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![CCP Rattati CCP Rattati](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
CCP Rattati
C C P C C P Alliance
11819
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Posted - 2014.11.20 07:32:00 -
[1] - Quote
Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
My simple theory was to mimic Dropsuit Profiles
Equipment: STD/ADV/PRO = 55/45/35
Drop Uplinks: STD/ADV/PRO = Nanohives: STD/ADV/PRO = Proximity: STD/ADV/PRO = Remote: STD/ADV/PRO =
Please discuss
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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![Fizzer XCIV Fizzer XCIV](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1177
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Posted - 2014.11.20 07:36:00 -
[2] - Quote
Drop uplinks should definitely have the highest. They are the most powerful equipment, and they create a wormhole. Balance and sense, they should be the easiest to detect.
They should show up on pretty much everyone's long range scans, unless they are PRO links.
Please, make my Opus pretty...
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![Sgt Kirk Sgt Kirk](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Sgt Kirk
Fatal Absolution
8523
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Posted - 2014.11.20 07:38:00 -
[3] - Quote
That's mostly fine but uplinks should probably be the easiest to detect out of all the equipment at the very least.
You can have all others be the same right now for all I care but 35 db PRO uplink? Unless it's a very specific covert uplink I'm not too fond of that.
CCP holds the Caldari's hand so this doesn't happen again.
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![MINA Longstrike MINA Longstrike](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
MINA Longstrike
Kirjuun Heiian
1665
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Posted - 2014.11.20 07:43:00 -
[4] - Quote
Remotes should be a bit more visible at low tiers, less at high. Proxies should be pretty low due to their low level of infantry threat. Nanohives high at low sp investment, moderate at high. Drop uplinks very high to high, balance reasons(tired of seeing battlefields littered with braindead equipment), maybe 'stealth' uplinks with ~5 spawns but very low profile.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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![CCP Rattati CCP Rattati](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
CCP Rattati
C C P C C P Alliance
11819
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Posted - 2014.11.20 07:43:00 -
[5] - Quote
I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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![jhon hartigan jhon hartigan](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
jhon hartigan
Dead Man's Game RUST415
410
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 07:54:00 -
[6] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor. Uplinks should be as sneaky as other equipments, every body is thinking about the Major spam we have now, but you are working on avoiding it in the other thread, so we will probably have like 2 uplinks per player(player that is putting them down, not a sentinel or a commando or an assaults for ex), so we want them to be quite sneaky to not be immediately destroyed. |
![Sgt Kirk Sgt Kirk](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Sgt Kirk
Fatal Absolution
8523
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Posted - 2014.11.20 08:14:00 -
[7] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor. Yep, that's personal alright.
Personally some reductions would do fine, but all the way down to where you proposed is a little out of touch.
CCP holds the Caldari's hand so this doesn't happen again.
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![Tesfa Alem Tesfa Alem](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Tesfa Alem
Death by Disassociation
421
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Posted - 2014.11.20 08:30:00 -
[8] - Quote
Mix up thier profiles with the new scan radius, and level those up by tier.
Short range, highly visible, long range much less visible, these numbers are just places holders but you can get the gist of what i mean.
STD
Short:50 DB Medium: 45 DB Long: 40 DB
ADV
Short: 40 DB Medium:35 DB Long:30 DB
Pro
Short: 30 DB Medium:25 DB Long: 20 DB
Specialist links or equipment can drop below that.
Nanohive glow is the thier bigest identifier, profile changes wont make a difference. Uplinks will only be deployed and maintained post BW changes by people who remain in logi suits, so i guess having them harder to spot is a bit of a reward for the player cemented into one role.
Redline for Thee, but no Redline for Me.
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![Llast 326 Llast 326](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Llast 326
An Arkhos
5504
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Posted - 2014.11.20 08:41:00 -
[9] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor. Some of the Variants of Uplinks should have a low profile, but also a low maximum deploy.
Only other thing I would add at this time is Proxies should be low profile, they are pretty easy to spot visually and often get cleared out by Infantry supporting VehiclesGǪ or looking for a few quick easy WP.
Nanohives are pretty obvious in size, dome, and sound, i would think they would have a higher profile.
MOAR Ladders
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![Happy Violentime Happy Violentime](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Happy Violentime
OMFGZOMBIESRUN
896
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Posted - 2014.11.20 08:43:00 -
[10] - Quote
Can you not make the eq inherit the profile of the player who dropped it eg. If my gal scout with 3 complex damps drops an uplink then that uplink is unscannable? |
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![Breakin Stuff Breakin Stuff](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5164
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Posted - 2014.11.20 08:57:00 -
[11] - Quote
Easy answer rattati:
Have the links flash on scans for one second when someone spawns, but enjoy low profile otherwise.
Not the spawning dropsuit mind you.
Just that specific link.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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![Wilhelm Klingspor Wilhelm Klingspor](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Wilhelm Klingspor
DUST University Ivy League
312
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Posted - 2014.11.20 09:21:00 -
[12] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor.
Placing uplinks in unusual places as well as finding and destroying uplinks is ( for me ) a game in itself so i would have no problem with reducing visibility of these. Placing an uplink deep into enemy lines is a tasty troll.
GûæGûæGûæGûæGûæGûæ DON'T PANIC GûæGûæGûæGûæGûæGûæ
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![Evan Gotabor Evan Gotabor](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Evan Gotabor
Prima Gallicus
112
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Posted - 2014.11.20 10:03:00 -
[13] - Quote
Could be interesting, in particular if equipments must be of quality. I think that each profile of equipment should be make according to the scanner counter part so each tier is equivalent. However, what might be really useful is to give a bonus to logistics dropsuit. As an exemple, if I play Amarr logi, I should have a bonus that give a slight damp to my drop uplinks like 2% or 3%. And please, fix the bug for cal/amarr logis. Currently, when they die, they loose the bonus on numbers of spawns, nanites etc. I think that these bonuses should only be lost if they change of dropsuit, not if they die and respawn with a logistic dropsuit (adapt the same logic than with the bandwidth).
Eve 21 day Trial
Dust 514 win 5M ISK for 100.000WP
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![MrShooter01 MrShooter01](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
MrShooter01
Storm Wind Strikeforce Caldari State
1087
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Posted - 2014.11.20 10:31:00 -
[14] - Quote
I think uplinks are plenty easy to detect on their own, I am seriously baffled by the responses in this thread implying low profile uplinks would be a bad thing.
