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Thread Statistics | Show CCP posts - 27 post(s) |
Garrett Blacknova
Codex Troopers
2146
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Posted - 2013.03.26 14:30:00 -
[1] - Quote
A few things I've tested and can confirm (contrary to Wolfman's info) as working in the current build we're playing on.
1. Contrary to official word, shooting most definitely DOES increase your scan profile. When I'm near a well-stealthed enemy suit, but they're out of LoS (either behind me or behind cover), they still show up on the minimap (and with HUD chevrons if they're in my field of view) as they're firing, then vanish again before the next shot (unless it's rapid-fire). I've been able to see it consistently happening in time with the sound of their shot, sometimes paired with the sight of a sniper round or the beam of a laser coming out from behind the building/hill in between us. I can say with 100% certainty that the only other person on my team was the target, and was looking away from the shooter at the time in several cases. Shooting also - at least ocasionally (presumably based on profile vs. precision) - lights up targets outside of normal detection range if the shooter is in your field of view.
2. Scan Precision vs. Profile almost certainly DOES influence LoS detection. I haven't tested this as thoroughly, but I'm pretty confident about it. With an Assault suit (notable Precision loss against a Scout), against the same players, using the same fittings and the same suits during the same match, the game consistently lights enemies up slower than when I switch to a Scout suit. Additionally, at appoximately 100m distance, far enough to be well outside the scan range of my suit, in a 1 vs. 1 match so I know there are no other players influencing the situation, I can light a target up and duck behind cover, and they'll stay visible a LOT longer when I'm a Scout than when I'm running an Assault suit and doing the same thing in the same place with the same enemy while they're wearing the same suit.
3. Not clarified by Wolfman, but Scan Profile has an important impact on how quickly your marker fades. The only exception is when they only light up while you're specifically marking them. Scouts consistently and reliably disappear almost instantly when moving into cover, unless I'm also running a Scout suit. Heavies are always visible for several seconds before their marker fades away, unless the player has a better profile than my Heavy suit's Precision, and I'm running Heavy.
And on to the next point: Cloaking vs. Active Scanners.
It's confirmed that Scanners will expose a cloaked target. It's obvious that this will mark the target on the minimap, but we haven't heard if this also puts chevrons above the heads of cloaked targets. Can we get confirmation of whether that happens or not? I'd also like to know the same thing about whether your passive scanners do this. I'm hoping - for both questions - that the chevrons appear as well as the map markers.
Also, I want to see flux grenades as a way to disable cloak. I hope the activation is a fairly long duration, with a relatively short cooldown, but one influenced by how the device is used.
As equipment, I want the ability to select the cloak, activate it, move while hidden, then manually de-activate it and have a shorter cooldown proportional to the duration I kept it on. Anything that interrupts the cloak should result in a longer cooldown - firing a weapon while cloaked should "break" the cloak, as should being hit by a Flux Grenade. It would be particularly awesome if a Flux Grenade hit on an uncloaked Dropsuit triggered cooldown as if the cloak had just been used (resetting a normal cooldown if it's already active), and if the cloak was active, it gave the same extended cooldown you get from breaking cloak by firing. If the cloak has a short cooldown (which I'm hoping), it should at least double when the cloak is broken. |
Garrett Blacknova
Codex Troopers
2150
|
Posted - 2013.03.26 17:13:00 -
[2] - Quote
crazy space 1 wrote:Shaze 'Jazz' Sovatsor wrote:HowDidThatTaste wrote:So a heavy suit has to now use one of its rare slots to decrease its profile? We are already a huge slow moving target now we get to wear a neon sign too? The heavy suit really needs more options in its fittings. Especially advanced nd proto suits.
Well you can decrease your profile by the Profile Dampening skill. CCP Wolfman wrote:The scan profile of a dropsuit can be reduced by fitting profile dampeners which will protect users from both passive and active scanning by reducing their scan profile. The Profile Dampening skill will also give you a 2% reduction to your profile per level.
um.... Doesn't it give 5% reduction ? In our current build? Yes.
But confirmed the stats are changing next build, including (as mentioned in this thread) the removal of the Scan Profile bonus on Dropsuit Command. |
Garrett Blacknova
Codex Troopers
2150
|
Posted - 2013.03.26 17:15:00 -
[3] - Quote
RECON BY FIRE wrote:CCP Wolfman wrote:The cloak is an equipment item with an activation time and a cooldown. You canGÇÖt perform actions such as firing or hacking whilst cloaked. It is not finished so IGÇÖm very interested to hear your ideas on it before it is :-) It needs a movement penalty, something like 25% for scouts and 50% for logi/assault. Running should decloak as well as taking any damage or coming within 5 to 10m of another player. Being detected with an active scanner should be considered as a decloaking method. Making it a only activated when held is probably the best way to balance its activation, still needs a 10 second cooldown on reactivation though. The idea of making it PG/CPU intensive is utter garbage unless scouts get some sort of bonus to mitigate that. It is hard enough to fit stuff on a scout suit as it is, it would be complete nonsense to basically lock them out of a module that is specifically made with them in mind. They could do an EVE-style trick and treat the Scout as a Spec-Ops role, give them 99% reduction to PG/CPU costs for cloaking devices.
So you can easily fit even a high-tier one on even the Militia Scout suit, but if you try and load up your Proto Logi suit, it's going to barely have room for a Sidearm. |
Garrett Blacknova
Codex Troopers
2166
|
Posted - 2013.03.27 18:31:00 -
[4] - Quote
dust badger wrote:Jack O'TheShadows wrote:Sorry you may have already answered this but will the active scanner detect deployed equipment such as nanohives, drop uplinks, and deployed remote explosives? Or just suits. i remember reading it will be a point and shoot weapon like the repair tool You realise that doesn't answer the question, right?
Not "is it a deployed item", but "does it detect deployed items?"
Which I don't think has been answered, and I'd be very interested in hearing the answer myself.
From what I've seen so far, deployables SEEM to have their own Scan Profile values, because they take varying amounts of time to show up based on the Scan Precision of your suit (and related skills). I don't think anyone has given us the values for this, but the fact that enemy Nanohives and Uplinks show up faster when I'm running a Scout than an Assault supports it. This would suggest that yes, they will show up, as long as the Scan Precision on your scanner is low enough to pick them up. |
Garrett Blacknova
Codex Troopers
2332
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Posted - 2013.04.02 01:53:00 -
[5] - Quote
Spy Mouse wrote:Aamanita Muscaria wrote:"W" ... as in waypoints? I would also like to be able to hack an enemy's drop uplink or nanohives. How about begins with a "C"? As in "claymore" ... desperately waiting for these! How would claymore be different to the proximity explosives? Antipersonnel instead of anti-vehicle.
Obviously. |
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