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Crusty Clown
Calmacht
22
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Posted - 2015.10.10 03:15:00 -
[1] - Quote
The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~ |
Jonny D Buelle
The Warlords Legion
2
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Posted - 2015.10.10 03:19:00 -
[2] - Quote
How about everytime you get scanned, a blip appears of who scanned you on your TacNet. The blip will vary depending on your EWAR stats and it will range from direction indicator (if your EWAR stats are lacking) to a dot (best ewar stats). This will give you an indication of where you have been scanned from and who scanned you.
Director of T-W-L
Keeper of the List
Lord of Scrubs
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Vicious Minotaur
3
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Posted - 2015.10.10 03:21:00 -
[3] - Quote
Solution to scanner spam:
Gallente Genocide. The Garbage people make the Scanners. Make the Scanner Makers nonexistent to make the Scanner issue non-problematic.
Viscous Minotaur
Blood is more vicious than water.
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Jonny D Buelle
The Warlords Legion
2
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Posted - 2015.10.10 03:23:00 -
[4] - Quote
Vicious Minotaur wrote:Solution to scanner spam:
Gallente Genocide. The Garbage people make the Scanners. Make the Scanner Makers nonexistent to make the Scanner issue non-problematic.
But I thought we were allies. Use Garbage men and you rust piles.
Director of T-W-L
Keeper of the List
Lord of Scrubs
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maybe deadcatz
TRUE TEA BAGGERS Smart Deploy
1
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Posted - 2015.10.10 03:33:00 -
[5] - Quote
Crusty Clown wrote:The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~
In the wise words of all who defend the gal logi permascans. 'Git gud'.or you can just get a gallente scout at max level and a complex damp. Boom. Not scannable unless its a focused.
Ha! You can't kill me! I'm already dead!
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.10 03:40:00 -
[6] - Quote
Crusty Clown wrote:The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~
or...
cut down on scout spam so people are not so desperate to keep from getting shot in the ass and killed before they can even turn around.
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
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Summa Militum
Art.of.Death
1
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Posted - 2015.10.10 06:24:00 -
[7] - Quote
They should limit scanners to one per person. Permascanning could still occur but it would have to be a coordinated effort by at least two people. |
Sequal's Back
Dead Man's Game
1
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Posted - 2015.10.10 07:26:00 -
[8] - Quote
They should apply the countdown before beeing able to use your scanner again to all scanners equipped. This way gal logis can have more than one (to adapt depending on the situation) but have to WAIT for the full cooldown of one to use the other.
2nd thing they should do is to remove directions. That is really OP and gives way too much informations on enemy positions.
Last (but not least !), scanning an area should only make snapshots of the enemy positions (every 3 seconds for example). For those who played CoD (I only played 4 and MW2so I don't know bout' others), something like the radar would be perfect.
In order to balance this, scanners should give 30 WP per scanned kill and apply to the whole team kills.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Crusty Clown
Calmacht
23
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Posted - 2015.10.16 21:24:00 -
[9] - Quote
I like your idea about the cooldown Sequal. In my opinion scanners should be "logi only" equipable. Add the cooldown you spoke of and we are headed in the right direction. |
Union118
TH3 STRUGGL3
770
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Posted - 2015.10.16 21:34:00 -
[10] - Quote
Crusty Clown wrote:The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~ Nerf the scan range to 50 meters. Its stupid getting perma scanned from one guy outside the buildings and doesnt fight a whole match.
Starter Fit Suits are OP :-)
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Mortishai Belmont
G.L.O.R.Y
1
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Posted - 2015.10.16 21:43:00 -
[11] - Quote
Scanners are fine.
If everyone else is like me, they're using them more because people are whining about 'em just for spite :D
The C.E.O. of G.L.O.R.Y,
(~..)~ Now on Youtube ~(..~)
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TIGER SHARK1501
Savage Bullet RUST415
488
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Posted - 2015.10.16 22:10:00 -
[12] - Quote
Summa Militum wrote:They should limit scanners to one per person. Permascanning could still occur but it would have to be a coordinated effort by at least two people. Ha! Ha ha! Ah ha ha ha!!!! I have 3 proto scanners on my Min Logi! And each one has a perk the others don't have. |
MrShooter01
Ustio Mercenary Squadron
1
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Posted - 2015.10.16 22:44:00 -
[13] - Quote
Jonny D Buelle wrote:How about everytime you get scanned, a blip appears of who scanned you on your TacNet. The blip will vary depending on your EWAR stats and it will range from direction indicator (if your EWAR stats are lacking) to a dot (best ewar stats). This will give you an indication of where you have been scanned from and who scanned you.
