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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
11477
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Posted - 2014.11.17 08:27:00 -
[1] - Quote
Dear players,
When we added the additional Vehicle Awareness Circle in 1.9, a new code logic was implemented that allowed different passive scan settings.
After posting the EWAR ideas thread, the community proposed using these to mimic dynamic precision falloff. I had asked for the same thing in the past, and was told it was too difficult and number intensive to do.
Well, the good news is, that we have managed to do exactly this in code. I have been pretty coy about it until we properly QA'd it, but today was a success of demonstrating dropsuits of various roles, and module combinations, moving in and out of these passive ranges, demonstrating fairly dynamic behavior.
The system is fairly straightforward.
We define the "absolute value" of each dropsuit's Passive Scan with Precision, Profile and Range. (We have this already defined)
We define one smaller circle and another larger circle using a Range modifier.
We then define the Precision within these two new circles, using a Precision modifier.
Done. See this simplified picture:
We retain the current meta in the middle circle where everything is as it was. At other ranges, things are quite different.
In theory, we have completely moved out of the GÇ£scanned versus not scannedGÇ¥ meta and into a much changed EWAR environment, where everyone and anyone can utilize any of the EWAR modules to some extent, further reinforcing the GÇ£waves of opportunityGÇ¥ game design principle. A Sentinel trading a few lows for a few meters of very strong Precision, an Assault using a Dampener or two to get into through long and even medium range, etc. You get the picture.
Now for the numbers.
We are in uncharted territory, if you will, the combinations of dropsuits and modules, who scans whom, how and when. I asked our resident EWAR expert, Haerr to setup a dynamic spreadsheet where the final numbers can be browsed, with the exact number of complex modules needed to evade scans at different scan radii.
We donGÇÖt have those numbers nailed down yet, but we have the framework to discuss them here. In this spreadsheet we have some preliminary numbers to play with. Those can and will be changed. There may be other changes that are deemed necessary, such as Scout Skills (Amarr, Caldari, Gallente), Dropsuit Skills (all 3) or even Modules (looking at you mr. Amplifier).
This is all, we believe, for the greater good of DUST 514. The CPM has called for it, the Community has called for it and CCP has wanted it for a long time.
LetGÇÖs discuss calmly and have a bit of fun with this. ItGÇÖs not every day a big change like this can shake up the meta.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
1630
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Posted - 2014.11.17 08:59:00 -
[2] - Quote
Honestly, I don't really mind this idea, but the ewar system is still largely borked because of reasons:
CeeJ Mantis wrote:I came up with an idea. One of the problems with scouts is that their ewar is so good, and it is always on. I made a post about how I disliked the idea of cloak fields reducing scan range as it cancels out your ewar skills and mods to have it active. THis means you're less likely to use them, and more likely to brick out instead of use things they get bonuses to. What if instead things went like this:
1. Take scout's base ewar range to 10m, and increase their profile to 40db. 2. Add a multiplier to scanning range while cloaked, and add a minimum cloak duration (maybe 3 seconds). 3. (optional) Increase cloak dampening by 5% per tier (or add +1% cloak field dampening per level of the cloak field skill)
This gives scouts 2 modes. Combat ready with relatively poor ewar, and defenseless, high ewar mode. You can cloak up to gather information, but to engage an enemy you loose ewar effectiveness. A minimum cloak duration prevents quick activation so you can't just get quick pulses of intel, and it encourages use of better cloak fields for scouting. You can possibly scale ewar range bonus to equipment tier, or add different types of cloaks with different modifiers to duration, range, dampening, cooldown etc.
In short, scouts will be encouraged to use their scout cloak field bonus. They can provide intel and be stealthy (what scouts want) but only temporarily. Any scout that wants to be a stealthy brawler can try, but they won't have the massive ewar stats while doing it.
Part of fixing the ewar system is making it so that suits don't have permanent high-reward high-power scans in 45-70m circles around them.
