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Gawen Eadan
Militaires-Sans-Frontieres
17
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Posted - 2013.06.09 09:12:00 -
[1] - Quote
I'm not sure if you've noticed this CCP, but almost none of it works, and the parts that do, work sporadically. On the note of "you're not doing it right", should anyone argue, I've tried everything I could think of and find on the forums to get a result and it all works with very sporadic and unreliable results that can't easily be duplicated, if at all. This 'testing I've been doing has been on going with active scanners since before uprising in both its closed beta appearance as well as April, and the scan profile issues have been personally tested since May 29th.
Lets start with the obvious, active scanner, more broken than the viziam laser rifle from chromosome sitting on four complex damage mods on a logi with proto nanohives on a long range map with height advantage, with you on the receiving end. They were removed in closed, because they were horribly broken back then. So what possessed you to bring them out, release the game officially, and still have them as broken as closed beta nearly a year ago, on an "official release". Honestly, 5/14 comes around every year, you could have waited, not to harp that "it should all work because its released" but even the malfunctioning nanite injectors threw me a bone once in a blue moon when uprising launched. I shouldn't have to stand on one leg, suck my toe and do a back flip to get a scanner to work even half as much as it was intended to.
Next on the scanning subject is dampening, precision, scan profile, and scan range, along with all the correlating skills modules, and drop-suit attributes. Frankly, the numbers show, but they don't get put to work, any of them, ever, since forever. Why? Why put in a function like this, especially to offer the skills to enhance them, the tools to aid them, and the modules to compliment it all, if not a single part works reliably or as intended to any degree? Then to, again, "release" the game spend all the money on advertisement to promote it, when the impression will be poor. I'm not saying every new person goes "oh hey, he didn't show up on my 10m radar when my precision was 50Db and his suit was 55Db!" They don't even know what a Db is yet, but if they ever hung around after not rage quitting from no one showing up on their radar when a enemy is standing behind them with an hmg or an assault rifle pointed at their head, I bet half of them would stay when we explain it's their fault for not looking at the minimap.
I went Scout to preform R&D for my corp along with a change of pace from Logistics and Heavy, I shouldn't be pulling out hairs because almost half of my 8 million skill points doesn't work to give me any sort of advantage over anyone else on the battlefield while I wear rice paper for armor holding gun's I can't pull the trigger and survive long enough to end anyone's life with before my own comes to an end, even when I do manage to get the jump on them and the hit detection decides to stop working. But that last part is something completely different.
My point is... Please, CCP, I'm not asking for a respec, as much as I would appreciate one at this point, but "throw us a bone"? It's obviously not ready yet, so just do the following about anything and everything that correlates directly to scanning: -Leave the numbers on the suits, they're not doing anything, and the odd occasion it works (work on getting these numbers working 100% first) -Remove the skills (also reimburse the spenders on specific skills related to this, like myself for example) -Pull out the modules (focus on getting the suits working properly, then the modules) -Remove the equipment too (never worked properly, why give your kid a broken car, again?) -Fix it in your "FREE TIME" so don't rush it, we never had it working to begin with, so we don't know what we're missing if you take it away to work on making it start working.
On this note, you mentioned adding cloaking with a not too distant "SOON(tm)". That ability will become the most over powered ability in the game if scanning for cloaked individuals doesn't work when you release it. Think about it for a second, please, just pull this whole area here and fix it, I don't want to look at this broken mess anymore that is known as "scanning". |
WeapondigitX V7
Planetary Response Organization
12
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Posted - 2013.06.09 09:33:00 -
[2] - Quote
Yes please fix the scanning features of the game.
If the scanning is working as intended then please provide a detailed description of how these features work and give us a method of testing these features so results can be collected that are reliable and consistent. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
112
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Posted - 2013.06.09 10:13:00 -
[3] - Quote
So far both active and passive scanning have been working beautifully for me. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
903
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Posted - 2013.06.09 14:02:00 -
[4] - Quote
I'm not sure what you are doing, but active scanning works beautifully. Of course there is the odd "why didn't I scan him?" things, but those can either be attributed to dampeners or hit detection.
The active scanner is near perfect, though. It's an incredibly useful tool and it gives you an amazing tactical edge. this tool has changed the course in quite a few firefights.
The only thing it needs is to give us WP for being a spotter for the team. I am going to point you towards Gotham City Imposters again for a good system for that sort of reward.
I can't comment on passive scanning, though I have heard negative things so may have a point on that.
Active scanners are freaking amazing - don't touch them. |
G Torq
ALTA B2O
156
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Posted - 2013.06.09 14:25:00 -
[5] - Quote
Stefan Stahl wrote:So far both active and passive scanning have been working beautifully for me. Not seeing issues with passive scanners, active vehicle scanners light up my radar like an xmas tree. |
Gawen Eadan
Militaires-Sans-Frontieres
18
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Posted - 2013.06.09 15:12:00 -
[6] - Quote
In response to the past three people.
