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Thread Statistics | Show CCP posts - 13 post(s) |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
494
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Posted - 2014.11.15 19:53:00 -
[271] - Quote
el OPERATOR wrote:From elsewhere in the forums: el OPERATOR wrote: Normalize base profile so that classes are only a couple db apart. Leave modules and passive skill bonuses alone. Keep scanners, scanning, and vision as it is now.
With the base db closer between classes, and 0 investment into skills detection will work largely as it does now. scouts will see scouts and all others while all others will be EWAR blind. However as players invest in skills and equip modules then the profiles will begin to overlap allowing EWAR interplay, to the point potentially that a fully Precision V skilled heavy with modules equipped can detect an unskilled, undamped light sneaking around his immediate area. Were the scout fully skilled and running a Damp or two, then fatboy would be as oblivious as ever.
EDIT: Mediums, right in-between, will see and be seen and learn to lead, follow or gtfo of the way.
ezpz hotfixable solution Do it this afternoon, we can play in it tonight.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Vitantur Nothus
Nos Nothi
230
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Posted - 2014.11.15 19:59:00 -
[272] - Quote
el OPERATOR wrote: Headshot multiplier. You're back there anyway, line it up and make it count, Agent 47.
How 'bout giving Knives a go for yourself before assuming your assertions are fact?
See how often you can land NK headshots on moving targets. See how often you can land NK headshots on AFK targets.
And while you're out there, 47, see how often Heavies insta-spin-and-win even after you've shanked them just right. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
494
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Posted - 2014.11.15 20:26:00 -
[273] - Quote
Vitantur Nothus wrote:el OPERATOR wrote: Headshot multiplier. You're back there anyway, line it up and make it count, Agent 47.
I could tell you that you're wrong and why, but you wouldn't believe me. So how 'bout giving Knives a go for yourself before assuming your assertions about CQC mechanics are indeed factual? See how often you can land NK headshots on moving targets. See how often you can land NK headshots on AFK targets. I trust you'll find consistency consistently hard to find. And while you're out there, 47, see how often Heavies insta-spin-and-win even after you've shanked them just so. Feel free to switch between Knives and Shotguns at will; the same general concepts, mechanics and caveats apply. I suspect you'll discover that not only are your assertions flawed, but why they are flawed. Knowledge acquired firsthand is best knowledge. Good luck. o7 PS: No HP modules!
If you're claiming an inability to pull off a headshot in cq from behind with a shotgun, then, as I referenced previously, I don't believe you actually play the game. Vid or lies, brother.
If there isn't a headshot multiplier to melee-based weaponry, well thats a different subject that you're more than welcome to open a thread about outside of the current EWAR thread we are in. Same for wonky hit-detection.
I am a Logistics primary. I have very little speed, very little hp, and only a single weapon. When I am separated from my squad shooting people in the back, the head, and the back of the head is the only way I make it to them.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2214
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Posted - 2014.11.15 20:31:00 -
[274] - Quote
@CCP Rattati
I apologize for having caused this thread to devolve and spiral off topic.
I stand by my assertion that Plates should not affect profile whatsoever.
I stand by my assertion that all Shield mods should carry a Sig Profile penalty.
I stand by my assertion that Scouts should only be worried about Sig tanking.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Sylwester Dziewiecki
Interregnum.
422
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Posted - 2014.11.15 22:28:00 -
[275] - Quote
CCP Rattati wrote: Plot twist: Extenders and Plates add signature profile.
I'm trying to imagine how battlefield would look like with that change, and I think it would have similar impact as -85% on scan radius while cloaked - if you have in you fitting useless module get rid of it - and that how precision enhancers and range amplifiers were replaced by shield extenders and armor plates or kin's in my case.
There are scouts that fit for example 4 complex armor plate and cloak, they do not care about they signature because many solo players simply can not see them(not because they are invisible, more likely because they do not pay attention to shimmering objects on they screens).
A lot of people in topic talk about they dropsuit passive scan radius and how they would tweak them across dropsuit size, like Dust is solo game and there is no such thing like squad sharing tacnet - all they forget is that all they really need is amarr'ian scout in squad that is fitted only with precision's enhancers and range amplifiers, and that's it(who would want to run around completely alone in heavy suit?!).
So I think that all this change will do, is to push players further into specializations and scouts that care more about they ehp rather then signature will continue to stack plates and extenders.
I also think that giving all weapons signature profile, would mix more current situation then changing extenders and armor plates, and it would allow modifies players fittings more directly - like by adding more signature to Shotgun then to Plasama Rifle - so using Shotgun would bring more risk in to the game, by disclosure position of the scout when he is using weapon.
So, I'm suggesting to add two signature values to each weapon - passive that adds signature to our fitting when weapon is fitted to dropsuit, and active , that replaces passive signature when weapon is used(fired) by player. - So for examples when someone is using weapon with high active signatures his dropsuit signatures rise to level that everyone around see him(it's laud so it is simpler to locate sound source by dropsuit).
Each weapon passive signature should be separate on three category. They should be depended on weapon size(Heavy, Light, Sidearm). Generally passive signature values should be very low compare to weapons active signatures values...