Binding scanning range INCREASES (in short, knock scout scan range down to 10m, and cause cloak to buff it by 100%) to cloaking devices means that scouts either get to scan or get to fight, they don't get to do both at the same time, which is a large part of the issue with current design. They can see anything within 50m quite frequently and get to pick off stragglers for *forever*.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Kuruld Sengar
Crux Special Tasks Group Gallente Federation
43
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Posted - 2014.11.17 09:04:00 -
[3] - Quote
I'm really liking this idea,but I was wondering. Do the dropsuit ewar skills apply to the base value without starting the stacking penalty process, or do the dropsuit skills count as an additional penalized modifier? |
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CCP Rattati
C C P C C P Alliance
11478
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Posted - 2014.11.17 09:08:00 -
[4] - Quote
Kuruld Sengar wrote:I'm really liking this idea,but I was wondering. Do the dropsuit ewar skills apply to the base value without starting the stacking penalty process, or do the dropsuit skills count as an additional penalized modifier?
Skills only affect the base number, and stacking penalties then apply against a higher base, but do not inflict further stacking penalties.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Spectral Clone
Abandoned Privilege Top Men.
3131
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Posted - 2014.11.17 09:23:00 -
[5] - Quote
Why isnt there a smiley representing a nerdgasm?
I will go with this one:
Dev Hax for the win.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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Kuruld Sengar
Crux Special Tasks Group Gallente Federation
43
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Posted - 2014.11.17 09:24:00 -
[6] - Quote
CCP Rattati wrote:Skills only affect the base number, and stacking penalties then apply against a higher base, but do not inflict further stacking penalties. Thank you Rattati. That clears things up nicely. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
661
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Posted - 2014.11.17 09:56:00 -
[7] - Quote
so...
heavies cant use ewar
assaults are better off dampening
logistics are better off using range amps
scouts > all
where's the racial logic here?
buff the racial suits base stats by 5 units according to their respective ewar.
all amarr suits should have better precision
all gallente suits should have better profile
all caldari suits should have better range |
Appia Nappia
1473
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Posted - 2014.11.17 10:02:00 -
[8] - Quote
MINA Longstrike wrote: We're also still dealing with residual effects of the scout suit going from 45 profile to 35 profile way back when they got their buffs.
I see the first passenger on the short-bus has arrived. See that underlined, bolded, and italicized part? You're clearly making things up as you go or are completely ignorant of what the numbers were for Scout's Scan Profile pre-1.8.
The old Role Bonus for Scouts was -5% per level to Scan Profile. What that did, was take that base 45 and multiply it by 0.75, which would bring the Scout's Profile, assuming level 5 in that specific dropsuit operation skill, to 33.33. That got rounded down to 33 as all EWAR values are rounded to the nearest whole number.
So, in fact, the Scan Proflie from 1.7 to 1.8 received a nerf.
The real change, was the addition of racial scout bonus to precision and the Gal-logi bonus to active scanner precision, because if the Scouts's had kept base 45 precision and no racial bonus existed, the abysmally bad active scanner would still have been spammed just as much as it was during 1.5-1.7.
Additionally, it only took a basic dampener for a Scout to get under active scans pre-1.8. Now it takes 2 complex dampeners to get the same effect of a single module slot.
And don't forget the Amarr Scout's precision bonus, that means Min and Amarr Scouts need 3 slots (either 3 complex dampeners or 2 complex dampeners and a prototype cloak) to get the same effect that a single module slot from 1.7.
Cloak was a game changer, hyper-vigilant passives scans were not. The hyper vigilant scans just took away the 2x complex dampener option away from Assaults and Logistics and increased the tax on scout's to remain undetected.
Basically, you're bullshitting this thread by giving out false information as a premise for any following proposals or arguments.
So very tired
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2180
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Posted - 2014.11.17 10:02:00 -
[9] - Quote
I proposed something similar here, take from it what you will.
Proof that Rattati/CCP do listen to the playerbase.
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MINA Longstrike
Kirjuun Heiian
1632
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Posted - 2014.11.17 10:04:00 -
[10] - Quote
Appia Nappia wrote:MINA Longstrike wrote: We're also still dealing with residual effects of the scout suit going from 45 profile to 35 profile way back when they got their buffs.
I see the first passenger on the short-bus has arrived. See that underlined, bolded, and italicized part? You're clearly making things up as you go or are completely ignorant of what the numbers were for Scout's Scan Profile pre-1.8. The old Role Bonus for Scouts was -5% per level to Scan Profile. What that did, was take that base 45 and multiply it by 0.75, which would bring the Scout's Profile, assuming level 5 in that specific dropsuit operation skill, to 33.33. That got rounded down to 33 as all EWAR values are rounded to the nearest whole number. So, in fact, the Scan Proflie from 1.7 to 1.8 received a nerf. The real change, was the addition of racial scout bonus to precision and the Gal-logi bonus to active scanner precision, because if the Scouts's had kept base 45 precision and no racial bonus existed, the abysmally bad active scanner would still have been spammed just as much as it was during 1.5-1.7.