I've actively tested in the dark corners on a skirmish matches where I meet up with one of my corp mate's who got on the enemy team. My suit, according to the total bonuses granted to me through the Gallente Scout Dropsuit of an extra 50% of my 10 meters, on top of having my scan radius to level 5, I should theoretically, at minimum, be able to see anyone 20m away from my suit, assuming their scan profile is higher than my read rate
ex: Myself with a precision of 40DB, trying to pick up my control enemy, sitting at 55DB. I will keep my back to them and slowly move backwards till they show on my radar. as ccp wolfman stated that our scan signatures are not dynamic (though possible plans for it) I walk past my enemy before they show up on my radar just shy of 50%, when no variable changes, and we are somewhere Allies would not be able to obtain line of sight, with no drop-ships on field as well. When he does manage to show on my scanner, it is for a brief moment when he is at the circumference of the circle, the farthest recording being 15m, (which implies one of the two skills must not be working properly) before fading after one second, at which point it is often recorded he is at 12-10meters. We've tried standing still, jumping, shooting, crouching, running, nothing will cause the character to show again until they enter this radius on a 50% chance from the 15 meter mark again.
I've tried this testing method with different people from around the world, north America, south America, pacific midway islands, islands in the gulf of Mexico, one person in Japan, England, and France each. Location doesn't change the scan profile percentages more than maybe 5% against the chance of showing, not official numbers but I noticed north and south America worked best, as opposed to Japan, and Europe locations.
I've also tried these results with militia gear, basic, and advanced, with and without precision enhancers, with and without dampeners on my target, and the only thing consistent is where is no consistency they way it is supposed to be. The results very from chances of roughly 45-55% implying a certain amount of the time they partially work the way they are supposed to, but fail shortly after, if not immediately. Only advanced suits that stacked dampeners had a definite result of not showing, but when their profile was much high than my scan precision, they started to inconsistently show up.
This is just on scan profile not working properly.
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Gawen Eadan
Militaires-Sans-Frontieres
18
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Posted - 2013.06.09 15:23:00 -
[7] - Quote
On the subject of active scanners, again, it feels like a flip of the coin wither or not it works, but it is actually more statistically it hovers around 75% of the time, where the scanner will scan properly, picking people up through objects, walls, and even plain sight, but they will remain on radar for a very inconsistent amount of time. The standard active with 60 degree radius, and 120 meters, tested again in a control environment with an enemy behind cover roughly in tested but varying distances away, showed a majority of the time, I'll agree there, but the scanner is supposed to reveal someone for five seconds are that level, while scan time is 2 seconds. Then why do they disappear from my map nearly 100% of the time (purely conditional is some cases) before the scanner is even done scanning?
The quantum douvolle was tested as well prior to and after Uprising just recently, in both cases, I found the scanner behaved the same as a standard active scanner, revealing enemies, if I was lucky and doing everything correctly within the right environment, would show for a maximum of 5 seconds. The device states 18 seconds...
My past two posts is what I'm talking about. So much doesn't work X amount of the time depending on how far Y is, who is looking at Y on my team if anyone, whats between you and Y, what are you doing, what is Y doing, can Y see you, can you see Y, is yourself or Y experiencing a memory leak or frame rate drop, are you on level ground with Y, if not, how much higher or lower? All have these have been tested at 15m to 0m on a suit supposedly able to pick up at 20m, sometimes 27 depending on what is being tested, assuming the percentages don't compound. If you actually sat down and spent the hours I have trying to test this, you would realize just how much isn't working. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
110
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Posted - 2013.06.09 15:26:00 -
[8] - Quote
I've been scanned once.
No, really. Once. In all the matches I've played since Uprising, I have only been scanned once. That's only one more time than I've seen a Laser Rifle.
Hmmmm... implications. |
Scheneighnay McBob
Bojo's School of the Trades
1497
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Posted - 2013.06.09 15:32:00 -
[9] - Quote
The active scanner is my equipment of choice 90% of the time, and it always works perfectly for me. The only time it doesn't pick someone up is when it says "some margin of error" and I know someone with a low profile is in the area. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
113
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Posted - 2013.06.09 16:26:00 -
[10] - Quote
You've done a nice amount of work. Thanks for sharing your method. My previous feedback was only from general playing around with both passive and active scanning so while it may appear to be working I can't with all certainty say it fully works as designed.
In one situation I kept scanning a sniper through a box that was around 90 meters away and had him continuously lit up for well over a minute before a friendly sniper took him out. That means I had a success-rate for the scan of about 20 out of 20. In similar situations I got similarly reliable results. Hence my comment. But if your method is sound then that's contradicting evidence. Perhaps a dev should comment on whether they're positively sure it works as intended. |
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Talos Alomar
Subdreddit Test Alliance Please Ignore
906
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Posted - 2013.06.09 16:46:00 -
[11] - Quote
Scheneighnay McBob wrote:The active scanner is my equipment of choice 90% of the time, and it always works perfectly for me. The only time it doesn't pick someone up is when it says "some margin of error" and I know someone with a low profile is in the area.
These are pretty much the results I'm getting. It's way more reliable than 75% hit rating in my experiences.
I get better results If I don't move the scanner at all and the target gets hit by the entire scan, a fast moving target that just entered the FOV of the scanner doesn't stay lit up for long. I think that's a design feature TBH.
I'd like a DEV to chime in and tell us exactly how it should work so we can provide better feedback, though. |
Gawen Eadan
Militaires-Sans-Frontieres
18
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Posted - 2013.06.09 20:25:00 -
[12] - Quote
I agree, it would be nice if a Dev told me how the scanner was supposed to behave, to compare against everything I've found faulty.
To note, with the active scanners. some methods tested were: Running across the 60degree radius for example, during, before and during, along with just near the end and after the scan in a variety of fit heavy, medium, and light suits. I've also tried holding completely still, strafing, walking towards or away backwards from the target position.
All my testing methods were tested together and separately, with the best control's I could manage given random maps and not always having the same people on. |
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