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Posted - 2015.04.19 17:51:00 -
[1] - Quote
Shoot scout with yes.
- Ripley Riley
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Posted - 2015.04.19 23:59:00 -
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I-Shayz-I wrote:IAmDuncanIdaho II wrote:Sup logi bros, tourist here. When not donning the scout suit I'm probably laying down juicy 3 second uplinks to help those blues out when they got no yellow Amarr friends on the field. So yeah, whenever I play Dom.
I like mass drivers and plasma cannons. I used to live in cda, Idaho...the place that the Duncan incident occurred. The girl who was involved is known by many in my friend circle. Your name has always bothered me.
I suspect he's too British to know anything about serial killers from Idaho.Think it much more likely his name is borrowed from a more widely known work of fiction: http://en.wikipedia.org/wiki/Duncan_Idaho
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Posted - 2015.04.20 00:04:00 -
[3] - Quote
One Eyed King wrote:Zaria Min Deir wrote:Also, I hear it from a good authority that gal logi scans are OP... I am going to lay off that one for being neighborly. Wouldn't want anyone getting stabbed on your first page in the neighborhood. Besides, its really those Anime peeps you have to worry about. Especially if you see them running around with tentacles. Now that we're onto Page 2
You can roll your eyes and stomp your feet all day, cupcake, but I'll bet you those scans still get nerfed. Low-effort + high-reward never lasts.
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Posted - 2015.04.20 05:35:00 -
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Response to Post #29 - I wouldn't say "easy mode", but I will say that GalLogi scans are generating massive return at relatively low risk. Took me awhile to dig these posts up, but here we go ... a brief history on Risk and Scans :-)
Chapter 1 - HF Charlie
Leading up to HF Charlie, it was a design goal of Rattati's to ensure that intense precision scans came at risk to their user. At the time, the CA Scout's long-range, high intensity scans were too effective at keeping him safe, his shared squad sight was paying dividends disproportionate with risk, and his regular use in PC was putting too much pressure on the MN Scout, who (following cloak's active damp bonus removal) was unable to beat the CalScout's scans. CalScout scans were simply too strong and had to be nerfed. Meanwhile, the AM Scout (as is again the case today) had no meaningful, competitive edge and was underutilized. Rattati set out to fix both problems at once by setting the AM Scout up with the CA Scout's precision bonus. The idea was simple. The AM Scout would excel in short-range / high-intensity scans, and the CA Scout would excel in long-range / low-intensity scans. Assuming the units were optimized for competitive recon (precision+range), neither unit would be heavily tanked or damp'd; in other words, running squad recon was to be risky by design.
CCP Rattati wrote:Arkena Wyrnspire wrote:On the Amarr scout: I think that precision will be very, very strong on this because there's pretty much nothing else you'd put in the highslots other than precision amps. Essentially that means that every Amarr scout will be scanning with a baseline of 20dB, which is very strong considering you can do that whilst having a strong tank. A profile penalty won't dissuade that kind of tanking either, because it's likely that a lot of Amarr scouts will decide to toss aside stealth and just use it as a combat suit with a powerful scanner. Very slow, short range, scanner at 20dB which can be evaded by all scouts at some effort, not maximum, and seen by everyone, esp CA scouts that then can engage before the Amarr sees him. Doesn't seem to break anything. Source
Chapter 2 - Cloakblind
We (the Barbershop) were wrong to have had doubts about Rattati's plan. HF Charlie's EWAR changes were a huge success, and we as a class -- for the first time since Chromosome -- achieved Racial Parity. CA Scout usage declined; AM Scout usage increased; MN Scouts returned to PC. But all was not well. It was also in HF Charlie that Assaults received a massive buff in the form of a significant HP increase and +1 slot/pg/cpu. Everyone expected that this would be the build where Assault usage rates would jump and Scout usage rates would finally decline. But the slayer migration did not materialize. The slayers were content to stick with their Assault Lite (uparmored GA/CA Scouts), and class kill/spawn efficiency remained disproportionately high. We suspected that target selection from the relative safety of cloak might be a major factor in kill/spawn efficiency. Noting that Cloak was prewired to dynamically alter an EWAR stat, Haerr wondered aloud one day [paraphrased] "I wonder if the cloak bonus could be rewired to point to Scan Range instead of Scan Profile? If so, we could disable our ability to scan while cloaked. It'd be like submarine warfare." Cloakblind was born that day, and introduced soon after as a means by which to increase risk factors for Scouts.
CCP Rattati wrote:Ripley Riley wrote: I believe it was Rattati that said he liked the idea of being cloaked dropping your scan radius to 0m. That would be a new penalty for cloaking. Don't ask me what thread it was in, but it was Features and Ideas.
It was in the Barbershop, and something like that is happening. Not zero, but cloaked scouts will not be able to know where everyone is in a 30m radius and pick the most vulnerable target or provide passive scans for their squad while cloaked. Cloak has been too risk-free since 1.8 and you all know how we feel about risk free playstyles.
Chapter 3 - Falloff
Fast forward to immediately prior to Falloff. Competitive CA/AM Recon Scouts came in similar flavors to those introduced in HF Charlie. Their scans were powerful, but the units themselves were extremely squishy and easily dispatched; they weighed in around 300HP, they were prone to being scanned, unable to participate meaningfully in combat, unable to defend themselves or escape when spotted, unable to serve in any capacity other than recon, always short on WP (passives are non-pay), and totally useless to their squad should they stray too far from the action or activate cloak. Theirs was a largely thankless, low-pay and low-glory job, but it was nonetheless extremely risky.
High-risk, low-reward (shared x5) intense scans: 18dB-24dB, 60-90m, 360-¦, always on.
Then one day, EWAR Scouts were declared OP and replaced by GalLogi's wielding a variety of 21dB scanners.
Low-risk, high-reward (shared x15 w/ directional intel) intense scans: 21dB, 200m, 90-¦, always on at 3 or more (Creodron Flux) 21dB, 100m, 60-¦, always on at 2 or more (Creodron) 21dB, 100m, 60-¦, always on at 2 or more (Duvolle Quantum) 21dB, 60m, 45-¦, always on at 1 or more (Creodron Proximity)
Permascanning a PC socket at low dB once required significant investment, as each squad needed one or more dedicated recon units. What used to require 4+ units can now be accomplished with 1-2 units. From 200m out. In my book, that's high reward at low risk.
Shoot scout with yes.
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Posted - 2015.04.20 06:30:00 -
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Ran out of room in Post #42 ...
Chapter 4 - The Future
There are no doubt bigger balance fish to fry at present, but here's what I think we'll see with Active Scanners somewhere down the road ...
1. Creodron Flux Nerf The 200m / 90-¦ scanner will be reduced in range and scan angle. It is the clearest case of imbalance, and once it is nerfed, arguments about active scanner balance will be made substantially less black-and-white.
2. Squad-share vs Team-share Scanners I suspect that squad-share scanners will be introduced with performance resembling what we have today. Scanners equipped with team-share capabilities will be somewhat crappier, perhaps with shorter scanning distances at weaker decibel levels.
3. Scannerinas Eliminated KB/M Spinscanning -- which was recently tested and confirmed again -- will flat-out bypass any effort we make toward balance. Should such efforts be made, this issue will likely not be permitted to persist.
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Posted - 2015.04.21 20:38:00 -
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Sned TheDead wrote: ...or to hide a easy to see dropsuit from scans.
