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Takahiro Kashuken
Red Star. EoN.
203
|
Posted - 2013.04.10 10:10:00 -
[1] - Quote
MAG had one, it was a piece of equipment which detected all explosives - claymores and AT mines - it highlighted the mines so you could see them before you ran into them
You could upgrade it through skills to increase the detector distance and also to sneak past the mines without going off, also through skills your squad mates would also be able to see the mines if they did not have the detector on them
In DUST i think this is now needed, we have remote explosives and proxy mines (i hope claymores in the future too)
Now vehicles do have a proxy detector of sorts but that is just beeping and by the time you realise you most likely have run over them, sometime you can also see them but sometimes you cannot and as infantry chances are you never see them unless you are at a hack point
This would be split into 2 pieces of equipment - one for infantry and one for vehicles - or it could be a piece of equipment which can be be used for both vehicle and infantry
It would require the electronics skill - Maybe also a sub skill set to unlock it - Also 3 different types - Each type would increase the range the explosive is detected at and the offset would be that it requires more CPU to use
So for example
Basic Explosive Detector - Range - 10m - CPU 26 PG 0 - ISK 3k Advance Explosive Detector - Range - 25m CPU 43 PG 0 - ISK 12k Prototype Explosive Detector - Range - 50 - CPU 67 PG 0 - ISK 35k
All would require CPU lvl 5, the sub set of skills could be something like Explosives Scanner maybe being a 2/3x skill with basic requiring lvl 1, advanced lvl 3, and prototype lvl 5
Proxys and remotes would be highlighted with the current symbol for explosives/mines except of being blue it would be red for enemy
If it can be used for both vehicle and infantry then it would be a dropsuit module, also this would work well with the pilot suit but also the range of the detector would start from the tank and not in the middle so it would detect explosives at 10m for the basic from all sides ie 10m radius
If it was to be a vehicle module then i would see it as a high slot mod but it having the same requirements as the dropsuit version
Im not sure if it would work for the whole squad like in MAG, so only 1 person carrys it but the rest of the squad can see the mines if they are in range of the person carrying the explosves detector, it would be a nice touch to have but i would only have it as a bonus of the prototype explosves detector
Either way i think this the module is a must have |
Garrett Blacknova
Codex Troopers
2433
|
Posted - 2013.04.10 10:49:00 -
[2] - Quote
Well, they're adding in this thing called an "Active Scanner" that's meant to detect EVERYTHING with an appropriately high Scan Profile to match the device's Precision.
Based on the fact that my Scout suit lights enemy REs, Nanohives and Uplinks on the map/HUD a lot faster than my Logi and Assault suits do, I'm inclined to thing that such devices also have a Scan Profile stat, but said Profile isn't shown anywhere in-game. Hopefully, this will mean that Active Scanners will (mostly) be capable of picking up such devices. |
Takahiro Kashuken
Red Star. EoN.
203
|
Posted - 2013.04.10 11:08:00 -
[3] - Quote
No good tho if i cant put it on my tank or use it when in a vehicle
Thats useless then |
Adstellarum
G I A N T
37
|
Posted - 2013.04.10 15:48:00 -
[4] - Quote
there is a scanner module you can place on tanks/LAVs and dropships and I believe the most expensive scanner in terms of cpu is 32 it is called the F-84 Active scanner and requires lvl 3 Long Range Scanning |
Maken Tosch
Planetary Response Organisation
1948
|
Posted - 2013.04.10 15:54:00 -
[5] - Quote
I always check the objectives before I hack. |
x-KOR-x
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
69
|
Posted - 2013.04.10 16:00:00 -
[6] - Quote
Takahiro Kashuken wrote:a piece of equipment which detected explosives
it's called a dog |
Garrett Blacknova
Codex Troopers
2438
|
Posted - 2013.04.10 16:27:00 -
[7] - Quote
x-KOR-x wrote:Takahiro Kashuken wrote:a piece of equipment which detected explosives it's called a dog Puppy? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
298
|
Posted - 2013.04.10 23:49:00 -
[8] - Quote
Yes please, definately get rid of beeping sound of proxies. And, make detectors both a vehicle module AND an infantry equipment!
Promotes either sacrifices in tank tank/dps OR promotos co-operation! |
Mobius Wyvern
BetaMax. CRONOS.