I mean they're making a constant VWORP... VWORP... sound, a blue pillar of light with very noticeable circles of light pulsing out of them, and oh yeah a steady stream of mercs pouring out of them with a swooshing sound.
You can easily see the pulsing light of uplinks on the freakin map, and other uplinks hidden in structures are fairly easy to find with your ears, tracing enemy movement, and a little bit of map knowledge. I can honestly say I've never bothered pulling out an active scanner or ewar scout to look for an uplink, because it takes all of ten seconds to figure out which direction I should start looking in, probable hiding spots annnd bingo now I can hear them and see the light.
IMO, even making them completely impossible to scan will have little effect on alert enemies who put in a minimum amount of effort to hunt them down.
Now if you made some sort of (squad-only?) stealth uplink with a <28db profile, which didn't make the flashy lights or the noise... ![Twisted](https://forums.dust514.com/Images/Emoticons/ccp_twisted.png) |
![Joseph Ridgeson Joseph Ridgeson](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Joseph Ridgeson
WarRavens Capital Punishment.
2652
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Posted - 2014.11.20 10:34:00 -
[15] - Quote
Skilling into Equipment already has a huge benefit. Even not counting the "My team spawns faster, so we can get more guys out there faster and win the fight", there is a selfish example. If I spawning and there are two Uplinks that are both in safe locations and one is 15 seconds and the other is 8, which one am I going to spawn on? I know that I use my Proto Uplinks because I get more WP than when I use Standard, in addition to the "help the team win" bit. Making them ALSO harder to find seems like adding a free lunch.
Also, potential problem: I know that during the Gallente Research Facility, seeing all that equipment on my Tacnet ends up hurting me because it is so very busy and bright red that people end up being obscured in that giant blob.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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![John Demonsbane John Demonsbane](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
John Demonsbane
Unorganized Ninja Infantry Tactics
4642
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Posted - 2014.11.20 12:42:00 -
[16] - Quote
Let's not forget the bandwidth thing when talking about this.
That said, making ALL the uplinks really low profile is probably too much. I think making them a little harder to find (sentinels can't see ADV, mediums can't see PRO unless some eWar investment) and then taking one variant at each level and making it "black ops" where you need a PRO scanner or eWar scout to see would be pretty good. Those would naturally need lower spawn counts to keep them from being too powerful. Great tool for the infiltrator scouts.
You could iterate from there.
(The godfather of tactical logistics)
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![Alaika Arbosa Alaika Arbosa](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2237
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Posted - 2014.11.20 13:16:00 -
[17] - Quote
Breakin Stuff wrote:Easy answer rattati:
Have the links flash on scans for one second when someone spawns, but enjoy low profile otherwise.
Not the spawning dropsuit mind you.
Just that specific link. IMHO, This is the most reasonable suggestion for uplinks. They should flare when generating the WH, otherwise they should be more subtle (would you buy uplinks that basically announced to everyone "Hey we're going to be spawning over here, please come camp us!!").
IDK how I feel about Prox being easy to scan, I mean, vehicles already get the warning beep. Either remove the warning beep and make them scannable or leave the beep and make them invisible (almost as though we've buried them slightly like real mines).
I might not like it, though I can understand remotes being scannable since they're receiving a signal that triggers detonation (I would imagine that them being an active receiver makes them easier to scan).
This brings me to hives, which are in effect, nanotech assembly plants. I would imagine that they would have the most consistent and sustained levels of high energy. This would lead me to believe that they'd have the highest profiles of all equipment (aside from uplinks when they are flaring)
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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![voidfaction voidfaction](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
voidfaction
Nos Nothi
648
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Posted - 2014.11.20 14:43:00 -
[18] - Quote
CCP Rattati wrote:Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
My simple theory was to mimic Dropsuit Profiles
Equipment: STD/ADV/PRO = 55/45/35
Drop Uplinks: STD/ADV/PRO = Nanohives: STD/ADV/PRO = Proximity: STD/ADV/PRO = Remote: STD/ADV/PRO =
Please discuss will there be more WP granted for destroying pro EQ lets say +40/+50/+60 WP as a scout needs some way to gain equal WP as the logi potential since you dont want scouts slaying for WP
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![David Spd David Spd](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
David Spd
Caldari State
170
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Posted - 2014.11.20 14:44:00 -
[19] - Quote
I think there should be different equipment with different types of scans. Meaning, don't just blanket change equipment to be "this has high rating, this has slightly lower, this has lowest".
In my opinion there should be equipment that has a really low scan rating but also has a much higher countdown for spawns in. Say a "personal" uplink that is harder to detect and is only really good for one person with an objective.
Uplinks oftentimes break matches because you have large groups of people spawning into an area right away, and with current spam it's a nightmare. Even if the changes happen that make spam less of a thing, you'll still have people spawning onto uplinks in large numbers.
So say different types of uplinks. One that has a really high profile rating but spawns people in faster (not necessarily faster than now) and then another one that has a really low profile but maybe has a long spawn timer & also a cooldown in between spawns.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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![CELESTA AUNGM CELESTA AUNGM](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
331
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Posted - 2014.11.20 14:50:00 -
[20] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor.
Hello, and I am in disagreement about the physical "visibility" of a piece of equipment. Especially an uplink. ![Oops](https://forums.dust514.com/Images/Emoticons/ccp_oops.png)
It is a powerful controller of access and movement around the map. So destroying it should be essential to an opponent, and also be an electronic challenge to the opponent---but not naturally camouflaged or "cloaked", or minimized visibly from what they are now.
If the idea is to SKILL into using these powerful pieces, then there needs to be a challenge to placing them on the map. Being able to "shlop" it down and expect it to "not be detected" (just because I ran seven feet behind a big boulder) is not the best thinking. Part of the frustration expressed by players here is spamming, but part of the frustration is also that many of the uplink-carriers are sloppy or not as skillful as they think they are PLACING the uplink.
I wouldn't want to see the uplink made smaller or less visible in order to help poor placement. The result may accidentally encourage MORE "shlopping it down" without practice or enough skill----while at the opponent's end of things, we who have a hard enough time finding enemy uplink that ARE well-placed, will be distracted and fed up spending overtime to visually locate a "newer, even less see-able version".
I am all for reducing an epuipment piece's ELECTRONIC detection by an enemy (especially as a means of progressing to higher tier models), but I fear any thoughts of reducing the oppotunity to find it with the Mark-1 EYEBALL. Really, Rattati, as long as the uplink is placed with enough "extra practice", it isn't detected by almost anybody (just those of us who deduce there must be an uplink planted here somewhere and scours around for it).