Now you're talking about scan profile ... which is totally different from visual camouflage.
If most of the guys in here get upset bowels over a 250HP unit beating scans, how do you think they'll respond to 500HP and 1000HP beating scans? Not attacking the merit of the idea; simply pointing out that you're likely selling it to the wrong crowd :-)
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Posted - 2015.04.23 05:05:00 -
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Luther Mandrix wrote:... sucks the energy out of enemy Uplinks/Nanohives
Why not use a piece of EQ to flip red gear to green?
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Posted - 2015.04.24 17:41:00 -
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Cross Atu wrote:Hawkings Greenback wrote:Cross Atu wrote:Adipem Nothi wrote:
Why not use a piece of EQ to flip red gear to green?
I still want to hack deployed gear. I like the idea of that, a lot. However an Interesting idea might be to add a peice of equipment ( yes yes, I know, development, time and small team ) that allows you to hack uplinks. It could make for a more interesting game. Teams having to gaurd link points and being more careful of position or deployment of links. Although it could just create more spam to cover for hacked links. Just random thoughts early morning. I've been interested by attaching the ability to hack to use of a codebreaker. Thus you cold require either a codebreaker of X meta level to hack gear of Y meta level. Or a X number of codebreakers to hack gear of Y meta level. In either case the baseline function of the codebreaker(s) remains. Provides some slot competition, gives added incentive to run proto hives and links (harder to hack) etc. It creates interplay rather than a yes/no system, and this may be computer coding (yep even on a console it's still that ) we're talking about here but avoiding binary outcomes is still a good idea in my view. Very clever! For hacked EQ, might discounted bandwidth rules apply?
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Posted - 2015.04.25 21:43:00 -
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noob cavman wrote:Miles O'Rourke wrote:Any one got any fitting suggestions for a Gal Logi? Advanced and Proto if possible. 3 proto flux scanners equal perma scans thats for an easy money maker for the gal logi. Just be 100m away from the action and scan away! Here's mine:
DS: Logi gk.0 HS: Cmp Precision (x3) LS: Cmp Ferro (x3), Cmp Reps (x2) PW: RS-90 Combat Rifle GR: Core Locus EQ: X-3 Hive, Creodron Flux Scanner (x3)
Recently acquired. Have run variations of this loadout for 20-30 matches. Seems to be a beastly suit. Holds its own in combat extremely well considering the (arguably OP) EWAR value it brings to the team. The biggest drawback is low average WP; not much earned from scans, even if they're always up for most of the match.
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Posted - 2015.04.25 23:03:00 -
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Cross Atu wrote:Adipem Nothi wrote:noob cavman wrote:Miles O'Rourke wrote:Any one got any fitting suggestions for a Gal Logi? Advanced and Proto if possible. 3 proto flux scanners equal perma scans thats for an easy money maker for the gal logi. Just be 100m away from the action and scan away! Here's mine: DS: Logi gk.0 HS: Cmp Precision (x3) LS: Cmp Ferro (x3), Cmp Reps (x2) PW: RS-90 Combat Rifle GR: Core Locus EQ: X-3 Hive, Creodron Flux Scanner (x3) Recently acquired. Have run variations of this loadout for 20-30 matches. Seems to be a beastly suit. Holds its own in combat extremely well considering the (arguably OP) EWAR it brings to the team. The biggest drawback is low average WP; you can keep scans up for nearly the entire match, but it doesn't pay very well, especially when compared to Logis of the repper variety. Which also usually don't pay enough to break even despite their high WP totals Right now the Gal logi is like the Fac War of roles, yes you can run it, and run it well... but you'd better expect to run something else to pay for it Agreed. The loadout above runs 184k with an advanced rifle, 220k with a proto rifle. My KDR's up for the week, and I'm dying less often but each death is expensive. I've been running it for only a handful of days, and I'm already down 5-10M Isk.
Not sure how to fix that. Could drop the base price of the frame as well as EQ, but I suspect the Logi would still be an expensive role to run.
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9215
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Posted - 2015.04.25 23:29:00 -
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Adipem Nothi wrote:
Edit: Putting together a G/1 variation ...
Scanner Logi G/1 (59k) HS: Cmp Precision (x2) LS: Cmp Reactive (x3) PW: Dren Assault Rifle GR: M/1 Locus EQ: X-3 Hive, Creodron Active Scanner (x3)
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9216
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Posted - 2015.04.25 23:47:00 -
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Zaria Min Deir wrote:Adipem Nothi wrote:Adipem Nothi wrote:
Edit: Putting together a G/1 variation ...
Scanner Logi G/1 (59k)HS: Cmp Precision (x2) LS: Cmp Reactive (x3) PW: Dren Assault Rifle GR: M/1 Locus EQ: X-3 Hive, Creodron Active Scanner (x3) G/1 has 3 equipment slots, so you mean Creodron Active Scanner x2, right? Indeed! Will fix.
(Opted for 2 Creodron over 2 Flux due to faster cooldown time.)
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Posted - 2015.04.26 14:55:00 -
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MINA Longstrike wrote:Luther Mandrix wrote:Shared Scans and Damping in Dust514 Please correct me if I am wrong on any of this ,I want to know exactly what is going on. 1.Passive scan suits let the whole squad/Team see all enemies in scan range of Passive scan suit? 2.Direct sight used to be shared with squad/team ,is it still shared? 3.Active scan equipment scans are shared by whole team.
1.So if the above is true that one passive scan suit can see for the team why can't one dampend suit damp for the whole team? Balanced gameplay?(My thoughts passive scan should be for that player only) 2.Should direct sight be shared by team/squad by tagging enemy like Battlefield?(Personally don't like shared sight) 3.If active scan is shared by the team ,I think that is OP. (Personally Shared by squad at the most is my thought) Passive scans are shared by squad. Direct line of sight is not shared with anyone. Infantry active scanners are shared with team, Vehicle active scanners are only shared with squad.
There is one exception as it relates to Active Scanners. The Duvolle Focused Active Scanner is shared with Squad; every other Active Scanner is shared with Team.
* I've not recently tested Direct Line of Sight or Vehicle Active Scanners, but I've no reason to doubt Mina's report.
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Posted - 2015.05.01 00:02:00 -
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An early/undeveloped idea on Isk changes; spitballing first with you ... please shoot holes in this :-)
Solution: Keep what you kill. Problem: Logis often aren't focused on killing; they're also disproportionately expensive. Observation: Rep Logis typically top EOM WP leaderboards. Thought: Could also adjust EOM WP-based pay, but that would only benefit Rep Logis. Idea: Let all Logis become Rep Logis. How: Set MN Logi bonus as a class bonus; give MN Logi a new bonus to Proxies & Remotes. Thought: Logis are still too expensive; reduce frame cost and EQ prices by 50%.
Revised Solution: * Keep what you kill. * Set MN Logi bonus as a class bonus * Give MN Logi a new bonus to Proxies & Remotes * Reduce Logi frame prices by 50% * Reduce Equipment prices by 50%
Again, only spitballing. Thoughts?
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Posted - 2015.05.01 01:48:00 -
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bogeyman m wrote:Sned TheDead wrote:- why?
To your point, all suits of the same tier should normally be of similar pricing. However, because the Logis carry more equipment than any other suit and you can only discount equipment so much, an additional discount needs to be applied to Logi suits so that a fully loaded Logi fit is still comparable in total cost to fully loaded versions of other suits.
