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Posted - 2015.08.23 14:30:00 -
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At the most fundamental level:
If shared passives are going to be disabled, passive scan design should favor hunting over hiding. If shared passives cannot be disabled, passive scan design should favor hiding over hunting.
Further: Scouts have mobility and EWAR. That's it. If Falloff 2.0 returns EWAR as a strength to Scout, the game will be better balanced.
* Will collect my thoughts and respond the points above w/ coffee :-)
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Posted - 2015.08.23 14:55:00 -
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Pokey Dravon wrote: 1. Generally speaking, how do you feel about scan falloff? In short that scans should be more effective at short range, and less effective at long range.
2. What do you feel are appropriate detection conditions. For example, should it simply be you are either currently scanned or not scanned, as we currently have? Or should there be more variation in detection conditions.
3. Should scan conditions vary depending on variation between signature profile and scan precision? That is to say, once scanned, should the last effect vary depending on the difference in stats?
4. Should secondary actions such as running, sprinting, or firing a weapon affect signature profile?
5. How do you feel about current Scout bonuses?
6. Do you feel that passive scans should be constant scans are they are now? Or activate periodically?
1. Falloff is a brilliant concept, but it could use some tuning. High intensity inner rings are designed to alert mercs to incoming backstab. This is arguably a free pass, but in a 1v1 setting reasonable arguments could be made either way. With shared squadsight, it isn't just the merc getting stalked who gets the free warning; it's him and 3-15 of his buddies. Knifing is tough enough without this added (and unreasonable) risk factor.
2. We could have alot of fun with this in theory, but I wouldn't want to over-complicate the system and/or implement anything which consumes more processing power or memory.
3. Someone once suggested displaying unit directional arrow if a passive scanned unit's profile is substantially higher than the scanner's precision. I like the idea, but I wouldn't call it a "must have".
4. No. See #2.
5. Scout intra-class parity was achieved with HF Charlie and lasted through last December. It has since been out-of-whack. If Falloff 2.0 returns passive scanning to competitive levels, there's a good chance we'll be able to get the AM Scout back into play without any major adjustments.
As an aside, you've missed an elephant in the room, Pokey. That is, the GalLogi. Even if Passive Scans were buffed substantially, they still would not compete with today's GalLogi.
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Posted - 2015.08.23 15:24:00 -
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Simplified Falloff 2.0 Proposal
Passive Scans * Change the 3-ring system to a 2-ring system: short range and long range passives * Short Range passive scans assume today's Middle Ring values * Long Range passive scans assume today's Outer Ring values * Restore Range Extenders to former values * Restore Logi base Scan Range to former values
Active Scans * Apply Falloff 2.0 "two-ring rules" to Active Scans ... * Short Range active scans ping at present values * Long Range active scans ping at discounted values (i.e. 130%) * Add recon-assist WP when scanned units are KO'd by teammates * Add to Active Scanners cloak's protracted equip/unequip delay
*** Assumes shared passives are here to stay.
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Posted - 2015.08.23 15:36:00 -
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Cat Merc wrote:Adipem Nothi wrote: * Add recon-assist WP when scanned units are KO'd by teammates
Don't they already do that? Squad-mates only at the moment. If (for example) you're running solo and you ping redberries with an active scanner, your teammates will see the returns but you will not earn WP should they kill a scanned redberry. "Recon Assist" WP is only paid when a squaddie drops a redberry you've active scanned.
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Posted - 2015.08.23 21:14:00 -
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Adipem Nothi wrote:Simplified Falloff 2.0 Proposal
Passive Scans * Change the 3-ring system to a 2-ring system: short range and long range passives * Short Range passive scans assume today's Middle Ring values * Long Range passive scans assume today's Outer Ring values * Restore Range Extenders to former values * Restore Logi base Scan Range to former values
Active Scans * Apply Falloff 2.0 "two-ring rules" to Active Scans ... * Short Range active scans ping at present values * Long Range active scans ping at discounted values (i.e. 130%) * Add recon-assist WP when scanned units are KO'd by teammates * Add to Active Scanners cloak's protracted equip/unequip delay
Notes * Assumes shared passives are here to stay * Can be accomplished within the confines of existing assets and mechanics, I believe * Have not yet looked at these values in a spreadsheet; may require slight tweaking (please standby)
Adipem Nothi wrote:Simplified Falloff 2.0 Proposal, v1.1
Passive Scans * Change the 3-ring system to a 2-ring system (short range and long range) * Short Range passive scans assume today's Middle Ring values (or close to) * Long Range passive scans assume today's Outer Ring values (or close to) * Restore Range Extenders to former values (or close to) * Set Logi base Scan Range to 20m * Set Scout base Scan Range to 25m
Active Scans * Apply Falloff 2.0 "two-ring rules" to Active Scans ... * Short Range active scans ping at present values * Long Range active scans ping at discounted values (i.e. 130%) * Make Active Scans "Active" such that returns are illuminated only while actively painted * Add to Active Scanners 50% (or so) of cloak's protracted equip/unequip delay * Add recon-assist WP when scanned units are KO'd by teammates
Notes * Assumes shared passives are here to stay * Good chance of freeing up system resources * Can be accomplished within the confines of existing assets and mechanics (I believe)
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Posted - 2015.08.25 08:38:00 -
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Looks like Rattati's shaking things up! Retracting positions/proposals on Passives Scans until the dust settles.
