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Lucifalic
Baked n Loaded
728
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Posted - 2015.09.17 14:40:00 -
[601] - Quote
I would normally never ask here but does anyone want or know someone who wants an imperial seraph logi (amarr). I bought one for my corp mate who told me that's the logi he ran. Gave it him and then he says oh **** I meant galante.... Taco head. Selling it for bought price of 40 mil or I'll trade it for a gal Chiron apex or lp and throw in some isk as well.
Let me know. This is in the player trading section as well so check it out there and see I have done lots of trading.
Here since Closed beta. That's messed up
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 00:02:00 -
[602] - Quote
Adipem Nothi wrote:Thanks for the response, Cross. I agree with much of your assessment, but I've a few points of disconnect/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. 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).
3. I agree that the opportunity cost of running multiple 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 to keep scans up (for my entire team, no less) which leaves my GalLogi 2 open slots for doing other logi things.
o7
1. It is indeed possible that sales are effected by more metrics that utility, however my premise was not derived from sales data it was derived from the scope of feedback from logi I've interacted with supplemented with personal experience testing, active testing and extensive use of proto fits/theory crafting. Some of the issue with equipment - and this goes beyond both scanners and uplinks - is in how it relates to the maps and point distribution. If a match is focused on essentially three points crammed into one socket that makes certain things (such as the shotgun and the HMG heavy both of which have featured prominently in PC matches) very appealing. That does not innately mean for example that the shotgun is brokenly OP. I would lean toward the notion that it means we need better hack point distribution so that one socket never contains a plurality of the maps objectives. Even beyond that PC matches are a good case to look to, but not balance around. They indicate rather than define.
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.
3. You are citing particular scanners here, and rightly so, this is the most vital aspect. We cannot accurately say "gal logi scans are OP' that statement does not hold up to basic scrutiny for many reasons which I have listed in any number of threads, however as I have also listed many times that does not mean they are simply UP either or that they are in the right spot. The key here is that there are no "gal logi scans" in the sense that there are in fact "am ass scram uses", because the scanners are not all created equally, and thus it is the particulars of the individual scanners themselves that need to be looked into.
As stated prior it is my view that the entirety of the equipment line needs work, many if not most of the equipment offerings are not in a proper state for various reasons and this is most certainly true of scanners as well. One glaring flaw is the lack of a cohesive methodology updated for contemporary eWar.
So the active scanners certainly do need to be looked at, along with the rest of the equipment, and very particularly each equipment group that has sub-types needs to be looked at on a case by case basis to ensure each sub-type is balanced in tactical value and earnings potential both against other members of it's overall type, as well as the opportunity cost of other equipment, and of course the game at large.
0.02 ISK Cross
CPM mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 02:16:00 -
[603] - Quote
Hey nantie slingers, here's a thread you may want to take a look at. https://forums.dust514.com/default.aspx?g=posts&m=2959834#post2959834
CPM mail me your feedback and remember to have fun!
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One Eyed King
Nos Nothi
12
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Posted - 2015.09.18 02:30:00 -
[604] - Quote
What is a nantie?
It sounds naughty.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.18 03:23:00 -
[605] - 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. |
Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.18 03:47:00 -
[606] - 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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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 04:37:00 -
[607] - Quote
Adipem Nothi wrote: 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).
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.
CPM mail me your feedback and remember to have fun!
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.18 04:48:00 -
[608] - Quote
Cross Atu wrote:Adipem Nothi wrote: 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).
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. All it takes is one guy with two good scanners who knows what he's doing to effectively dismantle the other team.
AVERT YOUR EYES!
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 04:52:00 -
[609] - Quote
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
CPM mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 05:05:00 -
[610] - Quote
XxBlazikenxX wrote:Cross Atu wrote:Adipem Nothi wrote: 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).
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. All it takes is one guy with two good scanners who knows what he's doing to effectively dismantle the other team. Seems like a rather reductionist statement to me.