I don't understand why this wasn't a thing from day one
It's like waving a flashlight around, or a submarine switching to active sonar, or shouting "marco"
More powerful than passive detection, but it should come at the cost of EVERYONE KNOWING WHERE YOU ARE.
the idea that any fancy passive whatever scanner systems our suits have wouldn't be able to immediately tell us at least the general direction of a "HELLO THIS IS THE ENEMY IS ANYBODY OVER THERE" blast of electromagnetic radiation is stupid
It could even add a sort of gameplay by giving clever players the ability to lure enemies after that dot, away from points and into a wild cloaked goose chase |
Regnier Feros
Dead Man's Game
923
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Posted - 2015.10.16 23:13:00 -
[14] - Quote
Summa Militum wrote:They should limit scanners to one per person. Permascanning could still occur but it would have to be a coordinated effort by at least two people. Pie
I LIKE PIE
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Rinzler XVII
Ikomari-Onu Enforcement Caldari State
374
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Posted - 2015.10.17 18:41:00 -
[15] - Quote
Mortishai Belmont wrote:Scanners are fine.
If everyone else is like me, they're using them more because people are whining about 'em just for spite :D
And then even more players leave until eventually you'll be alone with no one to troll :)
Keep killing the game you've nearly succeeded ;)
I Fight for the User
It's a shame that my user sucks at DUST
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.17 19:12:00 -
[16] - Quote
1 scanner / loadout. Like cloak.
Dropsuit Usage Rates
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.17 19:13:00 -
[17] - Quote
Mortishai Belmont wrote:Scanners are fine.
If everyone else is like me, they're using them more because people are whining about 'em just for spite :D If Scout passive scans pre-Falloff were OP, today's Active Scans are beyond OP.
Dropsuit Usage Rates
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Boot Booter
Titans of Phoenix Damage LLC
1
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Posted - 2015.10.17 20:18:00 -
[18] - Quote
Drastically reduce the target visibility duration. Boom done. |
Crusty Clown
Calmacht
23
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Posted - 2015.11.08 05:02:00 -
[19] - Quote
Hmm...how much of a reduction? 5 seconds? |
Cquj The Merc
Eternal Beings RUST415
41
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Posted - 2015.11.08 05:29:00 -
[20] - Quote
Modify the cloak to provide scan immunity. The cloak is so easily spotted now, giving it scan immunity would benefit it greatly. It could also return some usage of scouts again. |
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Foo Fighting
Blank Application
581
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Posted - 2015.11.08 09:42:00 -
[21] - Quote
Remove the flux scanner and limit to 1 per suit - that is what is needed.
The flux is the main issue - it scans an area 20x bigger than the next best scanner. In domination generally that means every player except the redline tanks and snipers. |
korrah silain
True Illuminate
146
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Posted - 2015.11.08 10:39:00 -
[22] - Quote
Hmmm perhaps, going along with the snapshot idea, instead of having it be a one and done thing have it so that you have to keep it out and firing for the duration of the scan, and it sends pulses out every second to half second that shows only the position. So for example the scanners that have 15 seconds of activation time would drain the energy over 15 seconds sending out scan pulses, if you switch weapons the scan goes away, but the energy regenerates immediately from where it was drained to (also maybe a delay on switching to another weapon like the cloak.
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
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Hawkings Greenback
Dead Man's Game
434
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Posted - 2015.11.08 11:45:00 -
[23] - Quote
It has all been said before.
If you want long range scans the cone ( of shame ) should be narrow, if you want a broad cone ( of shame ) then the range should be short.
Also extend cool downs and have the gal logi have it as part of the bonus just longer than it currently is.
Increase fitting costs, logi gets reduction too equipment fitting but again has to sacrifice other fittings to make multiple scanners fit.
Make the tacnet light up the person scanning for as long as the people being scanned. Get rid of arrows above people's heads it sucks.
Also how about having damps reduce the time you are visible if scanned ?? Surely this would encourage more people to throw on a damp if it can actually help.
Just some random thoughts.
Right off to scan you all down on m proto gal logi
"Forum Lurker" since 2012
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Crusty Clown
Calmacht
26
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Posted - 2015.12.26 16:39:00 -
[24] - Quote
Bump of this thread in the vain hopes something gets done. |
Apoleon II
Rooky rooks
49
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Posted - 2015.12.26 16:47:00 -
[25] - Quote
Why is a problem?