It's that "extra practice" that I'd like to see remain as a requirement for using uplinks.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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![Alaika Arbosa Alaika Arbosa](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2237
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Posted - 2014.11.20 14:58:00 -
[21] - Quote
@CELESTA
It isn't always sloppy placement, though I am not saying that it is never sloppy placement either.
Sometimes just having the uplink out is what you want.
During the early match mad dash for the objective, you might not want to take the time to place it carefully, you just want it there so back up is spawning within 10m of you in case **** goes sideways. Once you get that hack off and the objective trapped, then you go carefully place an uplink somewhere hidden so your team can spawn in in secret.
In short, I agree with you in that if you have LoS to the piece of equipment, you should see it immediately (unless CCP releases covert equipments)
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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![Vrain Matari Vrain Matari](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2325
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Posted - 2014.11.20 15:06:00 -
[22] - Quote
CCP Rattati wrote:Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
My simple theory was to mimic Dropsuit Profiles
Equipment: STD/ADV/PRO = 55/45/35
Drop Uplinks: STD/ADV/PRO = Nanohives: STD/ADV/PRO = Proximity: STD/ADV/PRO = Remote: STD/ADV/PRO =
Please discuss Works for me. Uplinks and hives are easy to search for by their visual and audio effects, even an academy graduate can contribute to their team by uplink hunting - maybe WP should be higher for destroying higher tier equipment.
Would be inclined to set proxies a bit lower. Remotes a bit higher at higher tiers, maybe for proto remotes what fully trained passive scans can pick up in an assault suit with one complex precision enhancer(36 iirc).
P.S. Sadly, this will make 'bait' uplinks a lot more obvious.
PSN: RationalSpark
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![Kain Spero Kain Spero](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Kain Spero
Goonfeet
3854
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Posted - 2014.11.20 15:07:00 -
[23] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor.
Before signature profile is implemented though I really think that both bandwidth needs to be a thing and droplinks being placed out of nade range and inaccessible by ladders needs to be addressed.
The idea of equipment being better rather than just more of it is a good idea I think.
Owner of Spero Escrow Services
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![Al the destroyer Al the destroyer](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Al the destroyer
NECROM0NGERS
203
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Posted - 2014.11.20 15:26:00 -
[24] - Quote
I think we need to approach equipment one step at a time. I think with equipment BW that alone will make one place His equipment in better places. I don't think anyone who wants to win is going to place his stuff in one spot. I do like the idea of signatures on equipment but I think it would be better to do after we see what happens with BW. |
![voidfaction voidfaction](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
voidfaction
Nos Nothi
648
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Posted - 2014.11.20 15:33:00 -
[25] - Quote
Equipment: STD/ADV/PRO = 54/40/30
Drop Uplinks: STD/ADV/PRO = 41/32/27 > A present logi would need lvl 5 precision skill for std / 1x cPrecision for adv / 2x cPrecision for Pro Nanohives: STD/ADV/PRO = 54/43/36 > A present Sentinal would need lvl 5 precision skill for std / 1x cPrecison for adv / 2x cPrecision for Pro Proximity: STD/ADV/PRO = 45/36/30 > A present Assault would need lvl 5 precision skill for std / 1x cPrecision for adv / 2x cPrecision for Pro Remote: STD/ADV/PRO = 36/29/24 > A present Scout would need lvl 5 precision skill for std / 1x cPrecison for adv / 2x cPrecision for Pro
also pushes more to use active scanners. |
![Al the destroyer Al the destroyer](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Al the destroyer
NECROM0NGERS
203
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Posted - 2014.11.20 15:58:00 -
[26] - Quote
I don't think remotes or proximity mine should be passively scanned ever |
![Dubya Guy Dubya Guy](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Dubya Guy
Abandoned Privilege Top Men.
24
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Posted - 2014.11.20 16:00:00 -
[27] - Quote
I am intrigued by this.
I sometimes, particularly in ambush pubs, set up advance "sniping" or "fallback" nests for teammates by dropping an uplink and a hive in a slightly out of the way location, although the proliferation of scanning has made this less viable. I think this tactic will be even more common once non-logis become more restricted in their equipment capacity. With variable profiles, I will tend to want to balance or "pair" different hives and uplinks based on their respective profiles so that one doesn't give the other away in a scan.
This will add another tactical decision and soft-skill to the game. I like it. Please make sure equal-profile "pairings" of uplinks and hives exist. They don't have to be at the same tier, but there should be some scenarios where one piece of equipment can give away the location of the other, UNLESS the dropper has used forethought in equipment selection. ![Cool](https://forums.dust514.com/Images/Emoticons/ccp_cool.png)
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
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![Stefan Stahl Stefan Stahl](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Stefan Stahl
Seituoda Taskforce Command
850
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Posted - 2014.11.20 17:21:00 -
[28] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor. I think there are two avenues to this: A) You're a Logi fortifying a position. There's nothing sneaky about this, you want as many people in this area as possible. B) You're a Scout infiltrating hostile territory. You need this uplink to be undetected, but you don't need many people here. If you would, you should have a Logi spawn there to fortify the position.
I think these are very separate roles. A quantum uplink shouldn't be stealthy. A covert ops uplink should. |
![Dubya Guy Dubya Guy](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Dubya Guy
Abandoned Privilege Top Men.
27
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Posted - 2014.11.20 17:43:00 -
[29] - Quote
Stefan Stahl wrote:CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor. I think there are two avenues to this: A) You're a Logi fortifying a position. There's nothing sneaky about this, you want as many people in this area as possible. B) You're a Scout infiltrating hostile territory. You need this uplink to be undetected, but you don't need many people here. If you would, you should have a Logi spawn there to fortify the position. I think these are very separate roles. A quantum uplink shouldn't be stealthy. A covert ops uplink should.
I concur. And the covert ops uplink should allow VERY FEW spawns, take a longer time to spawn in, and it should only come in singles. Its purpose is to open a crack, not swing the door open. Squad strategy could have a Logi follow through and place sturdy uplinks.