The guy would need a solid squad backing him, the guy would need to be going up against a force which relies on not being scanned (granted that's not super uncommon to be sure, but a force built primarily of the two heavy frame types with vehicle support will generally be impacted far less), the guy would need the context to use the scans (if he has a squad and we presume he knows what he's doing then this is very likely, but it also does not apply to everyone or honestly even every scanner type).
Already we can see that it is not one guy who is dismantling the enemy team. I presume however that the content and intent of the statement is that this one guy is having a large enough leveraged impact to swing the game in favor of his team. "Knows what he's doing" being a general enough statement I will certainly accent to the idea that there are players with sufficient skill to accomplish that in this context. It is important to point out however that this is true of some players within various contexts not simply "scans". And that "scans" is - as I pointed out before - a bad context because it is too general.
If there is a problem with a specific thing it requires a specific address whether that be a specific mechanic (duration, precision, angle, or bug), a specific item (flux scanner, focused scanner, et al) etc.
When I say "that is too vague to be entirely accurate" or any paraphrase thereof, that is exactly what I mean. I do not mean "the claim has no merit and should be dismissed". Specificity is however something I will frequently call for as painting with an over broad brush has already proven to be bad balance practice in Dust 514 and think we can all agree that we certainly don't need a repeat of any mistaken patters from days gone by.
This is also why I generally take some degree of issue with simple declarative statements as they are - in essence - conclusions provided without citations and thus even if entirely accurate are often either in-actionable or not actionable in as effective a manner as their more descriptive counterparts could have provided.
0.02 ISK Cross
CPM mail me your feedback and remember to have fun!
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.18 05:07:00 -
[611] - Quote
Cross Atu wrote:XxBlazikenxX wrote:Cross Atu wrote:Adipem Nothi wrote: 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).
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. All it takes is one guy with two good scanners who knows what he's doing to effectively dismantle the other team. Seems like a rather reductionist statement to me. The guy would need a solid squad backing him, the guy would need to be going up against a force which relies on not being scanned (granted that's not super uncommon to be sure, but a force built primarily of the two heavy frame types with vehicle support will generally be impacted far less), the guy would need the context to use the scans (if he has a squad and we presume he knows what he's doing then this is very likely, but it also does not apply to everyone or honestly even every scanner type). Already we can see that it is not one guy who is dismantling the enemy team. I presume however that the content and intent of the statement is that this one guy is having a large enough leveraged impact to swing the game in favor of his team. "Knows what he's doing" being a general enough statement I will certainly accent to the idea that there are players with sufficient skill to accomplish that in this context. It is important to point out however that this is true of some players within various contexts not simply "scans". And that "scans" is - as I pointed out before - a bad context because it is too general. If there is a problem with a specific thing it requires a specific address whether that be a specific mechanic (duration, precision, angle, or bug), a specific item (flux scanner, focused scanner, et al) etc. When I say "that is too vague to be entirely accurate" or any paraphrase thereof, that is exactly what I mean. I do not mean "the claim has no merit and should be dismissed". Specificity is however something I will frequently call for as painting with an over broad brush has already proven to be bad balance practice in Dust 514 and think we can all agree that we certainly don't need a repeat of any mistaken patters from days gone by. This is also why I generally take some degree of issue with simple declarative statements as they are - in essence - conclusions provided without citations and thus even if entirely accurate are often either in-actionable or not actionable in as effective a manner as their more descriptive counterparts could have provided. 0.02 ISK Cross You don't need a squad to permascan, stay far enough away from the battle that you're relatively safe and scan away. Have your weapon out during the duration of the scans in case any scouts sneak up on you. It's a win-win situation.
AVERT YOUR EYES!
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Sned TheDead
Failures inc.
912
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Posted - 2015.09.18 05:17:00 -
[612] - Quote
XxBlazikenxX wrote:Cross Atu wrote:XxBlazikenxX wrote:Cross Atu wrote:Adipem Nothi wrote: 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).
