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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Paladin Sas
Veldspar Incorporated The Big Dirty
5
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Posted - 2013.03.26 01:48:00 -
[151] - Quote
on the topic of shields, i have some ideas to throw around, what if CCP were to develope 2 types of shields, one being a "bubble" and the other being a "wall"
Bubble - I actually really like the idea of making it so that the larger the bubble is, the less damage it absorbs before breaking. a relatively simple solution to deploying the shield in this manner would opperate off the charge rifle mechanics (how its supposed to work). the longer you hold down R1, the larger the shield becomes. you could depict this via a circular meter resembeling the hacking UI element, with a radius/hp counter in the middle of the circle. this way, for a tighter bubble, it would just be a "pop-n-drop" while a more tactical larger shield would require the deployer to charge it up for a few seconds. this would allow enemies time to shoot the shield deployer if their attentative enough see the someone is charging one.
Wall - my thoughts on this are that its a much smaller personal shield, tall enough to crouch behind so your covered from the from, but not up, but short enough to stand up and shoot over. it might require less CPU/PG than a bubble as its more personal, and because its a low wall, enemies could shoot over it and toss grenades behind it, thus providing some balance. deployment should be simple, with the wall being perpendicular to your facing when it was tossed onto the ground. [if the equipment piece itself spins due to contact with an obstruction, it should change the shields facing to (seems like it would be simpler for programming purposes)]
On a completely different note - i would actually love to see some form of smoke grenade, anyone have any opinions on this? |
Skihids
The Tritan Industries
1096
|
Posted - 2013.03.26 02:16:00 -
[152] - Quote
A visual distortion field "grenade" was mentioned months ago, so I expect we will get it eventually. |
DJINN leukoplast
Hellstorm Inc League of Infamy
356
|
Posted - 2013.03.26 02:25:00 -
[153] - Quote
Cloaking seems similar to how it was in KZ2, if you move it makes you somewhat visible (depending on how fast you move) and firing the gun shuts it down (although the upgraded one in KZ2 doesn't shut down unless you get a kill, but firing will make you visible for a split second or so).
Although in KZ2 scouts were able to scan the field and get a 'mark' on their HUD for any person in direct view (including cloaked snipers).
The shield generator seems interesting, but definitely need more info about it. Like can we shoot through our own bubble? It is stationary or does it follow us around? Length of operation? Weaknesses/vulnerability? Cooldown time?
Definitely some cool stuff on the horizon that will immensely change the battlefield as we now know it. |
Sontie
VENGEANCE FOR HIRE
174
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Posted - 2013.03.26 02:30:00 -
[154] - Quote
A little Off Topic but...
How is the damage of the Nova Knife calculated?
The active scanner scanning in front of you... is the same true for the passive scanner?
How is damage calculated from an AV grenade?
There seems to be a lot of hidden stats not shown in the item descriptions... |
2100 Angels
The Southern Legion
24
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Posted - 2013.03.26 03:08:00 -
[155] - Quote
I would actually be quite happy if the balancing of cloaking was done in a similar manner to the way it was handled in EVE.
The Cloaking skill book has a movement bonus: i.e. +5% moving speed while cloaked per level
Regular cloaking devices have a significant movement penalty (i.e. -70% movement speed, which decreases the higher level the cloaking device), but reasonable CPU and PG requirements. Unlocked initially at Cloaking I with the option to upgrade to advanced and prototype devices at level III and V respectively.
Covert Ops cloaking devices have no movement penalty, but exorbitant (completely unrealistic) CPU and PG requirements. Unlocked at level IV.
"Covert Ops" equivalent racial scout suits have a role bonus of -99% CPU requirement for cloaking devices. The aforementioned scout suit may be balanced through fitting requirements as determined by race. I.e. proto suits only have 2 high slots instead of 3, 2 low slots or 1 equipment slot. something along those lines to restrict abuse.
boom, problems solved. |
Nova Knife
Seituoda Taskforce Command Caldari State
819
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Posted - 2013.03.26 06:30:00 -
[156] - Quote
I will very rarely be arrogant enough to say something like "My Idea is the only one that is right" even if I am sometimes passionate in my arguments, I am always willing to admit when someone else's idea is better than mine.
But in this case, I am saying that. Cloaks will -only- be a fair and positive addition to gameplay if they are presented as I proposed earlier in this thread, link right here for you
These points predict and counter pretty much any and all "lamesauce" related to cloaking -before- they can become an issue while still making them a fun and interesting addition to the game, using pre-existing systems as a hard counter and having those systems able to work in its favor as well. The number stuff like the decloaking deactivation cooldowns and ranges mentioned can be tweaked as I just proposed ballpark numbers, but the main points set in this post are absolutely essential for making cloaks something that is fun and rewarding to use that makes a positive contribution to the game, as opposed to something that people just whine about incessantly on the forums because it's broken as hell.
