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Thread Statistics | Show CCP posts - 1 post(s) |
Jebus McKing
Jebus Hates Scans
1070
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Posted - 2014.11.25 10:02:00 -
[1] - Quote
CCP Rattati wrote:I still don't understand the hubbub I think that if you are stacking plates as a Heavy you don't really care about your speed anyway. Hitting a heavy really is not the problem. On top of that a strafe speed penalty to shield extenders will hit the Minmatar Sentinel the most, because it is the only one actually depending on its mobility. And I think hardly anyone would call Minmatar Sentinels dominating at the moment.
From my perspective this proposal looks like it is trying to fix multiple things (Scout+heavy dominance, wiggle strafing, hit detection) with something that seems more like another bandaid than an actual fix.
Hitting scouts (but also strafing assaults) indeed is a problem. But I have the feeling it is more a problem of hit detection not working properly rather than strafe speed. [Something is seriously ****** up with this game's network code.Completely anecdotal and I have no proof but it happens way too often that I get hits when I really should have not and vice versa. Especially when the japanese guys decide to come to the EU server again. I just can't damage them. Maybe you could look into that? I don't know, maybe run some extensive testing on your testserver and use some network shaping tools to simulate bad latencies and look how the game compensates for that.]
Also, making tanked scouts strafe slower won't fix their dominance in pubs. As long as they can see an enemy coming from Xm away, both on their radar and on tacnet, and have a weapon that can kill even a heavy with 1200+HP in 1-3 hits, you will not fix their effectiveness. Especially in pubs, because the only viable countermeasure to scouts right now is running in blobs of people that actually pay attention, which is rare in pubs.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1076
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Posted - 2014.11.25 16:28:00 -
[2] - Quote
Vesta Opalus wrote:Jebus McKing wrote:
Also, making tanked scouts strafe slower won't fix their dominance in pubs. As long as they can see an enemy coming from Xm away, both on their radar and on tacnet, and have a weapon that can kill even a heavy with 1200+HP in 1-3 hits, you will not fix their effectiveness. Especially in pubs, because the only viable countermeasure to scouts right now is running in blobs of people that actually pay attention, which is rare in pubs.
Agreeeeed, there are other threads though discussing revamps of the scanning system which may provide a mechanics based counter to them, just go there and drop a message in there to make sure no suits get to drop under the highest precisions in the game and it will go a long way to getting the whole shotgun scout dominance crap fixed. I am in those threads. In all of them.
And scans that can not be avoided are gross!
It has to become easier to avoid scans!
But enough of that. This is OT.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1088
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Posted - 2014.11.25 19:49:00 -
[3] - Quote
Vesta Opalus wrote:Read the threads, everyone can avoid the longer ranged scans more easily, but every suit will have a stronger inner circle of scan defense that should reveal much more, and for high scan precision suits should (in my opinion) reveal anything. If you really have an issue with shotgun scouts 3 shotting heavies (not to mention making assaults and commandos useless), having suits that can dampen under anything and maintain high speed and decent scanning is the source of the problem, and it needs to be counterable by something in the game, strong short range scans are the natural balanced way of doing that. Consider it maybe. Why should you ever expect to have the luxury to see an enemies every step on a radar?
How is it acceptable that one guy on the enemy team can *blip* for one second and reveal my position to his whole team?
How is it acceptable that one guy can see me coming from +30m away, relay this information to his whole squad, and do all that without even using a single module?
Anticipating your enemies next step should be a skill that you have to learn after many hours of playing a game, not a built-in feature.
With scans that are too strong 1vs1 fights are boring because you can see exactly what you opponent is up to, and it is close to impossible to disengage.
I don't have a problem with shotgun scouts 3-shotting heavies, if they have earned it through clever gameplay instead of waiting around a corner until the red arrow moves into range.
At least give people the choice to avoid being scanned! Right now, as a Medium suit you don't have a choice because there is no way you can stop a Gal Logi with a proto scanner (not even focused) to reveal your position to the entire enemy team. If there is a Gal Logi on the enemy team, go HP or die!
And people are still complaining that Gal Logi is useless because he can't easily scan scouts who actually care and devote their fitting towards not being scanned.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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