^ This.
The per unit price of my Logi gk.0 is significantly higher than my Assault and Scout gk.0. Reducing the base frame price (in addition to reducing EQ price) would lessen what is otherwise a disproportionately expensive infantry role.
Why should a medic/support unit cost > 25% more than the next infantry unit?
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Posted - 2015.05.01 01:53:00 -
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Also, thanks for shooting holes in that idea, gents. Makes good sense. Much appreciated!
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Posted - 2015.05.05 21:53:00 -
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@ Cross
Interesting video, but check out the spin scan at 0:42: https://www.youtube.com/watch?v=xxhOgpwIeI4&feature=youtu.be
I wish there was a way to fix this.
On the topic, it'd be really cool if we separated squad scanners from slightly weaker team scanners, then added WP assist points to both types of active scans. If you'd like, I can put together a spreadsheet for you. Let me know.
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Posted - 2015.05.06 16:59:00 -
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Cross Atu wrote:Adipem Nothi wrote: On the topic, it'd be really cool if we separated squad scanners from slightly weaker team scanners, then added WP assist points to both types of active scans. If you'd like, I can put together a spreadsheet for you. Let me know.
Yes I'd be interested in seeing a sheet on that. Honestly doing that has been on my 'to do' list for awhile now but there are only so many free hours Off to work for a 'bit, but I'm on it. Thinking something simple ...
Squad Scanners = Current Scanner Stats, +15WP recon assist Team Scanners = Current Scanner Stats -15%, +10WP recon assist
I'll have a worksheet together for you by the end of the day; will post it here for inspection by the Ward.
As for spin-scans, I don't believe these can be readily fixed by server-side tweak. IIRC, they initially tried to set the cycle duration to 0.1 seconds to narrow the spin window, but it didn't work properly in QA, so they settled for 0.3 seconds. As you can see in the video, 0.3 seconds is more than enough time to rotate 360 degrees with a KB/M. Not sure what to recommend; Rattati had an engineer look into it last year; wonder what turned up?
Edit: Haerr had a good idea last May. In System Settings, there is a X/Y sensitivity setting specific to aiming down sights. If we forced merc perspective into an "ADS state" while scanner is held, then overrode this sensitivity value to near 0, we might be able to slow down the would-be scannerina. Another idea might be to prevent any/all rotation while scanner is scanning; in other words, you can strafe left and right but you can't pan left or right for the 0.3 second scan cycle. /spitball
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Posted - 2015.05.06 22:47:00 -
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Adipem Nothi wrote: I'll have a worksheet together for you by the end of the day; will post it here for inspection by the Ward.
As promised - Google Doc!
In a nutshell ...
* Duplicate items in the Active Scanner table, so we begin with identical Sets #1 and #2 * For all items in Set #1, replace the word "Active" with "Squad" in the item name field * For all items in Set #1, set recon mechanic to shared:squad rather than shared:team * For all items in Set #1, leave stats and WP exactly as they are (squad scanners maintain current stats) * For all items in Set #2, replace the word "Active" with "Team" in the item name field * For all items in Set #2, nerf precision by 20% and nerf range by 20% * For all items in Set #2, change Intel Assist pay from 15WP / 0WP to 10WP / 10WP (squad assist / team assist) * Set #1 now includes 13 Squad Scanners; Set #2 now includes 13 Team Scanners
The Google Doc includes current / proposed stats for all Active Scanners by regular user and GalLogi(5) user. I've also included a Scan Profile summary for your ease-of-reference.
Design Goal: Presently, Assault units need 3 complex damps (20dB) to beat team-wide GalLogi proto scans (21dB). My goal was to maintain this benchmark for squad-shared scans, but reduce the req'd damp count for Assaults from 3 to 2 for team-shared scans. At a precision nerf of 20% to team scanners, a GalLogi w/ proto team scans pings at 25dB, which is 1 dB higher than an Assault running 2 complex damps (24dB). If my math is correct :-)
@ Triage Ward -- Please shoot holes!
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Posted - 2015.05.07 13:27:00 -
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@ Shaman
The whole point of kneecapping recon scouts last December was to do away with always-on recon. I fear we've failed in this goal in every conceivable way.
* Always-on Recon is now the norm in any competitive Ambush, Dom or Acq match. * Always-on Recon is now team-wide rather than squad-wide. * Always-on Recon can be achieved with as little as 1 unit / team (down from 1 unit / squad). * Always-on Recon is now being served by combat-worthy units at far lower risk than before.
We were sold on an active game of hide-and-seek, which would've been great. Unfortunately, we ended up with permascan. But we can fix permascan, and we can fix it without kneecapping the GalLogi. I think we should try.
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Posted - 2015.05.12 15:33:00 -
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Zaria Min Deir wrote:The numbers look about right to me, except I can't parse the difference between my play experience and what the numbers claim as far as the Min assault is concerned...
Agreed. The MN Assault efficiency data does not add up with what I'm observing every day in game, nor does it fit the forum narrative, nor does jive with usage rates (both in pubs and in PC). This KDR data tells us an interesting story, but I suspect it isn't telling us the whole story.
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Posted - 2015.05.30 02:58:00 -
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Booby Tuesdays wrote: Butt hurt TryHards want the Logi nerfed after it finally receives the buffs we've been fighting for, for over a year. Got it.
Scouts waited a year for 1.8. We absolutely needed to be nerfed afterwards. With all due respect, I'd be thinking about contingencies if I were in your shoes. Just in case :-)
@ Cross On the topic of contingencies ... if GalLogi usage were to go up, GalScout usage would follow. The uparmored "Assault Lite" which would follow wouldn't be as potent as in the past, but it could still potentially pose utilization and efficiency problems. In the unlikely event that this happens, I'd recommend we respond immediately by increasing mobility penalties on plates (ferro included) when equipped by Scouts.
PS: GalLogi scans are still overpowered, IMO, but they'll help to deter Assault Lite from stacking straight plates on Scouts . If active scanner nerfs are in the cards, it may be a good idea to hold off on them until after dust settles from speed/hp.
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Posted - 2015.05.30 03:13:00 -
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Booby Tuesdays wrote:Adipem Nothi wrote:Booby Tuesdays wrote: Butt hurt TryHards want the Logi nerfed after it finally receives the buffs we've been fighting for, for over a year. Got it.
Scouts waited a year for 1.8. We absolutely needed to be nerfed afterwards. With all due respect, I'd be thinking about contingencies if I were in your shoes. Just in case :-) With all due respect, Scouts received a huge buff in CPU and PG, as well as the most game breaking piece of equipment for invisibility. Logis are getting a slight speed buff. .3 m/s in most cases...
Scout buffs were absolutely over done, and Rattati is absolutely a different breed of developer. That said, ultimately, we don't know what Logis will end up getting, and we don't know how hard mobility changes will impact Assaults. If things go south, it's good to have a plan.
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Posted - 2015.05.30 03:19:00 -
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mollerz wrote:Adipem Nothi wrote: We absolutely needed to be nerfed afterwards. debatable.
Debatable? Don't think so! Usage Rates were through the roof. Kill / Spawn efficiency was disproportionately high. Seemed like every ham-fisted "slayer" in the game was running around in an uparmored Scout suit.