Meanwhile, this may still be relevant: Active Scans: Beam Scanning vs Snapshot Scanning
Would love to hear your thoughts.
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Posted - 2015.08.26 11:40:00 -
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haerr wrote:i thought further dust ewar changes would require ccp to rework code that they did not want to put the resources into reworking
can someone confirm that ccp has changed their collective mind about this? Indeed! Rattati has a post up in Pokey's other thread.
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Posted - 2015.08.26 13:21:00 -
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CeeJ Mantis wrote: -Basic active scans aren't very good as they only scan heavies and basic equipment. Perhaps make it 42 instead of 46 so medium suits without dampening can be scanned, but ones with it can hide.
Agreed 100% on this point. Though I would point out that it'd need to be 41dB to pickup undampened Assaults.
CeeJ Mantis wrote:
-Adjustment to scan rings. The current amount (S 20%, M 50% L 100%) means that adding precision/range amps to a suit feels ineffective when your long-range is the most dominant part. I like an even 33%, 33%, 33%.
-Range amos need a slight boost. Perhaps increase their value by 5%. (the basic range amp is essentially the worse module in the game as it only adds 1.5 meters if you have max ewar skills to your range on most suits)
Made this for you: Google Doc: Current Passives vs Ceej's Proposed Passives
My two cents: Would be bad for knifeplay. Really bad for knifeplay with shared passives. Personally think that something something like this would be better balanced, given EWAR mechanics in their present form. No telling whether or not these numbers would work well with future EWAR mechanics.
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Posted - 2015.08.26 15:49:00 -
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Breakin Stuff wrote: I don't know how to describe how useless the radar is on a fatsuit. Perhaps when solo. Logi passives are incredibly strong and are shared throughout the squad. Tell your repslave to run a Precision Enhancer or three. Better yet, tell him to run a precision enhanced GalLogi.
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Posted - 2015.08.27 14:26:00 -
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Somewhat random thought and recommendation:
Line-of-Sight target intel is not presently shared. If I recall correctly, it used to be, back in early Uprising and looking at Rattati's new EWAR grid, seems like it might be reinstated down the road. If it is to be reinstated, I'd recommend limiting its sharing to when aiming-down-sights.
"Regular" line-of-sight is extremely lenient in terms of detection criteria. Pan and scan everything in range. In my opinion, it'd make for better gameplay and better balance if "scoping" a target translated to scanning (as opposed to 'looking in general direction of'). Further, if a "scoped and scanned" target is killed within a reasonable timeframe, a small amount of intel assist WP could be paid. Among other things, this would make for more interesting Overwatch gameplay and & Sniper / Spotter interplay.
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Posted - 2015.08.27 17:05:00 -
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Breakin Stuff wrote:Also adipem, if you successfully hit your target let the target ping. So that plus your aim down sight statement. 1. "Scoping" one's target is a premeditated and precise tactical action. Spinning and spraying after getting hit in the back is absolutely not premeditated or precise.
2. Assume for the sake of argument that high intensity inner rings are weakened and/or disabled, the expressed goal being to improve backstab efficiency for better balanced gameplay. Spin-and-spray scan mechanics would negate the change.
3. If Intel WP were to be paid for "spotting", it'd be over-the-top to pay it out to everyone in Blob A who sprayed at Blob B each and every time Blob B takes a casualty. It would no longer be Intel. It'd just be free WP atop assist WP.
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Posted - 2015.08.27 18:05:00 -
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Alena Ventrallis wrote:I made a thread about active scanners here complete with spreadsheet. Basic idea is to make them active and work similar to a cloak. Reads almost exactly like what I wrote up the other day: Active Scans: Beam Scanning vs Snapshot Scanning
Didn't realize I was repeating your idea quite nearly verbatim.
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Posted - 2015.08.27 18:53:00 -
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Llast 326 wrote: I believe WP by type can be limited with a cap. Intel assists for spotting could be limited to prevent mass accrual in Blob scenarios. Assuming I am correct that they can be capped.