Like I said. I don't often say "My way or GTFO." But I'm saying it here. :( |
ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
48
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Posted - 2013.03.26 07:04:00 -
[157] - Quote
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 :-)
well this just brings me with 2 questions then.
1. will the active time of the cloak and cooldown be like the armor hardeners(long active time short cooldown) or like the shield hardeners(short active time with a long cooldown). 2. will it be limited to one per fit(like active heat sinks) or stackable. |
2100 Angels
The Southern Legion
24
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Posted - 2013.03.26 07:09:00 -
[158] - Quote
Nova Knife wrote:I will very rarely be arrogant enough to say something like "My Idea is the only one that is right" even if I am sometimes passionate in my arguments, I am always willing to admit when someone else's idea is better than mine. But in this case, I am saying that. Cloaks will -only- be a fair and positive addition to gameplay if they are presented as I proposed earlier in this thread, link right here for youThese points predict and counter pretty much any and all "lamesauce" related to cloaking -before- they can become an issue while still making them a fun and interesting addition to the game, using pre-existing systems as a hard counter and having those systems able to work in its favor as well. The number stuff like the decloaking deactivation cooldowns and ranges mentioned can be tweaked as I just proposed ballpark numbers, but the main points set in this post are absolutely essential for making cloaks something that is fun and rewarding to use that makes a positive contribution to the game, as opposed to something that people just whine about incessantly on the forums because it's broken as hell. Like I said. I don't often say "My way or GTFO." But I'm saying it here. :(
I disagree with your proposal that there should be no offensive capability to the cloak aside from positioning. I think the offensive capability described will work well (1 shot and de--cloak), however I do think it should be limited using game mechanics that counter its effectiveness and do not allow for an easy instant kill for whoever is using it. |
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CCP Wolfman
C C P C C P Alliance
233
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Posted - 2013.03.26 07:20:00 -
[159] - Quote
Hi guys,
I thought IGÇÖd collate a bunch of info on the scanner and scanning to answer some of the questions IGÇÖve seen and was getting a bit too sleepy to answer last night. Hopefully this will clear things up.
Every active scanner has its own scan precision value. Every dropsuit has a scan profile value. If the precision is a lower value than the scan profile of the dropsuit, the scan will succeed and the scanned players will be shown on the players minimap, 3D HUD and that of his squad mates. Profile size from largest to smallest is Heavy Frame, Medium Frame, Light Frame.
Scanners are a point and shoot weapon, have a range, an angle, a scan duration, and a target visibility once scanned duration.
Dropsuits also have a passive scanning function that works in the same way as the scanner but is radial and always on. Your profile is not dynamic so it is not affected by movements such as crouching, sprinting or actions such as shooting. Nor does your ratio of shield to armour have any effect. This is something we might consider developing further in the future.
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. Precision Enhancement (2% dropsuit precision bonus) and Range Amplification (10% dropsuit scan range) skills do not effect active scans, they only effect passive scans. Dropsuit command will no longer have a scan bonus associated with it.
The initial implementation of the scanner does not reveal the location of or change the profile of the dropsuit using it. We will consider adding this feature if it shows itself to be necessary. It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Hope that helps clear things up :-)
CCP Wolfman
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Maximus Creed
Kameira Lodge Amarr Empire
70
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Posted - 2013.03.26 07:22:00 -
[160] - Quote
Nova Knife's post is great on the whole, I disagree with a few points (marked by ):
Nova Knife wrote:Ideal cloak implementation IMO is as follows: -Active scanner/dropsuit scanner detects and decloaks someone and increases cooldown [Should only make them show up as red dot on minimap] -Being shot while cloaked decloaks someone and increases cooldown -Cloak active length is not limited, 10-25s cooldown starts after deactivation [Cloak activation SHOULD be limited! 15-30 seconds, skill dependant. There should still be a cooldown timer of the length you propose] -De-activation has a quiet, yet audible noise to alert nearby people who are very alert (Similar to the terrifying hum of charged knives) -No weapon can be equipped while cloaking; ideally accomplished by making the cloak an equipment piece the player must hold in their hands to use -Cloak increases scan profile somewhat. Penalty to profile reduced by skill level in cloaking -Always visual distortion, only amplified to be 'super visible' while sprinting: This is mitigated by being more susceptible to scanners of all varieties. You won't be able to get close to anyone cloaked if they have good/decent scanner modules on their suit, or are using active scanners to look for people. Active scanners should be the direct hard-counter and force people to decloak easily unless a player sacrifices all of their module slots to prevent this. - Expanding on last point : When facing two max skilled players against each other at close range the scanner should always win. At longer ranges like 50-60m+ the cloaker should win out as the scanner should be less effective. -Any suit should be able to use the cloak, provided it has equipment slots. Effectiveness and ease of detection is then related to scan profile. IE: The new heavy suit could get a cloak, but getting inside anyone's scan radius would pretty much instantly decloak him because his scan profile is so high [Scouts MUST have some incentive (other than slightly lower scan profile) to use cloak, in this proposal they would only marginally better than a Logi dropsuit (50 Scan Profile rather than 45). They need to be MUCH better - special ability, greatly reduced CPU, greatly reduced movement penalty, greatly reduced cooldown timer...something of this sort.] -Getting within extremely close range of another player (5-10m or so) should decloak a person regardless of each player's fit. -The cloak module should have a very steep melee damage reduction modifier, to prevent people from just running around smacking people with it while they have damage modifiers for melee stacked [Nah. No melee when cloak activated, plus you decloak when you get it range of someone. If someone wants to bonus melee, let them, interesting gameplay variation - they will still be **** :) ] -Unable to throw grenades while cloaked (Make up whatever lore you like. Need both hands to power the thing from your suit or something like that.)