I had actually forgotten about that bonus. However, the thing was you needed to be very invested in scouts to get that twelve point drop... (it was actually also maintained briefly with the 25% profile reduction cloaks used to give). The difference between then and now is that while old proto scouts were exceptionally hard to scan, now anyone can grab a light frame and be unable to be picked up by other non-scout suits.
In fact with minimal skillpoint investment (zero if you use MLT light frames) you can dodge basic and adv scanners.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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iKILLu osborne
Vengeance Unbound RISE of LEGION
468
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Posted - 2014.11.17 10:10:00 -
[11] - Quote
+1, this would really give medium suits a chance.
It has also been brought to my attention that scouts (gal included) are no longer unscannable, that a gal logi with the proper skill lvl and equipment can see it all, if this is true tyvm. I would like a conformation before I skill into it if you don't mind rattati
lp cal scout i demand it
z platoon, cfw channel
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Evan Gotabor
Prima Gallicus
105
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Posted - 2014.11.17 10:19:00 -
[12] - Quote
I donGÇÖt understand why the commando have less scanning ability than a sentinel. Not if we respect the logic -½-áless tank better scanning-áprecision-+.
I also have questions about EWAR, but itGÇÖs about vehicleGÇÖs active scanners. First, why isnGÇÖt it share to the whole team like the infantry active scanner ? Second, would it be possible to have the scanner precision getting better with the growing tiers (something like 40 STD - 35 ADV - 30 PRO).
The aim of those suggestions is not to replace the infantry AS (thatGÇÖs why IGÇÖm giving less precision at each tier), but to be both a complement and a must to have module for transport pilot (dropship). My guess is that if you have a mobile CRU and people are spawning in it to be dropped, they must be aware of what is waiting for them.
Eve 21 day Trial
Dust 514 win 5M ISK for 100.000WP
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Thaddeus Reynolds
Facepunch Security
90
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Posted - 2014.11.17 10:20:00 -
[13] - Quote
+1 really happy to see EWAR being a true fitting option
are the numbers for the ranges of the circles final (being +/- 10%)?
Also, can you add more detection circles? (Like another longer ranged one with even lower precision)?
Also, how do vehicles interact with it (How do infantry detect vehicles? do vehicles have a Scan Profile as well? if so, will you be adding EWAR mods to vehicles in the future?)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Regis Blackbird
Dust University Ivy League
448
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Posted - 2014.11.17 10:25:00 -
[14] - Quote
Here, take all my likes +1+1+1+1
This change is much needed. |
Spectral Clone
Abandoned Privilege Top Men.
3132
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Posted - 2014.11.17 10:33:00 -
[15] - Quote
Now you just need to apply racial variation in precision/range/dampening across all classes of suits. Then we will have an incredibly interesting meta.
Perhaps the commando suit should be a scanning platform to scan mediums and heavy suits?
Perhaps the assault should be a "scout hunter"-suit?
Perhaps scouts should be an "assault hunter" suit?
Perhaps heavies could dampen and use burst HMG to stealthgank?
Wow. So many ideas. So little time!
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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Jebus McKing
Tribal Ground Forces
990
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Posted - 2014.11.17 11:04:00 -
[16] - Quote
I really like the differences in precision values and I think this has the potential to change things up quite a bit.
But I have the feeling that without base scan radius changes this new system, while looking really cool in regards to the db values, would not change gameplay too much.
At ranges of <10m you are almost in hand-to-hand combat range, and at these ranges you are probably dead before your better precision will help you.