No telling. But I definitely wouldn't want to see dampened units painted to TacNet every time someone sprays hipfire at them. If panic spray negates your damps, why not run HP in the first place? Like everyone else. Unless you're a Level 5 MN Scout with pro knives playing extremely carefully, you're going to take panic spray no matter what.
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Posted - 2015.08.27 20:06:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:Llast 326 wrote: I believe WP by type can be limited with a cap. Intel assists for spotting could be limited to prevent mass accrual in Blob scenarios. Assuming I am correct that they can be capped.
No telling. But I definitely wouldn't want to see dampened units painted to TacNet every time someone sprays hipfire at them. If panic spray negates your damps, why not run HP in the first place? Like everyone else. This would be a major blow to stealth and backstab gameplay. If someone's shooting at you, odds are your stealth play has failed anyway. Say I spot you and flank you all the while remaining undetected. Say I stalk you and wait until you're all alone and distracted. Still undetected. Say I sneak up right behind you, evading your LoS and everyone else's. Say I then shotgun you in the back, undetected up until the moment of attack.
You're an HMG Heavy. What happens next? And how did I fail at stealth play?
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Posted - 2015.08.27 20:13:00 -
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Thaddeus Reynolds wrote:Adipem Nothi wrote:Breakin Stuff wrote:Also adipem, if you successfully hit your target let the target ping. So that plus your aim down sight statement. 1. Scoping a target is a premeditated and precise tactical action. Spinning and spraying after getting hit in the back is absolutely not premeditated or precise. 2. Assume for the sake of argument that high intensity inner rings are weakened and/or disabled, the expressed goal being to improve backstab efficiency for better balanced gameplay. Spin-and-spray scan mechanics would negate this change. 3. If Intel WP were to be paid for spotting, it'd be over-the-top to pay it out to everyone in Blob A who sprayed at Blob B each and every time Blob B takes a casualty. It would no longer be Intel. It'd just be free WP atop assist WP. My Recommendation: * A spotter can spot only one target at a time. * To do so, the spotter scopes a target for a full second. * If the target is killed by a squaddie within X seconds of being spotted, the spotter is paid Intel WP. My two cents, of course.
Edit: All of this assumes that Rattati wants LoS intel to be shared. Very well might be better off not sharing it at all. The reason I don't like it for Zooming only is that not all weapons can zoom...Nova Knives and Forge Guns are some of the weapons that would be great to be able to "spot" with (Forge Guns for relaying the positions of vehicles)...I do however agree that it shouldn't be instantly shared with the squad/team, there should be a delay...and WP rewards for spotting
Knives, Shotguns, HMGs, Forge Guns. Switch out to your sidearm, scope the target with ADS, switch back. Why not?
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Posted - 2015.08.27 20:32:00 -
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Llast 326 wrote:Adipem Nothi wrote:Breakin Stuff wrote:Adipem Nothi wrote:Llast 326 wrote: I believe WP by type can be limited with a cap. Intel assists for spotting could be limited to prevent mass accrual in Blob scenarios. Assuming I am correct that they can be capped.
No telling. But I definitely wouldn't want to see dampened units painted to TacNet every time someone sprays hipfire at them. If panic spray negates your damps, why not run HP in the first place? Like everyone else. This would be a major blow to stealth and backstab gameplay. If someone's shooting at you, odds are your stealth play has failed anyway. Say I spot you and flank you, taking care to run wide to avoid detection. Say I stalk you and wait until you're all alone and distracted. Still undetected. Say I sneak up right behind you, evading your LoS and everyone else's. Say I then shotgun you in the back, undetected up until the moment of attack. You're an HMG Heavy. What happens next? And how did I fail at stealth play? Lets say you only mark a target if your Precision beats their Profile. Would that solve that issue? Maybe. Which Precision value though? Base Precision? At the moment, everyone's Precision is pretty strong in shotgun/knife range.
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Posted - 2015.08.27 20:56:00 -
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Llast 326 wrote:Adipem Nothi wrote:Llast 326 wrote: Lets say you only mark a target if your Precision beats their Profile. Would that solve that issue?
Maybe. Which Precision value though? Base Precision? At the moment, everyone's Precision is pretty strong in shotgun/knife range. I was thinking Base. If it was Inner ring Precision it would essentially extend the ring by a fair amount, and be to advantageous. Having it adjust by range gives a greater advantage to higher range weapons. Outer Ring would mean Gal scouts would never be affectedGǪ to much advantage again. Snipers, complain no more! Announcing a fun, new and engaging function designed just for you!
"Overwatch!"
Do you love high ground? Yes you do. Who in your squad has better vantage of the battlefield than you, Mr Sniper? No one. From your lofty perch, can you spot those flanking bad guys before your squad does? Absolutely you can. Have you always wanted a way to alert your buddies to incoming danger? Of course you have.