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
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![Jadd Hatchen Jadd Hatchen](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Jadd Hatchen
KILL-EM-QUICK
661
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 17:44:00 -
[30] - Quote
CCP Rattati wrote:Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
My simple theory was to mimic Dropsuit Profiles
Equipment: STD/ADV/PRO = 55/45/35
Drop Uplinks: STD/ADV/PRO = Nanohives: STD/ADV/PRO = Proximity: STD/ADV/PRO = Remote: STD/ADV/PRO =
Please discuss
My choice would be like:
Least Hidden (highest sigs) Drop Uplinks* Nanohives Remotes Proximity Most Hidden (lowest sigs)
*with a variant exception see below...
Due to the extreme advantage that a drop uplink provides to the gameplay (being able to spawn anywhere on the map including right next to the enemy's bases or control objectives and saving travel time/exposure to enemy fire in the process), then giving them the highest signature is appropriate.
Proximity only work if they go undetected! If everyone sees them, then they go around them. In addition, there should be two types, anti-infantry and anti-vehicle... The AV ones should do like 2 or 3 times the damage that an RE does, but only one allowed to be placed per equipment slot. They should also only be triggered by vehhicles/EMP nades/explosions. However if an infantry guy spots one, then sharing this "discovery" on the squad overlay should help vehicles to navigate them. Anti-infantry ones should be enough to kill a standard heavy suit, and not enough to worry a vehicle about. In any event, detection ranges for them should only happen at the very close (inner circle) range for all except a scout with a detection module running or a logi's scanning capability with an active scanner.
The rest just falls into line form there... But as a side note, RE's ARE NOT FRISBEE's so stop letting them be thrown! A grenade represents a s "thrown explosive" so why have any grenades at all if an RE can be thrown too?
As for the "hidden uplink" ideas.. Well instead of making them inherently "hidden" just create a proto-variant that only allows you to place one at a time (carry two, but only place one) and reduces the range of detection to short range ONLY. As in the medium and long ranges it cannot be detected at ever (or very rarely) and only if you actually walk within the short range detection of it, then it is almost automatically detected.
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![Mister Goo Mister Goo](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Mister Goo
Abandoned Privilege Top Men.
69
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 17:47:00 -
[31] - Quote
CCP Rattati wrote:Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
Please discuss
I like your thought on the scan profile, and also being different by type and tier.
Another way to help with using the higher tier equipment is lowering the ISK cost, or increasing the payouts at end of match. Right now the Risk vs Reward system is to much risk and not enough reward.
Running a Proto Logi is expensive, and losing 2 Proto suits in a match means you lost money. Being the most squishy suit, and the most expensive is not condusive to running higher tier anything.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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![gauntlet44 LbowDeep gauntlet44 LbowDeep](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
gauntlet44 LbowDeep
Heaven84 Devils General Tso's Alliance
173
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 18:19:00 -
[32] - Quote
Joseph Ridgeson wrote: seeing all that equipment on my Tacnet ends up hurting me because it is so very busy and bright red that people end up being obscured in that giant blob.
as well as cloaked scouts are impossible to see through the constant blur of blue waves
also play as strangeland stranger,
larlac theest,
gauntlett5487,
and balacs sixkin
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![gauntlet44 LbowDeep gauntlet44 LbowDeep](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
gauntlet44 LbowDeep
Heaven84 Devils General Tso's Alliance
173
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 18:25:00 -
[33] - Quote
cost of equipment dictating how easy it is to scan. higher price = lower Db some equipment of the same meta has radically different prices
also play as strangeland stranger,
larlac theest,
gauntlett5487,
and balacs sixkin
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![thehellisgoingon thehellisgoingon](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
thehellisgoingon
the unholy legion of darkstar DARKSTAR ARMY
0
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 19:32:00 -
[34] - Quote
CCP Rattati wrote:Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
My simple theory was to mimic Dropsuit Profiles
Equipment: STD/ADV/PRO = 55/45/35
Drop Uplinks: STD/ADV/PRO = Nanohives: STD/ADV/PRO = Proximity: STD/ADV/PRO = Remote: STD/ADV/PRO =
Please discuss
Will the amr and cal logi effects to their respected equipment play a part in any of the proposed changes stated above?
and hi buddy. |
![el OPERATOR el OPERATOR](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
515
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 19:51:00 -
[35] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor.
Learn to hide your gear better.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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![el OPERATOR el OPERATOR](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
515
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 19:53:00 -
[36] - Quote
No equipment, proto or otherwise should be undiscoverable by an unskilled medium frame, so no base db profile whatever that base is. (iirc, 45 or 50 db)
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
![Alaika Arbosa Alaika Arbosa](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2242
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 19:58:00 -
[37] - Quote
el OPERATOR wrote:No equipment, proto or otherwise should be undiscoverable by an unskilled medium frame, so no base db profile whatever that base is. (iirc, 45 or 50 db)
Do you have any clue how pants on head that sounds?
Seriously, what is the point of skilling up then?
I can understand not needing any skills if you have a direct LoS, but just because it is on the other side of the ceiling or wall doesn't mean that you should be able to see it if you haven't skilled appropriately.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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![el OPERATOR el OPERATOR](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
516
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 20:20:00 -
[38] - Quote
Alaika Arbosa wrote:el OPERATOR wrote:No equipment, proto or otherwise should be undiscoverable by an unskilled medium frame, so no base db profile whatever that base is. (iirc, 45 or 50 db) Do you have any clue how pants on head that sounds? Seriously, what is the point of skilling up then? I can understand not needing any skills if you have a direct LoS, but just because it is within your passive range but on the other side of the ceiling or wall doesn't mean that you should be able to see it if you haven't skilled appropriately.
Not allowing visibility will seriously impede new player ability to perform even a simple yet vital battlefield role, clearing an area of equipment.
Skilling into proto equipment already grants a multitude of benefits over lower-tier equipment, and since not all frames are able to traverse the multitude of topographical features the maps here have, the idea that the more acrobatic frames will be able to stash equipment in places that are already impossible to reach AND have it go undetected is bad. Real bad.
EDIT: ok, maybe not REAL bad, but it's pretty frikin' bad.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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![el OPERATOR el OPERATOR](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
516
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 20:24:00 -
[39] - Quote
Wake up and smell the scoutlogi buff and everyone else nerf.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
![el OPERATOR el OPERATOR](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
516
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 20:40:00 -
[40] - Quote
Al the destroyer wrote:I don't think remotes or proximity mine should be passively scanned ever
I disagree, doing this would provide no counter opportunity to devices deployable from already largely uncounterable positions, like RE rain from catwalks. No detection= No indication of imminent threat = No rock/paper/scissors.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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![IZI doro IZI doro](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
IZI doro
Terminal Courtesy Proficiency V.