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Posted - 2015.05.30 03:30:00 -
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Cross Atu wrote:Indeed, honestly moments like this (when combined with all the feedback in the Speed/eHP thread... yes I've read every post in there... ) makes me think perhaps CCP should just normalize strafe speed across the boards (or something closer to it) and pull it back to nearer the ~60% levels of prior builds. If it is indeed the "wiggle dance" that is so combat potent that it can define what is the best slayer suit (as is being suggested by various players on the forums and off), and it is also widely acknowledged that it is a form of breaking the in game hit detection, then isn't it time to take that tool off the table for everyone? But saying that, even here, seems like it's just lighting a fuse and waiting to be flamed
A solid speed/hp framework would still be a good thing to have, but I'd love to see inertia implemented and wiggle put to rest. If inertia isn't possible, maybe we should iterate slowly downward from 0.9 rather than jumping straight down to 0.6; could be that there's a good spot in between these extremes.
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Posted - 2015.06.12 03:09:00 -
[26] - Quote
8213, huh?
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Posted - 2015.06.19 16:15:00 -
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Cross Atu wrote:I wrote an article awhile back about the NDA, figured it was time to share it a little more widely. It's here for those interested. A well written article, Cross. Kudos o7
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Posted - 2015.07.01 03:09:00 -
[28] - Quote
* Caveat: Layman
Ran Logi a 'bit earlier today. Gal w/ 2 KinCats + Ferros. The speed buff did not strike me as overly done.
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Posted - 2015.07.01 15:37:00 -
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Cross Atu wrote:Adipem Nothi wrote:* Caveat: Layman
Ran Logi a 'bit earlier today. Gal w/ 2 KinCats + Ferros. The speed buff did not strike me as overly done. Agree, so far so good regarding the changes. [Note: my testing is still in the very early stages, conclusions may change with more time and data] Completely agree. Initial impression.
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Posted - 2015.07.02 16:42:00 -
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Another early impression:
Logis seem to be somewhat more common than before and can be somewhat more difficult to kill. But they are not, in my observations thus far, anything like the old Slayer Logis from AR-514. It is perhaps too early to tell, but I do not expect that their kill/spawn efficiency or usage rates will exceed those of the assault class.
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Posted - 2015.07.10 02:01:00 -
[31] - Quote
Booby Tuesdays wrote:Dearest Logi brethren, I am looking to spec into a second Logi suit. Please advise which suit between Amarr, Gal, and Cal I should choose, and why. I really don't want to spec Amarr, but if your argument is persuasive enough... o/ Booby
Have had great results this build running the following:
Logi G/1 (112k) HS: Cmp Precision (x3) LS: Enh Ferro (x3), Cmp Red (x2) PW: Rail Rifle SW: N/A GR: Core Locus EQ: Compact Hive, Creodon Flux (x3)
~500HP, 9.27 m/s sprint. Underpowered WP. Overpowered Scans. Probably doing it wrong, but you can't argue with results :-)
Edit: Just spec'd into CalLogi; stay tuned for update!
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Posted - 2015.07.11 01:19:00 -
[32] - Quote
http://dust.thang.dk/market_tryhardinator.php
^ I spy 2 Logis in the Top 10 :-)
Wouldn't be surprised to see a Commando or two in here soon.
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Posted - 2015.07.11 01:30:00 -
[33] - Quote
Cross Atu wrote:Adipem Nothi wrote:http://dust.thang.dk/market_tryhardinator.php
^ I spy 2 Logis in the Top 10 :-)
Wouldn't be surprised to see a Commando or two in here soon. Nice trend, I wish I could zero in on more complex data points to find out if the bulk of those suits are being run as actual support loadouts or simply as "slayer light" fitting types. That would be cool. If substantially more are running slayer than support, I'd expect to see a jump in kill/spawn efficiency.
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Posted - 2015.07.11 04:22:00 -
[34] - Quote
Booby Tuesdays wrote:Adipem Nothi wrote:Booby Tuesdays wrote:Dearest Logi brethren, I am looking to spec into a second Logi suit. Please advise which suit between Amarr, Gal, and Cal I should choose, and why. I really don't want to spec Amarr, but if your argument is persuasive enough... o/ Booby Have had great results this build running the following: Logi G/1 (112k)HS: Cmp Precision (x3) LS: Enh Ferro (x3), Cmp Red (x2) PW: Rail Rifle SW: N/A GR: Core Locus EQ: Compact Hive, Creodon Flux (x3) ~500HP, 9.27 m/s sprint. Underpowered WP. Overpowered Scans. Probably doing it wrong, but you can't argue with results :-) Edit: Just spec'd into CalLogi; stay tuned for update! Very interesting fit indeed! Surprising to not see any Reactives for the reps, and with the standard Rail instead of the CQC Assault variant. Are you mainly staying back, and not providing frontline support with it? I'm also looking for a fit that will complement my Mass Driver, since I run that 90% of the time. I know that Cal is a good choice due to being shield based, but I often flux myself, and this would leave the Gal Logi in a much better spot HP wise it seems. However, the Cal Logi hive bonus would probably be a MD users dream.
Precisely. For the most part, I'm painting the fight from a safe distance and plucking away at weakened targets. If a red gets into close range or I'm pushing up, I'm always baking a nade. When hit, I fallback and drop a compact. Dampened Scouts from behind are a threat, but my odds are better than 50/50 odds if I'm paying attention to my minimap ... vastly better odds if my flank is defended or if I'm embedded among friendlies (recommended). Insta-death by Scrambler Rifle from is pretty annoying, but that goes for all low-HP suits.
Great suit for when the enemy digs in, which is pretty common in Bush, Dom and Skirm.
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Posted - 2015.07.11 04:35:00 -
[35] - Quote
VAHZZ wrote: I don't know how I feel about that RR on a GalLogi
But it works! Also makes Arkena angry.
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Posted - 2015.07.11 05:21:00 -
[36] - Quote
Booby Tuesdays wrote: H: Comp Prec H: Comp Prec
1 Cmp Precision: 16dB, 32dB, 42dB 2 Cmp Precision: 13dB, 27dB, 35dB 3 Cmp Precision: 12dB, 24dB, 31dB
At 3 precision, you'll pick up double damp'd Assaults and single damp'd MN/AM Scouts at 19m instead of 8m. Should they happen to have dodged your 21dB active scan(s). Really could go either way with this. Just food for thought :-)
Booby Tuesdays wrote: EQ: K/17-D Nano EQ: Core Repair Tool EQ: Wyrkomi Needle EQ: Creo Flux Active Scanner
Your model definitely going to out-earn my model in the WP department.
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Posted - 2015.07.11 05:57:00 -
[37] - Quote
I-Shayz-I wrote:Skilled into Caldari but I'm not sure how to fit my lows.
Armor tanking seemed to have the best survivability, but I really want at least one regulator. You can't completely rely on your shields, and sprint mods were useful for getting around but I still had issues getting away before all of my HP was drained.
Has anyone tried dampeners? What is your optimal sprint speed this build, and how much HP do you generally aim for on a prototype suit?
Assuming Base Scan Profile of 50dB: 34 dB - Cmp Damp #1 - beats 36dB advanced scanners 26 dB - Cmp Damp #2 - beats 28dB prototype scanners (unless wielded by GalLogi) 23 dB - Cmp Damp #3 - still pinged by GalLogi 21 dB - Cmp Damp #4 - still pinged by GalLogi 20 dB - Cmp Damp #5 - now you beat GalLogi scans
Test driving the following Cal Assault ... good results so far.