The main differences:
- Cloak should have LIMITED activation time (15-30s, skill dependant), not unlimited as Nova proposes.
- Scanners reveal cloaky position, but do not decloak the cloaky.
- Scouts need bonuses for the cloak other than slightly lower scan profile, e.g: special ability, greatly reduced CPU, greatly reduced movement penalty, greatly reduced cooldown timer...something of this sort.
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Maximus Creed
Kameira Lodge Amarr Empire
70
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Posted - 2013.03.26 07:36:00 -
[161] - Quote
CCP Wolfman wrote:Hi guys,
I thought IGÇÖd collate a bunch of info on the scanner and scanning to answer some of the questions IGÇÖve seen and was getting a bit too sleepy to answer last night. Hopefully this will clear things up.
Every active scanner has its own scan precision value. Every dropsuit has a scan profile value. If the precision is a lower value than the scan profile of the dropsuit, the scan will succeed and the scanned players will be shown on the players minimap, 3D HUD and that of his squad mates. Profile size from largest to smallest is Heavy Frame, Medium Frame, Light Frame.
Scanners are a point and shoot weapon, have a range, an angle, a scan duration, and a target visibility once scanned duration.
Dropsuits also have a passive scanning function that works in the same way as the scanner but is radial and always on. Your profile is not dynamic so it is not affected by movements such as crouching, sprinting or actions such as shooting. Nor does your ratio of shield to armour have any effect. This is something we might consider developing further in the future.
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. Precision Enhancement (2% dropsuit precision bonus) and Range Amplification (10% dropsuit scan range) skills do not effect active scans, they only effect passive scans. Dropsuit command will no longer have a scan bonus associated with it.
The initial implementation of the scanner does not reveal the location of or change the profile of the dropsuit using it. We will consider adding this feature if it shows itself to be necessary. It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Hope that helps clear things up :-)
CCP Wolfman
CCP Wolfman,
The dropsuit passive scanner doesn't seem to work in exactly the same way... why is it that sometimes I have to look at someone directly for a certain period of time for them to light up red on my HUD and minimap?
Also, does scan precision get worse with range? As in, If my scan precision is 44, I will 'spot' a scout (scan profile = 45) if they are standing very close, however, my scan precision drops off with range such that at 10m my precision is now 46 and I can no longer 'spot' the scout?
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V1RONXSS
AL0NE Inc.
4
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Posted - 2013.03.26 07:46:00 -
[162] - Quote
Covert ops sniper ftw ;) Would be nice if you guys work toward balance professions also and theyr income. As a pilot its whery hard to support yourself with equipment. |
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CCP Wolfman
C C P C C P Alliance
234
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Posted - 2013.03.26 07:47:00 -
[163] - Quote
Maximus Creed wrote:CCP Wolfman wrote:Hi guys,
I thought IGÇÖd collate a bunch of info on the scanner and scanning to answer some of the questions IGÇÖve seen and was getting a bit too sleepy to answer last night. Hopefully this will clear things up.
Every active scanner has its own scan precision value. Every dropsuit has a scan profile value. If the precision is a lower value than the scan profile of the dropsuit, the scan will succeed and the scanned players will be shown on the players minimap, 3D HUD and that of his squad mates. Profile size from largest to smallest is Heavy Frame, Medium Frame, Light Frame.