So my proposal would be to make the short range modifier 30% and set base scan radius to 15m for all suits. This means that we'd end up at almost 10m short range scan radius if 1x amplifier is equipped.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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Cat Merc
Onslaught Inc RISE of LEGION
13259
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Posted - 2014.11.17 11:07:00 -
[17] - Quote
Me, as I read this thread
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Onslaught Inc RISE of LEGION
13259
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Posted - 2014.11.17 11:09:00 -
[18] - Quote
To Rattati
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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iKILLu osborne
Vengeance Unbound RISE of LEGION
468
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Posted - 2014.11.17 11:09:00 -
[19] - Quote
lmfao you sir have made my day a good one
lp cal scout i demand it
z platoon, cfw channel
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Appia Nappia
1473
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Posted - 2014.11.17 11:12:00 -
[20] - Quote
TL;DR version Return base Scan Range values from Chromosome to all frames. 20/20/25 for Heavy/Medium/Light. Scanning is inherently aggressive and broad, which should cost more than dampening. Dampening is inherently defensive and singular Precision is too strong on scouts for Medium Frames to participate in EWAR so long as Passive Scans are shared (Which CCP Rattati said was not something that could be reasonably done.) Dampening Racial Bonus is too important, return it to a Role bonus or remove and re-balance around its absence.
CCP Rattati wrote:Now for the numbers. We are in uncharted territory, if you will, the combinations of dropsuits and modules, who scans whom, how and when. I asked our resident EWAR expert, Haerr to setup a dynamic spreadsheet where the final numbers can be browsed, with the exact number of complex modules needed to evade scans at different scan radii. We donGÇÖt have those numbers nailed down yet, but we have the framework to discuss them here. In this spreadsheet we have some preliminary numbers to play with. Those can and will be changed. There may be other changes that are deemed necessary, such as Scout Skills (Amarr, Caldari, Gallente), Dropsuit Skills (all 3) or even Modules (looking at you mr. Amplifier). This is all, we believe, for the greater good of DUST 514. The CPM has called for it, the Community has called for it and CCP has wanted it for a long time. LetGÇÖs discuss calmly and have a bit of fun with this. ItGÇÖs not every day a big change like this can shake up the meta.
I really like the concept. Back in 1.6 and 1.7 I was running a Gallente Logistics suit with passive scan modules. I liked the dynamic from back them.
Things to be cautious of: Hyper-vigilant precision This could be from a Gal-Logi precision bonus and scanner spam, which now with shared team it's. . . not really a problem but it is very common. Or it can be a Scout having precision that is too strong (low value) where a Medium Frame can't compete in EWAR. Like any Scout receiving a bonus to precision or even buffing Precision enhancers to 15/20/25
If we were all running Assault suits as solo players, the only time we would see an enemy on the radar would be if they were in directed Line-of-Sight (LoS). Enter the Active Scanner. You make a momentary trade of killing power for information on enemies' locations. (ignoring the over-nerf it got to cooldown) The Active Scanner was the first step in breaking the status quo of only having LoS cause enemies to show on the Tacnet. That makes the use of an Active Scanner an Aggressive move.
To protect one's state, they need to employ Profile Dampeners. While The active Scanner temporarily trades killing power for information, the Profile Dampeners trade survivability (HP, Mobility, recovery) to maintain the status quo.
Enter the Precision Enhancer. This module trades in HP or DPS (Because there are 4 different things that go in high slots) for permanent aggressive action of gaining information. For every slot you give up the other guys has to give up one too.
Adding teammates: Now we have teammates, squad-mates too! Now, instead of the status quo being LoS only detection and the Electronic Warfare, which was a 1v1 game of attrition, only a single person has to make any sort of sacrifice
Adding a Scout: The Scout has little sacrifice to break the status quo, yet demands a huge investment to maintain the natural state of being unscanned. Regardless of Skill Bonuses, even the proposed range modifications mean its a 2:1 module cost for Medium Frames to protect themselves from passive scans when at the long range of a scout.
Specific suggestions: I think the "inner circle" where precision is enhanced should just be a static range of 15m, It should have some usefulness against CQC types like the dreaded 3x damped sentinel or a shotgun user that dampened to get into range. There exists some lag with tacnet. People usually don't appear until a few seconds after they entered your range while they stay lit up for a few seconds after passing out of your max range.
Considering 3 suits have a base of 10m, I really think that needs to be returned to the Chromosome value of 20m for Heavy and Mediums and 25m for Scout. It would also bring the base range up to a point where an Assault suit could make use of a range amplifier.