Assault C/1 (49k) HS: Enh Shields (x3), Cmp Precision, Cmp Recharger LS: Enh Plates (x2), Cmp Regulator PW: SB-39 Rail SW: Bolt GR: M-1 Locus EQ: Compact Hive
Skilled into Cal Logi as well, but haven't tested it yet. Thinking ...
Logi C/1 (99k) HS: Enh Shields (x3), Cmp Precision, Cmp Recharger LS: Enh Plates, Cmp Ferro (x2), Enh CPU PW: Rail GR: Core Locus EQ: Allotek(R), Compact, Core Repper
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Posted - 2015.07.11 06:14:00 -
[38] - Quote
I-Shayz-I wrote:Adipem Nothi wrote:
Skilled into Cal Logi as well, but haven't tested it yet. Thinking ...
Logi C/1 (99k) HS: Enh Shields (x3), Cmp Precision, Cmp Recharger LS: Enh Plates, Cmp Ferro (x2), Enh CPU PW: Rail GR: Core Locus EQ: Allotek(R), Compact, Core Repper
The new slot layout is 5/3/4 (H/L/E), and no longer needs a cpu mod because of the extra CPU with this last update How much of a difference does the extra precision make? Gotcha. Threw together the above Logi C/1 using protofits; will tinker in game more this weekend. To answer your question:
Base Precision: 20dB, 41dB, 53dB 1 Cmp Precision: 16dB, 32dB, 42dB 2 Cmp Precision: 13dB, 27dB, 35dB 3 Cmp Precision: 12dB, 24dB, 31dB
Your inner ring at 1 precision paints double damp'd GA/CA Scouts to squad TacNet; MN Scouts can't beat it. Find it cuts down on instances of backstab when I'm running Assault. If they do get me and I'm in squad, there's a good chance they won't get away with it. Bum deal from a Scout's perspective, but it is what it is :-)
EWAR Progressions (just in case).
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Posted - 2015.07.14 23:02:00 -
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Adipem Nothi wrote:
Skilled into Cal Logi as well, but haven't tested it yet. Thinking ...
Logi C/1 (99k) HS: Enh Shields (x3), Cmp Precision, Cmp Recharger LS: Enh Plates, Cmp Ferro (x2), Enh CPU PW: Rail GR: Core Locus EQ: Allotek(R), Compact, Core Repper
Finally getting back to this ...
Logi C/1 (104k) HS: Enh Shields (x3), Cmp Precision, Basic PG LS: Cmp Regulator, Enh Plates, Enh CPU PW: Assault Rail GR: Core Locus EQ: X3 Hive, Wiki Triage Hive, Viziam Flux UL, Core Repper
Approach (Ambush): Move to nearest blob in cover. Drop Uplink, 2x Triage Hives, 2x Ammo Hives. Post up. Rifle targets at range. Grenade targets up close. Rep on opportunity.
Likely doing it wrong, but I really like this suit. Completely different from anything I've run in the past.
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Posted - 2015.07.14 23:14:00 -
[40] - Quote
Booby Tuesdays wrote:Good input! Which of the two would you say works best with a Mass Driver? A sensitive subject, I'd imagine.
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Posted - 2015.07.17 21:46:00 -
[41] - Quote
Booby Tuesdays wrote: ... it makes me wonder; what is still making the Cal Logi the weaker choice? Armor > Shields
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Posted - 2015.07.17 22:05:00 -
[42] - Quote
Tried running my CalLogi without plates; sad joke. Same goes for CalAssault, albeit by lesser degree. My Cal Heavy and Cal Sent tend to fare a 'bit better without dual tanking, though I play these units from long range (I doubt they'd hold up well if I didn't).
If Armor and Shields are in fact out-of-whack (which seems to be the case), I'd personally prefer seeing armor tuned down rather than shields tuned up. In my book, "King HP" (lack of loadout diversity) is no bueno, as is HP Creep. If Rattati feels that knocking plates down a notch is a non-option , then buffing shields a 'bit would likely be the next best thing.
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Posted - 2015.07.22 03:55:00 -
[43] - Quote
Booby Tuesdays wrote:It's almost as if I have to stack armor on a shield suit, just to survive...
My observations as well.
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Posted - 2015.07.29 03:26:00 -
[44] - Quote
Logi gk.0 (190k) HS: Cmp Dmg Amp (x2), Cmp Precision LS: Basic Plates (x3), Cmp Reps (x2) EQ: Creodron Flux Scanner (x2), Viziam Flux Uplink, Allotek Hive PW: SB-39 (or) SL-4 Rail Rifle GR: Core Locus
^ Been running variations of this suit all day. Feels OP. Especially in Ambush.
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Posted - 2015.07.31 05:50:00 -
[45] - Quote
Adipem Nothi wrote:Logi gk.0 (190k) HS: Cmp Dmg Amp (x2), Cmp Precision LS: Basic Plates (x3), Cmp Reps (x2) EQ: Creodron Flux Scanner (x2), Viziam Flux Uplink, Allotek Hive PW: SB-39 (or) SL-4 Rail Rifle GR: Core Locus
LS: Basic Plates (x3), Cmp Reps (x2) ---> Enh Ferro (x4), Cmp Rep (x1)
* Didn't realize that vanilla plates impacted rotation speed.
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Posted - 2015.08.04 03:11:00 -
[46] - Quote
nyghthawke cox wrote:
Where do I go to vote
https://dust514.com/community/cpm/vote/
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Posted - 2015.08.04 03:34:00 -
[47] - Quote
nyghthawke cox wrote:Thank you for your help, but sadly, I could not vote due to the 60 day 30 hour rule. I have been playing for over a year. I guess starting/joining a corps resets the tickers that may be used to allow you to vote. I will say that Cross is in both of the forums I read and is helpful in both. He may even be the person I run some thoughts by before posting them. Switching corps should have no effect whatsoever on your logged time. If you've been pewpewing for a year, you very likely meet the criteria. I've read reports that the rule isn't being appropriately applied in some instances; some accounts which meet the criteria are reportedly being advised that they do not. If you suspect that this is the case with your account, I highly recommend submitting a Support Request at www.dust514.com
Edit: Your account's been around since August of 2013. You're damn near a beta vet. https://gate.eveonline.com/Profile/nyghthawke%20cox
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Posted - 2015.08.11 13:57:00 -
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Sned TheDead wrote:So, I was wondering, now that I have (finally) gotten my proto scout what logi I should skill into next.
I am leaning towards the cal logi, but I thought I would ask for your opinions before I make a move, because I am pretty sure that you guys know more about this than I do.
Opinions, or thoughts? Good timing! CalLogi was just recently discussed one or two pages back. Believe you'd be happier skilling MN, GA or AM.
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Posted - 2015.08.11 15:05:00 -
[49] - Quote
Sned TheDead wrote:Adipem Nothi wrote:Sned TheDead wrote:So, I was wondering, now that I have (finally) gotten my proto scout what logi I should skill into next.
I am leaning towards the cal logi, but I thought I would ask for your opinions before I make a move, because I am pretty sure that you guys know more about this than I do.
Opinions, or thoughts? Good timing! CalLogi was just recently discussed one or two pages back. Believe you'd be happier skilling MN, GA or AM. Have the min proto, have for a while. as for the others I was thinking about the gal as well, but its bonus's don't speak to me. I normally do run a scanner, but I am god awful at using them, though I perhaps should try to get better.