Sorry for my bad english :$
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TIGER SHARK1501
Savage Bullet RUST415
689
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Posted - 2015.12.26 16:47:00 -
[26] - Quote
http://m.imgur.com/gallery/kuCzXIX
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TIGER SHARK1501
Savage Bullet RUST415
690
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Posted - 2015.12.26 16:48:00 -
[27] - Quote
Crusty Clown wrote:Bump of this thread in the vain hopes something gets done. We're sorry. Apparently us Logis have been slacking. Free scans for everybody!!! \o/ |
Apoleon II
Rooky rooks
49
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Posted - 2015.12.26 16:51:00 -
[28] - Quote
TIGER SHARK1501 wrote:http://m.imgur.com/gallery/kuCzXIX
Lol that made my day wtf
Sorry for my bad english :$
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ROMULUS H3X
research lab
917
|
Posted - 2015.12.27 01:24:00 -
[29] - Quote
Remove TEAM visualized scans. Make them only scannable for squad. This won't really mess with PCs and FW squads; definitely will help for pubs at least.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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benandjerrys
WarRavens Imperium Eden
1
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Posted - 2015.12.27 01:53:00 -
[30] - Quote
Honestly some people in here sound like they are attempting in vain to bring back the strafe monster scouts. I do totally agreed with an omni scan snapshot active with variable range/duration/cooldown to repurpose the scanner animations to become a shield reg booster for repair parity.
Scouts 514 again though? No thanks. Assaults are finally assaulting.
Free isk! (comment with in game name)
#portdust514
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VAHZZ
10
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Posted - 2015.12.27 01:55:00 -
[31] - Quote
Assault 514 stays.
Also, haven't been scanned all day.
Long Live The King
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Summa Militum
Abstract Requiem
1
|
Posted - 2015.12.27 01:59:00 -
[32] - Quote
Jonny D Buelle wrote:How about everytime you get scanned, a blip appears of who scanned you on your TacNet. The blip will vary depending on your EWAR stats and it will range from direction indicator (if your EWAR stats are lacking) to a dot (best ewar stats). This will give you an indication of where you have been scanned from and who scanned you.
I think it should be the other way around where if a person is scanned they will only show up on the redberries screen as a blip instead of as a consistent icon that shows your movements.
I don't think a blip on the tacnet indicating those who are using a scanner would work very well and people probably wouldn't even notice it. The scanners I use have a range of 200 meters and I can guarantee you that the tacnet does not have a range anywhere close to that. |
Summa Militum
Abstract Requiem
1
|
Posted - 2015.12.27 02:13:00 -
[33] - Quote
ROMULUS H3X wrote:Remove TEAM visualized scans. Make them only scannable for squad. This won't really mess with PCs and FW squads; definitely will help for pubs at least.
I feel like this would ultimately put squads on a higher pedestal than the overall team and would prevent most solo players from ever using a scanner.
I went a long time playing this game without ever squading up and it was mostly because I despised squads due to the hypocrisy I would read from people; plus I viewed joining a squad to be a crutch . I felt that squads would constantly preach the importance of teamwork but the moment they would join a match they would immediately ignore everyone on their team that was not in their squad.
I think a "one at a time" approach to scanners would be best. A person would be allowed to equip as many different scanners as they want for tactical purposes but they would have to wait the full cooldown period of one scanner before using another. (this will also make it useless to equip more than 1 of the exact same scanner) |
Abraxis Mangelor
Breach Team
7
|
Posted - 2015.12.27 02:17:00 -
[34] - 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. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 03:04:00 -
[35] - Quote
Abraxis Mangelor wrote:When was it so important - to so many of you - to avoid being seen?
Funny how GalLogi permascan is "no big deal" but Scout permascan last year was a big enough deal to warrant massive nerfs and an EWAR overhaul. Funnier still that permascan today is more prevalent, easier to accomplish (now takes only 1 unit, down from 3-4), and comes with greater reward at substantially less risk and effort.
Double standard?
Dropsuit Usage Rates
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Atiim
Ikomari-Onu Enforcement Caldari State
15
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Posted - 2015.12.27 03:13:00 -
[36] - Quote
Have them briefly display a dot of where the person was until the next interval (similar to the UAVs from CoD). Then give the Active Scanners a capacitor (same cooldown feature as the Cloak Field).
It should go without saying but the interval could be affected by GalLogis, varaint, and the operation level.
The 1st Matari Commando
-HAND
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Abraxis Mangelor
Breach Team
7
|
Posted - 2015.12.27 03:55:00 -
[37] - 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. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 04:28:00 -
[38] - Quote
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, "damped" scouts usually dampen below 21dB permascan. Fixing 21dB permascan won't have any effect whatsoever on countering dampened Scouts. 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. P
Dropsuit Usage Rates
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benandjerrys
WarRavens Imperium Eden
1
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Posted - 2015.12.27 04:34:00 -
[39] - Quote
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.