So very tired
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Cat Merc
Onslaught Inc RISE of LEGION
13259
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Posted - 2014.11.17 11:14:00 -
[21] - Quote
Put the Assault range at 15m base and you WILL see me use dual precision on my Gal Assault :P
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Iron Wolf Saber
Den of Swords
17737
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Posted - 2014.11.17 11:17:00 -
[22] - Quote
Yesh my cal stealthed assault with the RR can be effective now and nail people without being easily as seen anymore.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Jebus McKing
Tribal Ground Forces
990
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Posted - 2014.11.17 11:17:00 -
[23] - Quote
iKILLu osborne wrote:+1, this would really give medium suits a chance.
It has also been brought to my attention that scouts (gal included) are no longer unscannable, that a gal logi with the proper skill lvl and equipment can see it all, if this is true tyvm. I would like a conformation before I skill into it if you don't mind rattati Gal/Cal scouts need 2x complex damps + active proto cloak field (3x if no cloak) to become truely unscannable. This is how it works right now and this won't change.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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Cat Merc
Onslaught Inc RISE of LEGION
13259
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Posted - 2014.11.17 11:21:00 -
[24] - Quote
As a sidenote, didn't you say that Assault Profile will be reduced to 45dB?
It says 50dB base, and which is the current number, but the Logi range isn't the current range?
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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WeapondigitX V7
The Exemplars Top Men.
173
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Posted - 2014.11.17 11:29:00 -
[25] - Quote
As far as I am aware, I can already evade adv scans with my amarr heavy with 3 proto damps, aprox 28 scan profile I think.
I also use 3 proto damps on std assault amarr suits, approx 23 scan profile.
Both these ewar fits have something scouts don't. My assault has more hp for 23 profile. My amarr scout cant get 23 profile with same hp. it can only get 23 profile and by faster with higher scan range etc.
My stealth assault is a tanky scout shotgun fitting.
My stealth heavy is a slow flanker in pubs that is a game changer when it works. (its a pub, not pc competent yet, if it could evade scans from equipment active scanners at 70m ranges to flank from behind that would be awesome.) Please apply your idea of Dynamic range vs precision Rattati to active scanner equipment. |
WeapondigitX V7
The Exemplars Top Men.
173
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Posted - 2014.11.17 11:30:00 -
[26] - Quote
Cat Merc wrote:As a sidenote, didn't you say that Assault Profile will be reduced to 45dB?
It says 50dB base, and which is the current number, but the Logi range isn't the current range?
With dampening skills at 5 your assault scan profile is 45. not 50. |
Cat Merc
Onslaught Inc RISE of LEGION
13259
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Posted - 2014.11.17 11:32:00 -
[27] - Quote
WeapondigitX V7 wrote:Cat Merc wrote:As a sidenote, didn't you say that Assault Profile will be reduced to 45dB?
It says 50dB base, and which is the current number, but the Logi range isn't the current range? With dampening skills at 5 your assault scan profile is 45. not 50. I'm talking about base numbers.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Jebus McKing
Tribal Ground Forces
990
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Posted - 2014.11.17 11:34:00 -
[28] - Quote
WeapondigitX V7 wrote:Cat Merc wrote:As a sidenote, didn't you say that Assault Profile will be reduced to 45dB?
It says 50dB base, and which is the current number, but the Logi range isn't the current range? With dampening skills at 5 your assault scan profile is 45. not 50. In that other EWAR thread the proposal was to change the base profile of Assaults to 45db.
This and the base scanrange changes still need to happen IMO.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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WeapondigitX V7
The Exemplars Top Men.
173
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Posted - 2014.11.17 11:38:00 -
[29] - Quote
Please make scouts be unscannable if they are beyond 45m ranges with 2 complex damps. (for enemies with ewar dedicated fittings)
With 3 complex damps please make scouts unscannable within 15 meters of the enemy (if enemy has Ewar dedicated fits)
The nova knive scouts should be viable in PC.
Make scouts need 4 complex damps to be unscannable within approx 10 meters. (when enemy is using ewar dedicated fits)
All the above refers to passive scanning.
Scouts sacrifice a lot using ewar dedicated fits. Be paranoid and look around a lot while in a squad and you''ll kill that sneaky scout sometimes. (if they use no hp mods and you have good aim, little lag) |
WeapondigitX V7
The Exemplars Top Men.
173
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Posted - 2014.11.17 12:34:00 -
[30] - Quote
Having assaults and heavies have a scan range of 17m as a base and scouts having a base of 23m seems like a good idea. It would make all frame be able to make use of range amps. Perhaps increase the stacking penalty of range amplifiers to 82% instead of approx 88.5%. |
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