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Zondrail Canova
Formic Hive
0
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Posted - 2013.02.10 00:22:00 -
[1] - Quote
Is there a good technical explanation of this anywhere yet? If not, can we please get a dev to explain the interaction between scan range/scan profile and how the scanner works in general? |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.02.10 00:32:00 -
[2] - Quote
All I know as far as technical stuff is that a heavy can't sneak up on a scout that's using scanning mods. Happened to me once, and the heavy showed up on the mini map once they got relatively close to me, even though they were behind me. |
usrevenge2
Subdreddit Test Alliance Please Ignore
64
|
Posted - 2013.02.10 01:20:00 -
[3] - Quote
the bigger your scan profile the easier it is for you to appear on the enemies map, this is why you can see heavies and tanks and such pretty much across the map. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.02.10 02:10:00 -
[4] - Quote
I think at this point nobody really knows for sure, although if you search the forums you will find some very solid posts by peeps. As a community we're still reverse-engineering this one.
All I've got to add here is that I've come to the conclusion(yeah, i'm a bit slow) there's 2 separate things going on:
1) Visual detection. Namely, if you can see somebody, you light them up on the minimap and on the HUD. However, there may be a range associated with this. For example, although you can see a merc 100 m away, there won't but a chevron above his head.
2) Suit sensors - I used to think from CCP's description that these sensors were optical, i.e., you had to see something to light it up. I'm thinking now that that is not the case. From other peoples descriptions and my own experience(my suit has lit peeps up that are not in my line of sight, and i'm 90% certain were not in any other player's line of sight), suit sensors work around corners and behind you. But in thinking about this, be careful of Scan Precision - when our suit detects something and puts it on the minimap, there may be a positioning error of several meters, so be cautious drawing conclusions based on this data until you get your scan precision trained up.
So what signal do suit sensors pick up? At this point i'm just not sure. The sensors may be bi or tri-modal, picking up sound, visual and other signals and turning the composite into a dot on the minimap & a chevron on the HUD.
P.S. If the community really wants to figure this out, it's prolly worth all of us building a max-scan-precision loadouts and running with it for a dozen matches or so to see if we can learn anything. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.10 02:43:00 -
[5] - Quote
you have a sensor that is not line of sight anything with in sensor range~3m get lit up depending if your scan range is acurate enough(smaller # is better). The sensitivity of your scanner also effects how quickly people drop off your scanner once going behind cover. There might be some effect on how close to your reticle he has to be to light up depending on range but I'm not sure.
unfortunately if you want numbers I haven't seen any but assume a scout is not going to show on your mini map unless he shoots or you or your teammate sees him, and he will almost always see you. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.10 02:49:00 -
[6] - Quote
some dev info on every thing scanner related would be nice. |
Y0UR NAME HERE
Imperfects Negative-Feedback
441
|
Posted - 2013.02.10 02:57:00 -
[7] - Quote
On this point,
There is a vehicle mod for scanning any enemy's up to something like 100m
Has anyone used this? And does it show up for team radar as well?
Just curious. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.10 03:03:00 -
[8] - Quote
that thing is AMAZING up to 85 m |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.10 03:05:00 -
[9] - Quote
you wanna know where to drop an orbital have one of your guys drive around with that mod on |
Y0UR NAME HERE
Imperfects Negative-Feedback
441
|
Posted - 2013.02.10 03:07:00 -
[10] - Quote
Thanks for the info, that's pretty cool! |
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Vaerana Myshtana
ScIdama Endless Renaissance
202
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Posted - 2013.02.10 03:23:00 -
[11] - Quote
It is worth noting that both Scan Profile and Scan Precision are given in dB (decibels). Originally, I thought this might have to do with radar, since dB is used in tuning radar equipment, but it turns out that it is used the to determine the difference between input and output power.
So, the next most likely candidate is sound. Thus, your Scan Profile is the amount of noise your suit makes and its Scan Precision is its ability to hear sound and interpret its location.
So, as near as I can figure, Scan Precision is the amount of Scan Profile that you suit can accurately map at some distance (maybe Scan Range, but probably at some fraction thereof based on my experience).