Beautiful. All of this ^
Free isk! (comment with in game name)
#portdust514
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Abraxis Mangelor
Breach Team
8
|
Posted - 2015.12.27 08:11:00 -
[40] - 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. |
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Kail Mako
Capital Acquisitions LLC
336
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Posted - 2015.12.27 08:11:00 -
[41] - Quote
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.
As for flanking? Well, if you're running myos, and at least half of your kills aren't with melee, I don't even know what to tell you. Myos are, always were, and hopefully always will be punching mods first. The jumping is just a bonus.
The thing about permascans is that they completely nullify both of those things. If you even think about flanking an errant scan will absolutely ruin your day, and you will just be caught on the edge of one. It's almost impossible not too unless you literally hug the red line on your way to the other side, which wastes a lot of valuable time. Same with link. You can put it in the smartest spot possible, and a simple scan will show everyone where to camp.
The funny thing about TTK is that I find I to be longer now. Everyone has all of their passives maxed. Never before 1.2 had I seen a frontline fit running 600 EHP. That's just insane.
Remember 360 scans? They were removed for a reason. With scanner stacking the problem has somehow managed to get worse.
Officially recognized for advancing the science of getting bent.
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PARKOUR PRACTIONER
L0RDS 0F LEGI0N Damage LLC
4
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Posted - 2015.12.27 08:27:00 -
[42] - Quote
maybe deadcatz wrote:Crusty Clown wrote:The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~ In the wise words of all who defend the gal logi permascans. 'Git gud'.or you can just get a gallente scout at max level and a complex damp. Boom. Not scannable unless its a focused.
3 Com PD never scanned even if its a focused. I swear a gallogi has 3 focused scanners on him in King of the Hill 2.0, it was hilarious hiding right next to him and hearing him scan. I would have loved to see the look on his face.
If you raise the fitting cost, you can counter it by fitting PG CPU mods, if you reduce scan raduis, there are scanners that are for scanning farther out, if you have the logi-only, will that affect the scout-uplink role or any role outside of logi that wants to carry equipment?
All i can say is i know how to counter things but i don't have any solutions for them.
Author of How to fail at Ninja-ing 101 & How to tryhard at having fun 101.2
In pain X(
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Abraxis Mangelor
Breach Team
8
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Posted - 2015.12.27 08:40:00 -
[43] - 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. |
Raven-747
Corrosive Synergy RUST415
300
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Posted - 2015.12.27 08:46:00 -
[44] - Quote
Penalties that should apply to scans.
1. The person who scans is highlighted and visible to the enemy team or 2. If you scan you can't switch to anything for a certain period of time. (You can't switch to a gun either) or 3. Limited number of scans per scanner. Eg= 3 scans only for 1 scanner then you can't use it anymore. Want more scans? Sacrifice other equipment and deal with it. or 4. Reduce scan duration and precision permanently. Else increase the scan immunity for scouts by a lot and other roles by a little.
One more thing can be done is, make scans consumable. Like hives you need to put them down for a radius scan and it goes off after sometime or a redberry punches it.
Gal logis are just bs and its way too easy to scan the entire map or even a damped scout with barely any sp invested. (you need only logi at 5)
-Sincerely NotAscout
When you headshot a frontline with proto
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Meee One
Amakakeru-Ryu-no-Hirameki
1
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Posted - 2015.12.27 09:59:00 -
[45] - Quote
It's threads like this one that proves we need role tags.
Something tells me it's about 98% scouts agreeing with one another.
To sum up: -scouts:waah,we can't be 100% stealthed godmode anymore...scanners should be nerfed! -assaults:nah,you stay in your hole where you belong. -logistics:i can't believe i'm about to say this but...i agree with the assaults.
Touch scanners,assaults get outclassed again. /thread
Official Blueberry of the Forums.
Title by my #1 fan Sgt Kirk.
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Leovarian L Lavitz
TRAILS AND TRIBULATIONS
2
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Posted - 2015.12.27 10:39:00 -
[46] - Quote
Right now, one piece of equipment can force five slots worth of counter fitting per person, an. Entire team would require over 60 slots filled to dodge just one piece of equipment. Lower fitting requirements for cloaks and give cloaks active scanner immunity. Now, only one piece of equipment is required to counter one piece of equipment.