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. All it takes is one guy with two good scanners who knows what he's doing to effectively dismantle the other team. Seems like a rather reductionist statement to me. The guy would need a solid squad backing him, the guy would need to be going up against a force which relies on not being scanned (granted that's not super uncommon to be sure, but a force built primarily of the two heavy frame types with vehicle support will generally be impacted far less), the guy would need the context to use the scans (if he has a squad and we presume he knows what he's doing then this is very likely, but it also does not apply to everyone or honestly even every scanner type). Already we can see that it is not one guy who is dismantling the enemy team. I presume however that the content and intent of the statement is that this one guy is having a large enough leveraged impact to swing the game in favor of his team. "Knows what he's doing" being a general enough statement I will certainly accent to the idea that there are players with sufficient skill to accomplish that in this context. It is important to point out however that this is true of some players within various contexts not simply "scans". And that "scans" is - as I pointed out before - a bad context because it is too general. If there is a problem with a specific thing it requires a specific address whether that be a specific mechanic (duration, precision, angle, or bug), a specific item (flux scanner, focused scanner, et al) etc. When I say "that is too vague to be entirely accurate" or any paraphrase thereof, that is exactly what I mean. I do not mean "the claim has no merit and should be dismissed". Specificity is however something I will frequently call for as painting with an over broad brush has already proven to be bad balance practice in Dust 514 and think we can all agree that we certainly don't need a repeat of any mistaken patters from days gone by. This is also why I generally take some degree of issue with simple declarative statements as they are - in essence - conclusions provided without citations and thus even if entirely accurate are often either in-actionable or not actionable in as effective a manner as their more descriptive counterparts could have provided. 0.02 ISK Cross You don't need a squad to permascan, stay far enough away from the battle that you're relatively safe and scan away. Have your weapon out during the duration of the scans in case any scouts sneak up on you. It's a win-win situation. you do not need a squad to perma scan.
You need a squad to use perma scans to any sort of effectiveness.
As a matter of fact if you perma scan without a squad, you are gaining virtually nothing.
You just sit there and scan for twenty minuets, hoping something interesting happens. (take it from a guy who has tried it, not fun at all.)
if anything it is a lose lose situation, you get nothing, and your team loses a gun in the fight.
I have nothing against perma scans, if you are actively participating in the battle.
And yes you can do both at the same time(Done it before)
so no you dont need a squad.
but you do need one to be useful.
otherwise at this point in time what is the point of running a scanner?
It is a squad based piece of equipment.
You can tell that just by looking at how one gets points with it.
MUSIC!
Sned T. Dead
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 06:06:00 -
[613] - Quote
XxBlazikenxX wrote:Cross Atu wrote:XxBlazikenxX wrote:Cross Atu wrote:Adipem Nothi wrote: 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).
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. All it takes is one guy with two good scanners who knows what he's doing to effectively dismantle the other team. Seems like a rather reductionist statement to me. The guy would need a solid squad backing him, the guy would need to be going up against a force which relies on not being scanned (granted that's not super uncommon to be sure, but a force built primarily of the two heavy frame types with vehicle support will generally be impacted far less), the guy would need the context to use the scans (if he has a squad and we presume he knows what he's doing then this is very likely, but it also does not apply to everyone or honestly even every scanner type). Already we can see that it is not one guy who is dismantling the enemy team. I presume however that the content and intent of the statement is that this one guy is having a large enough leveraged impact to swing the game in favor of his team. "Knows what he's doing" being a general enough statement I will certainly accent to the idea that there are players with sufficient skill to accomplish that in this context. It is important to point out however that this is true of some players within various contexts not simply "scans". And that "scans" is - as I pointed out before - a bad context because it is too general. If there is a problem with a specific thing it requires a specific address whether that be a specific mechanic (duration, precision, angle, or bug), a specific item (flux scanner, focused scanner, et al) etc. When I say "that is too vague to be entirely accurate" or any paraphrase thereof, that is exactly what I mean. I do not mean "the claim has no merit and should be dismissed". Specificity is however something I will frequently call for as painting with an over broad brush has already proven to be bad balance practice in Dust 514 and think we can all agree that we certainly don't need a repeat of any mistaken patters from days gone by. This is also why I generally take some degree of issue with simple declarative statements as they are - in essence - conclusions provided without citations and thus even if entirely accurate are often either in-actionable or not actionable in as effective a manner as their more descriptive counterparts could have provided. 0.02 ISK Cross You don't need a squad to permascan, stay far enough away from the battle that you're relatively safe and scan away. Have your weapon out during the duration of the scans in case any scouts sneak up on you. It's a win-win situation. You don't need to be in a squad to scan. You do need to have a squad capable of making use of those scan on your team for those scans to matter. As well all know not every blueberry is created equally and sometimes just knowing where the enemy is proves to be far from enough for some berries as even when they are standing face to face with a red dot there are some berries who seem reluctant to discharge their weapons
CPM mail me your feedback and remember to have fun!