11
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.20 21:12:00 -
[41] - Quote
tl;dr:
- Scan Profile reduction on equipment should come inherently with operational skill. Logically, the operator would understand how to maintain and optimize their personal equipment to prevent the loss of assets.
- Equipment specifically designed to proactively guard against detection would simply benefit more from operator efficiency
________________
My understanding of the premise:
- Tactically deployed equipment, in theory, should not be easily detected by dropsuits that are not equipped with specialized detection systems
- Propose a possible Scan Profile gradient for all pieces of deployable equipment
Feedback: Skill in the respective "Dropsuit Core Upgrade" for each equipment type should affect the scan profile of the equipment. Higher skill = lower dB profile. If tethered with the proposed "Equipment Bandwidth" mechanic, the theory makes sense. ________________
My Thought Process Regarding Scan Profile Logic:
- Scan Profiles (dB values) are conceptually based upon detecting the operating technologies within the devices. Logically, the higher the operational output a device has, the more detectable such technology should be. However, a mercenary with expertise in operating such high-end devices allows a mercenary to secure a device's operation against emitting an obvious profile.
- In theory, a high-end device utilized by an expert should only emit as much of a profile as a specialized device utilized by a novice. "Discrete" devices on the other hand are designed for a lower profile by hardening the device chassis (limiting capacity and ouput) and encrypting it's signal to the dropsuit's equipment controller (lowering dB values).
________________
Scan Profile Proposal (Base Scan Profile values for equipment): Uplinks: 40dB / 40dB / 40dB
Nanohives: 45dB / 45dB / 45dB
Proximity Mines: 30dB / 30dB / 30dB
Remote Mines: 35dB / 35dB / 35dB
Scan Profile Example: Skilled User (Level 5 @ -5% dB / level): Uplinks: 30dB / 30dB / 30dB
Nanohives: 33.75dB / 33.75dB / 33.75dB
Proximity Mines: 22.5dB / 22.5dB / 22.5dB
Remote Mines: 26.25dB / 26.25dB / 26.25dB
Scan Profile Example: Skilled User (Level 3 @ -5% / level): Uplinks: 34dB / 34dB / 34dB
Nanohives: 38.25dB / 38.25dB / 38.25dB
Proximity Mines: 25.5dB / 25.5dB / 25.5dB
Remote Mines: 29.75dB / 29.75dB / 29.75dB
Scan Profile Example: Skilled User (Level 1 @ -5% / level): Uplinks: 38dB / 38dB / na
Nanohives: 42.75dB / 42.75dB / na
Proximity Mines: 28.5dB / 28.5dB / na
Remote Mines: 33.25dB / 33.25dB / na
*Specialized "Covert" variants would undoubtedly have much lower dB profiles when applied with the skill modifier. The examples given are just for the generic type for each. In keeping with my thought process, a "Covert" (ADV: LvL 4; MetaLvl: 6+) piece of equipment would simply make devices slightly more discrete than a Prototype "Generic" piece of equipment.
"Covert" Uplink vs Prototype Uplink Example: "Covert" uplink: 35dB (base Scan Profile. Variant is -5dB of "generic") Drop Uplink Skill: 4 ((4 * 5%) * 35dB) = 28dB
Viziam uplink: 40dB Drop Uplink Skill: 5 ((5 * 5%) * 40dB) = 30dB
Every battle is a battle of attrition for me. 100hp in 5 seconds helps though
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![Cass Caul Cass Caul](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Cass Caul
1669
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 00:51:00 -
[42] - Quote
CCP Rattati wrote:Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
My simple theory was to mimic Dropsuit Profiles
Equipment: STD/ADV/PRO = 55/45/35
Drop Uplinks: STD/ADV/PRO = Nanohives: STD/ADV/PRO = Proximity: STD/ADV/PRO = Remote: STD/ADV/PRO =
Please discuss
Let's start with what I desire.
Drop Uplinks: 60/50/40 Yeah, that's steep, but I'm thinking that everyone should see STD uplinks. All Med Frames should see ADV. All Scouts should see Uplinks natively. Max skill, 1 precision enhancer on a med frame will see those PRO uplinks
Nanohives: 55/45/35. identifiable but takes modules to do it.
Remotes: 39/28/17.stealthier than a min-scout
Proximity: 50/40/30, avoids vehicle scans
What I think is reasonable:
everything at 52/35/28 |
![Aeon Amadi Aeon Amadi](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Aeon Amadi
Fatal Absolution General Tso's Alliance
7285
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 01:05:00 -
[43] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor.
Still going to happen just because you can hear them through walls.
Long-Term Roadmap
This Player is Against Proto BPOs
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![Iron Toast Iron Toast](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Iron Toast
Tronhadar Free Guard Minmatar Republic
20
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 03:39:00 -
[44] - Quote
I can track them by sound from much farther away than they show up on tacnet. That can give you some different variants. Quiet and low profile.
Also low emf that only show up on active scans if possible. |
![Vrain Matari Vrain Matari](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2334
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 04:34:00 -
[45] - Quote
Aeon Amadi wrote:CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor. Still going to happen just because you can hear them through walls. Even better, you can hear them if they're 100 metres above or below you.
PSN: RationalSpark
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![One Eyed King One Eyed King](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
One Eyed King
Land of the BIind
6047
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 06:34:00 -
[46] - Quote
Why does it simply have to be limited to tiers?
Active Scanners have different aspects that vary within the tier even.
What if some scanners in each tier had lower profiles, but also lower max spawns.
This way, you could even have some extra low profile uplinks, but their better hidden nature would be offset by a reduced number of spawns.
Same could be said for any other type of equipment.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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![Nirwanda Vaughns Nirwanda Vaughns](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Nirwanda Vaughns
959
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 17:00:00 -
[47] - Quote
introduce the 'black ops' proto uplink, 5 spawns, really low profile signature designed for sneaking in behind enemy troops and flanking. but its nice ot see something i've been harping on about for months being brought into the game perhaps next we can get the shield/armour resistances from EVE onto our dropsuits and changing weapons profiles over to match in order to get some decent balance, so lasers do EM/Therm, Rails do Kin/Therm blasters do Them/Kin ect it'd allow for super refinement of damage vs suits instead of flat vs shield/vs armour profiles we have now.