This would also explain why running enlarges your Profile. You make more noise- which raises the question of whether in the future different surfaces will affect it as well, soft turf versus gravel, for instance.
However, there are definitely more complicating factors. Line-of-sight is a factor, as mapping behind cover is much more limited. I was doing the hidey dance with an Assault yesterday and he would only map out if I was near the edge of the shipping container. So clearly cover dampened his Profile, but I could still "see" around corners. |
Warchild Zek
IMPSwarm Negative-Feedback
28
|
Posted - 2013.02.10 03:53:00 -
[12] - Quote
Vaerana Myshtana wrote:It is worth noting that both Scan Profile and Scan Precision are given in dB (decibels). Originally, I thought this might have to do with radar, since dB is used in tuning radar equipment, but it turns out that it is used the to determine the difference between input and output power.
So, the next most likely candidate is sound. Thus, your Scan Profile is the amount of noise your suit makes and its Scan Precision is its ability to hear sound and interpret its location.
So, as near as I can figure, Scan Precision is the amount of Scan Profile that you suit can accurately map at some distance (maybe Scan Range, but probably at some fraction thereof based on my experience).
This would also explain why running enlarges your Profile. You make more noise- which raises the question of whether in the future different surfaces will affect it as well, soft turf versus gravel, for instance.
However, there are definitely more complicating factors. Line-of-sight is a factor, as mapping behind cover is much more limited. I was doing the hidey dance with an Assault yesterday and he would only map out if I was near the edge of the shipping container. So clearly cover dampened his Profile, but I could still "see" around corners.
Ive heard a few people say higher shields increase your profile, which is how it works in eve. That would also be a solid downside compared to armor platings lowered mobility, although taking a high slot is a downside also.
I have little hope for an official response. That type of detail is usually datamined, like denkirson's cod and bf3 weapon details. I do plan on organizing a testing battle, but Im about a month away from the required skills.
Details on the planned stealth module should give us some insight on how scanning works. So keep an eye out for that. |
Sylwester Dziewiecki
BetaMax.
33
|
Posted - 2013.02.10 13:10:00 -
[13] - Quote
I would love to see a dev-blog on this topic. I heard somewhere that in the next build will introduce Covert ops suit. So before that happens I think that we gone hear something about EW. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.11 01:26:00 -
[14] - Quote
Vaerana Myshtana wrote:It is worth noting that both Scan Profile and Scan Precision are given in dB (decibels). Originally, I thought this might have to do with radar, since dB is used in tuning radar equipment, but it turns out that it is used the to determine the difference between input and output power.
So, the next most likely candidate is sound. Thus, your Scan Profile is the amount of noise your suit makes and its Scan Precision is its ability to hear sound and interpret its location.
So, as near as I can figure, Scan Precision is the amount of Scan Profile that you suit can accurately map at some distance (maybe Scan Range, but probably at some fraction thereof based on my experience).
This would also explain why running enlarges your Profile. You make more noise- which raises the question of whether in the future different surfaces will affect it as well, soft turf versus gravel, for instance.
However, there are definitely more complicating factors. Line-of-sight is a factor, as mapping behind cover is much more limited. I was doing the hidey dance with an Assault yesterday and he would only map out if I was near the edge of the shipping container. So clearly cover dampened his Profile, but I could still "see" around corners.
actually this is a good point I had assumed a radar like detector like the ships in eve. This answers a lot of questions I had about the system, so the range is not hard set, as sound fades over distance, the louder the sound the farther out your scanners will pick it up, the scanner range bonus increases your sensitivity out to a set range, nice that also makes fully leveling your sensor profile in a scout or assault mostly pointless |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.02.12 13:56:00 -
[15] - Quote
fred orpaul wrote:Vaerana Myshtana wrote:It is worth noting that both Scan Profile and Scan Precision are given in dB (decibels). Originally, I thought this might have to do with radar, since dB is used in tuning radar equipment, but it turns out that it is used the to determine the difference between input and output power.
So, the next most likely candidate is sound. Thus, your Scan Profile is the amount of noise your suit makes and its Scan Precision is its ability to hear sound and interpret its location.