Don't have to run straight scans; in fact, I'd recommend against it. Here's how I'm fitting mine at the moment:
HS: Cmp Precision, Cmp Damage (x2) LS: Cmp Armor Repair, Enh-Cmp Ferro (x4) PW: SB-39 Rail (or) SL-4 Assault Rail GR: Core Locus EQ: Creodron Flux (x2), Allotek Hive, Viziam Flux Uplink (or) Lai Dai Rep Tool
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Posted - 2015.08.13 02:36:00 -
[50] - Quote
nyghthawke cox wrote: Question, An orange sparkle on a vehicle is what exactly?
Armor Hardener active ?
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Posted - 2015.08.22 17:58:00 -
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Alena Ventrallis wrote:We could have the shield rep tool be like an inverse flux nade. When the logi triggers it, all suits within X Meters are recharged for Y shield hp. Cooldown of Z seconds. Very clever. +1
CPM Sgt Kirk - On Community
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Posted - 2015.08.23 02:37:00 -
[52] - Quote
Disagreed. If you're fighting on the frontlines, those core nades come in handy. Maybe I'm too violent when I Logi. Different strokes :-)
CPM Sgt Kirk - On Community
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Posted - 2015.08.24 21:50:00 -
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o/ Cross, Zaria & Logis
I've put together a couple EWAR ideas for Pokey's EWAR Workshop that I'd like to run by you:
Google Doc: Active Scan Proposal Google Doc: Passive Scan Proposal (2-Ring & 3-Ring)
I understand that we may not see eye-to-eye on this subject, but I'm nonetheless interested in your take on these proposals. If there's anything I can clarify, please let me know and I'll try my best. I won't get into too much detail in advance for fear of influencing your assessment of the numbers, but I will leave you with the assumptions behind these proposals to serve as contextual framework:
Assumptions * Shared Passive Scans are here to stay (we'd turn 'em off if we could, but we can't) * Active Scans should remain the predominant form of competitive recon * Reasonably strong Range Extenders don't mix well with high intensity inner rings
Looking forward to your thoughts and feedback. o7
CPM Sgt Kirk - On Community
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Posted - 2015.09.13 08:38:00 -
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@ Cross Atu
There is a problem with the GalLogi's scans. I'm baffled and somewhat disappointed by the Logi Community's failure to own the problem. Perhaps I've overlooked them (and if so, apologies) but the only recent posts on the topic from those who frequent the Triage Ward read "everything is fine, just need more WP" ... and then there's the assorted nonsense put up by your resident Spkr, which certainly doesn't help.
Assume roles were reversed. I'd fully expect you and other well-informed and level-headed Logis here to knock on our door and take the Barbershop to task if we were defending imbalance or standing by silent while being misrepresented by our village idiots (and we have quite a few).
So, what is the Triage Ward's official position these days on the GalLogi's scans? Is there consensus in that "everything is fine, just need more WP" or do you guys think there's room for improvement? |
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Posted - 2015.09.17 14:31:00 -
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Cross Atu wrote: I doubt there's any official position, we're all just individuals here sharing a common topic. There's also less talk about it because frankly both the gal logi and the active scanner are simply not run as often as the min or amarr logi or the equipment counterparts repair tool and uplinks. Both scans and hives can absolutely have an impact on the outcome of a battle, but they are still overshadowed by reps and uplinks when it comes to the usual logi tool kit, thus conversations on them are more limited and frequently cast in the "what would make them appealing enough to run more equally" light.
There is no "everything is fine" consensus about the scanners, they have many problems (of which yes the mechanics of WP earning is one) but it is vital to note that it is problems plural not problem singular.
As I have stated on numerous occasions, several of them directly to you, the scanner is neither OP nor UP because it has enough issues that they 'cancel out' as far as the power curve, but since two wrongs don't make a right it still leaves the scanner broken without being outright OP or UP.
Very few folks disagree with the assessment that the binary system for ewar is unfortunate at best, so no final situation is going to be ideal as long as that remains true, that being the case any solution has to look to the margins for traction. One key margin is to address the scanner and the gal bonus as the separate entities they are. We don't rebalance shield regs by focusing on the CalSent, or alter the baseline stats of the combat rifle based on the MinAss, nor are damps balanced based on the bonus of the Gal Scout. Of course edge cases and total possible net function must be considered, of that there is no question, but comparing only, or even primarily, absolute edge cases is going to yield no valuable margin when it comes to the binary state of ewar. Thus considering scan vs base profiles, scan vs base + general skills, scan vs base + gen + role, and scan vs base + gen + role + damps are all worthwhile. Including in that at the far end the gal bonus as well is also worthwhile. When we reach that point however other mechanical considerations also enter the picture, for example passive vs active is a key element. The raw stat profiles do not tell the full tail, damps on a suit cost possible HP, active scans cost cpu/pg but as important as the fittings implications are the battle implications, to scan one must have the scanner out, not a weapon. To 'chain scan' one must have a consecutive series of scanners out rather than a weapon. Passive scans and damps by contract do not require this trade off.
Then there are sub aspects of the scanners, for example team scanners vs squad scanners. Range, duration, and angle vs precision. These must be considered and accounted for.
On balance the highest precision scanner run but a suit with max bonuses to scan should (in our unfortunate binary situation) be the final word in the ewar tug of war. However, at what range does that happen? For what duration? With what angle of application? Is that a team scan or squad? (I'd lean towards squad) What is the PG/CPU cost of that scanner? In short what is the opportunity cost of running the racial role of the suit at the highest level?
There's also another factor to consider here, that is the cloak. In it's current form it does not offer much in the way of damp, however shifting some the overall "pie" of damping away from other aspects currently in game, racial bonuses, mods, et al, and toward the cloak with it's built in limited duration adds intriguing possibilities for interplay and a real case could be made that a cloak with a lower total duration could warrant a higher total damp value, perhaps even enough to grant supremacy even against the gal active scans. Again it all comes down to the margins and the opportunity costs.
Right now, the opportunity cost for active scans is generally too high to be worth running for support players and also too high to be worth running against for most stealth players. And in that sense it joins the rest of the equipment line in needing some high value work, I can cite substantial issues with every item that fits into an equipment slot and very much support a full equipment pass (vehicle equipment included).
0.02 ISK Cross
Thanks for the response, Cross. I agree with much of your assessment, but I've a few major points of concern:
1. Is it not possible that scanner sales are less than that other EQ because you only need one or two guys per team running scans? In PC, for example, you want as many guys as possible dropping Uplinks but you only need one (possibly two) GalLogi firing off scans.
2. I disagree completely with your point on chain scanning. I do a lot of killing with my GalLogi between scans. It only takes a second or so to equip, point and shoot the active scanner. The most broken active scans in the game (gallogi + creodron flux) have a target scan duration of 12 seconds. 1-2 seconds to scan, 10 or so seconds of pewpewing bad guys before the scans returns fade. Three of these creodron flux scanners are needed for always-up scans, but two is more than enough to get the job done (only 6 seconds of downtime per 60 seconds).
