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Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Haerr
Dead Man's Game RUST415
1919
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Posted - 2014.11.17 13:27:00 -
[1] - Quote
@CCP Rattati Hi! Could you check your twitter real quick? |
Haerr
Dead Man's Game RUST415
1920
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Posted - 2014.11.17 14:07:00 -
[2] - Quote
Scan Table - New_EWAR
All skills are level 5 in this spreadsheet.
The columns that are labeled No / STD / ADV / PRO / PIR Refers to which cloak is active.
Cells are labeled dempending on which, and how many, dampeners are required to hide from the scanner. B = Basic Profile Dampener E = Enhanced Profile Dampener C = Complex Profile Dampener
Cells are also coloured depending on which dampeners are being used.
Scan Profiles and Scan Precisions for suits are found on the "input" sheet.
How to play around with the numbers.
"File" -> "Make a Copy..." Type in a name and press "OK"
Since the tables rely on a script for sorting and colouring you will have to start the script and allow it to run.
"Tools" -> "Script Editor..." "Run" "Continue" "Accept"
After you have done this the tables will automatically be updated, sorted, and coloured when you change the value in one of the cells with black background colour in the input sheet.
Once you have changed a value wait for the loading bar in the top right of the window to finish before you change an other value. |
Haerr
Dead Man's Game RUST415
1929
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Posted - 2014.11.18 12:41:00 -
[3] - Quote
* Added Squad and Team sharing Active Scanners to the spreadsheet.
Can Active scanners do 3 scans instead of 1? Just like the new passive scans?
Oh and is it possible to move Range Amplifiers to high slots? It would neatly counterbalance being able to have both precise and long distance passive scans at the same time.
I think that an Assault suit with 3cPDs should be able to avoid all passive scans @ medium range that a Max Precision Scout can throw at them.
I also think that allowing an Assault suit with 3cPDs to avoid a Gallente Logistics Prototype Active Scanner @ Medium range is a good idea, what do you think? |
Haerr
Dead Man's Game RUST415
1945
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Posted - 2014.11.18 17:21:00 -
[4] - Quote
One way of encouraging Scouts to use a cloak is to have inactive cloaks give a passive bonus to dampening and larger bonus to dampening when active. Figured I'd just throw it out there.
Edit: So instead of attaching the dampener bonus to one scout or another it is given to any scout who fits a cloak. |
Haerr
Dead Man's Game RUST415
1952
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Posted - 2014.11.18 22:13:00 -
[5] - Quote
Scan Table - New_EWAR - this is the full table
Scan Table - New_EWAR_Slim - this is a slimmed down version that removes a lot of less interesting things and only cares about complex dampeners
Provided you use google docs and enable the script that comes with the table it will be updated, sorted, and coloured automatically. |
Haerr
Dead Man's Game RUST415
1971
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Posted - 2014.11.20 21:49:00 -
[6] - Quote
Fox Gaden wrote:Also, make the size of the Dot proportional to the Profile of the suit.
This would allow Assault suits to avoid Sentinels, or engage Sentinels in a more tactical manner.
It would also give Sentinels a reason to use Dampener Modules, to alter their signature on the Radar map to look like Assault suits.
Awesome! +1
I ran over Jebus McKing in FW
The game said -50WP
But it felt like +over 9000 WP
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Haerr
Edimmu Warfighters Gallente Federation
2086
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Posted - 2014.12.01 12:11:00 -
[7] - Quote
CCP Rattati wrote:Design Principles Max prior range should be the same, reducing Amplier module Max prior range should be the same, reducing Amplifier skill
For later discussion Range Amps to High Can you put the updated numbers for the Range Amplification skill and the Range Amplifier modules in your spread sheet so that we can see them?
I really do believe that moving Range Amplifiers to high slots is something that cannot wait, as it is an important measure to prevent Short Range Passive Scans from becoming to good.
The proposed numbers have been put into the spreadsheets, here are the links.
Scan Table - Base_New_EWAR
Scan Table - Base_New_EWAR_Slim
fighter jets
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Haerr
Edimmu Warfighters Gallente Federation
2086
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Posted - 2014.12.01 12:19:00 -
[8] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote: To allow counterplay - precision modules give an equal penalty to profile
This is where I have issue with the whole thing. Scanning is still a far more powerful thing than dampening, since scanning not only reveals everyone around you, but also relays it to the squad, while dampening only hides a single unit. This is to make sure that the scanner is always visible. The hunter becomes the hunted. Take him down and blind the opponent. Don't forget to bleed out the body since passive scans stay active while your bleed out timer is ticking!
fighter jets
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Haerr
Edimmu Warfighters Gallente Federation
2086
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Posted - 2014.12.01 12:43:00 -
[9] - Quote
The slim only uses Complex Profile Dampeners and ignores Basic and Enhanced Profile Dampeners, which is why it looks slightly different.
Edit: And yes it is the same links as before, only with the numbers in the input sheet changed to match the latest propsed numbers by CCP Rattati.
fighter jets
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Haerr
Edimmu Warfighters Gallente Federation
2086
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Posted - 2014.12.01 14:25:00 -
[10] - Quote
- Move Amplifiers to high
- Look at setting the Falloff Range Modifiers to 100% for Medium range and 130% for Long range, as this allows for a way of fine tuning range amplifiers effects between Short / Medium / Long range scans.
- Look at the amplifier skill & module
- Look at the Caldari Scout Skill
fighter jets
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