Scanners are a point and shoot weapon, have a range, an angle, a scan duration, and a target visibility once scanned duration.
Dropsuits also have a passive scanning function that works in the same way as the scanner but is radial and always on. Your profile is not dynamic so it is not affected by movements such as crouching, sprinting or actions such as shooting. Nor does your ratio of shield to armour have any effect. This is something we might consider developing further in the future.
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. Precision Enhancement (2% dropsuit precision bonus) and Range Amplification (10% dropsuit scan range) skills do not effect active scans, they only effect passive scans. Dropsuit command will no longer have a scan bonus associated with it.
The initial implementation of the scanner does not reveal the location of or change the profile of the dropsuit using it. We will consider adding this feature if it shows itself to be necessary. It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Hope that helps clear things up :-)
CCP Wolfman
CCP Wolfman, The dropsuit passive scanner doesn't seem to work in exactly the same way... why is it that sometimes I have to look at someone directly for a certain period of time for them to light up red on my HUD and minimap? Also, does scan precision get worse with range? As in, If my scan precision is 44, I will 'spot' a scout (scan profile = 45) if they are standing very close, however, my scan precision drops off with range such that at 10m my precision is now 46 and I can no longer 'spot' the scout?
There is no drop off on scan precision over range. The other thing you mention seems strange...
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Maximus Creed
Kameira Lodge Amarr Empire
70
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Posted - 2013.03.26 07:52:00 -
[164] - Quote
CCP Wolfman wrote:There is no drop off on scan precision over range. The other thing you mention seems strange...
If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot...
Edit: Can scan precision have some kind of falloff? It seems a bit silly that at max scan range you have full precision, then at +1m you have 0 precision. |
Maximus Creed
Kameira Lodge Amarr Empire
70
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Posted - 2013.03.26 07:57:00 -
[165] - Quote
Maximus Creed wrote: If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot...
If this is indeed another form of scanning or spotting (since it is probably well outside of passive scan range), is it also affected by scan profile/precision?
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Aeon Amadi
WarRavens
1121
|
Posted - 2013.03.26 07:59:00 -
[166] - Quote
CCP Wolfman, any thoughts on adding a "target painter" for Sniper Rifles to spot targets like the Active Scanner without risking the Sniper having to get danger close? |
Citpaan Hacos
BetaMax. CRONOS.
29
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Posted - 2013.03.26 08:04:00 -
[167] - Quote
Maximus Creed wrote:If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot...
afaik, line of sight and their chevrons have nothing to do with the scan mechanics. Barring odd behavior, if you see it in a main cone of vision, it lights up. (Like at the start of Manus Peak, if I'm running from A to C, I sweep my crosshairs along the ridgeline by the enemy MCC to see if there are snipers there and I need to move erratically.) |
Maximus Creed
Kameira Lodge Amarr Empire
70
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Posted - 2013.03.26 08:10:00 -
[168] - Quote
Citpaan Hacos wrote:Maximus Creed wrote:If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot... afaik, line of sight and their chevrons have nothing to do with the scan mechanics. Barring odd behavior, if you see it in a main cone of vision, it lights up. (Like at the start of Manus Peak, if I'm running from A to C, I sweep my crosshairs along the ridgeline by the enemy MCC to see if there are snipers there and I need to move erratically.) If its a chevron, they still appear on the minimap, right?
I want to know is the line-of-sight spotting affected by scan profile/precision. It should be! If anything, the time taken to LOS spot someone should be proportional to scan precision/scan profile. |
Citpaan Hacos
BetaMax. CRONOS.
29
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Posted - 2013.03.26 08:17:00 -
[169] - Quote
Maximus Creed wrote:[quote=Citpaan Hacos]If its a chevron, they still appear on the minimap, right?
I want to know is the line-of-sight spotting affected by scan profile/precision. It should be! If anything, the time taken to LOS spot someone should be proportional to scan precision/scan profile.
If by minimap you mean HUD radar, no, they're too far away. If you mean the map from pressing down on the D-pad, yes, any one you pick up on scan or with line of sight has their position thrown on there for as long as you have that info.
As for the delay in seeing chevrons while scoped, I don't think it's a mechanic, just some feeble elderly hamsters in the system. |
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CCP Wolfman
C C P C C P Alliance
236
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Posted - 2013.03.26 08:22:00 -
[170] - Quote
Maximus Creed wrote:Maximus Creed wrote: If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot...
If this is indeed another form of scanning or spotting (since it is probably well outside of passive scan range), is it also affected by scan profile/precision? I would like to know:
- What determines the length of time I have to look directly at the person before they light up?