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.09.19 00:26:00 -
[614] - Quote
I brought a few cases of some micro brew nanites. Help yourselves my hard working Logi bretheren!
What's that? Where did I get them you ask?
I, ahem, "liberated" them from an Amarr cargo ship. No one even questions the dirty Matari with the hard hat, a clip board, and a confident wave.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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nyghthawke cox
Nyghthawke Industries
46
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Posted - 2015.09.19 01:31:00 -
[615] - Quote
On the matter of scanners, game play is too fast for me to use them right. Passives work better for me as I don't have to worry about switching tools. On the matter of the Empress, knowing I will not be able to win one of the Death shroud skins, I have honored her by signing on a Nu-Kinni. She is working on making the weapon and armor I am trying to build a more artistic piece of work. She has asked me to see if someone would send her the Death shroud skin ( she is fanatically loyal to the Empress alone). I will foot the bill for her as payment for the beautifying of the Nyghthawke Industry arms and armor design.
If you want it, I can build it.
Nyghthawke Industries birth
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 14:50:00 -
[616] - 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. |
Adipem Nothi
Nos Nothi
15
|
Posted - 2015.09.19 15:12:00 -
[617] - Quote
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. |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:20:00 -
[618] - Quote
Adipem Nothi wrote: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.
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
CPM mail me your feedback and remember to have fun!
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 17:22:00 -
[619] - Quote
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. |
XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
|
Posted - 2015.09.24 01:05:00 -
[620] - Quote
What are some good Amarr Logi set ups?
AVERT YOUR EYES!
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nyghthawke cox
Nyghthawke Industries
49
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Posted - 2015.09.24 01:38:00 -
[621] - Quote
XxBlazikenxX wrote:What are some good Amarr Logi set ups?
I hate to say this but the Amarr Militia med set up works pretty well. I think that the higher armor points give you a chance to get closer to the friendly you are trying to help. Could be just me though.
If you want it, I can build it.
Nyghthawke Industries birth
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XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
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Posted - 2015.09.24 01:40:00 -
[622] - Quote
nyghthawke cox wrote:XxBlazikenxX wrote:What are some good Amarr Logi set ups? I hate to say this but the Amarr Militia med set up works pretty well. I think that the higher armor points give you a chance to get closer to the friendly you are trying to help. Could be just me though. Let me rephrase my question. What are some good PROTO Amarr Logi Setups?
AVERT YOUR EYES!
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nyghthawke cox
Nyghthawke Industries
50
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Posted - 2015.09.24 01:55:00 -
[623] - Quote
XxBlazikenxX wrote:nyghthawke cox wrote:XxBlazikenxX wrote:What are some good Amarr Logi set ups? I hate to say this but the Amarr Militia med set up works pretty well. I think that the higher armor points give you a chance to get closer to the friendly you are trying to help. Could be just me though. Let me rephrase my question. What are some good PROTO Amarr Logi Setups?
Thank you for reminding me that I am still learning. I have seen an Amarr logi suit with four equipment slots.
If you want it, I can build it.
Nyghthawke Industries birth
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XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
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Posted - 2015.09.24 01:57:00 -
[624] - Quote
nyghthawke cox wrote:XxBlazikenxX wrote:nyghthawke cox wrote:XxBlazikenxX wrote:What are some good Amarr Logi set ups? I hate to say this but the Amarr Militia med set up works pretty well. I think that the higher armor points give you a chance to get closer to the friendly you are trying to help. Could be just me though. Let me rephrase my question. What are some good PROTO Amarr Logi Setups? Thank you for reminding me that I am still learning. I have seen an Amarr logi suit with four equipment slots. That's not possible, the Amarr logistics only comes with 3 equipment slots across all tiers.