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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![Atiim Atiim](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Atiim
Heaven's Lost Property Negative-Feedback
13862
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 19:10:00 -
[48] - Quote
Proximity Explosives: 0db
Given how they already have an alarm which sounds before you get within their radius they shouldn't be visible on the TACNET.
The 1st Matari Commando
-HAND
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![Lonewolf Heavy Lonewolf Heavy](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Lonewolf Heavy
Chaotic Company
169
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 19:13:00 -
[49] - Quote
Atiim wrote:Proximity Explosives: 0db
Given how they already have an alarm which sounds before you get within their radius they shouldn't be visible on the TACNET.
That is very true, and would make proxies a significantly more dangerous threat.
Sentinel/Commando
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![el OPERATOR el OPERATOR](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
529
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 19:14:00 -
[50] - Quote
Atiim wrote:Proximity Explosives: 0db
Given how they already have an alarm which sounds before you get within their radius they shouldn't be visible on the TACNET.
+1! lol
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 Alaika Arbosa](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2263
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.21 19:25:00 -
[51] - Quote
I have another idea that dovetails with this.
If they are within our Close range circle and our precision is better than their profile, can we have the name of the item displayed underneath like it does now if you aim directly at it?
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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![Apothecary Za'ki Apothecary Za'ki](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Apothecary Za'ki
Biomass Positive
2062
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.22 03:40:00 -
[52] - Quote
CCP Rattati wrote:Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
My simple theory was to mimic Dropsuit Profiles
Equipment: STD/ADV/PRO = 55/45/35
Drop Uplinks: STD/ADV/PRO = Nanohives: STD/ADV/PRO = Proximity: STD/ADV/PRO = Remote: STD/ADV/PRO =
Please discuss perhaps keep it simple.. standard Active scanners cannot scan down adv/proto equipment.. adv scanners can only tag std and adv equipment. where as at the opposite end of the spectrum Proto scanners can scan down std adv and pro equipment.
this could perhaps open up "Black ops Uplink" variants which are like the normal meta uplinks but requires a new x3 or x5 skill which needs "Uplinks 5" and "electronics 5" to openup.. and Black ops uplinks can be unscannable but still same visual as normal uplinks but insted of blue pulses its red pulses or soemthing.. and just like the normal "uplink" skill it will require L1 for standard black ops uplink, L3 for adv black ops uplink and 5 for proto black ops uplink..
Black Ops uplinks where being visually similar just different color to standard uplinks, and being unscanable should require a little more pg and cpu.. cost a bit more isk only have a -10% spawn time modifier (thats half adv/proto uplinks currently) and only have like 10 to 15 spawns per uplink.. or maybe go 10 std 13 adv 16 pro and is not effected by amarr +2 spawns per level or the +10% spawn modifier per level because of the black ops nature of these uplinks.
[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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![I-Shayz-I I-Shayz-I](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
I-Shayz-I
I----------I
5146
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.22 13:57:00 -
[53] - Quote
Only if you reduce the number of spawns per uplink from 20 to 5, and allow us to carry 12 uplinks instead of just 3...or 10 spawns with 6 uplinks carried. (still only able to have 2 active, still only a total of 60 spawns)
This is my full proposal: https://forums.dust514.com/default.aspx?g=posts&t=181929&find=unread
7162 wp with a Repair Tool!
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![manboar thunder fist manboar thunder fist](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
manboar thunder fist
Dead Man's Game RUST415
262
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.22 20:09:00 -
[54] - Quote
you can drop too much equipment for it to be invisible.....
if you implement a signature profile do it for equipment with 1 carried and lower spawns/nanites than other variants
Thus you create 1 "stealth" retreat spot
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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![Sylwester Dziewiecki Sylwester Dziewiecki](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Sylwester Dziewiecki
Interregnum.
434
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.22 20:34:00 -
[55] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor. That is why people use dropships - to place uplinks where you can not get them even if u would want.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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![Luther Mandrix Luther Mandrix](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
367
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.22 23:07:00 -
[56] - Quote
CCP Rattati wrote:Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
My simple theory was to mimic Dropsuit Profiles
Equipment: STD/ADV/PRO = 55/45/35
Drop Uplinks: STD/ADV/PRO = Nanohives: STD/ADV/PRO = Proximity: STD/ADV/PRO = Remote: STD/ADV/PRO =
Please discuss Its a start How about if the suit you deployed them in is dampened the equipment will have a modifier. And looking through a building could be a modifier also. |
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Sylwester Dziewiecki
Interregnum.
437
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Posted - 2014.11.24 00:49:00 -
[57] - Quote
Luther Mandrix wrote: (...)How about if the suit you deployed them in is dampened the equipment will have a modifier. And looking through a building could be a modifier also.
I would like to see this. It is good ideas.
But I would like to see equipment signatures link to modules that are fitted to dropsuit that is deploying equ - I think that if we would link them to suit itself no matter what modules are fitted it would always make Scout uplinks best(even if they have 1k ehp, and not very low signature ), but if we would instead link them to ewar modules even commando uplinks may became hard to detect if player suffer to fit ewar modules.
About the idea of building, I'm not sure whether we cross our capabilities with this idea. There are some buildings that are 'loud' already, it would be cool if they would distorted ewar at some proximity, by reducing "-%" to passive scan precision and/or range, and precision of Active Scanners.
Also, if we speaking about ideas I would like to Upling that right after dropping it on ground works for period of time, like 4 minutes. But it different from other uplinks in not just that - it spawn people every 30 seconds(so it spawns people 8 times), starting from moment when it touch the ground(so they can regroup and spawn at the same time lowering enemy chance to kill them instantly on spot), so the players time spend on incapacitated screen is not relevant to when they may spawn on this uplink, they always spawn on cycle timers. This idea is similar to revive on battleground cemetery in World of Warcraft - priest revive players every 2min over there.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Monkey MAC
Rough Riders..
3554
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Posted - 2014.11.24 11:01:00 -
[58] - Quote
CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor.
True but when that uplink can spawn in the whole team twice with only an 8 second timer, not being able to see it also kinda sucks.
Uplinks in general need a whole shake-up. They need to be changed from the primary form of maintaining the front line to a type of tactical insertion tool.
It's because of uplinks vehicle MCRU's aren't horrendously common, it's because of uplinks that's Ant's nesting is ultimately capable. It's because of uplinks that pretty much every domination devlolves into camping.
So it might suck that you took the time to hide this uplink, but it doesn't suck nearly as much as it does for your enemy when they can't find it.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Sylwester Dziewiecki
Interregnum.