With "Overwatch!" all you have to do you now is aim and that valuable intel is relayed. Now get out there and have some fun! And you're welcome!
* But you have to give up your Calmando. ** And you have to trade your damage amps for precision enhancers.
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Posted - 2015.08.27 21:05:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:Breakin Stuff wrote:Adipem Nothi wrote:Llast 326 wrote: I believe WP by type can be limited with a cap. Intel assists for spotting could be limited to prevent mass accrual in Blob scenarios. Assuming I am correct that they can be capped.
No telling. But I definitely wouldn't want to see dampened units painted to TacNet every time someone sprays hipfire at them. If panic spray negates your damps, why not run HP in the first place? Like everyone else. This would be a major blow to stealth and backstab gameplay. If someone's shooting at you, odds are your stealth play has failed anyway. Say I spot you and flank you, taking care to run wide to avoid detection. Say I stalk you and wait until you're all alone and distracted. Still undetected. Say I sneak up right behind you, evading your LoS and everyone else's. Say I then shotgun you in the back, undetected up until the moment of attack. You're an HMG Heavy. What happens next? And how did I fail at stealth play? *I* would be the one flagged on *your* team's tacnet at that point. However, were I to catch you inbound and start pinging HMG bullets off your ass before the shotty, you would ping on mine. And the only shotgun you really have a chance to live through in your scenario comes in two varieties: Militia and catastrophic hit detection failure. Unless you're quad plated. With a logi leash. A shotgunner has to hit the average sentinel 3-4 times to kill it. The sentinel has plenty of time to pirouette and panic spray, and our would-be stealthy Scout is absolutely going to take damage. Under your system, he'd be painted to TacNet despite having taken every precaution and made every effort not to be. This is a fact and you know it. Why you're playing the fool is beyond me.
If panic spray paints targets, you're going to see another drop in Scout performance. Might not be bad idea to buff Knives and Shotguns in advance.
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Posted - 2015.08.27 21:34:00 -
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So, you're doing it wrong. How is that my problem?
Every time I shotgun a sentinel in the back, I fully expect to take damage from him. That's how common it is. The same goes for tanked Commandos and Assaults. You simply can't kill 'em fast enough.
You suggested a tweak to my proposed idea. I'm telling you specifically how and why I think your tweak wouldn't work. Take my feedback or leave it. Don't get all butthurt and defensive, and don't waste my time with edge-case scenarios.
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Posted - 2015.08.27 23:31:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:So, you're doing it wrong. How is that my problem?
Every time I shotgun a sentinel in the back, I fully expect to take damage from him. That's how common it is. The same goes for tanked Commandos and Assaults. You simply can't kill 'em fast enough.
You suggested a tweak to my proposed idea. I'm telling you specifically how and why I think your tweak wouldn't work. Take my feedback or leave it. Don't get all butthurt and defensive, and don't waste my time with edge-case scenarios.
Don't tell me I'm playing the fool because I don't do things your way. I don't really care what you think is "doing it wrong." The cal and minsent don't take shotgun shots well at all, and the galsent is hit or miss because of it's odd slot layout. The commando would have to be damn near bricked and assaults turning on you I'm going to chalk up to shoddy hit detection, something frequently reported in reference to the weapon line. And bluntly Firing your weapon should flash you on the tacnet IMHO, but that's not on my list of suggestions I'm actually going to make. This thread isn't about what you run or how you run it. This thread is about EWAR interplay.
The fact of the matter is, the majority (if not vast majority) of Commandos, Assaults and Sentinels on the field spin-and-spray after being hit in the back with a shotgun. That's the point I was trying to make. It is especially true with Sentinels, and it isn't limited to any particular type or max-HP loadout. I've observed this thousands and thousands of times over. If for whatever reason you don't wish to take my word for it, you are more than welcome to grab a shotgun, hunt some fatties and see for yourself. It is the norm. Why it is that you're experience differs from the norm is interesting, but it is inconsequential as it relates to this discussion.
Breakin Stuff wrote:I am watching this thread to see how it progresses, and what the community cobbles together as acceptable mechanics. As I don't pay a lot of attention to EWAR in my day-to-day gameplay as I run sentinel and commando suits, I ask that people bear with me when I ask seemingly "stupid questions," whether out of ignorance, or because if I feel the need to quote or cite your contributions, I would like to insure that I am not misrepresenting the ideas here.
I'd assumed you were playing the fool, and that was wrong. I forgot about the above post. Apologies out of the way, I'd like to think that as a CPM you'd opine on from an informed position. I'm trying to help you get there. So quit being a combative arse and let me help you become less EWAR ignorant.