So, as near as I can figure, Scan Precision is the amount of Scan Profile that you suit can accurately map at some distance (maybe Scan Range, but probably at some fraction thereof based on my experience).
This would also explain why running enlarges your Profile. You make more noise- which raises the question of whether in the future different surfaces will affect it as well, soft turf versus gravel, for instance.
However, there are definitely more complicating factors. Line-of-sight is a factor, as mapping behind cover is much more limited. I was doing the hidey dance with an Assault yesterday and he would only map out if I was near the edge of the shipping container. So clearly cover dampened his Profile, but I could still "see" around corners. actually this is a good point I had assumed a radar like detector like the ships in eve. This answers a lot of questions I had about the system, so the range is not hard set, as sound fades over distance, the louder the sound the farther out your scanners will pick it up, the scanner range bonus increases your sensitivity out to a set range, nice that also makes fully leveling your sensor profile in a scout or assault mostly pointless Just a general point - decibels applies to any signal, so the fact that CCP is using decibels doesn't actually give us any information regarding what type of signals the suits are scanning for.
What it does indicate is that there's only one kind of signal(besides visual), or else CCP would have to quote multiple separate sensitivities for each sensor channel. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.02.12 14:43:00 -
[16] - Quote
...and, to contradict what I just posted, just saw this and it may be pertinent to our discussion:
GÇ£Spec Ops units perform clandestine work. Trained to move through the battlefield undetected, they utilize suits designed to minimize acoustic and electronic signatures making the wearer virtually invisible. Spec Ops-class suits are ideal for bypassing point defenses or infiltrating key battlefield locations.GÇ¥
...from https://forums.dust514.com/default.aspx?g=posts&m=540018#post540018
So if we can take this statement as accurate the suit sensors are using two input channels, acoustic and electronic, besides straight-out optical detection.
My question then is what does the quoted db scan sensitivity refer to, acoustic signals, electronic signals, or both? |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.02.12 15:08:00 -
[17] - Quote
fred orpaul wrote:Vaerana Myshtana wrote:It is worth noting that both Scan Profile and Scan Precision are given in dB (decibels). Originally, I thought this might have to do with radar, since dB is used in tuning radar equipment, but it turns out that it is used the to determine the difference between input and output power.
So, the next most likely candidate is sound. Thus, your Scan Profile is the amount of noise your suit makes and its Scan Precision is its ability to hear sound and interpret its location.
So, as near as I can figure, Scan Precision is the amount of Scan Profile that you suit can accurately map at some distance (maybe Scan Range, but probably at some fraction thereof based on my experience).
This would also explain why running enlarges your Profile. You make more noise- which raises the question of whether in the future different surfaces will affect it as well, soft turf versus gravel, for instance.
However, there are definitely more complicating factors. Line-of-sight is a factor, as mapping behind cover is much more limited. I was doing the hidey dance with an Assault yesterday and he would only map out if I was near the edge of the shipping container. So clearly cover dampened his Profile, but I could still "see" around corners. actually this is a good point I had assumed a radar like detector like the ships in eve. This answers a lot of questions I had about the system, so the range is not hard set, as sound fades over distance, the louder the sound the farther out your scanners will pick it up, the scanner range bonus increases your sensitivity out to a set range, nice that also makes fully leveling your sensor profile in a scout or assault mostly pointless
Why do you consider that fully leveling the sensor profile pointless? |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 15:29:00 -
[18] - Quote
My hypothesis for testing is that each player has a scan precision (P) and targets have a profile (p). You then get a scan modifier based on (p)/(P) that enhances or reduces your effective detection range.
So if your base scan precision is 45 + a 25% precision, then your suit's precision is 33.75 Your suits scan radius is 15m + a 20% bonus from skills= 18m Your target is a heavy with a base profile of 50, but he has his dropsuit at level 2 reduciding his profile by 10%= 45.
Your scanning modifier is then 1.333. I.e. you will pick up this loud target at an increased detection range of +33% or 24 m.
In reality they may have actually made the system even closer to the real effect of sound waves over distance, in which case there is a little more mathematically complicated relationship between relative dB level over distances. I don't quite understand it at the moment though.
