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Abraxis Mangelor
Breach Team
7
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Posted - 2015.12.27 02:17:00 -
[1] - Quote
When was it so important - to so many of you - to avoid being seen?
Oh, ya. When all of ya went to splashy, jumpy defenseless litte twitchy skitter-fits.
If you are spotted more than 20m out, you get melted by anyone with a gun game.
Perfect. Don't change a thing.
Scanners were never an issue when ttk was longer, and we fought from positions of cover. And flanked. And dropped links.
The way the maps are designed. |
Abraxis Mangelor
Breach Team
7
|
Posted - 2015.12.27 03:55:00 -
[2] - Quote
well, in the past, scouts used to also use their high slots to buff range and precision of passives - which they share with squad - instead of a stack of myo's.
ewar doesn't need a fix. It's the only counter available when fighting an army of damped jumping beans. |
Abraxis Mangelor
Breach Team
8
|
Posted - 2015.12.27 08:11:00 -
[3] - Quote
Adipem Nothi wrote:Abraxis Mangelor wrote:well, in the past, scouts used to also use their high slots to buff range and precision of passives - which they share with squad - instead of a stack of myo's.
ewar doesn't need a fix. It's the only counter available when fighting an army of damped jumping beans. So ... Scout permascan was broken, but Logi permascan is fine. Because of myofibs. Just so you know, dampened scouts usually dampen below 21dB permascan; fixing 21dB permascan won't have any effect whatsoever on countering them. The fact of the matter is that permascan -- in any form -- is bad for gameplay and bad for balance. We got rid of Scout permascan last year with good reason; the same reasoning absolutely applies to Logi permascan. To claim that one flavor permascan is overpowered while another is fine "because reasons" is a pretty obvious double standard, don't you think?
I've never come close to dividing one kind of permascan from another. I don't know what you're reading.
My point is that BEING SEEN is not a probem at all, and it's what you are trying to "fix."
You need MORE invisibility? Even when an unmodded scout walks around under the passives of a heavy without any effort?
It ain't broken. You just need to learn to work harder.
Scan me up. Bring it. |
Abraxis Mangelor
Breach Team
8
|
Posted - 2015.12.27 08:40:00 -
[4] - Quote
Kail Mako wrote:Abraxis Mangelor wrote:When was it so important - to so many of you - to avoid being seen?
Oh, ya. When all of ya went to splashy, jumpy defenseless litte twitchy skitter-fits.
If you are spotted more than 20m out, you get melted by anyone with a gun game.
Perfect. Don't change a thing.
Scanners were never an issue when ttk was longer, and we fought from positions of cover. And flanked. And dropped links.
The way the maps are designed. Dropping links, and flanking? What do you think the point of myofibs are? They are without a doubt the most essential mobility tool in the game for about 90% of the maps. They get the links where no one else can..
If you couldn't fire weapons while airborne, I would have absolutely no problem wit h the myo.
If the fight were back on the ground, all of the roles would fall back in line, and your tactically located "high ledge" links would just need fluxing like they used to. |
Abraxis Mangelor
Breach Team
8
|
Posted - 2015.12.27 19:33:00 -
[5] - Quote
Leovarian L Lavitz wrote:Right now, one piece of equipment can force five slots worth of counter fitting per person... blah...
and you'll only be lit up for 5 seconds by a precision scanner - as much as 20 seconds for your non-ewar boys.
If you feel the need to re-fit an entire team to be invisible for such a small amount of time, go ahead. It's tactically ludicrous.
If you can't tolerate fighting when the enemy knows where you are, then this game is too much for you. |
Abraxis Mangelor
Breach Team
8
|
Posted - 2015.12.27 19:51:00 -
[6] - Quote
Stefan Stahl wrote:For me the annoying thing about active scanners is their range.
I would absolutely agree with the way scanners are working right now if their range was drastically reduced, to somewhere about 50 m for non-flux scanners. That way the scanner stops being an all-seeing eye and becomes a tool you use right before you assault an enemy position, or when you want to paint a specific target for your teammembers. At 50 meter range perma-scanning your environment is a much less desirable option because at any time somebody with a RR could just pick you off from a distance. On the other hand if you spotted a scout somewhere close you could still pull a focused scanner and aim it at where you last saw him to find out if he's still there.
50 meters for non-flux scanners is of course just a placeholder value. The important bit is that it's less than long-range rifle range and more than most passive scans. Could be 60 m just as well.
Another guy who has to have his whole game CQC, and invisible until he's within his short effective range.
OH, wait... there's a big alert that you've been scanned.
Might that not be an indicator to change your movement pattern?
How about you visually clear firing lanes before moving into open space - hmmm?
Have skills in any roles other than jumpy/spashy or ewar/shotty/knife? Try changing roles to adapt to your enemy.
Maybe that's where this desperation for scan nerfing comes from.
NO insight into the flow of battle or ability to adapt to it. |
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