Youtube: Dust 514 - You should Have Worn Proto
Playstation move player
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Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 13:29:00 -
[47] - Quote
Meee One wrote:It's threads like this one that proves we need role tags. Something tells me it's about 98% scouts agreeing with one another. To sum up: -scouts:waah,we can't be 100% stealthed godmode anymore...scanners should be nerfed! -assaults:nah,you stay in your hole where you belong. -logistics:i can't believe i'm about to say this but...i agree with the assaults. Touch scanners,assaults get outclassed again. /thread Nerfing non-focused active scan team-sharing, coverage and/or up-time (thereby fixing permascan) would benefit everyone else by far greater degree than it'd benefit sub-21dB Scouts. Scouts with scan profiles below 21dB are not magically held in check by 21dB permascan. That doesn't make any sense at all.
Regardless of what suits we like to run, today's permascan should be addressed for exactly the same reasons that 360 scannerina-based permascan and Scout-based permascan were addressed. Permascan is bad for gameplay and bad for balance. There's no excusing it.
Dropsuit Usage Rates
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.12.27 14:08:00 -
[48] - Quote
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. |
Benjamin Ciscko
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.12.27 14:25:00 -
[49] - Quote
Adipem Nothi wrote:Meee One wrote:It's threads like this one that proves we need role tags. Something tells me it's about 98% scouts agreeing with one another. To sum up: -scouts:waah,we can't be 100% stealthed godmode anymore...scanners should be nerfed! -assaults:nah,you stay in your hole where you belong. -logistics:i can't believe i'm about to say this but...i agree with the assaults. Touch scanners,assaults get outclassed again. /thread Off on another scout witchhunt, eh? There's a shocker. Here are some facts: Sub-21dB Scouts aren't magically held in check by 21dB active scans. They would not benefit at all from fixing 21dB permascan. Think about it. In what ways would fixing 21dB permascan affect sneaky, sub-21dB Scouts? The real winners here would be Assaults, who'll have the option to flank enemy positions without being painted to Team TacNet. Is that really so bad? Shouldn't today's permascan be addressed for exactly the same reasons that scannerina-based permascan and Scout-based permascan were addressed? If permascan then was bad for gameplay and bad for balance, how is it that permascan now is not? ^ Every single one of my scouts Amarr, Cal, and Gal are 20db or below. This is a major buff to assaults and perhaps a slight buff to scouts. The Gal logi totally outclassed the Amarr scout which is the best Ewar scout, to maximise Ewar you need 2 precision and 2 damps and at least 1 kinkat I prefer 2 because it is the slowest scout in the game. The range of passive scans is 30 @ 18 db that's not even enough to scan the whole acid pit while the gal can hit the whole city. The amarr can get what the one guy running a scout instead of a shotty assault if he isn't damped enough. 30m range base HP scout vs 200m logi who has all his highs and lows available to him. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 14:49:00 -
[50] - Quote
Benjamin Ciscko wrote:Adipem Nothi wrote:Meee One wrote:It's threads like this one that proves we need role tags. Something tells me it's about 98% scouts agreeing with one another. To sum up: -scouts:waah,we can't be 100% stealthed godmode anymore...scanners should be nerfed! -assaults:nah,you stay in your hole where you belong. -logistics:i can't believe i'm about to say this but...i agree with the assaults. Touch scanners,assaults get outclassed again. /thread Off on another scout witchhunt, eh? There's a shocker. Here are some facts: Sub-21dB Scouts aren't magically held in check by 21dB active scans. They would not benefit at all from fixing 21dB permascan. Think about it. In what ways would fixing 21dB permascan affect sneaky, sub-21dB Scouts? The real winners here would be Assaults, who'll have the option to flank enemy positions without being painted to Team TacNet. Is that really so bad? Shouldn't today's permascan be addressed for exactly the same reasons that scannerina-based permascan and Scout-based permascan were addressed? If permascan then was bad for gameplay and bad for balance, how is it that permascan now is not? ^ Every single one of my scouts Amarr, Cal, and Gal are 20db or below. This is a major buff to assaults and perhaps a slight buff to scouts. The Gal logi totally outclassed the Amarr scout which is the best Ewar scout, to maximise Ewar you need 2 precision and 2 damps and at least 1 kinkat I prefer 2 because it is the slowest scout in the game. The range of passive scans is 30 @ 18 db that's not even enough to scan the whole acid pit while the gal can hit the whole city. The amarr can get what the one guy running a scout instead of a shotty assault if he isn't damped enough. 30m range base HP scout vs 200m logi who has all his highs and lows available to him. Exactly. I can understand and appreciate the argument that the GalLogi isn't paid WP on-par with that of other Logis, but that's an issue altogether separate from permascan. I see no reason not to fix both issues. Assuming, of course, the Devs are still in the business of fixing what's broken.
What I don't understand is why some are content to tolerate (and even offer excuse for) today's permascan.