I wouldn't be suprised then if the increase in signature from shields is proportional to the speed reduction from armor modules, so a +10% per shield extender module.
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Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 15:53:00 -
[19] - Quote
So I found this which says
Quote:The sound level decreases with 6 dB per doubling the distance, no matter if you use the sound pressure level SPL or the sound intensity level SIL. But that does not the sound power level which is working in the sound source.[sic]
Assuming this is an operating principle of the scan profile/precision...
To me that means that if I can 'hear' things that are no less than 45dB at 15m, then at half that distance (7.5m) I will just start to hear 39dB sounds at that distance (unskilled/militia scout suits). In the opposite direction, I will pick up 51dB or less sounds at 30m (an unskilled militia heavy that is running).
If my base range is 20m and my scan profile is 38 dB that means I will be able to pick up 44dB suits (militia assaults/shielded std assaults) at 40m and militia heavies (50dB) at 80m!...according to this formula. However dampened sout suits ~33dB will still be able to sneak within shotgun range (10m) before I can 'hear' them. |
Vaerana Myshtana
ScIdama Endless Renaissance
202
|
Posted - 2013.02.12 16:04:00 -
[20] - Quote
Vrain Matari wrote:...and, to contradict what I just posted, just saw this and it may be pertinent to our discussion: GÇ£Spec Ops units perform clandestine work. Trained to move through the battlefield undetected, they utilize suits designed to minimize acoustic and electronic signatures making the wearer virtually invisible. Spec Ops-class suits are ideal for bypassing point defenses or infiltrating key battlefield locations.GÇ¥ ...from https://forums.dust514.com/default.aspx?g=posts&m=540018#post540018So if we can take this statement as accurate the suit sensors are using two input channels, acoustic and electronic, besides straight-out optical detection. My question then is what does the quoted db scan sensitivity refer to, acoustic signals, electronic signals, or both?
Yeah, I saw that after the posting.
Given that dB (when used in electronics, not sound) is a comparison between input and output signal strengths, it could be considered a measure of efficiency. Less efficient systems (cheaper) produce more electronic "noise" in terms of radio frequency (RF) interference, audible noise, and heat.
So, while my original response might be mostly correct (for now), the Spec Ops description suggests that CCP is laying groundwork that could allow for passive RADAR, passive SONAR, and passive (thermal & visible) LIDAR. Thus, as the game gets more fleshed out, they may opt to include modules that boost, jam, and dampen all of these. A richer EWar system would be consistent with their four-way (RADAR, LADAR, Magnetometric, and Gravimetric) scanning and EWar in EVE. |
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Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 16:07:00 -
[21] - Quote
Vaerana Myshtana wrote: So, while my original response might be mostly correct (for now), the Spec Ops description suggests that CCP is laying groundwork that could allow for passive RADAR, passive SONAR, and passive (thermal & visible) LIDAR. Thus, as the game gets more fleshed out, they may opt to include modules that boost, jam, and dampen all of these. A richer EWar system would be consistent with their four-way (RADAR, LADAR, Magnetometric, and Gravimetric) scanning and EWar in EVE.
Is there a relationship between signature radius and sensor strength in eve though? It sounds like, if we are talking about shield increasing scan profile, that it would be uniting signature radius and sensor strength... |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 16:33:00 -
[22] - Quote
I think they would have to integrate some totally new stat mechanics if they wanted to go in the 4-flavor EWAR direction like eve. As it stands I think the mechanics would allow a few more modules that would fall under EWAR likely each coming with their respective trade-offs:
Area hacking enhancer- active modules that decrease hacking time of installations/objectives nearby.
Remote hacking module- hack an objective from a LAV
Remote firewall generator increases enemy's hacking time across a limited area
White-noise generator- vehicle based module that masks the noise of nearby suits/vehicles effectively reducing their scan profile.
Vehicle dampening/scan range modules.
Electronic disruptors- short burst active module that disables enemy tacnets.
ECM flux module- active modules that neutralize enemy Enemy active/passive EWAR modules. Possively revealing dampened enemies.
Radar dampener- equipped on vehicles to significantly increase lock time for swarm launchers.