AVERT YOUR EYES!
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nyghthawke cox
Nyghthawke Industries
51
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Posted - 2015.09.24 02:02:00 -
[625] - Quote
XxBlazikenxX wrote:nyghthawke cox wrote:XxBlazikenxX wrote:nyghthawke cox wrote:XxBlazikenxX wrote:What are some good Amarr Logi set ups? I hate to say this but the Amarr Militia med set up works pretty well. I think that the higher armor points give you a chance to get closer to the friendly you are trying to help. Could be just me though. Let me rephrase my question. What are some good PROTO Amarr Logi Setups? Thank you for reminding me that I am still learning. I have seen an Amarr logi suit with four equipment slots. That's not possible, the Amarr logistics only comes with 3 equipment slots across all tiers.
Well I have an Amarr suit I can't use yet that I will check on That has what looks like four slots there. Unless I am mixing it up with the Revanant suit I won as salvage.
If you want it, I can build it.
Nyghthawke Industries birth
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XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
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Posted - 2015.09.24 02:05:00 -
[626] - Quote
nyghthawke cox wrote:XxBlazikenxX wrote:nyghthawke cox wrote:XxBlazikenxX wrote:nyghthawke cox wrote: I hate to say this but the Amarr Militia med set up works pretty well. I think that the higher armor points give you a chance to get closer to the friendly you are trying to help. Could be just me though.
Let me rephrase my question. What are some good PROTO Amarr Logi Setups? Thank you for reminding me that I am still learning. I have seen an Amarr logi suit with four equipment slots. That's not possible, the Amarr logistics only comes with 3 equipment slots across all tiers. Well I have an Amarr suit I can't use yet that I will check on That has what looks like four slots there. Unless I am mixing it up with the Revanant suit I won as salvage. I would guess you're mixing it up with some other suit.
AVERT YOUR EYES!
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nyghthawke cox
Nyghthawke Industries
51
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Posted - 2015.09.24 02:07:00 -
[627] - Quote
Well I have an Amarr suit I can't use yet that I will check on That has what looks like four slots there. Unless I am mixing it up with the Revanant suit I won as salvage. [/quote] There is the PROTO FIT site that helps you build suits. I have made fittings without being a member to see what I liked.
If you want it, I can build it.
Nyghthawke Industries birth
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XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
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Posted - 2015.09.24 02:22:00 -
[628] - Quote
nyghthawke cox wrote: Well I have an Amarr suit I can't use yet that I will check on That has what looks like four slots there. Unless I am mixing it up with the Revanant suit I won as salvage.
There is the PROTO FIT site that helps you build suits. I have made fittings without being a member to see what I liked.[/quote] Some of the protofits site is outdated, which could be the reason.
AVERT YOUR EYES!
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nyghthawke cox
Nyghthawke Industries
52
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Posted - 2015.09.24 02:33:00 -
[629] - Quote
XxBlazikenxX wrote:nyghthawke cox wrote: Well I have an Amarr suit I can't use yet that I will check on That has what looks like four slots there. Unless I am mixing it up with the Revanant suit I won as salvage.
There is the PROTO FIT site that helps you build suits. I have made fittings without being a member to see what I liked. Some of the protofits site is outdated, which could be the reason.[/quote] True, I think I was thinking of the Logibros suit as well
If you want it, I can build it.
Nyghthawke Industries birth
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nyghthawke cox
Nyghthawke Industries
54
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Posted - 2015.09.24 21:05:00 -
[630] - Quote
[ Some of the protofits site is outdated, which could be the reason.[/quote] True, I think I was thinking of the Logibros suit as well[/quote]
Rechecked and I was wrong. Iwas thinking of both the Remnant and the Logibros suits
If you want it, I can build it.
Nyghthawke Industries birth
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