Dropsuit Usage Rates
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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
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Posted - 2015.12.27 17:50:00 -
[51] - Quote
Crusty Clown wrote:The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~ I haven't been scanned at all the last 10 or so matches I've played.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.27 18:02:00 -
[52] - Quote
Well. Introduce EWAR, I mean REAL Ewar, not just dampeners.
Active Sensor null field projector! Radius around the equipment user either becomes unscannable or their profile diminishes significantly-
Against an active module with cooldowns, active module with cooldowns! Many would say that it is a useless module. But if red scans are really that bad as you guys say, then this module must be good and usable.
"Cut cut cut - Trim trim trim!"
KERO-TRADER is my official Eve character for Dust trading.
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ROMULUS H3X
research lab
917
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Posted - 2015.12.27 18:47:00 -
[53] - Quote
Mobius Wyvern wrote:Crusty Clown wrote:The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~ I haven't been scanned at all the last 10 or so matches I've played.
Do you sit in the redline sniping, or don't get engaged in taking an objective?
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Abraxis Mangelor
Breach Team
8
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Posted - 2015.12.27 19:33:00 -
[54] - 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
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Posted - 2015.12.27 19:51:00 -
[55] - 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. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 19:59:00 -
[56] - Quote
Abraxis Mangelor wrote: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.
Scannerina Permascan: "Permascan is bad!" EWAR Scout Permascan: "Permascan is bad!" GalLogi Permascan: "Learn to adapt!"
Dropsuit Usage Rates
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.12.27 21:32:00 -
[57] - Quote
Abraxis Mangelor wrote: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. That's a fairly large amount of speculation there, most of it wrong.
That aside: Do you agree with the current stats of the prototype flux scanner? 28 dB scans at 200 meters and a 90-¦ angle. 21 dB for the Galente Logi. |
Benjamin Ciscko
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.12.27 21:58:00 -
[58] - Quote
Adipem Nothi wrote:Abraxis Mangelor wrote: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. Two years ago, Scannerina Permascan: "Permascan is bad!"One year ago, EWAR Scout Permascan: "Permascan is bad!"This year, GalLogi Permascan: "Herp! Derp! Learn to adapt!" ^ at least then every assault had to have a scanner to achieve this and it only took 2 damps to dodge now it takes a single logi to achieve it and 3 damps for an assault to dodge, 5 for a logi. During scout 514 the bare minimum was 2 scouts who had half the range of the current gal logi and they had to stay alive with close to base HP near the action.
If 1 person could dampen everyone on their team below gal logi flux for 150 meters for even 75% of the time all these scan logi's would go ballistic. |
Crusty Clown
Calmacht
26
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Posted - 2015.12.28 01:12:00 -
[59] - Quote
The problem ,as I see it, isnt Gal logis or the abundance of them, Personally I only see them here and there. Its the abundance of scanners by all classes with no penalty whatsoever to fitting cost or restrictions at all.
If I wanted to fit a cloak on my assault I would have to sacrifice alot to fit it. Hence if anyone wants to cloak the obvious choice is a scout because of the fitting bonus.
The scanner should be the same way. Sure your assault or scout can run a scanner but you should sacrifice alot in PG/CPU to equip one. |
Apoleon II
Rooky rooks
54
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Posted - 2015.12.28 01:48:00 -
[60] - Quote
Crusty Clown wrote:The problem ,as I see it, isnt Gal logis or the abundance of them, Personally I only see them here and there. Its the abundance of scanners by all classes with no penalty whatsoever to fitting cost or restrictions at all.
If I wanted to fit a cloak on my assault I would have to sacrifice alot to fit it. Hence if anyone wants to cloak the obvious choice is a scout because of the fitting bonus.
The scanner should be the same way. Sure your assault or scout can run a scanner but you should sacrifice alot in PG/CPU to equip one. I completely agree with this, but the cloack bonus is in the scout *CLASS* the scan bonus is only in the gal race, all the logi races should have a bonus in equipment fit, i dont know if that make sense, just try to understand me
Sorry for my bad english :$
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benandjerrys
WarRavens Imperium Eden
1
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Posted - 2015.12.28 01:50:00 -
[61] - Quote
in all seriousness... An active scanner should be ACTIVE meaning you're counter detectable as well as your blue dots that are damped. Meaning the asemetrical battle of passive occurs at the flank where it deserves to come back whilst being mindful not to light up your b berries.