Radar pulse- large energy wave that reveals all vehicles or people on map for a few seconds. |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.02.12 16:42:00 -
[23] - Quote
Beren Hurin wrote:Radar pulse- large energy wave that reveals all vehicles or people on map for a few seconds. Now that sounds awesome. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2013.02.12 16:44:00 -
[24] - Quote
I doubt that the profile is related to sound. As already mentioned, any signal can be measured in dB, and it's more likely that the "minimized acoustic signature" of the Spec Ops scout is referring to quieter footsteps (or maybe a module to dampen the sound of sidearms).
I was kind of shocked to learn about EVE players keeping the sound off even when playing Dust. It's crazy helpful (when the sound is working properly, that is) to be able to hear where the action is coming from. |
Vaerana Myshtana
ScIdama Endless Renaissance
202
|
Posted - 2013.02.12 16:46:00 -
[25] - Quote
Beren Hurin wrote:My hypothesis for testing is that each player has a scan precision (P) and targets have a profile (p). You then get a scan modifier based on (p)/(P) that enhances or reduces your effective detection range.
So if your base scan precision is 45 + a 25% precision, then your suit's precision is 33.75 Your suits scan radius is 15m + a 20% bonus from skills= 18m Your target is a heavy with a base profile of 50, but he has his dropsuit at level 2 reduciding his profile by 10%= 45.
Your scanning modifier is then 1.333. I.e. you will pick up this loud target at an increased detection range of +33% or 24 m.
In reality they may have actually made the system even closer to the real effect of sound waves over distance, in which case there is a little more mathematically complicated relationship between relative dB level over distances. I don't quite understand it at the moment though.
I wouldn't be suprised then if the increase in signature from shields is proportional to the speed reduction from armor modules, so a +10% per shield extender module.
The problem is that both Scan Precision (P) and Scan Profile (-ò)are given in dB while Scan Range (R) is in meters. The descriptions of devices also state the P is accuracy in mapping, so apparently only -ò affects range.
So, I'm guess that the basic system is probably something like:
(-ò/100dB)xR= detection distance
So if your distance to target (D) is 10m, and his -ò is 50dB, you would need a R of 20m to see him.
Note that 100dB is a guess, but it would mean that you can only detect really big stuff at full distance, which seems to be correct. Sometimes it even seems like you can detect really big stuff, like tanks, at farther than R, so it could be consistent with what I've seen.
Using a similar logic, it could be that P introduces some random displacement error, so for instance:
((P/-ò)xD) = offset distance
Thus, if you have a P of 45dB and their -ò is 55dB, their position on your map would be off by up to 81% of the distance between you, so for 10m, they could appear on your minimap up to 8m closer, farther, right, or left of their actual position (until you look at them).
The inverse is also true, do if your P is higher than their -ò, then the error could be much larger.
Of course, this equation doesn't match the scanning I see in game, so likely it's off somewhere or it's one of those things in the game that isn't working as intended yet.
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Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 16:51:00 -
[26] - Quote
Vaerana Myshtana wrote: The inverse is also true, do if your P is higher than their -ò, then the error could be much larger.
Of course, this equation doesn't match the scanning I see in game, so likely it's off somewhere or it's one of those things in the game that isn't working as intended yet.
Your system may be better than mine, but I'm wondering what anomalies have you noticed that seem to suggest that the tacnet is misbehaving. One reason I think you may be right, is that if the calculation is based of a % of a max distance (it seems that the tacnet only sees 100m out currently...) then the active scanners pulsing out to 100m could be that limit.
IOW, with your formula, the active scanners wont see outside of their range no matter how sensitive they are or how loud other targets are. With mine they would see heavies and vehicles across the map. |
Vaerana Myshtana
ScIdama Endless Renaissance
202
|
Posted - 2013.02.12 16:54:00 -
[27] - Quote
Beren Hurin wrote:Vaerana Myshtana wrote: So, while my original response might be mostly correct (for now), the Spec Ops description suggests that CCP is laying groundwork that could allow for passive RADAR, passive SONAR, and passive (thermal & visible) LIDAR. Thus, as the game gets more fleshed out, they may opt to include modules that boost, jam, and dampen all of these. A richer EWar system would be consistent with their four-way (RADAR, LADAR, Magnetometric, and Gravimetric) scanning and EWar in EVE.
