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Bojo The Mighty
Bojo's School of the Trades
435
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Posted - 2013.01.03 00:46:00 -
[1] - Quote
So, a lot of things have been brought up. Scout issues, target painting, radar issues, etc. I also had a weird idea while walking up behind an enemy scout and blowing them away; TACNET could use some work.
Why not create a whole new section of skills under TACNET heading which should include things like scanning. Along with shifting scanning skills to it, create more skills.
- Squad Leadership-ability to give squad commands/outrank players in squads. Every level adds a player spot to your squad.
- Painting - unlocks Target Painting, +10 seconds to painting per level
- TACNET Data - adds additional info to TACNET. Level 1 unlocks Dropsuits/HP. Level 2 unlocks Weapon data. Level 3 unlocks equipment. Level 4 unlocks modules. Level 5 unlocks KD/R and Avg. WP
- "Blind" Scanning-ability to scan for enemies out of Line of site. +10% range per level. unlocks Sensor (equipment)
- MCC Command - ability to command MCC/outrank others.
This is mere template of my idea. Not the whole story.
Explanations Painting: Most of you know what this is and want it very much. It allows you to relay enemy locations onto TACNET for your squad to see. It should be on a limited timer but will give WP to painter for kills within the paint area. Can only use paint once at a time and visible only to squad (so that 6 painters can't locate the whole enemy team on TACNET for everyone on your team).
TACNET Data: You know the Shield and Armor levels/dropsuit meta level displayed next to a character in your line of sight (LOS)? This skill would further improve that, allowing you to see their weapons, equipment, modules, and even their threat level (KD/R and Avg WP)
I feel like furthering TACNET via skills is a viable and balanced approach to issues such as Scout roles, unseen enemies, and future implementations like MCC Command. It also gives the Squad Leadership to someone who will actually use it. People who are active squad leaders would put SP into its skills. Inactive squad leaders wouldn't put SP into because they do not use it. |
Bojo The Mighty
Bojo's School of the Trades
435
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Posted - 2013.01.03 20:13:00 -
[2] - Quote
Frigwamp the bump |
Cal Predine
StarKnight Security
37
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Posted - 2013.01.05 13:47:00 -
[3] - Quote
Janse stopped at the edge of the clearing. TACNET showed no hostiles in range, and the suit readouts confirmed that the scanner module he had studied so hard to install was extending its electronic fingers, searching for any hint of another dropsuit or vehicle in the area. Satisfied that it was as safe as a battlefield could possibly be, Janse broke cover and sprinted to the control terminal. His suit systems started to attack the terminal's electronic defences before he'd even come to a full halt. He glanced at TCANET as he hacked - all clear. But then he heard a noise directly behind him - the noise of a few million joules of plasma energy entering the back of his skull. "enemy contact detected" chimed the sensor as his corpse slid to the floor.
I came by this thread looking to post about the general problems with sensing skills and modules (namely: they're pointless). Seems you've identified most of the issues, Bojo, but just to add a voice, it seems rather silly that (playing a SCOUT, and the clue really should be in the name there) with a sensor booster and signature damper installed and good second-tier sensor and stealth skills, I find that my minimap pretty much *never* gives me advanced warning of the presence of an enemy. I actually thought that was why these modules existed... Enemies generally only appear on my scout suit's minimap at the same time as the red flash that marks the incoming fire which ends the clone's life.
As it stands, it's utterly pointless trying to build a tactical suit that can stealth forward, since the hard-earned skills you've built up and the module slots you've sacrificed to supposedly improve your sensing and stealth have no discernible effect. Is this intentional dumbing-down, because believe me it would be far easier for me to *not* play tactically, and just fit some modules with more "tangible" effects.
So maybe stealth and surveillance skills and modules could be ramped up a bit, eh guys? At least enough that we can tell we've actually taken the time to train and fit them?
And while you're at it, as Bojo says, how about giving Information Warfare in general a little love? While I know there's already a great deal of real-time InfoWAR stuff you can do to help your team-mates, especially if you're the squad commander (although obviously most of *those* aren't even interested in issuing basic orders properly, unless it's to use an orbital strike the instant they get it), this still feels badly neglected. In short, to be wondering whether your modules' lack of discernible effect is a bug or a feature is really not a good place to be. And because, at the moment scouts aren't scouts - they're just hoppity-bouncy war-bunnies.
And on that same subject, whatever happened to Command suits and the Commander (as distinct from the Squad Commander) role? |
Django Quik
R.I.f.t
220
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Posted - 2013.01.05 17:37:00 -
[4] - Quote
There's already been several confirmations that eWar and command suits are coming - this will basically cover most of what the OP is talking about and more.
It has also been stated (albeit not officially AFAIK) that current stealth and detection measures are broken - which covers what the 2nd poster has complained about.
And just to clarify, this 'Overwatch' idea is already part of the game. Any time anyone (not just scouts) has line of sight on enemies, that enemy position gets pointed out to everyone on your team. |
Bojo The Mighty
Bojo's School of the Trades
435
|
Posted - 2013.01.05 18:51:00 -
[5] - Quote
Django Quik wrote:There's already been several confirmations that eWar and command suits are coming - this will basically cover most of what the OP is talking about and more.
It has also been stated (albeit not officially AFAIK) that current stealth and detection measures are broken - which covers what the 2nd poster has complained about.
And just to clarify, this 'Overwatch' idea is already part of the game. Any time anyone (not just scouts) has line of sight on enemies, that enemy position gets pointed out to everyone on your team.
Oh I am well aware of electronic warfare coming to dust, like that is in this blog HERE, it's just that there's no confirmation on TACNET skills, which I feel should be implemented. So I can outrank players and be squad leader because I'm an active one. No point in turning down WP. Also to keep electronics mods separate from stealth and detection. Because it mentioned capacitors and what-not.
I guess what you say about overwatch is true, but what is needed is WP to go with it. I wouldn't know how to implement this, but a damn think tank could. I will edit.
I think target painting is still viable, because I can see unseen enemies on my overview map, so I could "paint" them and pretty much give an alert that there are enemies within a given area. WP for kills there. |
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