Free isk! (comment with in game name)
#portdust514
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Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.28 02:21:00 -
[62] - Quote
benandjerrys wrote:in all seriousness... An active scanner should be ACTIVE meaning you're counter detectable as well as your blue dots that are damped. Meaning the asemetrical battle of passive occurs at the flank where it deserves to come back whilst being mindful not to light up your b berries. Not sure if it'd be balanced, but that'd certainly make for a neat twist. Still wouldn't remedy permascan though. Personally think squad-shared "beam scanners" with cloak-like reserves (and increased WP pay) would be our best bet at balanced active scans. The "blip scanners" that briefly pulse (rather than paint) returns would likely work as well, so ling as recon assist parametes are tuned to match.
Dropsuit Usage Rates
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Kail Mako
Capital Acquisitions LLC
338
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Posted - 2015.12.28 05:32:00 -
[63] - Quote
Adipem Nothi wrote: Two years ago, Scannerina Permascan: "Permascan is bad!" One year ago, EWAR Scout Permascan: "Permascan is bad!" This year, GalLogi Permascan: "Herp! Derp! Learn to adapt!"
Personally, I completely agree that there needs to be something done about the permascans, but even you have to admit that today's landscape is much different from two, or even one year ago.
Two years ago, RRs, and CRs hadn't even dropped. A large portion of the playerbase was using ARs. A weapon not really suited for long-range combat, and TTK back then was a lot lower since anyone who basically wasn't beta either couldn't afford to, or didn't have the skills to run proto gear with maxed passives. This meant that ballerina scans made your team impossible to sneak up on, and as soon as you were spotted you were dead. You had the option of trying long-range, but you'd be really ineffective.
One year ago, the Permascan was passive, and on killers. This meant we had invisible monsters who could strike anywhere, and always know the position of every enemy. Not only did that allow them to pick off targets, it more importantly allowed them to completely evade every enemy. All of this, without even having to do anything, but give up a little EHP..... On a scout.
This year, the scout usage is down. There's a lot more long range battling, and jumping myos became a thing. The main reason that people are okay with current Permascan is because of the jumpers. It's one of the best ways to combat them. They picked what they feel is the larger of two evils. If jumping went away, you can bet more people would jump (no pun intended) on the "Permascan is bad!" bandwagon. Also, I seem to see a lot more hate for scouts these days than I ever used to, and I believe it's because so many people remember them being dominant. Now that they're in a more balanced place, people are afraid to let them rise up again.
Officially recognized for advancing the science of getting bent.
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Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.28 05:47:00 -
[64] - Quote
Kail Mako wrote:Adipem Nothi wrote: Two years ago, Scannerina Permascan: "Permascan is bad!" One year ago, EWAR Scout Permascan: "Permascan is bad!" This year, GalLogi Permascan: "Herp! Derp! Learn to adapt!"
Personally, I completely agree that there needs to be something done about the permascans, but even you have to admit that today's landscape is much different from two, or even one year ago. Two years ago, RRs, and CRs hadn't even dropped. A large portion of the playerbase was using ARs. A weapon not really suited for long-range combat, and TTK back then was a lot lower since anyone who basically wasn't beta either couldn't afford to, or didn't have the skills to run proto gear with maxed passives. This meant that ballerina scans made your team impossible to sneak up on, and as soon as you were spotted you were dead. You had the option of trying long-range, but you'd be really ineffective. One year ago, the Permascan was passive, and on killers. This meant we had invisible monsters who could strike anywhere, and always know the position of every enemy. Not only did that allow them to pick off targets, it more importantly allowed them to completely evade every enemy. All of this, without even having to do anything, but give up a little EHP..... On a scout. This year, the scout usage is down. There's a lot more long range battling, and jumping myos became a thing. The main reason that people are okay with current Permascan is because of the jumpers. It's one of the best ways to combat them. They picked what they feel is the larger of two evils. If jumping went away, you can bet more people would jump (no pun intended) on the "Permascan is bad!" bandwagon. Also, I seem to see a lot more hate for scouts these days than I ever used to, and I believe it's because so many people remember them being dominant. Now that they're in a more balanced place, people are afraid to let them rise up again. Absolutely, the landscape has changed (and largely as you've described). Still, there's no sound basis for excusing permascan, in any form.
If permascan if bad for gameplay, then permascan is bad for gameplay. If jumpers are bad for gameplay, then jumpers are bad for gameplay. We cannot say "permascan is good for gameplay because jumpers are bad" no more than we can say "jumpers are good for gameplay because permascan is bad." These are distinct issues, and they should be addressed accordingly.