Is there a relationship between signature radius and sensor strength in eve though? It sounds like, if we are talking about shield increasing scan profile, that it would be uniting signature radius and sensor strength...
EVE uses the following stats (these are from a Bantam frigate): http://eve.wikia.com/wiki/Bantam
Maximum Targeting Range - 30000 m Max Locked Targets - 3 Gravimetric Sensor Strength - 7 points Signature Radius - 44 m Scan Resolution - 480 mm
Max Locked is irrelevant to Dust, and Max Target doesn't affect how far away you see things, just how far away you can lock your targeting computer on them.
So we are left with [Type] Sensor Strength, which is used to determine how easily you can be jammed by ECM and the other two.
Signature Radius and Scan Resolution affect how quickly you can lock a target: http://www.eve-wiki.net/index.php?title=Ship_sensorshttp://www.eve-wiki.net/index.php?title=Ship_sensors
So, certain modules (especially MicroWarpDrives) increase your Sig Radius: http://www.eve-wiki.net/index.php?title=Signature_radius
This can affect not just lock times (for your enemies) but how much damage you take when they shoot you. |
Vaerana Myshtana
ScIdama Endless Renaissance
202
|
Posted - 2013.02.12 17:00:00 -
[28] - Quote
Beren Hurin wrote:Vaerana Myshtana wrote: The inverse is also true, do if your P is higher than their -ò, then the error could be much larger.
Of course, this equation doesn't match the scanning I see in game, so likely it's off somewhere or it's one of those things in the game that isn't working as intended yet.
Your system may be better than mine, but I'm wondering what anomalies have you noticed that seem to suggest that the tacnet is misbehaving. One reason I think you may be right, is that if the calculation is based of a % of a max distance (it seems that the tacnet only sees 100m out currently...) then the active scanners pulsing out to 100m could be that limit. IOW, with your formula, the active scanners wont see outside of their range no matter how sensitive they are or how loud other targets are. With mine they would see heavies and vehicles across the map.
I'm not entirely sure it IS misbehaving, but I keep seeing people who chat the Devs on IRC saying that the Devs aren't happy with how the scanning system is working.
What I meant is that when I do see a Red dot behind me or behind a wall on the TacNet minimap, I don't usually see a displacement error at all. It seems like the target is pretty much right where it's plotted to be, so either the introduced error is very small or it's not happening.
Of course, there could be a Blue dot somewhere that I don't see that is plotting the guy, but given how far ahead of my team I can get scouting, I don't think that's the case. Then again, I see through walls far more than behind me, so there may be a directionality factor, too. |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 17:13:00 -
[29] - Quote
One thing I notice that seems peculiar is you can tell when dots are shooting at each other, if they are facing each other because each has a 'vector' or direction they face. If it is hot I will watch which red dots I have to worry about (or not worry about) as a result of them being 'tied up' by blues. But sometimes it looks like the dots aren't even facing each other, but one ends up dieing.
This could be what a 'cover battle' looks like, but I wonder if the vectors could be off. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.02.12 18:07:00 -
[30] - Quote
Beren Hurin wrote:One thing I notice that seems peculiar is you can tell when dots are shooting at each other, if they are facing each other because each has a 'vector' or direction they face. If it is hot I will watch which red dots I have to worry about (or not worry about) as a result of them being 'tied up' by blues. But sometimes it looks like the dots aren't even facing each other, but one ends up dieing.
This could be what a 'cover battle' looks like, but I wonder if the vectors could be off. I want to be careful to distinguish orientation behavior on the mini-map from orientation behaviour in the HUD, because it's an unproven assumption that they are one and the same.
By now we've all observed how when looking through the HUD, other players toons can be mis-aligned. For example, pointing away from you but still hitting you with weapons fire. This is prolly due to varying lag between DUST clients that is resolved later at the battle server - I'm speculating the same thing can happen with the minimap as far as position or orientation is concerned. |
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