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Shaun Iwairo
DUST University Ivy League
248
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Posted - 2015.10.22 00:15:00 -
[1] - Quote
Scanners are wallhacks. No way around that. You ever played an FPS where both sides had wallhacks? yeeeeeeah. Not fun.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
254
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Posted - 2015.10.22 01:48:00 -
[2] - Quote
Press Attache wrote:Shaun Iwairo wrote:Scanners are wallhacks. No way around that. You ever played an FPS where both sides had wallhacks? yeeeeeeah. Not fun. The T-ugs in BF does the same thing, except the player doesn't give up his weapon to scan, and the counter is to make yourself a sitting duck for anyone who comes across you by having to crouch or crawl. Certainly didn't break the game there. Doesn't break it here. Don't want to get scanned, run a dual damped scout suit. That is literally what it is there for.
That is a very dishonest comparison. T-UGS only displays enemies on the minimap (a tried and true method of motion detection in FPSs) .TUGS only displays enemies for .5 seconds at a time. T-UGS is a deployable so it's more difficult to move it with the flow of the battle than a hand-held device. T-UGS has a 35m range at most. T-UGS can not scan a player of ANY class as long as they're still or crouching/prone. These are the reason that T-UGS didn't break BF.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
257
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Posted - 2015.10.22 02:18:00 -
[3] - Quote
Press Attache wrote:Shaun Iwairo wrote:Press Attache wrote:Shaun Iwairo wrote:Scanners are wallhacks. No way around that. You ever played an FPS where both sides had wallhacks? yeeeeeeah. Not fun. The T-ugs in BF does the same thing, except the player doesn't give up his weapon to scan, and the counter is to make yourself a sitting duck for anyone who comes across you by having to crouch or crawl. Certainly didn't break the game there. Doesn't break it here. Don't want to get scanned, run a dual damped scout suit. That is literally what it is there for. That is a very dishonest comparison. T-UGS only displays enemies on the minimap (a tried and true method of motion detection in FPSs) .TUGS only displays enemies for .5 seconds at a time. T-UGS is a deployable so it's more difficult to move it with the flow of the battle than a hand-held device. T-UGS has a 35m range at most. T-UGS can not scan a player of ANY class as long as they're still or crouching/prone. These are the reason that T-UGS didn't break BF. It's not more difficult at all, slap down ammo crate, bam new T-ugs. It also works while you are dead, and functions regardless of range from the deployer. It also provides audio cues from detection. Me bringing up the T-ugs is just as honest as you calling it a wallhack. The fact that you can remain completely combat effective while countering the scanners is not an option in BF. You either are detected or forced to dramatically limit your mobility to attempt to sneak by. In dust all you need to do is pick the right class and you are gold.
Yeah fair enough we both probably used some hyperbole in that one.
Though an argument could be made that your combat effectiveness is severely diminished when the enemy has a persistent tag on you that shows them exactly where you are and where you're moving to.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
257
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Posted - 2015.10.22 02:37:00 -
[4] - Quote
Press Attache wrote:Shaun Iwairo wrote:Yeah fair enough we both probably used some hyperbole in that one.
Though an argument could be made that your combat effectiveness is severely diminished when the enemy has a persistent tag on you that shows them exactly where you are and where you're moving to. (e. without having to check their minimap constantly) That tag doesn't happen if you are properly fit for stealth. But to be honest, most combat roles don't require stealth. And since both sides should have the same information, there is no advantage to either side.
Sorry had to trim some quotes out so we can continue.
You're right that the mechanics dictate that every good team should have at least one dedicated scanner, and if you don't have one then it's not the games fault.
I just feel that the way they're implemented removes a lot of the impact that good, tactical movement has. I'm not saying it removes it completely but it makes players second guess whether going for that sneaky flank is worth it. 'Should we break off from the group for a flank and risk getting scanned while exposed or should we just stay here where we know we've been scanned but we're got safety in numbers?' I dunno, I'm sure it's just a personal preference thing but I think it encourages boring gameplay.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
271
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Posted - 2015.10.22 06:37:00 -
[5] - Quote
jerrmy12 kahoalii wrote:Shaun Iwairo wrote:Scanners are wallhacks. No way around that. You ever played an FPS where both sides had wallhacks? yeeeeeeah. Not fun. imagine mw2 imagine red dots above heads as well imagine everyone has it not fun at all, it's why i stopped playing mw2.
I didn't play much MW2. Before the rest of the team could see the red dot did someone have to get line-of-sight on the enemy player?
jerrmy12 kahoalii wrote: Make it like in MAG... They had a Montion Sensor back then but you could equip a counter equipment, the Sensor Jammer (which would also cloak a few meters around you so you could protect some noob bluedots, whom didn't reached lvl 40 yet, with it also from getting farmed.
So make either a passive equipment or make an active equipment that would protect you for a certain amount of time and instantly hides you if you got scanned... The second option would probably more fair, but giving up an equipment slot would suck hard for solo players that aren't Scouts or Logis. On the other hand you could make that sensor jammer work, so that he would jam a circle around you (idk 15-20m). Of course only from active scans and not from passive scans or else we would see two Logis hiding in a corner with scans and jammers just spamming the **** out of both equipments,so they can scan but be unscanable...
Although it's a similar system with a good counter, wasn't the motion sensor still limited to the minimap in MAG? Really that's my biggest concern with the way that the scanner is implemented in Dust, and why I refer to it as a wallhack. I think the scanner could stay exactly the way it is now, with the slight change of always marking reds on the minimap but only marking them in the world when the scanner actually had line of sight on them. The in world marking should also be much briefer than the minimap marking.
Something is killing new player retention.
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