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Thread Statistics | Show CCP posts - 0 post(s) |
Breaking Wheel
Doomheim
8
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Posted - 2012.10.04 07:11:00 -
[1] - Quote
okay so just specced into active scanners...
first impressions: seems to be a Beam, unidirectional.. no spread as far as i can tell. It is a Hand Held device, requiring the trigger to be held, and has a cool down.
Will test a little bit more, see if it has a cone AoE or if really is a pitiful beam. Really underwhelmed at this point. 75 metre range beam, requiring the user to 'sweep' whilst being near on defenceless.
At least give it a 120-180 degree cone! or, make it limited ammo droppable like nanohives with 75 metre bubble AoE...
just as a for instance... got killed by a shotgun that 'snuck up on me', in the time it took to try and change to my AR (logi suit) |
Breaking Wheel
Doomheim
8
|
Posted - 2012.10.05 03:10:00 -
[2] - Quote
i've been trying to get into small map ambushes to test further, used it a couple more matches ... but still totally confused by this module.
Logging in soon to try to test some more...hopefully get a bunch of small ambush maps |
Breaking Wheel
Doomheim
8
|
Posted - 2012.10.05 03:43:00 -
[3] - Quote
okay well just tested in another match.....
can we get a DEV to explain the Active Scanner and how it works?
After spawning with it twice:
Required visual contact to register enemies...with trigger held down. (am i not supposed to hold the trigger down...does the beeping indicate the scan cycle?)
be back after some more testing .... really confused by this "oddball"... |
Breaking Wheel
Doomheim
8
|
Posted - 2012.10.05 04:03:00 -
[4] - Quote
plateau map ambush:
climbed onto one of the big structures, placed a drop uplink. Spawned every time with a scanner.
First attempts were to gain LoS of enemies fighting around the structure, held down the trigger then released and broke LoS.
'Scanned' enemies did not remain on minimap.
Re-tried but with trigger held down, releasing trigger before breaking LoS.
'Scanned' enemies did not remain on minimap.
Found an enemy Logi hiding near the 'trailer' under the opposite structure, well within intermediate ring on minimap, tried trigger down, trigger release, and 'painting target with both trigger down and trigger release methods.
'Scanned' enemies did not remain on minimap.
What exactly is an Active Scanner...am i just not getting how its supposed to work?
currently I am prepared to write off the SP spent to test this Equipment, and just proclaim it 'bugged'... well i hope it bugged... scanners that require visual contact to keep the enemy on the mini map seem... redundant.
DEV clarification request please...
edit: not sure of the order of tests,but i did certainly try trigger down no release on breaking Los... just comfubbled atm by this item... |
Breaking Wheel
Doomheim
8
|
Posted - 2012.10.05 09:16:00 -
[5] - Quote
Encharrion wrote:Laurent Cazaderon wrote:Yeah explanations would be nice to have !
I'm a bit disapointed that it needs to be held in hand and used.... I really thought that this piece of equipment in a futuristic game would be something that works passively. It's a bit awkward needing to activate it. The dropsuit already has its own built in sensors that you can upgrade with modules, I think the active scanner is just supposed to be a dramatically better scanner for finding enemies, but forces you to put away your gun to use. From what I'm reading here however, it seems that it isn't working.
the active scanner, is currently hand held, meaning no weapon out, and hopefully is bugged, because it needs visual contact to get the targets on minimap ... of which they don't even stay on the minimap after breaking visual with them.
ie: the active scanner is redundant, if it does what you can already do with out it. "If" being the important word.
"if" its meant to be able to detect enemies without needing LoS then most of this thread is redundant because it is indeed bugged.
I specced into the active scanners .. erroneously hoping they were droppable equipment, with a pulse to show enemies within the radius, even if the markers didnt stay on the minimap, having equipment pulsing at intervals would provide intel on objectives before they got capped, or for incoming enemies for a squad doing area denial.
If it must be hand held, then please CCP do not make it a pulse, as running around without a weapon is suicide enough!
or even better... put the scanner in the off hand, linking it to the L1 / scope button, allowing a nova knife or scrambler pistol to be equipped in the other hand. Reloading the pistol could then force the scanner to be unequipped during reload.... actually i don't like that idea, but its still better then being defenceless.
edit: and the 75 metre range is still within AR and laser range AFAIK.... |
Breaking Wheel
Doomheim
8
|
Posted - 2012.10.07 07:54:00 -
[6] - Quote
well looks like either we have all got it wrong and the scanners are working as intended.....(???)
or
this just isn't an issue worthy of a reply.
either way... sad puppy at wasted SP..
pro-tip... forget about the damn scanners till next build :P |
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