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Posted - 2015.08.28 16:07:00 -
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Breakin Stuff wrote:Shall we move back to the original topic? I'll take a crack at it!
Here's what Rattati left us with: http://puu.sh/jNGQz/7e770ebd24.png
Here's what I'm thinking: http://i.imgur.com/iQ4l1rN.png
Here's why:
#1 - Shared Passive Scans are trouble. If you click through December's (rather heated) Dev EWAR discussion, you'll find that pretty much everyone -- even those diametrically opposed to one another -- agreed that Shared Passives should be disabled. There are lots and lots of good reasons why. Off the top of my head, here are a handful of EWAR improvements which could be accomplished if we got rid of shared passives:
* Could alleviate the lopsided aspects of EWAR interplay brought about by 8x and 16x sharing * Could make EWAR interplay less off / on and a more an active game of hide-and-seek * Could make room in competitive play for recon scouts to participate in a balanced and meaningful manner * Could ensure that no matter what is tweaked down the road, passive permascan is not resurrected * Could make EWAR modules more meaningful to more unit types
This is just one example, but for the sake of argument, let's assume that a Range Extender buff was on the table ...
Range Extender Buff w/ Shared Passives: Blobbing > Scouting. Upgrade your blob by embedding in it an AM or CA Scout, who shares his now longer range, intense passives up to 16x. Detection conditions in competitive play are now very much analog and easy-to-anticipate. Be a heavily dampened GalScout and get in close undetected. Otherwise, assume detection anytime you're close to a blob. A good embedded Scout serves his squad best by surrounding himself with high-HP, hard-hitting squadmates, granting them his always-on ring of omniscience.. Beyond the occasional bullet dodging, player skill and judgment are of little-to-no consequence to the rather boring role of the embedded Scout.
Range Extender Buff w/out Shared Passives: Scouting > Blobbing. A good EWAR AM/CA Scout orbits his squadmates, sniffs out potential infiltrators, and all-the-while relays intel back to his squad via active scanning or "scoping" incoming threats. He intercepts the threats he thinks he can handle; he actively "scouts" the rest. This Scout is served well by modules which augment his strong native scans; provided he plays smart, these potentially permit him better survivability than even HP modules. This Scout is a scout, and player skill and judgment play a significant part in how well he performs his role.
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Posted - 2015.08.31 02:48:00 -
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Breakin Stuff wrote:Right now what are the biggest failure points of the scanning side, and what are the biggest failure points of the dampening side? Largely agree with Varoth's assessment above.
On Range Amps, I'd add that the apparent quick fix (simply buff them) would create more problems than it'd solve. The reasons why this module was nerfed in the first place very much remain in effect today. In fact, more so, now that competitive squads can share passives among even more units than before.
Biggest Failures on the Scanning Side?
#1 - Hands down, the GalLogi's Active Scans (too potent and too easily spammed) #2 - Shared Passives (too potent, especially when shared 8x - 16x) #3 - Passive Scan Inner Ring Intensity (too potent at zero-to-minimal investment)
Biggest Failures on the Dampening Side?
The fact that in the vast majority of cases, the effect of Damps are completed negated by #1 through #3 above. |
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Posted - 2015.08.31 22:05:00 -
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Alena Ventrallis wrote: ... but I see no reason for an assault to want to fit dampeners anymore than I would have a scout want to fit plates: you're going against the fundamental design of the suit. To be fair, I personally see no problem with there being alternative loadouts worth running beyond the "recommended". Options give players an opportunity to be creative when adapting to different environments and while adopting new tactics and strategies. Loadout variety -- in my opinion -- is a feature which sets Dust apart from other shooters. I believe there should be more than one "right way to do it", and I believe that "fundamental design" (if there is such a thing) should encourage players to thoroughly explore their options rather than only reward them when they color in between the lines.
In the present environment, for instance, and assuming GalLogi scans were slightly less obnoxious ...
Assume Profile Dampeners were tweaked such that they now afford their user a 30% reduction to Duration Scanned. All of sudden, these previously useless "scout modules" very well might be of tactical benefit to Assaults and worth the trading out of a plate or two.
Spitballing, of course. |
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Posted - 2015.08.31 22:28:00 -
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:: clapping :: |
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Posted - 2015.08.31 23:09:00 -
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Alena Ventrallis wrote:Varoth Drac wrote: The point is it should be a fitting option. You can fit hp mods on a scout and be effective. Why can't you fit profile dampeners on an assault? You can, but is it worth it? Most people won't, but variety is what makes the game interesting.
And the Gallente logi isn't designed to find sneaky suits, it's designed to find all suits. Sneaky suits are designed to hide from them. Basically, scouts are for hiding from scanners. Focussed scanners are for finding scouts. Profile dampeners are designed to hide you from scans.
