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Spacetits CDXX
Subdreddit Test Alliance Please Ignore
271
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Posted - 2013.05.08 01:36:00 -
[1] - Quote
So with Uprising, all suits now have the same scan radius: 10m. In the last build, it was 15m for everyone else and 25m for the Scout suits.
I get it: this was nerfed so there'd be a reason to use the Active Scanner. But this was one of the few areas where Scouts had an undisputed advantage. It also made the scanning skills & modules worth more for Scouts, since all of the modifiers were (and are) percentage-based. A 25% improvement to 25m was a lot better than a 25% improvement to 15m.
Now, I know somebody is going to point out that the racial Gallente Scout skill is an improvement to scan radius. This is true, but it is also percentage-based and working off the same crappy base radius as any other suit. It is also a 3.5 mil SP investment to max scan radius via the Gallente Scout racial skill, which seems somewhat out-of-whack with what the skill is.
I would like to suggest un-nerfing the radius, for Light/Scout suits only, to either 15m or 20m. This is still less than it was before, still low enough that people might find the Active Scanner useful, but a higher enough base value to give Scouts back one of the few things they were good at.
As a parting note, consider this: when was the last time you saw a thread seriously arguing that Scouts were OP? Let there be some reason for people to spec into Light/Scout suits. |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
271
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Posted - 2013.05.08 01:46:00 -
[2] - Quote
In-game market stats say 10m for all suits, just double-checked with several different types. Where are you getting the 2m / 5m info from? |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
280
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Posted - 2013.05.10 17:54:00 -
[3] - Quote
Ric Barlom wrote:Well, Spacetits, as you know I think the whole scanning thing doesn't work properly at the moment so it's very hard for me to comment if the scan radius needs a buff or not as I haven't been able to test the current scan radius in action yet. But let me tell you this much, 20+ plus with the skills and a module sounds pretty good to me at least on paper, I'd just like to see it work properly.
Yeah, this would be easier to test or advocate for or against if we had things working properly ATM. I was reserving SP at first because these skills didn't even sound great on paper, but now I'm pretty sure you're right and the passive scanning mechanic is just busted.
I still maintain that light suits/scouts should have a unique range advantage (as they did in Chromosome, when the passive scanning mechanic actually worked) to help distinguish them from just being more fragile assault suits. |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
280
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Posted - 2013.05.10 17:57:00 -
[4] - Quote
Garrett Blacknova wrote:There SHOULD be a difference between normal suits and Scouts. Preferably a difference between Small Frames and other suits, with Scouts getting a further buff, and Gallente Scouts getting even more thanks to the racial bonus.
Would agree with the idea of ex. most suits 10m base, Light suits 15m base, racial Scouts 20m base, as it would provide a further reason to spec racial Scout. |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
298
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Posted - 2013.05.16 13:24:00 -
[5] - Quote
Garrett Blacknova wrote:Spacetits CDXX wrote:Garrett Blacknova wrote:There SHOULD be a difference between normal suits and Scouts. Preferably a difference between Small Frames and other suits, with Scouts getting a further buff, and Gallente Scouts getting even more thanks to the racial bonus. Would agree with the idea of ex. most suits 10m base, Light suits 15m base, racial Scouts 20m base, as it would provide a further reason to spec racial Scout. I'd prefer to see less of a buff than this, and more of a nerf to the other suits to make them look less like a Scout alternative. Non-Light: 5m Basic Light: 10m Scout: 15m This way, you're not pushing too close to Active Scanner range, but still giving an advantage to Scouts over other suits. You also have to consider that passive scanning is omnidirectional, Active Scanners are limited to a narrow scanning arc.
5m is even more crippled than most suits already are, though. Right now, it feels like most people aren't even bothering with the minimap because the range is so close, so there isn't even much of a point to profile dampening currently, except hiding from active scanners. EWAR has to get a general buff in order for passive scanning to be useful again, because part of EWAR is letting players rely too much on the minimap so that you can fool them, |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
338
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Posted - 2013.06.10 18:28:00 -
[6] - Quote
Garrett Blacknova wrote: 7-10-15m radius AND Passive Scanners reveal targets to the whole team (like they did pre-Chromosome)... OR the suggested 10-15-20m radius if Passives remain limited to squad only/shared with other non-squadded players when you're not in a squad.
This is an interesting and probably correct distinction, obviously whether the info again becomes shared with everyone does effect how much of an impact scanning range has.
Would prefer the former option as it makes more sense, still think a base of at least 10m for all suits is necessary to make any non-Scouts ever care about EWAR. As I noted above, if nobody who's not a scout ever uses those modules or looks at the radar (this is pretty much the case currently), it really diminishes the value of trying to trick the radar and makes that aspect of the game much less rich. |
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