441
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Posted - 2014.11.25 07:15:00 -
[59] - Quote
Monkey MAC wrote: Uplinks in general need a whole shake-up.
Uplinks that 'can not be find' should have they limitations. It suck mainly because they can spawn 'to many' things. It is like with suit that is great in too many things - he's capability need to be limited, roles need to be separate across other suits, so he keep may have fun playing with it but it is more challenging now because there are others who can perform similar things. So it would be a good addition to limit some of uplinks on size of suits they can spawn. It could be flat number, or complicated one, lets say uplink have 10 points, Heavy required 4 to spawn, Medium 2, Light 1 - so uplink can spawn 1H and 3M or 10L.
There are two numbers that count for person that is fitting uplink, it is: time to spawn, and count of spawns - but player that is choosing uplink to spawn do not look at this(he do not even know how many spawns are left, he may use last one and regret that he will not be reinforce by friends), he just want to spawn closes to place where he want to be, or where he died.. whole concept of "we want to make skilling into and using high tier Equipment more rewarding." is ruined because of it, we do not get more points for using better Equipment if much worst is 1 meter closer to objective. There's no wonder that players choose easiest place to respawn, HUD when you are dead is not clear - each uplink have 'wave' effect, when they overlap one each other in concentrated point you can not tell if there is red dots between them, not to mention to even try read countdown spawn timer.
Even if we will have in future uplink's that are undetectable, that have 1-10 signature; it is not giving us guarantees that no one will find one and simply camp it. Today players do not know if they spawning on camped uplink or not, but there is that stupid mechanic where they are immortal(is it able to safe your life when link is camped by squad - NO) - it would be much better if some of uplinks would self-destruct when they detect enemy 5-10 meters from them, it would safe a lot of anger for everyone.
It would be awesome to have variant of uplink that 'turnOFF' from public use when it have just one spawns left, and it is reserved for player that deployed it.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Echo 1991
WarRavens Capital Punishment.
592
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Posted - 2014.11.25 10:15:00 -
[60] - Quote
I would like proxies to have the lowest scan profile. Vehicles already have a system available to let them know there are mines down. |
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![Haerr Haerr](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Haerr
Edimmu Warfighters Gallente Federation
2024
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Posted - 2014.11.25 12:16:00 -
[61] - Quote
You guys missed the:
Active Scanner & Repair Tool
Both of which should have a Scan Profile of 100 dB while active.
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Cross Atu
OSG Planetary Operations Covert Intervention
4001
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Posted - 2014.11.26 02:43:00 -
[62] - Quote
Haerr wrote:You guys missed the:
Active Scanner & Repair Tool
Both of which should have a Scan Profile of 100 dB while active. Active scanner makes sense, repair tool has no more reason for high profile when active than does, well anything within the light or heavy weapon lines.
See a cool idea thread? Mail me the title and I'll take a look =)
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Haerr
Edimmu Warfighters Gallente Federation
2024
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Posted - 2014.11.26 07:21:00 -
[63] - Quote
Cross Atu wrote:Haerr wrote:You guys missed the:
Active Scanner & Repair Tool
Both of which should have a Scan Profile of 100 dB while active. Active scanner makes sense, repair tool has no more reason for high profile when active than does, well anything within the light or heavy weapon lines. Except that the Repair Tool has infinite uses, giving it a Scan Profile penalty would give it a drawback without directly influencing its capabilities.
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Celus Ivara
DUST University Ivy League
245
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Posted - 2014.11.26 15:14:00 -
[64] - Quote
CELESTA AUNGM wrote:CCP Rattati wrote:I personally think it sucks to go out of your way to place an uplink, and virtually anybody sees it by passing by, even if you hid it in a corner on the second floor. Hello, and I am in disagreement about the physical "visibility" of a piece of equipment. Especially an uplink. ![Oops](https://forums.dust514.com/Images/Emoticons/ccp_oops.png) It is a powerful controller of access and movement around the map. So destroying it should be essential to an opponent, and also be an electronic challenge to the opponent---but not naturally camouflaged or "cloaked", or minimized visibly from what they are now. If the idea is to SKILL into using these powerful pieces, then there needs to be a challenge to placing them on the map. Being able to "shlop" it down and expect it to "not be detected" (just because I ran seven feet behind a big boulder) is not the best thinking. Part of the frustration expressed by players here is spamming, but part of the frustration is also that many of the uplink-carriers are sloppy or not as skillful as they think they are PLACING the uplink. I wouldn't want to see the uplink made smaller or less visible in order to help poor placement. The result may accidentally encourage MORE "shlopping it down" without practice or enough skill----while at the opponent's end of things, we who have a hard enough time finding enemy uplink that ARE well-placed, will be distracted and fed up spending overtime to visually locate a "newer, even less see-able version". I am all for reducing an equipment piece's ELECTRONIC detection by an enemy (especially as a means of progressing to higher tier models), but I fear any thoughts of reducing the oppotunity to find it with the Mark-1 EYEBALL. Really, Rattati, as long as the uplink is placed with enough "extra practice", it isn't detected by almost anybody (just those of us who deduce there must be an uplink planted here somewhere and scours around for it). It's that "extra practice" that I'd like to see remain as a requirement for using uplinks. To provide some additional insight: Way back in the early days of Dust, Uplinks were glitched in that they wouldn't render until you'd stared at them (or rather, the empty air where they should be) for quite a while. Combined with their very low scan profile at the time, they were near invincible. A very bad situation.
A later update fixed the rendering problem, but also glitched-out their scan profile, making them omni-present on the entire enemy team's radar if anyone was within 100m of them. This meant the only places to put any links without it getting insta-popped were either 100m+ from anything of note, (thus dooming all players to long sprints to anything fun; half the time getting sniped before they got there) or to use extreme verticality to keep enemies from reaching it. At a time when dropships were uncommon, you either couldn't access safe ares at all, or you could and they would be invincible since the enemy didn't have 'ships. A very bad situation.
Though I do like the idea of scan profile being a new tool we can play with to design equipment variants; Uplinks in general need to reside in a middle-ground as far as findability goes. We've already explored the far ends of that play-space; "Here there be dragons," has been written on your map for a reason. ;) |
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Joel II X
Bacon with a bottle of Quafe
4807
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Posted - 2014.11.27 02:50:00 -
[65] - Quote
If they should have better profiles, they should only be decreased by 5 dB, not 10.