- How directly do I have to look at the person for them to light up? (within 5-10 degrees?)
- Is there a maximum range on this 'directional' spotting? I have noticed when sniping at very long range, sometimes no matter how long I look directly at them, people just don't light up.
- What effect, if any, do scan profile/precision have on this?
- The time it takes us to check if anything is there, roughly 2 frames.
- Once they are beyond the normal range for tags to show up you literally have to look right at them.
- There isn't a max range currently for this, we'll check whats up.
- They have no effect on targets picked up by looking at them.
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HowDidThatTaste
Imperfects Negative-Feedback
2323
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Posted - 2013.03.26 08:33:00 -
[171] - Quote
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.
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Shaze 'Jazz' Sovatsor
R.I.f.t
8
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Posted - 2013.03.26 08:49:00 -
[172] - Quote
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.
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2100 Angels
The Southern Legion
24
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Posted - 2013.03.26 09:01:00 -
[173] - Quote
CCP Wolfman wrote:Hi guys,
I thought IGÇÖd collate a bunch of info on the scanner and scanning to answer some of the questions IGÇÖve seen and was getting a bit too sleepy to answer last night. Hopefully this will clear things up.
Every active scanner has its own scan precision value. Every dropsuit has a scan profile value. If the precision is a lower value than the scan profile of the dropsuit, the scan will succeed and the scanned players will be shown on the players minimap, 3D HUD and that of his squad mates. Profile size from largest to smallest is Heavy Frame, Medium Frame, Light Frame.
Scanners are a point and shoot weapon, have a range, an angle, a scan duration, and a target visibility once scanned duration.
Dropsuits also have a passive scanning function that works in the same way as the scanner but is radial and always on. Your profile is not dynamic so it is not affected by movements such as crouching, sprinting or actions such as shooting. Nor does your ratio of shield to armour have any effect. This is something we might consider developing further in the future.
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. Precision Enhancement (2% dropsuit precision bonus) and Range Amplification (10% dropsuit scan range) skills do not effect active scans, they only effect passive scans. Dropsuit command will no longer have a scan bonus associated with it.
The initial implementation of the scanner does not reveal the location of or change the profile of the dropsuit using it. We will consider adding this feature if it shows itself to be necessary. It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Hope that helps clear things up :-)
CCP Wolfman
Does profile dampening affect the appearance of the chevron? i.e. if I scan the hills for a sniper, will it be harder to make his chevron pop up visually if his profile dampening skills are high?
Also: profile dampening currently provides 5% reduction to profile signature... is this changing to 2? D:
EDIT: Answered in a previous post |
Citpaan Hacos
BetaMax. CRONOS.
29
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Posted - 2013.03.26 09:58:00 -
[174] - Quote
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 scan stuff is already in, the suit stats are there. You are already wearing the neon sign. Has is been a problem? Probably not. If you aren't using the module right now, you aren't going to have to after the update. (Anyways, profile analysis modules are probably the more useful sensor kit for heavies.)
The only reason you'd want to decrease a heavy's profile is so radar will have harder time spotting a cloaked heavy. And unless they add a racial heavy with an equipment slot, that's a non-concern. |
S Park Finner
BetaMax. CRONOS.
111
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Posted - 2013.03.26 10:26:00 -
[175] - Quote
CCP Wolfman has gone the extra mile to help us understand the plans for scanning and should be given the "Forum Dev of the Week" award. Many thanks for good information and a minimum of snarky! |
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CCP Wolfman
C C P C C P Alliance
237
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Posted - 2013.03.26 10:48:00 -
[176] - Quote
Thanks mate :-)
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xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
239
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Posted - 2013.03.26 11:00:00 -
[177] - Quote
So, Wolfman, can you confirm that the new scrambler rifle have the four variants (burst, tactical etc.) we'r used to? I've seen a red dot too ... can't wait to use it! |
Beren Hurin
OMNI Endeavors
297
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Posted - 2013.03.26 11:06:00 -
[178] - Quote
Good Afternoon!
So how do manmade and natural barriers affect active AND passive scanning? Sometimes it appears that I can see through buildings other times I can't?
Also, do flux grenade affect or disable enemy scanners? They say they affect electronics? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1240
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Posted - 2013.03.26 11:45:00 -
[179] - Quote
CCP Wolfman wrote: It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Strange, when i used the scanner in the closed beta, i think i remember getting WP assist for people killed that i had detected. DIdnt use it much though so can be wrong. |
Alistair McFlair
Seraphim Initiative. CRONOS.
6
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Posted - 2013.03.26 11:54:00 -
[180] - Quote
give me proxy flux explosives |
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