I do not have numbers but the whole idea could: - force stealthy scouts to consider fitting just one weapon instead of two, and maybe a sidearm rather then light weapon, - make shotgun scouts 'visible' when they are active and trying to hunt something, and other players as well if they use loud weapon..
etc. it's late, I run out of fuel.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Mima Sebiestor
Vengeance Unbound RISE of LEGION
4
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Posted - 2014.11.16 14:31:00 -
[276] - Quote
CCP Rattati wrote:
Can't do Passive Scan sharing with Squad removal is impossible without extensive refactoring work of the whole scan system
Easy to do Remove all directional information about the enemy - Enemies can be pure circles without the arrow
Could do Assault should have better sig profile (-5) than Logi, Logi has better precision (+5)
What you can't do, may be balanced instead by reducing the squad size to 3. This would also help with team balancing. What is easy, is understandable. I wouldn't expect to ever see the direction a vehicle is aiming. What could be done, may reduce Logi survivability. IMO, precision pairs better within a hunter role.
Squad vision allows SP investment (Precision/Range Enhancement) from a single user to have up to a x6 potential. SP reset and imbalance makes it too easy to find a scout to join the squad. In close formation with their squad, one scout can supply an EWAR mechanic (theoretical modules) for up to 5 other suits. This condition: allows for 'free modules', can't be removed, and is a problem. So reduce squad size, and reevaluate WP cost for strikes.
Vehicle sharing allows SP investment (Vehicle Skills) from a single user to have up to a x16 potential. SP reset and Proto BPO suits which require no skill allow vehicle users 'easier' isk when deployed in 50 clone (non-OMS) ambush. This also allows for players to respec out of vehicles, if they can depend on a vehicle specialist. I can buy a better vehicle from a squad mate and keep my SP into suits. However, I can not sell my suit nor lend out my effectiveness. Also, when I fly a mobile CRU, I can not land and drop uplinks. If I do, a blueberry will spawn on descent, wait for me to hop out, and then fly away with my ship. This condition allows for 'free SP', same-team vehicle theft, and is a problem for the SP and isk economy. So please, sell the keys of a vehicle only to it's owner.
Vehicle seeing utilizes the driver's drop suit precision and range (passive). Profile is determined by the vehicle, due to it's size. If this is correct, couldn't size also be a factor for each EWAR aspect? Vehicles should be included into EWAR beyond just their active scanner. Imagine passive and range modules, reflective of the size (light/heavy) of a vehicle. Maybe we could see dampened/cloaked vehicles. However this turns out, SP investment into a drop suit's EWAR should not affect vehicular performance. Should you introduce pilot suits, these could apply a bonus on top of your vehicle skills. As it is, scouts can serve EWAR in a suit and in a tank. 2 for 1, is a problem. So, please introduce pilot suits and vehicular precision/range.
Animations are what we see, but not what we get. When we reload, we start one such animation. However, it is easy to find that this does not need to be completed. You can terminate the animation early when you begin another animation, such as sprinting. And although termination was early, you may find that you have 'timed it well' and completed the reload anyhow. I believe this has led to our problem with too many scouts. Please stop worrying about the animations for RE dropping and decloaking, and review the actual time-to-activate, during gameplay, before any more... attempts.
Thanks for listening!
I eat pesticides
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John Demonsbane
Unorganized Ninja Infantry Tactics
4559
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Posted - 2014.11.16 14:53:00 -
[277] - Quote
Ugh.. Seriously, if we are going to reduce squad sizes (Which I'm totally fine with for pubs, btw, in fact take them totally out if ambush, IMO) can we at least try to make the math sensible? As in, can we please make squad size divisible evenly into team size?
(The godfather of tactical logistics)
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
7919
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Posted - 2014.11.16 16:15:00 -
[278] - Quote
John Demonsbane wrote:Ugh.. Seriously, if we are going to reduce squad sizes (Which I'm totally fine with for pubs, btw, in fact take them totally out if ambush, IMO) can we at least try to make the math sensible? As in, can we please make squad size divisible evenly into team size?
At least it makes the choices easy
1, 2, 4, 8, 16 man squads are the only possibilities.
Which means you get to choose between 2 and 4 man squads.
Oh look, we have 4 man squads.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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Mima Sebiestor
Vengeance Unbound RISE of LEGION
4
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Posted - 2014.11.17 06:48:00 -
[279] - Quote
Ghost Kaisar wrote:John Demonsbane wrote:Ugh.. Seriously Oh look, we have 4 man squads.
I apologize for being too serious... I looked again and I couldn't find 4 mercenary (max) squads.
I believe a 3 mercenary max could be a fun solution to EWAR, outside the ease with dividing a team of 16 evenly. Imagine the 3 mercenaries in a LAV, HAV, or ADS filling up one full squad. This pairs well with vehicles having either 3 seats or 3 guns. They could be filled with a scout, a logi, and a sentinel. Or one each: pilot, assault, and commando. A light, medium, and heavy. Dividing evenly, right in two, is an easy choice, that does not reflect positively in my experience.
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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 -
[280] - 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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