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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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Sgt Kirk
Fatal Absolution Negative-Feedback
10538
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Posted - 2015.05.02 03:34:00 -
[2] - 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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Sgt Kirk
Fatal Absolution Negative-Feedback
10539
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Posted - 2015.05.02 03:46:00 -
[3] - 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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Sgt Kirk
Fatal Absolution Negative-Feedback
10539
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Posted - 2015.05.02 04:35:00 -
[4] - 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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Sgt Kirk
Fatal Absolution Negative-Feedback
10539
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Posted - 2015.05.02 04:48:00 -
[5] - 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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