1282
|
Posted - 2013.04.11 00:58:00 -
[9] - Quote
Takahiro Kashuken wrote:MAG had one, it was a piece of equipment which detected all explosives - claymores and AT mines - it highlighted the mines so you could see them before you ran into them
You could upgrade it through skills to increase the detector distance and also to sneak past the mines without going off, also through skills your squad mates would also be able to see the mines if they did not have the detector on them
In DUST i think this is now needed, we have remote explosives and proxy mines (i hope claymores in the future too)
Now vehicles do have a proxy detector of sorts but that is just beeping and by the time you realise you most likely have run over them, sometime you can also see them but sometimes you cannot and as infantry chances are you never see them unless you are at a hack point
This would be split into 2 pieces of equipment - one for infantry and one for vehicles - or it could be a piece of equipment which can be be used for both vehicle and infantry
It would require the electronics skill - Maybe also a sub skill set to unlock it - Also 3 different types - Each type would increase the range the explosive is detected at and the offset would be that it requires more CPU to use
So for example
Basic Explosive Detector - Range - 10m - CPU 26 PG 0 - ISK 3k Advance Explosive Detector - Range - 25m CPU 43 PG 0 - ISK 12k Prototype Explosive Detector - Range - 50 - CPU 67 PG 0 - ISK 35k
All would require CPU lvl 5, the sub set of skills could be something like Explosives Scanner maybe being a 2/3x skill with basic requiring lvl 1, advanced lvl 3, and prototype lvl 5
Proxys and remotes would be highlighted with the current symbol for explosives/mines except of being blue it would be red for enemy
If it can be used for both vehicle and infantry then it would be a dropsuit module, also this would work well with the pilot suit but also the range of the detector would start from the tank and not in the middle so it would detect explosives at 10m for the basic from all sides ie 10m radius
If it was to be a vehicle module then i would see it as a high slot mod but it having the same requirements as the dropsuit version
Im not sure if it would work for the whole squad like in MAG, so only 1 person carrys it but the rest of the squad can see the mines if they are in range of the person carrying the explosves detector, it would be a nice touch to have but i would only have it as a bonus of the prototype explosves detector
Either way i think this the module is a must have Not being able to detect them is what make's them useful. If you introduce a piece of equipment like this, it becomes mandatory for all suits and vehicles immediately, at which point you always have to use a slot on your suit for it, and explosives become useless.
No dice. |
Banjo Robertson
The Tritan Industries RISE of LEGION
6
|
Posted - 2013.04.11 03:08:00 -
[10] - Quote
While I can understand frustration when dealing with remote and proximity explosives, you can actually see them if you keep your eyes open, its just one of those things you will have to get used to as a player in order to deal with these things. |
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Tarquin Markel
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
94
|
Posted - 2013.04.11 03:17:00 -
[11] - Quote
Banjo Robertson wrote:While I can understand frustration when dealing with remote and proximity explosives, you can actually see them if you keep your eyes open, its just one of those things you will have to get used to as a player in order to deal with these things.
Uh-- true. Except that those NULL cannons where the hacking terminal is actually in the launcher array (like, invariably, "A" on Manus Peak, as well as about 75% of objectives overall), the raised surface at the base of the barrier ... uh, solar panel ... wall ... wing ... thingy has no physical presence.
You can drop a remote explosive into it, and that explosive will be somewhere between 80% and 100% concealed. It's still just as deadly, however. |
FTwelve
BurgezzE.T.F Orion Empire
35
|
Posted - 2013.04.11 03:20:00 -
[12] - Quote
But if it is a high power or low power slot, then you are making the enemy having to sacrifice a module to equip it. I think range is not too important as with 25m range should be enough to detect mines for infantry. For vehicles not sure if more range is necesary unless the LAV or HAV was speeding in the path of one. Also vehicles having to sacrifice shield or armor to equip this can be a good thing. |
Takahiro Kashuken
Red Star. EoN.