I'm just saying that perhaps Gallente logis should be adjusted so it's a little easier for mediums to make use of profile dampeners, if they wish, and give scouts a bit more room for fitting options other than profile dampeners. It would allow for more interesting EWAR dynamics and fitting options for all suits. Also, for people who don't play scout and complain about permascan, they could more easily fit dampeners, instead of feeling they have to go scout or be scanned.
So for example, you could change the logi bonus from precision to cooldown reduction. Buff focussed scanner precision from 20 to 15db, but reduce it's range to 50m.
Now you've got better distinction between long range, wide angle scans that can feasibly be hidden from (even by sentinels if they so wish), and short range, longer cooldown, but extremely powerful focussed scans.
Just a thought. Improving active scanner mechanics is another issue that can go with this.
You can, but there's my concern: assuming everything equal (max skills) A GalSout/CalScout with 1 complex damp can evade all scanners, period, save for proto duvolle scans with level 5 GalLogi. That's why we had such a huge problem with scouts back in 1.8; alongside the cloak, a scout could easily have assault levels of health while being invisible to all scans. Having 700hp and undetectable was considered OP. How is it any different if the suit is a damped assault as opposed to a tanked scout? The underlined portion above is an oversimplification of a complex problem. Scouts and Cloak were nerfed in a half dozen (or better) different ways, Assaults were buffed, and passive scans were overhauled. That's what fixed the Scout problem. The GalLogi's Scans had very little if anything to do with the Scout problem or the fixing of the Scout problem. |
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Posted - 2015.09.01 00:04:00 -
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Alena Ventrallis wrote:Adipem Nothi wrote:Alena Ventrallis wrote:Varoth Drac wrote: The point is it should be a fitting option. You can fit hp mods on a scout and be effective. Why can't you fit profile dampeners on an assault? You can, but is it worth it? Most people won't, but variety is what makes the game interesting.
And the Gallente logi isn't designed to find sneaky suits, it's designed to find all suits. Sneaky suits are designed to hide from them. Basically, scouts are for hiding from scanners. Focussed scanners are for finding scouts. Profile dampeners are designed to hide you from scans.
I'm just saying that perhaps Gallente logis should be adjusted so it's a little easier for mediums to make use of profile dampeners, if they wish, and give scouts a bit more room for fitting options other than profile dampeners. It would allow for more interesting EWAR dynamics and fitting options for all suits. Also, for people who don't play scout and complain about permascan, they could more easily fit dampeners, instead of feeling they have to go scout or be scanned.
So for example, you could change the logi bonus from precision to cooldown reduction. Buff focussed scanner precision from 20 to 15db, but reduce it's range to 50m.
Now you've got better distinction between long range, wide angle scans that can feasibly be hidden from (even by sentinels if they so wish), and short range, longer cooldown, but extremely powerful focussed scans.
Just a thought. Improving active scanner mechanics is another issue that can go with this.
You can, but there's my concern: assuming everything equal (max skills) A GalSout/CalScout with 1 complex damp can evade all scanners, period, save for proto duvolle scans with level 5 GalLogi. That's why we had such a huge problem with scouts back in 1.8; alongside the cloak, a scout could easily have assault levels of health while being invisible to all scans. Having 700hp and undetectable was considered OP. How is it any different if the suit is a damped assault as opposed to a tanked scout? With respect, I believe the underlined portion above to be an oversimplification of a complex problem. Scouts and Cloak were nerfed in a half dozen (or better) different ways, their racial bonuses were revised, Assaults were buffed, and passive scans were overhauled. That's what fixed the Scout problem. The GalLogi's Scans had very little if anything to do with the Scout problem or the fixing of the Scout problem. If the GalLogi were removed from play today, I do not expect we'd see a repeat of Uprising 1.8. Rather, I'd expect we'd see better mix of MN/AM Scouts in play and an influx of dampened Assaults. Would dampened Assaults out-scout the Scout? It is possible, but I personally don't think so thanks to the Speed/HP Curve. That is something to think about. I think another part of the problem is the power curve between scanners and dampening. Ideally, dampening should beat scanning, but it should be neck-and-neck the entire way. So a level 3 GalScout with enhanced dampeners should beat a level 3 GalLogi with enhanced scanners... But just barely. With scouts and passive scans as they are today and active scan results being shared 16 ways, I do not see the need for active scans and scout scan profiles to escalate neck-and-neck. Should they, there will remain no point to running damps on Assaults. I believe it's been said before, "Active Scans are not the counter to Scouts, Scouts are the counter to Active Scans." |
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Posted - 2015.09.11 23:41:00 -
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Inbound Link (w/background): https://forums.dust514.com/default.aspx?g=posts&m=2952009#post2952009
Concept: Adding Scan Profile penalty to Shield Extenders. |
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Posted - 2015.09.12 14:29:00 -
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Breakin wrote:Alena wrote: As far as range extenders, giving them a flat number makes them useful on all suits, but could easily have the AmScout becoming the new CalScout of old.
