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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
97
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Posted - 2013.04.23 02:35:00 -
[1] - Quote
I honestly don't know if this is the right place to put this, but there is a thread in the subdreddit corp chat where we are discussing the various theories of radar detection. It would just be easier to know how these skills work rather than fumbling around in the dark (haha worplay)
Is profile analysis an absolute (see / don't see) or is it a probability based on analysis v dampening? Does proximity increase the probability of analysis? Does long range scanning only increase the range that you can catch someone you would have seen anyway? What actions, if any, increase your profile? Is any of this changing in Uprising?
It would be worlds of good if you guys could put out a dev blog that specifically focuses on the skills and modules associated with:
- Profile Dampening
- Profile Analysis
- Long Range Scanning
- and potentially the new Active Scanner
Thank you. |
Maken Tosch
OPERATIVES OF THE GOAT
2097
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Posted - 2013.04.23 04:52:00 -
[2] - Quote
As far as I understand it from my own research, profile analysis is based on which numbers are lower.
Let's say you have a scan profile of 45 which is the standard and an active scanner has a scan resolution of 35. The active scanner will find you for certain. So yes, it's an absolute scan.
Now let's say you train up your skills and fitted profile dampeners onto your suit and managed to reduce your profile to 25. The active scanner won't be able to spot you if it's resolution is still 35.
However, a trained up enemy will probably have narrowed his resolution down to 25 to match your profile and be able to spot you still. |
Garrett Blacknova
Codex Troopers
2582
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Posted - 2013.04.23 10:37:00 -
[3] - Quote
Ivan Avogadro wrote:Is profile analysis an absolute (see / don't see) or is it a probability based on analysis v dampening? It's definitely not probability-based. It's not a binary on/off either though - if someone has a low enough profile, you'll often see them as "faded" markers on the minimap, and they won't light up on the HUD until something lights them up all the way - usually yourself or a squadmate with eyes on the target.
Quote:Does proximity increase the probability of analysis? Does long range scanning only increase the range that you can catch someone you would have seen anyway? Official word from the devs - corrobrated by player testing - is that this is a binary system. In range? Full scan effect. Out of range? Only visual detection. There IS a variation in how fast (if at all) a target in your line of sight will be lit up when they're outside your scan range though. At extreme ranges, nobody shows up unless you aim directly at them. At long enough range, some suits can be inivisible against others EVEN when targeted like this. Usually only happens when it's a Heavy or an un-upgraded (by skills or gear) Assault aiming for a Scout or a Profile-dampened Assault/Logi.
Quote:What actions, if any, increase your profile? Official word says that shooting doesn't increase your profile, but player testing confirms the contrary. It's possible that the "base" profile increase for firing a weapon is 0, but that individual weapons have their own profile increase when fired, which would also fit with testing.
Official word and player testing both confirm that sprinting and other movement makes no difference to profile.
Quote: Is any of this changing in Uprising? Active Scanners are coming. Unlike our current passive scanning, they will have an arc in which they operate - passive scanners cover a full 360 degrees. They're confirmed to raise the user's profile when activated, making you more visible to enemies. It's also possible that the "shooting doesn't affect profile" statement was based on how Uprising works and that this is another change from the current state of the game.
Additionally, it's worth noting that you share your scanning data through the "TACNET" system. This means that everyone n your squad - NOT the whole team - sees markers for everyone you can see. If you light up a group of enemies, they'll be lit up for anyone in your squad (or for all other "no squad" players if you're not in a squad). This was a change made when Active Scanners were first introduced, and the idea was that passive scanners only shared with the squad, while Active Scanners would share their data with the whole team. I'm hoping - in spite of it being a nerf to my preferred playstyle - that this isn't the case in Uprising, and that passive detection will light enemies up for the whole team again. |
5aEKUXeRJGJ27kCDnDVYak4q
Intara Direct Action Caldari State
63
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Posted - 2013.04.23 10:44:00 -
[4] - Quote
+1 |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
101
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Posted - 2013.04.23 10:46:00 -
[5] - Quote
So apply that logic to Long Range Scanning, it wouldn't matter if I can see farther if I don't have the precision to see them to see someone ever? Or does precision get stronger the further into your radar the stealther comes? Because in the first scenario, Long Range Scanning does bumpkis for a player without high Precision, it just increases the range where you don't see anything. But in the second scenario Long Range Scanning would make your immediate area radar stronger, even if the fringes still miss the stealther.
Also, I've noticed sometimes red dots fall off my radar quickly, or never quite show up fully bright. Is this because they are just barely visible to my radar? Do you fade more quickly with higher dampening if there isn't a reticle on you?
I realize with Fanfest this week, and Uprising so soon, this isn't going to be a top priority. Still, I'm not asking for changes to a suit or vehicle or anything, just clarity on the existing system. |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
231
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Posted - 2013.04.23 16:53:00 -
[6] - Quote
+1 / bump, would also enjoy a Dev blog on this, particularly something that would detail any changes coming in Uprising. |
Cross Atu
Conspiratus Immortalis
886
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Posted - 2013.04.23 17:50:00 -
[7] - Quote
+1 a detailed DevBlog on this would be ideal. Also they could address the Dropuplink team spawn mechanics while they're at it because A) they may be related B) there's clearly a whole lot of confusion over how those work as well (like the "only hacked uplinks can team spawn" myth).
Cheers, Cross
ps ~ maybe this idea should be sent to our new CPM as well |
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