203
|
Posted - 2013.04.11 09:57:00 -
[13] - Quote
Mobius Wyvern wrote:Takahiro Kashuken wrote:MAG had one, it was a piece of equipment which detected all explosives - claymores and AT mines - it highlighted the mines so you could see them before you ran into them
You could upgrade it through skills to increase the detector distance and also to sneak past the mines without going off, also through skills your squad mates would also be able to see the mines if they did not have the detector on them
In DUST i think this is now needed, we have remote explosives and proxy mines (i hope claymores in the future too)
Now vehicles do have a proxy detector of sorts but that is just beeping and by the time you realise you most likely have run over them, sometime you can also see them but sometimes you cannot and as infantry chances are you never see them unless you are at a hack point
This would be split into 2 pieces of equipment - one for infantry and one for vehicles - or it could be a piece of equipment which can be be used for both vehicle and infantry
It would require the electronics skill - Maybe also a sub skill set to unlock it - Also 3 different types - Each type would increase the range the explosive is detected at and the offset would be that it requires more CPU to use
So for example
Basic Explosive Detector - Range - 10m - CPU 26 PG 0 - ISK 3k Advance Explosive Detector - Range - 25m CPU 43 PG 0 - ISK 12k Prototype Explosive Detector - Range - 50 - CPU 67 PG 0 - ISK 35k
All would require CPU lvl 5, the sub set of skills could be something like Explosives Scanner maybe being a 2/3x skill with basic requiring lvl 1, advanced lvl 3, and prototype lvl 5
Proxys and remotes would be highlighted with the current symbol for explosives/mines except of being blue it would be red for enemy
If it can be used for both vehicle and infantry then it would be a dropsuit module, also this would work well with the pilot suit but also the range of the detector would start from the tank and not in the middle so it would detect explosives at 10m for the basic from all sides ie 10m radius
If it was to be a vehicle module then i would see it as a high slot mod but it having the same requirements as the dropsuit version
Im not sure if it would work for the whole squad like in MAG, so only 1 person carrys it but the rest of the squad can see the mines if they are in range of the person carrying the explosves detector, it would be a nice touch to have but i would only have it as a bonus of the prototype explosves detector
Either way i think this the module is a must have Not being able to detect them is what make's them useful. If you introduce a piece of equipment like this, it becomes mandatory for all suits and vehicles immediately, at which point you always have to use a slot on your suit for it, and explosives become useless. No dice.
Mandatory? no
If ppl have to sacrifice tank/dps then it wont be madatory
Not many use RE as it is and same with mines but its a useful bit of kit which has its place, in a 4man squad only 1 would have to wear it when grouped up and going for an objective
It promotes teamwork
MAG it wasnt madatory and that showed the entire squad where explosives were yet no one complained so i dont see what the problem is here |
Takahiro Kashuken
Red Star. EoN.
236
|
Posted - 2013.04.16 17:15:00 -
[14] - Quote
Bump |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions
10
|
Posted - 2013.04.17 18:00:00 -
[15] - Quote
good idea, especially if we get anti infantry prox mines |
ladwar
Dead Six Initiative
151
|
Posted - 2013.04.17 18:54:00 -
[16] - Quote
if you can't see the large square pad on the ground I feel sorry for you and laugh even harder if I see you die from one next time. |
Maken Tosch
OPERATIVES OF THE GOAT
2021
|
Posted - 2013.04.17 19:20:00 -
[17] - Quote
Just check the objectives before you hack. It's not that hard. People have learned to check since they were first introduced during closed beta. And just because another game had it, it doesn't mean Dust has to have as well. Of course, some things in other games can work well with Dust, but there is such a thing called "making it too easy" and your idea will just make it too easy to the point where remote explosives will be dismissed by players as useless tools. This is based on human nature as we humans have a tendency to avoid things that are considered useless.
What's the point of planting an explosive if everyone will be able to see it from a few yards away and just shoot at it?
This is what peeves me off when it comes to explosives. Halo and Call of Duty come to mind as examples of terrible concepts for explosives.
In Halo 4, you see these giant pads that are supposedly land mines but they are so huge and obvious that it makes you wonder who in their right mind would ever design a land mine like this if the point of the land mine is to surprise the enemy? I can see these discs from almost a quarter of a football field away. Anyone who gets killed by these things has to be a complete moron to not look at where they're going.
In Call of Duty, you can spot a claymore behind a wall long before you even see the other side of that wall. That is just unrealistic because real-life detection is nowhere near like that. The modern day military's way of detecting landmines and claymores is to actually get near them with a small device that relies on detecting metals. But a smart land mine producer can simply avoid that by replacing the metal contents with wood or hard plastic laced with high explosives. Call of Duty makes it seem easy but in reality it's not.
And assuming 20,000 years into the future we create technology able to detect such bombs, wouldn't that also mean that in 20,000 years into the future bomb makers will be able to adapt just as quickly? Remember, for every new countermeasure there will be an equal or greater counter-countermeasure.
EDIT:
@Takahiro
If you want my advice, then I recommend adding an equal counter-countermeasure to your countermeasure. Give explosives specialists the ability to train up skills to reduce the explosive's signature and add higher-tier explosives that are less likely to be detected. |
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