Remember the cal scout has a range bonus inherent and can fit precision mods to match the amscout for said scan utility. So the amarr and caldari would be roughly similar for detection capacity. The "CalScout of Old" had a bonus to both precision and range. It was way too good at the time, but much has changed with Falloff. If we wired today's CalScout with its old bonuses, for example, its scans would be a far less potent than its predecessor's as it would not scan at a constant precision value from 0m out to its maximum, and it's maximum range would be substantially less than before. It would no doubt make for a better recon unit than it is at present, but it would not be sufficiently good to dethrone the GalLogi.
As for a flat bonus to range extenders, I suspect that an extension of today's inner ring would correspond to an immediate decrease in Nova Knife efficiency. I don't have access to the efficiency numbers, but I suspect that this would be bad for balance. As many have previously suggested, if range extenders only affected middle and outer rings, buffing them would likely be fine. Alternatively, if inner rings were converted to a fixed value, such that range extenders didn't extend them, then buffing range extenders would likely be fine. |
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Posted - 2015.09.12 14:32:00 -
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Alena Ventrallis wrote:Honestly I think the calscout and amscout should switch bonuses. It makes sense lore wise: Cal would want to be able to find the sneaky GalScouts and the AmScout would want to see the fast MinScout coming from farther away, giving them more time to react.
Plus it requires them to sacrifice their main tank in order to capitalize on their bonus. Agreed in concept. Though with today's active scans as they are, losing the damp bonus would require CalScout to commit 2 of 2 low slots to dampeners to remain off-radar. It can't hunt if its permascanned. |
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Posted - 2015.09.12 15:38:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:Alena Ventrallis wrote:Honestly I think the calscout and amscout should switch bonuses. It makes sense lore wise: Cal would want to be able to find the sneaky GalScouts and the AmScout would want to see the fast MinScout coming from farther away, giving them more time to react.
Plus it requires them to sacrifice their main tank in order to capitalize on their bonus. Agreed in concept. Though with today's active scans as they are, losing the damp bonus would require CalScout to commit 2 of 2 low slots to dampeners to remain off-radar. It can't hunt if it's permascanned. Wouldn't lose the damp bonus. Alena was suggesting swapping the range and precision bonuses out. Not a total bonus swap. Google Doc
Can't really say one way or another. Nothing stands out as terribly good or bad. First impression falls somewhere between slight improvement and zero sum game.
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Posted - 2015.09.12 15:52:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:Breakin Stuff wrote:Adipem Nothi wrote:Alena Ventrallis wrote:Honestly I think the calscout and amscout should switch bonuses. It makes sense lore wise: Cal would want to be able to find the sneaky GalScouts and the AmScout would want to see the fast MinScout coming from farther away, giving them more time to react.
Plus it requires them to sacrifice their main tank in order to capitalize on their bonus. Agreed in concept. Though with today's active scans as they are, losing the damp bonus would require CalScout to commit 2 of 2 low slots to dampeners to remain off-radar. It can't hunt if it's permascanned. Wouldn't lose the damp bonus. Alena was suggesting swapping the range and precision bonuses out. Not a total bonus swap. Google DocCan't really say one way or another. Nothing stands out as terribly good or bad. First impression falls somewhere between slight improvement and zero sum game. Is now a good time to gripe about the anemic-ass ranges? I'm still not comprehending why you have a 120m radar and only up to 40m of detection (the inner ring) Increasing range could help (and very well might solve the AM Scout problem) but you'd have to be careful not to go too far. Rattati wasn't completely wrong when he kneecapped Scout passives. Long range, high intensity passive scans are as bad for EWAR interplay as current GalLogi active scans.
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Posted - 2015.09.12 16:03:00 -
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I'd personally like to see Rattati choose a new path for the AM Scout and find a way to make GalLogi actives less overpowered and oppressive ... my two cents:
To Fix GA Logi Snapshot Scanners ---> Beam Scanners (Google Doc) (or) Replace GalLogi precision bonus with a warpoint bonus for recon assists (team wide).
To Fix AM Scout Replace precision bonus with flat efficacy bonus to biotics (or) Drop the precision bonus and add a low slot (or) Drop the precision bonus and add a bonus to ScP damage & headshot multiplier
In a nutshell, Less Scans > More Scans.
