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Clone D
Grundstein Automation
970
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Posted - 2014.12.07 03:32:00 -
[1] - Quote
Current scan range will be effectively halved in 1.10.
What scouts can currently detect at 20 meters, they will be able to detect at 10 meters in 1.10. While scan range will extend to 20 meters, the precision has been nerfed between 10 - 20 meters.
Excerpts from http://dust514.com/news/blog/2014/12/uprising-1.10-overview-patch-notes/
Scan Precision:
- Light Frames:
Scout: Close/Medium/Far = 20/40/52
Scan Range:
- Light Frames:
Scout: Close/Medium/Far = 4/10/20
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Clone D
Grundstein Automation
970
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Posted - 2014.12.07 04:11:00 -
[2] - Quote
Spkr4theDead wrote:I don't understand any of this.
Currently, by default, a scout has a scan precision of 40db out to 20 meters.
After 1.10, by default, a scout has a scan precision of 40db between 5-10 meters.
This is another nerf that severely reduces the effectiveness of a lonewolf player.
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Clone D
Grundstein Automation
970
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Posted - 2014.12.07 04:12:00 -
[3] - Quote
If you don't understand why it's a big deal, then don't worry about it.
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Clone D
Grundstein Automation
970
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Posted - 2014.12.07 04:27:00 -
[4] - Quote
Jack 3enimble wrote:Clone D wrote:If you don't understand why it's a big deal, then don't worry about it. LOL. Trust me i do understand. A little crystal balling tells me you're specced into scouts
I specced into everything and play all roles.
It's just another way that soloists are being nerfed nerfed nerfed from every angle.
Yes, people claim it is a team game. Yes, I squad up regularly.
I experience extreme technical difficulties when I activate voice such as frame rate drop and lag, which makes playing in a squad a mere social experience. If I want better frame rates, higher performance, and a significantly more enjoyable gaming experience then I am forced to play solo without voice.
Squad members continue to share TACNET info about passively scanned hostiles, while soloists now deal with 1/2 the range that was previously available at the 40db precision level.
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Clone D
Grundstein Automation
971
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Posted - 2014.12.07 05:37:00 -
[5] - Quote
Joel II X wrote:I know. They're removing the scouting from scouts, didn't you know?
I guess Ratatti plays a logi.
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Clone D
Grundstein Automation
972
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Posted - 2014.12.07 06:43:00 -
[6] - Quote
Atiim wrote:Clone D wrote:Joel II X wrote:I know. They're removing the scouting from scouts, didn't you know? I guess Ratatti plays a logi. He plays as a Gallente Assault.
While I did not know that, I was sarcastically implying that logis are being supercharged in 1.10.
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Clone D
Grundstein Automation
984
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Posted - 2014.12.07 13:15:00 -
[7] - Quote
Varoth Drac wrote:It's not a 50% range nerf to scouts it's at 30% precision nerf to scans over half range. Stated in the OP in not so many words.
Varoth Drac wrote:Yes it's a scout nerf, but not as bad as halving range. What could once be detected out to 20 m can now be detected out to 10 m. That effectively halves range of 40db precision, stated in OP.
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Clone D
Grundstein Automation
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Posted - 2014.12.07 18:42:00 -
[8] - Quote
Duke Noobiam wrote:Scouts who want to rule ewar will have to use precision enhancers now instead of stacking shield extenders. This is aligned with the goal of making scouts play as actual scouts rather than assault suits.
Agreed, I have played an ewar scout fitting without shield/armor tanking for a long while. I use all of my slots for ewar and the problem is that precision has always been much weaker than dampening. Now that range has been halved at the 40db precision level, we will see 25% of the information (pi*R^2) that was once available at the 40db level which nerfs ewar to a nearly unusable amount, especially for scout vs scout ewar.
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Clone D
Grundstein Automation
984
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Posted - 2014.12.07 19:27:00 -
[9] - Quote
Ripley Riley wrote:A scout may have to fit one range amp and precision enhancer to have omnipotent passive EWAR scans?! Wha-NO! The scout-gods will have nothing of this nonsense!
Sorry, not sorry.
Always such a sarcastic commenter who apparently doesn't do calculations. It takes a full complement of complex precision enhancers to get any remotely useful information out of TACNET. It takes nearly a full complement of range amps to detect scouts at a useful distance, since many slayer scouts are kincat tanked and running viziam or carthums which have a much greater range than TACNET anyway.
Due to network communication time, quick scouts can travel deep into your TACNET radius before the radar screen updates on your client, often times too late. 10 or 15 meter range is nowhere near enough of a warning for incoming slayers.
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Clone D
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Posted - 2014.12.07 20:33:00 -
[10] - Quote
Daddrobit wrote:... the only thing these suits are gonna pick up are mediums and heavys, scouts will continue to require other scouts and focused scanners to see.
That's the big problem. Scout vs scout. A precision tanked scout will now have 25% of the area coverage (at the modified 40db level) that they once had. This is bad for shotty hunters, but good for scout slayers.
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Clone D
Grundstein Automation
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Posted - 2014.12.10 13:01:00 -
[11] - Quote
Scout Vs Scout EWAR is no longer useful for survival.
Just use your eyes now.
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