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Sgt Kirk
Fatal Absolution Negative-Feedback
10529
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Posted - 2015.05.01 20:25:00 -
[1] - Quote
Active Scanners need a bit of a realism check.
Also, I've been trying to get them to increase and encourage variety in the Active scanners since the second time they came out (The first time Active Scanners didn't even work so they took them out of the game).
So basically, just to make it easy on them, because a fully dynamic drop off would be too hard for them to pull off give Active Scanners have a dropoff similar to how Dropsuits scan range and precision works.
The only difference is that in the "Close range" it's 100% then "mid range" it's 75% and at "long range" it's 50%.
If we had this we would also need to change around active scanners slightly, because the progression with scanners is already fluxed up.
Each Tier should have at least three variants:
The Tiers of scanners should be like this.
Focused: Long optimal and falloff range, highly precise and long duration but with a small scan angle. Long Recharge time. Standard: Medium Optimal and falloff. Decent Precision and medium duration. medium scan range. Medium Recharge time. Proximity: Short optimal and falloff, precise and medium duration with a large scan angle. Short Recharge time
Then whatever you want to throw in there like Stable, flux and the like.
I've kept it very brief and general just to see if this goes anywhere. More specifics will be discussed later if the thread is active.
o7
Sgt Kirk's Gallente Propaganda Youtube Channel
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Kallas Hallytyr
Skullbreakers
1508
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Posted - 2015.05.02 00:15:00 -
[2] - Quote
+1
Permascanning is pretty common again, one of the biggest offenders being the GalLogi with PRO Flux AS just lighting up everything always.
One idea I've always liked for the AS is for it to function... actively - use the Cloak-style charge/recharge mechanic and have scans only apply while being specifically held on, with maybe a second or two of duration after deactivation.
Falloff is also a great idea, and could work with the above in tandem. Additionally, the GalLogi bonus needs to move away from precision and to something like duration, recharge and deactivation mark duration... or something.
Alt of Halla Murr. Sentinel.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6138
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Posted - 2015.05.02 00:26:00 -
[3] - Quote
Absolute numbers aside, seems only fair that Active Scanners work under a similar principle to Passive Scans. +1
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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el OPERATOR
Capital Acquisitions LLC
1065
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Posted - 2015.05.02 01:02:00 -
[4] - Quote
Pokey Dravon wrote:Absolute numbers aside, seems only fair that Active Scanners work under a similar principle to Passive Scans. +1
I'm down.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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el OPERATOR
Capital Acquisitions LLC
1065
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Posted - 2015.05.02 01:52:00 -
[5] - Quote
Pokey wrote: One idea I've always liked for the AS is for it to function... actively - use the Cloak-style charge/recharge mechanic and have scans only apply while being specifically held on, with maybe a second or two of duration after deactivation.
This idea not so much. I'm condoning "snapshot" scanning but the existing scan mechanic is pretty good, you really can't move or it boinks, once you fire it it needs to cool regardless of whether the scan works and if does have a certain useage duration threshold already to actually have a scan.
Getting the mechanic some falloff at its edge tho I think could be worthwhile provided the numbers AND the effective results in-game work.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6139
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Posted - 2015.05.02 02:23:00 -
[6] - Quote
el OPERATOR wrote:Pokey wrote: One idea I've always liked for the AS is for it to function... actively - use the Cloak-style charge/recharge mechanic and have scans only apply while being specifically held on, with maybe a second or two of duration after deactivation.
This idea not so much. I'm condoning "snapshot" scanning but the existing scan mechanic is pretty good, you really can't move or it boinks, once you fire it it needs to cool regardless of whether the scan works and if does have a certain useage duration threshold already to actually have a scan. Getting the mechanic some falloff at its edge tho I think could be worthwhile provided the numbers AND the effective results in-game work.
Not to nitpick, but you have my name on Kallas's quote
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Bright Cloud
Namtar Elite Gallente Federation
913
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Posted - 2015.05.02 03:01:00 -
[7] - Quote
No Cpt. Kork.
Bright is the opposite of dark! Who would have thought of that?!
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Terry Webber
Molon Labe. RUST415
681
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Posted - 2015.05.02 03:25:00 -
[8] - Quote
As part-time scanner logi, I agree. Seems a little too easy to pick up enemies. Maybe CCP could even bring back squad-only scanners that are more powerful than the team scanners. |
Sgt Kirk
Fatal Absolution Negative-Feedback
10538
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Posted - 2015.05.02 03:34:00 -
[9] - Quote
Terry Webber wrote:As part-time scanner logi, I agree. Seems a little too easy to pick up enemies. Maybe CCP could even bring back squad-only scanners that are more powerful than the team scanners. Nah
Sgt Kirk's Gallente Propaganda Youtube Channel
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Terry Webber
Molon Labe. RUST415
681
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Posted - 2015.05.02 03:43:00 -
[10] - Quote
Sgt Kirk wrote:Terry Webber wrote:As part-time scanner logi, I agree. Seems a little too easy to pick up enemies. Maybe CCP could even bring back squad-only scanners that are more powerful than the team scanners. Nah Why not? |
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Sgt Kirk
Fatal Absolution Negative-Feedback
10539
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Posted - 2015.05.02 03:46:00 -
[11] - Quote
Terry Webber wrote:Sgt Kirk wrote:Terry Webber wrote:As part-time scanner logi, I agree. Seems a little too easy to pick up enemies. Maybe CCP could even bring back squad-only scanners that are more powerful than the team scanners. Nah Why not? Baby steps. That's doing too much at once.