If an equipment is 35, chances are heavies will never be able to spot them unless in direct sight. I assume we don't want that.
If the progression is 55/50/45, it will basically be like the frame size profiles, but without dampening skills, so heavies will be able detect a bit more if skilled into precision and using a basic without sacrificing much tank and fitting capabilities, while the lower frames shouldn't have a relative problem.
Alternatively, you can decrease various equipments by the amount of points given, and the overall usefulness in battle. For example, Uplinks giving off a greater profile then Nanohives, along with their variants (i.e a Quantum Uplink having a bigger signature than the basic, while the 'Void' has less).
That said, I think Remote Explosives should have relatively low signatures so that you have to at least equip a "good" Precision Enhancer to see them on your HUD, while Proximity Mines have greater signatures so that infantry are able to clear out fields in order to help vehicles (as a way of creating harmony between roles, I guess). |
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Kaze Eyrou
Molon Labe. General Tso's Alliance
1013
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Posted - 2014.11.27 07:28:00 -
[66] - Quote
Just wanted to come in and suggest a name for Drop Uplinks that would have a potential to evade scans, should such a time come.
First off, to introduce two pieces of EVE equipment that are part of the EWAR game: Phased Muon Sensor Disruptor I - A Remote Sensor Dampener Phased Weapon Navigation Array Generation Extron - A Target Painter
My suggestion: The Viziam Phased Drop Uplink
Beyond that, I'm afraid to suggest anything for it as I believe the community is split between the "Scans should win" and "Stealth should win" crowds.
CB Vet // Logi Bro // @KazeEyrou
CIO ("Proto Forum Warrior")
Learning Coalition & RTG
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Kaze Eyrou
Molon Labe. General Tso's Alliance
1013
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Posted - 2014.11.27 07:35:00 -
[67] - Quote
Haerr wrote:Cross Atu wrote:Haerr wrote:You guys missed the:
Active Scanner & Repair Tool
Both of which should have a Scan Profile of 100 dB while active. Active scanner makes sense, repair tool has no more reason for high profile when active than does, well anything within the light or heavy weapon lines. Except that the Repair Tool has infinite uses, giving it a Scan Profile penalty would give it a drawback without directly influencing its capabilities. By that logic, I assume Nova Knives need this "drawback" as well?
Or can Logistics use a cloak while using a repair tool?
Sorry for the thick dripping sense of troll in this post as my jimmies get a little rustled when someone suggests that the weakest class of possible HP and firepower needs to get weaker...
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CB Vet // Logi Bro // @KazeEyrou
CIO ("Proto Forum Warrior")
Learning Coalition & RTG
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Cross Atu
OSG Planetary Operations Covert Intervention
4005
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Posted - 2014.11.27 08:20:00 -
[68] - Quote
Haerr wrote:Cross Atu wrote:Haerr wrote:You guys missed the:
Active Scanner & Repair Tool
Both of which should have a Scan Profile of 100 dB while active. Active scanner makes sense, repair tool has no more reason for high profile when active than does, well anything within the light or heavy weapon lines. Except that the Repair Tool has infinite uses, giving it a Scan Profile penalty would give it a drawback without directly influencing its capabilities.
Most light and heavy weapons have effectively infinite uses (most players do not actually exhaust their full ammunition compliment prior to death), and the Nova Knives have literally infinite uses.
Further weapons of all types have no cap, cool down, or clause placed upon their earnings while the repair tool most certainly does.
Saying that the repair tool should have a higher sig profile than the flaylock, forge gun, mass driver or swarm launcher, "because ammo" is deeply arbitrary. There are no prior mechanics to suggest such a correlation. Further the OP asked about specific gear in a specific context, yes the scanner and rep tool are both "equipment" but they are no more like the listed equipment, and no more relevant to the topic of the OP than the shotgun is to a thread about laser rifle balance - even though they are both light weapons.
See a cool idea thread? Mail me the title and I'll take a look =)
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![Haerr Haerr](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Haerr
Edimmu Warfighters Gallente Federation
2039
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Posted - 2014.11.27 11:13:00 -
[69] - Quote
Cross Atu wrote:Haerr wrote:Cross Atu wrote:Haerr wrote:You guys missed the:
Active Scanner & Repair Tool
Both of which should have a Scan Profile of 100 dB while active. Active scanner makes sense, repair tool has no more reason for high profile when active than does, well anything within the light or heavy weapon lines. Except that the Repair Tool has infinite uses, giving it a Scan Profile penalty would give it a drawback without directly influencing its capabilities. Most light and heavy weapons have effectively infinite uses (most players do not actually exhaust their full ammunition compliment prior to death), and the Nova Knives have literally infinite uses. Further weapons of all types have no cap, cool down, or clause placed upon their earnings while the repair tool most certainly does. Saying that the repair tool should have a higher sig profile than the flaylock, forge gun, mass driver or swarm launcher, "because ammo" is deeply arbitrary. There are no prior mechanics to suggest such a correlation. Further the OP asked about specific gear in a specific context, yes the scanner and rep tool are both "equipment" but they are no more like the listed equipment, and no more relevant to the topic of the OP than the shotgun is to a thread about laser rifle balance - even though they are both light weapons. Right, got me there... ![Oops](https://forums.dust514.com/Images/Emoticons/ccp_oops.png) But just you wait, eventually I will figure out a half way not entirely **** reason for nerfing the repair tool (in an other thread)! ^_^
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Lazer Fo Cused
Shining Flame Amarr Empire
140
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Posted - 2014.11.27 14:15:00 -
[70] - Quote
1. If you make uplinks easy to see then its pointless putting them down as they would be eliminated instantly
2. If uplinks are easily seen you have killed the Amarr Logi
3. If uplinks do not have any other variations which have a lower db than std or even adv then why use proto?
4, If uplinks do not have any variations with a lower db then why bother at all? |
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DarthPlagueis TheWise
434
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Posted - 2014.11.27 19:01:00 -
[71] - Quote
Rattati I will love you forever if you make sentinels able to scan down remotes.
F*k this cash grab fix the shit that matters: unkillable uplinks, invisible remotes on null cannon hack panels, etc.
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CCP Rattati
C C P C C P Alliance
12484
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Posted - 2014.12.01 05:17:00 -
[72] - Quote
As a lot of changes are imminent to the EWAR and Equipment landscape, we will be doing a simple implementation for now.
Equipment Profile STD/ADV/PRO 55/45/35
This thread also went quite off track. We will create another one when the time is right.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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