3. I agree that the opportunity cost of running Duvolle Focused Scanners on a GalLogi is in many cases too high to be worth the effort. I do not find this to be the case with any of the other Active Scanners. As previously explained, I find 2 creodron flux scanners to be more than sufficient (for my entire team, no less) which leaves my GalLogi 2 open slots for doing other logi things.
o7 |
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Posted - 2015.09.18 03:23:00 -
[56] - Quote
Cross Atu wrote:Adipem Nothi wrote: 2. I disagree completely with your point on chain scanning. I do a lot of killing with my GalLogi between scans. It only takes a second or so to equip, point and shoot the active scanner. The most broken active scans in the game (gallogi + creodron flux) have a target scan duration of 12 seconds. A second or so to scan, 10 or so seconds of pewpewing bad guys before the returns fade. Three of these creodron flux scanners are needed for always-up scans, but two is more than enough to get the job done (only 6 seconds of downtime per 60 seconds).
2. A sample group of one is insufficient to define a use case, while I am certain there are quite a few players who could keep scans up and still slay like mad, there are also players who can slay like mad with most fits and weapons so that alone cannot be held as definitive. True the opportunity cost for pure use of the scanner may not be high for most players, but it is nonetheless present and should not be completely discounted out of hand, however the key aspect of this point also applies to #3 so I'll move on. Thanks, Cross. Point 2 (on chain scanning, quoted above) is more about math and general mechanics than one player's experience or skill level. I'll explain. Assume a GalLogi is running two creodron flux scanners (200m, 90 degree, 21dB, 12 sec scan duration, 30 sec cooldown) and is putting them to use as often as they're made available (i.e. chain scanning).
Elapsed Time (s) - Scan Status (Event) 0 - Scans Up (Scanner 1 fires) 1 - Scans Up 2 - Scans Up 3 - Scans Up 4 - Scans Up 5 - Scans Up 6 - Scans Up 7 - Scans Up 8 - Scans Up 9 - Scans Up 10 - Scans Up 11 - Scans Up 12 - Scans Up (Scanner 1 scan results fade, Scanner 2 fires ) 13 - Scans Up 14- Scans Up 15- Scans Up 16- Scans Up 17- Scans Up 18- Scans Up 19- Scans Up 20- Scans Up 21- Scans Up 22- Scans Up 23- Scans Up 24 - Scans Down (Scanner 2 scan results fade) 25 - Scans Down 26 - Scans Down 27 - Scans Down 28 - Scans Down 29 - Scans Down 30 - Scans Up (Scanner 1 recharge completes, fires) 31 - Scans Up 32 - Scans Up 33 - Scans Up (Scanner 2 recharge completes) 34- Scans Up 35- Scans Up 36- Scans Up 37- Scans Up 38- Scans Up 39- Scans Up 40- Scans Up 41- Scans Up 42- Scans Up (Scanner 1 scan results fade, Scanner 2 fires) 43 - Scans Up 44 - Scans Up 45 - Scans Up 46 - Scans Up 47 - Scans Up 48 - Scans Up 49 - Scans Up 50 - Scans Up 51 - Scans Up 52 - Scans Up 53 - Scans Up 54 - Scans Down (Scanner 2 scan results fade) 55 - Scans Down 56 - Scans Down 57 - Scans Down 58 - Scans Down 59 - Scans Down 60 - Scans Up - Scanner 1 recharge completes, fires)
Totals Scans Up for ~48 out of 60 Seconds Scans Down for ~12 out of 60 Seconds Waving Active Scanner around for ~5 out of 60 Seconds Waving Other Things around for ~55 out of 60 Seconds
Summary For every 60 seconds, only 5 seconds are spent with an active scanner in this unit's hands. This leaves ~55 other seconds for him to do other things with his hands, be it pewpew, putting to use his other 2 EQ, cooking nades, etc. It doesn't take long at all to equip, fire, and holster an active scanner. The scan returns that follow remain illuminated for at least 10x longer than it took to perform the scan. Our example GalLogi (just like any and every other) is able to keep his gun up and his scans up simultaneously, far more often than not.
TL;DR "Chain Scanning" (cycling between multiple scanners) is not a time consuming or demanding function. |
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Posted - 2015.09.18 03:47:00 -
[57] - Quote
On Points 1 and 3, I suspect we'll have to agree to disagree.
I agree that lots and lots of things could be improved upon, but Dev Resources are limited and CCP has no option but to prioritize. I'm of the opinion that they should focus first on fixing those things which have the highest likelihood of improving gameplay. Improving Active Scan interplay fits that description; if I were steering the boat, it'd be on the top of my balance list, right next to King HP.
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Posted - 2015.09.19 14:50:00 -
[58] - Quote
Cross Atu wrote:Adipem Nothi wrote:On Points 1 and 3, I suspect we'll have to agree to disagree.
Not sure who you're talking to, but I don't buy into the claim that Active Scans aren't a serious balance issue. I can run a 3x scanner GalLogi in 100 Ambush matches, and in 100 of those matches permanently scan the vast majority of the enemy team for my entire team. My presence alone limits the options of 16 players to (A) swap out to a sub-20dB Scouts suit, (B) gimp their assault suit, or (C) run what they want and be painted on TacNet for the entire match. Dust is tactical shooter with myriad loadout options; one unit severely restricting the options 16 others simply doesn't make sense.
I agree that lots and lots of things could be improved upon, but Dev Resources are limited and CCP has no option but to prioritize. I'm of the opinion that they should focus first on fixing those things which have the highest likelihood of improving gameplay. Improving Active Scan interplay fits that description; in terms of things to balance, I'd rank it at the very top of the low-hanging-fruit list, right next to King HP. I don't mean to parrot here but I too find myself not sure who you are talking to, or perhaps more specifically not sure what you are referencing. I say this because at not time have I asserted the claim that active scans aren't a balance issue serious or otherwise. The statement I have repeatedly made is that they - along with the rest of equipment - are in need of work and further in the case of active scans specifically that they are broken in a number of ways that both add and detract from their value, and that these ways far from making them 'in a good place' actually compound each other. We may have to agree to disagree on some points as that can happen in any discourse, but here I am confused as to what you are disagreeing with because it seems as if you have simply misread my prior post. Allow me then to reiterate in more direct terms in the hopes of clearing up any prior misunderstanding. I do believe that active scanners need work and never remember claiming otherwise, if I have at some prior time claimed otherwise then that view has been revised and does not reflect my current stance. I believe there are balance issues to address within the active scanner line internally (as one scanner relates to another) within equipment (as the value both tactical and earnings relates to other equipment) and pertinent to larger game balance (i.e. eWar as it applies beyond the equipment line). All of that being said I do not believe it to be a simple issue with a quick fix, but rather one that requires a deeper rework. As to the priority of the issue, I have been in favor of an equipment rework including the active scanner since my first term as CPM and generally class the four 'race bound' bits of logistics related equipment as high priority within that consideration. If this clarification does not alter perception of our relative stances then please do elaborate on the particulars of how and why as I'd be interested to address - or if address is not possible some how to at least consider - those points of concern. Cheers, Cross
Sounds good, Cross. I would suggest that if significant rework to active scans looks like something that'll be far down the road, that we take interim "easing" actions to increase overall downtime and dull the edge of the more problematic devices (namely, Creodron Flux). Suggestions:
BSC Scanners: No Change ADV Scanners: No Change Creodron Active Scanner: Cooldown 15 sec ---> 20 sec Creodron Flux Active Scanner: Range 200m ---> 150m, Angle: 90---> 60 degrees Creodron Proximity Active Scanner: No Change Duvolle Quantum Active Scanner: Visibility 20 sec ---> 15 sec Duvolle Focused Active Scanner: No Change
I'd also recommend an interim increase in Active Scan WP (or) toggling WP payout to include team assists, should such a toggle be accessible by hotfix. Strong as these devices are, they pay insufficient WP. |
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Posted - 2015.09.19 15:12:00 -
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Cross Atu wrote:Adipem Nothi wrote: (on chain scanning).