* This thinking is aimed at current mechanics and very well may change as more information is made available on Rattati's proposed EWAR overhaul. |
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Posted - 2015.09.13 01:06:00 -
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Adipem Nothi wrote:Breakin Stuff wrote:Adipem Nothi wrote:Alena Ventrallis wrote:Honestly I think the calscout and amscout should switch bonuses. It makes sense lore wise: Cal would want to be able to find the sneaky GalScouts and the AmScout would want to see the fast MinScout coming from farther away, giving them more time to react.
Plus it requires them to sacrifice their main tank in order to capitalize on their bonus. Agreed in concept. Though with today's active scans as they are, losing the damp bonus would require CalScout to commit 2 of 2 low slots to dampeners to remain off-radar. It can't hunt if it's permascanned. Wouldn't lose the damp bonus. Alena was suggesting swapping the range and precision bonuses out. Not a total bonus swap. Google DocCan't really say one way or another. Nothing stands out as terribly good or bad. Leaning toward "bad recon units still bad" but I'd really have to get my hands on these to say definitively. Apologies, gents. Just doublechecked the spreadsheet above and found lots of superfluous garbage I thought I'd deleted. Cleaned it up. |
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Posted - 2015.09.13 08:11:00 -
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el OPERATOR wrote:Retread hyperbole about Gallogi and permascan, personal issues about EWAR being binary. And fixes to return scouts to their undetectable, high hp, all-seeing peak. We need something else, people. The merry go round has to stop.
News Bulletin:
1. GalLogi scans really are a problem. It isn't hyperbole. Permascan is real, and players are tired of it. 2. The Scouts of your nightmares went extinct 9 months ago. By all accounts, today's Scout is UP. 3. No one here (especially me) wants a repeat scoutocolypse or a useless GalLogi.
Saying it ain't so won't change the facts. |
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Posted - 2015.09.13 15:37:00 -
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Pokey Dravon wrote:Thoughts? Very clever. +1 |
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Posted - 2015.09.13 20:47:00 -
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Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10%
Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession.
In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%.
Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline. |
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Posted - 2015.09.14 00:46:00 -
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Aeon Amadi wrote:Adipem Nothi wrote:Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10% Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession. In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%. Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline. Hrmm. http://dust.thang.dk/market_historycategory.phpAccording to that, Scouts were the second most popular suit up until July of this year before Logistics took that luxury, presumably due to the speed changes on June 30th. Just as well, Commandos saw an increase in usage from the same patch as they had a slot-count rebalance that accompanied the speed changes. Correlation does not equate to causation, but perhaps the decline - at least recently - is due to our limited player base using other suits as they increase in viability. There's no other way to describe scout usage trends. Within a month or two of Falloff, Scout usage dropped from outselling all else by 2:1 to underselling Assaults by the same massive margin. The nerf worked. The plummet in usage was immediate and sustained. To date, Scout usage has continued to decline. Current trends held constant, Commandos will be outselling Scouts in a matter of months. Whether that's good or bad is beside the point. The point is that Scouts aren't the OP problem they used to be and haven't been for nearly a year. |
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Posted - 2015.09.14 02:22:00 -
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Leither Yiltron wrote:el OPERATOR wrote: As well as a decline in usage from a decline in actual playerbase across those periods.
You could reasonably use the eve-offline charts' data to get a statistic that is (daily purchase numbers)/(daily average) or even .../(3-day daily rolling average). Not perfect, but maybe more reasonable. Scout usage rates have declined by over 400% since December of last year. From over 80k to roughly 20k. We've no doubt lost players over the past 9 months, but you can't blame a drop of that magnitude on declining headcounts. |
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Posted - 2015.09.14 03:00:00 -
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Breakin Stuff wrote:Unless we see some actual usage statistics, and average kills per spawn, quoting market data is wildly unhelpful. If we lost all the EZ mode FOTM jerks but the regulars stuck around and still devastate, then that would say quite a lot about the class.
But market data alone, in a vacuum is next to useless.
Google Doc
^ That's all we've got. If you need fresh data, you guys are closer to the source than anyone here. If you wanted to, you could just ask Rattati. "Hey boss, Scout usage is down. Are they underperforming or are they just whiny bastards? Is there any room for us to maybe nerf 'em again? Maybe in the EWAR department, again? Or should we actually pay mind to their feedback?" |
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Posted - 2015.09.14 04:20:00 -
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Wife's in labor :-) Back later ! |
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Posted - 2015.09.15 02:24:00 -
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el OPERATOR wrote:Adipem Nothi wrote:Wife's in labor :-) Back later ! Good Luck!! All good! 9lbs 5oz, 21.5 inches, born ~3.5hrs ago. Too big for scout work. Healthy as a horse though :-)
Carry on, gents. o7 |
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Posted - 2015.09.17 01:52:00 -
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Thx, guys! Meet James Nothi.
Chubby or not, he will learn the knives :P |
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