Sgt Kirk's Gallente Propaganda Youtube Channel
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Terry Webber
Molon Labe. RUST415
681
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Posted - 2015.05.02 04:30:00 -
[12] - Quote
Sgt Kirk wrote:Terry Webber wrote:Sgt Kirk wrote:Terry Webber wrote:As part-time scanner logi, I agree. Seems a little too easy to pick up enemies. Maybe CCP could even bring back squad-only scanners that are more powerful than the team scanners. Nah Why not? Baby steps. That's doing too much at once. Scanning enemies for only people in your squad is too much? We've had squad-only scanners before. |
Sgt Kirk
Fatal Absolution Negative-Feedback
10539
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Posted - 2015.05.02 04:35:00 -
[13] - Quote
Terry Webber wrote:Sgt Kirk wrote:Terry Webber wrote:Sgt Kirk wrote:Terry Webber wrote:As part-time scanner logi, I agree. Seems a little too easy to pick up enemies. Maybe CCP could even bring back squad-only scanners that are more powerful than the team scanners. Nah Why not? Baby steps. That's doing too much at once. Scanning enemies for only people in your squad is too much? We've had squad-only scanners before. and they were taken out before.
Baby Steps.
Sgt Kirk's Gallente Propaganda Youtube Channel
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Terry Webber
Molon Labe. RUST415
681
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Posted - 2015.05.02 04:44:00 -
[14] - Quote
Why does it matter that they were removed? If the code for the squad scanners had been saved, all CCP has to do is write the code back into the game. If it isn't, it shouldn't take them too long to figure it out. |
Sgt Kirk
Fatal Absolution Negative-Feedback
10539
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Posted - 2015.05.02 04:48:00 -
[15] - Quote
Terry Webber wrote:Why does it matter that they were removed? If the code for the squad scanners had been saved, all CCP has to do is write the code back into the game. If it isn't, it shouldn't take them too long to figure it out. They started out without squad scans, then they were squad scans and then they took them out again.
You don't see a problem with this?
Sgt Kirk's Gallente Propaganda Youtube Channel
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Terry Webber
Molon Labe. RUST415
681
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Posted - 2015.05.02 05:10:00 -
[16] - Quote
Sgt Kirk wrote:Terry Webber wrote:Why does it matter that they were removed? If the code for the squad scanners had been saved, all CCP has to do is write the code back into the game. If it isn't, it shouldn't take them too long to figure it out. They started out without squad scans, then they were squad scans and then they were team scans again. You don't see a problem with this? That CCP has trouble balancing or deciding to have squad scanners? If so, then yes, I do see the problem. A problem that CCP will eventually solve. |
Bright Cloud
Namtar Elite Gallente Federation
915
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Posted - 2015.05.02 05:13:00 -
[17] - Quote
Terry Webber wrote:Why does it matter that they were removed? If the code for the squad scanners had been saved, all CCP has to do is write the code back into the game. If it isn't, it shouldn't take them too long to figure it out. How would you like it if drop uplinks, reptools, nanohives and nanite injectors are aswell only for squads? Sounds just as stupid as it sounds. And there are surely more then enough solo logis running around with active scans. You are actively pushing those guys off cause with your proposal only the solo logi can see the scans.
So no. period.
Bright is the opposite of dark! Who would have thought of that?!
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Terry Webber
Molon Labe. RUST415
681
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Posted - 2015.05.02 05:22:00 -
[18] - Quote
Bright Cloud wrote:Terry Webber wrote:Why does it matter that they were removed? If the code for the squad scanners had been saved, all CCP has to do is write the code back into the game. If it isn't, it shouldn't take them too long to figure it out. How would you like it if drop uplinks, reptools, nanohives and nanite injectors are aswell only for squads? Sounds just as stupid as it sounds. And there are surely more then enough solo logis running around with active scans. You are actively pushing those guys off cause with your proposal only the solo logi can see the scans. So no. period. OK, I see your point. Team scanners seem more useful than squad scanners even if a logi can bring both. |
CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3431
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Posted - 2015.05.02 06:43:00 -
[19] - Quote
Active scanners really do provide too much intel, too often for too little a risk or effort in my opinion.
I am happy to see anything that puts them in check. +1
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
2020
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Posted - 2015.05.02 08:31:00 -
[20] - Quote
CommanderBolt wrote:Active scanners really do provide too much intel, too often for too little a risk or effort in my opinion.
I am happy to see anything that puts them in check. +1 As a logi that carries a scanner on almost every fit I find this type of thinking bias and counterproductive because scanners do not guarantee victory and the only ones for the most part that get picked up are those who are not hiding from them in the first place so to me that's a lazy generalization .
They point out those who are not hiding for the most part and it's up to the teammates to capitalize on such intelligence and it's a logi's job to provide this aspect of the game or anyone else who sacrifices to add such a tool because that extra CPU / PG could be used for enhancers , dampeners , extra tank , reps , shields or damage output ... don't even mention upgrading to a more powerful weapon as far as primary and secondary .
People are always trying to " access " the potential or reaction from implementation of certain or every mod , piece of equipment , weapon and suit but to me you can't generalize such because different tools present different outcomes and they generally depend on the skill level of the individual , we need to stop generalizing when we talk about mechanics in-game because yes we see the stats and know the numbers but that doesn't translate to battlefield outcomes or potential because everyone's skillset differs and the difference translate different outcomes in-game .
It's like the generalization of swarms , which is bias to me as well and for the most part to keep " tweaking " certain aspects of this game might do more harm then good by changing codes , one might miss out on the functionality of that tool , it's prevalent in changes to weapons , suits and certain mods ... to keep making changes doesn't give them any foundation and hurts the potential of the overall game .
To me it's like anything else in life , you don't appreciate something until it's gone and then you realize what you had while you had it , shiny doesn't always mean better and sometimes it's good to leave well enough alone .
Doubts are like bothersome flies and should be treated as such and crushed . #PubsShouldBeRandomPlayers
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