I understand the assumption of your theoretical module however the assumption itself is where I find there to be question in application. Particularly "is putting them to use as often as they are made available" this presumes quite a bit more than it may seem at first blush. It assumes that the player is paying proper attention at all times throughout the match and fully understands the UI, this eliminates new bros and a number of causal players/players who can get distracted by comms or other actions. It further assumes that they (the scanners) are made available at times when their use is also both available and applicable, e.g. there are hostile mercs within scan range and more importantly they are not applying threat to the user in such a manner as to inhibit scan use. Both of these things have direct implications to player skill and experience, further they even hold some meaningful implications for relative player player skill and experience because a deeply outmatched player will have fewer opportunities to do much thinking or more rarefied behavior beyond run and shoot (or honestly spawn and die in many cases). Now, the theoretical module you present seems quite solid to me if one runs with the assumption as presented, but it is the assumption itself which causes the departure of our views regarding actual battlefield conditions and thus my assertion that player skill - both personal and comparative - is quite relevant. Fair points. Though ...
The theoretical model does assume our user is a proto tier GalLogi running high-end Active Scanners. He may not be the Wrath of Zeus incarnate, but he also isn't fresh of the boat. Also, I stick by my contention that monitoring two cooldown meters and swapping between Active Scanner and Gun isn't a skill intensive or difficult to learn technique. Our example user might lose a few seconds here and there if preoccupied or engaged, but the model's message remains. One unit with only two scanners can do a good job of keeping up scans for his entire team. And if he's running 200m scanners, he can do so from safe distance. |
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Posted - 2015.09.19 17:22:00 -
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Cross Atu wrote: Thanks for the break down on individual scanners, that's the type of data I find very useful. May I request a bit of a deeper dive so I'm 100% certain regarding the why of each listed instance being problematic (or a non-issue, as noted in your list) as I'd hate to fix one set of problems but create another by overlooking something that may be obvious to those outside my perspective.
Cheers, Cross
Sure thing. First, the raw numbers: Google Doc
Don't recommend touching any of the Basic Scanners, Advanced Scanners or the Creodron Proximity Scanner as these are UP by comparison to the others. Basic and Advanced Scanners are arguably too easy to avoid. Proximity has an extremely fast cooldown, but has a very short range and narrow angle; if there's such a thing as a "high risk, low reward scanner", this is the one. To the best of my knowledge and experience, these are not popular choices nor are they contributing to pub permascan.
Also don't recommend tuning the controversial "Scout Bane" Duvolle Focused Scanner, for this round at least. This scanner's lengthy cooldown, short visibility duration, high resource requirements and lofty price tag all make it an inferior choice for anything other than hunting heavily dampened scouts. It is also the only scanner which shares returns squad-wide instead of team-wide. I do encounter this scanner in pubs from time to time (~10-15%), but given the rarity of those encounters I do not believe that this scanner is currently contributing to pub permascan.
The Creodron Flux is the biggest low-risk / high-reward offender and (to the best of my knowledge) has long been the most popular choice among active scanners. Just look at its effective scan area compared to the others (~5k sq.m. vs 30k!). This one's off-the-charts good, and even after a nerf to scan angle and range would likely still the most popular choice. This scanner is without question is the biggest contributor to pub permascan.
The Vanilla Creodron and Duvolle Quantum are the next two best scanners under the almighty Creodron Flux. If you've ever had a "you've been scanned message" that seemed to last for an eternity without even a flicker, you were hit with the Quantum. This was perhaps OK when scans were restricted to squad, but visibility duration reaching up to 30 seconds is a bit much for a team-shared device. As for the Vanilla Creodron, this device is potent on account of very fast cooldown. A GalLogi with only 2 Vanilla Creodron or Duvolle Quantum Scanners is able to maintain 100% scan up-time. It is reasonable to assume that these "next best" options scanner are contributing to pub permascan, though likely at a lesser degree than the Creodron Flux. |
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Posted - 2015.09.30 01:58:00 -
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https://forums.dust514.com/default.aspx?g=posts&m=2976111#post2976111
^ Just in case any of you want to get your 2 cents in before CPM shuts it down.
smh
PS: Cross, this is freakin' ridiculous. CPM shouldn't be putting feedback on a arbitrary timer. And CPM certainly shouldn't threaten to cut off all feedback on account of what they may or may not deem derailment. I strongly urge CPM / CCP to get the kangaroo court nonsense under control. |
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Posted - 2015.11.07 14:38:00 -
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o/ Logis
Looking for hotfix-friendly ideas for appending the CalLogi racial bonus. If possible, would like the bonus to affect needles. Ideas so far:
* Revived targets resist X% incoming damage per level for Y seconds following revive * On revive, restore X% target shield heath for Y% more warpoints
Any other ideas, gents? Any thoughts on the ideas presented?
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Posted - 2015.11.07 17:20:00 -
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Zaria Min Deir wrote:Adipem Nothi wrote:o/ Logis
Looking for hotfix-friendly ideas for appending the CalLogi racial bonus. If possible, would like the bonus to affect needles. Ideas so far:
* Revived targets resist X% incoming damage per level for Y seconds following revive * On revive, restore X% target shield heath for Y% more warpoints
Any other ideas, gents? Any thoughts on the ideas presented? Needles already restore shields, so the second one is a bit pointless. The first one... a revive providing an "overshield" or a short term damage resistance would be fantastic, as carrying a nanite injector might actually be more than marginally useful again (as most people currently will not ask for a revive no matter what the situation)... I personally think that should either be a function of the injectors themselves, or available to all logis, not just a racial bonus, if it is introduced at all, though perhaps better efficacy for the caldari logi would be fine.
Even better! How does this look? Google Doc: Spitballing Revive Resistance
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Posted - 2015.11.07 17:40:00 -
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XxBlazikenxX wrote:Adipem Nothi wrote:Zaria Min Deir wrote:Adipem Nothi wrote:o/ Logis
Looking for hotfix-friendly ideas for appending the CalLogi racial bonus. If possible, would like the bonus to affect needles. Ideas so far:
* Revived targets resist X% incoming damage per level for Y seconds following revive * On revive, restore X% target shield heath for Y% more warpoints
Any other ideas, gents? Any thoughts on the ideas presented? Needles already restore shields, so the second one is a bit pointless. The first one... a revive providing an "overshield" or a short term damage resistance would be fantastic, as carrying a nanite injector might actually be more than marginally useful again (as most people currently will not ask for a revive no matter what the situation)... I personally think that should either be a function of the injectors themselves, or available to all logis, not just a racial bonus, if it is introduced at all, though perhaps better efficacy for the caldari logi would be fine. Even better! How does this look? Google Doc: Spitballing Revive Resistance I like it, you could just apply the vehicle hardener resist to infantry! I'm thinking that infantry resistance wiring may already be in place. See heavy resistance to explosive damage.
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Posted - 2015.11.07 22:18:00 -
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Booby Tuesdays wrote: Go big or go home. ]
Sounds good to me! Sheet added. o7
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