Dropsuit Usage Rates
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Benjamin Ciscko
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.12.28 07:29:00 -
[65] - Quote
Perhaps make any of the same scanner go into cool down after they are use. Ex. If you have 3 fluxes they all go into cool down after one scan however.... If you had 1 flux and 1 focused upon using the flux the focused would still be available for use. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.28 13:25:00 -
[66] - Quote
Benjamin Ciscko wrote:Perhaps make any of the same scanner go into cool down after they are use. Ex. If you have 3 fluxes they all go into cool down after one scan however.... If you had 1 flux and 1 focused upon using the flux the focused would still be available for use. That'd probably work well. Should also reduce Creodron Flux angle from 90 to 60 degrees and range from 200m to 150m. This would reduce its scan area from ~6x greater than the nearest alternative to ~2x greater. Maths.
Dropsuit Usage Rates
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ANON Cerberus
TerranProtossZerg
983
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Posted - 2015.12.28 13:30:00 -
[67] - Quote
Sequal's Back wrote:They should apply the countdown before beeing able to use your scanner again to all scanners equipped. This way gal logis can have more than one (to adapt depending on the situation) but have to WAIT for the full cooldown of one to use the other.
2nd thing they should do is to remove directions. That is really OP and gives way too much informations on enemy positions.
Last (but not least !), scanning an area should only make snapshots of the enemy positions (every 3 seconds for example). For those who played CoD (I only played 4 and MW2so I don't know bout' others), something like the radar would be perfect.
In order to balance this, scanners should give 30 WP per scanned kill and apply to the whole team kills.
One of the more interesting proposals on scanners.
I think most people feel that they dont want scanners nerfed into oblivion but they are possibly a little too good in the right hands (Read Gall logi stacked with scanners) |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.28 14:15:00 -
[68] - Quote
ANON Cerberus wrote:Sequal's Back wrote:They should apply the countdown before beeing able to use your scanner again to all scanners equipped. This way gal logis can have more than one (to adapt depending on the situation) but have to WAIT for the full cooldown of one to use the other.
2nd thing they should do is to remove directions. That is really OP and gives way too much informations on enemy positions.
Last (but not least !), scanning an area should only make snapshots of the enemy positions (every 3 seconds for example). For those who played CoD (I only played 4 and MW2so I don't know bout' others), something like the radar would be perfect.
In order to balance this, scanners should give 30 WP per scanned kill and apply to the whole team kills. One of the more interesting proposals on scanners. I think most people feel that they dont want scanners nerfed into oblivion but they are possibly a little too good in the right hands (Read Gall logi stacked with scanners) Another reasonable solution to permascan. With all these solid ideas floating around, it'll be interesting to see what CPM ends up pitching to Rattati ...
"Let's find a healthy compromise, guys! First thing we're going to do is take this opportunity to reduce the GA Assault's scan profile. This way, it can get under scans and into CQC range more reliably and do its rightful job. I'm sure we can all agree that doing one's job is important. And balanced. So this one's non-negotiable. If you disagree, I'll lock this feedback thread.
Next -- and here's where you can make your feedback count -- we've come up with wonderful and creative way to counteract permascan! We're rolling out a cloak that MedFrames can fit! An Assault Cloak! One without the clunky delays of and silly shimmer of Scout Cloak! As for permascan itself, well, Rattati did specifically ask us about this one again. He even pointed out all the community feedback, concerns and a few of the better recommendations you guys have made over the past year. CPM2 has followed this issue closely, and you'll all be relieved to hear that we recently voted and it turns it that permascan isn't so bad afterall! No need to worry about it anymore!"
Dropsuit Usage Rates
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PARKOUR PRACTIONER
L0RDS 0F LEGI0N Damage LLC
4
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Posted - 2015.12.28 14:31:00 -
[69] - Quote
Benjamin Ciscko wrote:Perhaps make any of the same scanner go into cool down after they are use. Ex. If you have 3 fluxes they all go into cool down after one scan however.... If you had 1 flux and 1 focused upon using the flux the focused would still be available for use.
So that gallogi in PC constantly tossing around focused scans is gonna half to wait a fukin minute.
In pain
Mastered the art of being the loudest Ninja in history, greatest skill?
Even my crazy is unorthodox xD
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Sequal's Back
Dead Man's Game Preatoriani
1
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Posted - 2015.12.28 15:08:00 -
[70] - Quote
Sequal's Back wrote:They should apply the countdown before beeing able to use your scanner again to all scanners equipped. This way gal logis can have more than one (to adapt depending on the situation) but have to WAIT for the full cooldown of one to use the other.
2nd thing they should do is to remove directions. That is really OP and gives way too much informations on enemy positions.
Last (but not least !), scanning an area should only make snapshots of the enemy positions (every 3 seconds for example). For those who played CoD (I only played 4 and MW2so I don't know bout' others), something like the radar would be perfect.
In order to balance this, scanners should give 30 WP per scanned kill and apply to the whole team kills. I like this guy's ideas.
Port it now !
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