault/Logi for a -long- time now and I'm extremely worried about the consequences that this is going to have. I would much rather a reversion of the team shared scans to only squad shared if it meant to avoid any unnecessary hamstringing of the Gal Logi's role. On the other side of the fence, I don't see much benefit for my Assault either. I'd get marginally better defense by having to fit less profile but if the plate/extender profile increase goes with that I might just be in same boat as before. The benefits of a profile dampener would have to outweigh the offset of the plates but even then shield tankers would be better off because they'd be better equipped to fit profile dampeners.
The plate sig penalty is aimed at scouts, primarily, and most of these are still just ideas.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10617
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Posted - 2014.11.06 10:04:00 -
[7] - Quote
Syeven Reed wrote:Jebus McKing wrote:Haerr wrote:introducing a new bonus to Profile Dampeners: Scanned Down Duration -xx%, [...] It will also allow for profile dampeners to have a use even when their primary function fails, reducing the feeling that the modules are useless as soon as there are high level scanners being used. What about this, Rattati? Is such a change within the limits of possibility or out of the question? If we had that we might even not have to reduce visibility duration of active scanners. I like this idea very much.
really cool idea
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10800
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Posted - 2014.11.08 05:15:00 -
[8] - Quote
Mark Crusader wrote:CCP Rattati wrote: Could do
Plot twist: Extenders and Plates add signature profile
I've thought of a similar idea before, with a slightly different approach.
- Shield Extenders increase signature profile
- Armor Plates increase scan precision (nerf)
The reasoning is that the counter modules for each of these penalties go in the opposite slots. After the change, shield and armor tanking will be no worse off than the other if people want to sacrifice slots to balance their fit. It also complements common play-styles. Heavily armor tanked fits are ready to stand their ground when the enemy comes up on them, and more mobile shield tanked fits already have a means to evade enemies pursuing them. Additionally, this makes the fitting meta equally more interesting for both shield and armor. Players who don't want to be impacted by the penalties can choose to fit Shield Rechargers instead or complement with Dampeners when tanking shields, or fit Armor Reps instead or complement with Precision Enhancers when tanking armor. Lore wise, thick armor plating interferes with signal detection, while additional shields create extra EM noise that can be more easily detected.
Excellent point, and much better. The penalty wouldn't be high and might even replace the current penalties.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10804
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Posted - 2014.11.08 05:30:00 -
[9] - Quote
I'm going to throw one final design that I have had evaluated. It is possible to penalize one class over the other. So we can do
if scout then worse plate penalty for example.
Another thing is that we are able to focus the penalty on strafing specifically.
So the idea would be to penalize forward movement less on "normal plates", but severely decrease strafe speed, and more on the scout than other classes. Reactives and ferros would not incur these hard penalties.
This would mean Amarr Sentinels become very unwieldy, bastions like they were supposed to be, but weak to being headshotted at range, and brick tanked scouts will always have speed less than equal ehp assaults.
Let the fireworks begin.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10804
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Posted - 2014.11.08 05:34:00 -
[10] - Quote
Also, I am all for wider scan angles, I think there needs to be rhyme and reason how they work, imagine a triangle with the precision, scan angle and range, as points, duration is a factor of precision, you always sacrifice one for the other two or have mediocre skills in the middle.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10818
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Posted - 2014.11.08 07:40:00 -
[11] - Quote
Vell0cet wrote:CCP Rattati wrote:I'm going to throw one final design that I have had evaluated. It is possible to penalize one class over the other. So we can do
if scout then worse plate penalty for example.
Another thing is that we are able to focus the penalty on strafing specifically.
So the idea would be to penalize forward movement less on "normal plates", but severely decrease strafe speed, and more on the scout than other classes. Reactives and ferros would not incur these hard penalties.
This would mean Amarr Sentinels become very unwieldy, bastions like they were supposed to be, but weak to being headshotted at range, and brick tanked scouts will always have speed less than equal ehp assaults.
Let the fireworks begin. Make a new stat on all suits called mass. Speed/agility would be derived from mass. Light suits have low mass, heavies high mass. Plates would add a fixed amount of mass to the suits (except feroscale). This would heavily penalize the movement of low mass suits and less so on heavy frames (as a relative percent change). Likewise shield extenders would increase signature profile. Add a feroscale analogue for shield extenders without the penalty. This would more closely follow EVE.
Even if not directly added to the stats, that's exactly how I intend to design the penalties, and share the calculations.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10981
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Posted - 2014.11.10 07:22:00 -
[12] - Quote
Kaeru Nayiri wrote:Kaeru Nayiri wrote:IDEA [...] You created a secondary 60m scanning ring for vehicles, why not create more of them to reflect different radius of scanning power?
first ring: 5m 120% scanning precision
second ring:10m 100% scanning precision
third ring: 20m 80% scanning precision
I also want to repeat that I am against removing the directional indicator on the red dots on tacnet. The type of scout we want to have in the game (intel, stealth, low combat abilities, low tank) needs to know when to run from cover to cover. If peeking was possible, this would not be an issue. When he or she is running around with 250 EHP it isn't possible to survive even 1 person noticing him/her moving around. Any thoughts on this compromise to scanning falloff, Rattati?
We are evaluating this technically as we speak. Dynamic fallout is impossible, there may be hope for this
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
11477
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Posted - 2014.11.17 08:28:00 -
[13] - Quote
New thread on EWAR is up
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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