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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Beren Hurin
K-A-O-S theory
831
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Posted - 2013.07.28 23:08:00 -
[1] - Quote
It is excellent with longer ranged weapons. You can see people behind cover then blow them away when they pop out. He's with TAC ar, laser, scrambler rifle and mass driver. |
Beren Hurin
K-A-O-S theory
831
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Posted - 2013.07.29 00:51:00 -
[2] - Quote
It is rather satisfying using them to catch the sneaky shotgunners thinkkng they will catch you with your back turned around a corner. |
Beren Hurin
K-A-O-S theory
834
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Posted - 2013.07.29 11:13:00 -
[3] - Quote
You know that average solo players will feel that this doesn't improve their experience. |
Beren Hurin
K-A-O-S theory
834
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Posted - 2013.07.29 14:04:00 -
[4] - Quote
If we are getting rid of red-dots spotted by other squads, would there be a way to show generally that "there is danger in that direction"? Or that my fellow blue-dots are shooting at something?
I think it will be frustrating for it to seem like a squad of blue dots have a location locked down, only to walk right into a squad of reds.
Granted, I get that this is increasing the usefulness of active scanning, and I think that's probably important for the game's evolution. I think a side-effect of this would be longer range engagements (which I am for). I have a couple other ideas/questions though to replace the 'noise' factor.
How will team/enemy uplinks appear on the minimap now under the new testing? I still think a very frustrating experience is being surprised by a vehicle when you know there is one around and others are looking at it...
-Show a blue dot's direction indicator blinking/pulsing/change color if they are shooting at something. -Show a blue dot's circle animate the fact they are taking damage. -Make deployed equipment a smaller empty 'box' graphic when not being looked at on the minimap. Then it switches to its normal graphic in the HUD when in the front 45 degree view. |
Beren Hurin
K-A-O-S theory
835
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Posted - 2013.07.29 16:37:00 -
[5] - Quote
What if each suit had a max number of targets it could track...? And you tuned radar in that way? |
Beren Hurin
K-A-O-S theory
836
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Posted - 2013.07.29 19:21:00 -
[6] - Quote
I really like the idea of the TACNET being an underlying strategic part of a squad's composition. I get that making the TACNET a function of what the squad sees will make squad play and communication that much more important. So I have an idea that iterates in that general direction.
This idea is based out of ignorance of the current programming of the current TACNET, but I think it could do a lot to make some scout/detection roles more significant....
Tl;dr - Make each suit contribute broadcasted signatures to the TACNET. Some suits can contribute more than others. Net compositions of squads determine a squad's total situational awareness. Different racial suits within role groups could have a little variety.
Signatures: Each suit has two new stat called "Broadcasted Signatures" and "Target signatures".
Broadcasted Signatures - are the amount of targets that this suit can transmit to the TACNET. Target Signatures - is the number of tracked targets that this suit adds to the amount the TACNET tracks.
Targetting and scanning modules/equipment could all have variations that affect these stats. I) Each suit would broadcast to the TACNET only as many broadcast signatures as it can. II) Targets being aimed at would have highest broadcast priority. III) Targets closest to the suit would have next higher TACNET broadcast priority. IV) Actively scanned targets are 'broadcasted' by the scanner (rather than the suit w/ its limits) with high priority as if targetted. V) Passively scanned distant targets have the lowest priority.
Suit Type: (Broadcasted Signatures)/(Target Signatures) Scout Suits - (6)/(+4) Assault Suits - (3)/(+1) Logistics Suits - (3)/(+2) Heavy Suits - (2)/(+1) Commando Suits - (3)/(+3)
So for example:
Example 1: A squad of all assaults could 'share' 6 signatures. Each player could be seeing 1 unique target, or two players could be seeing 3 unique targets.
Example 2: A squad of 2 assaults, 1 scout, 2 logis and a heavy could share 11 signatures. The scout would be valuable to have around as it could 'see' the most and broadcast many targets.
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Beren Hurin
K-A-O-S theory
852
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Posted - 2013.07.30 17:56:00 -
[7] - Quote
I would expect that you are thinking that the 'tactical & interesting' part of scanners is more important than the 'wp' part. The more I think about this, the better of an idea I think it all is.
The primary concern I have is, what will unsquaded blue-dots see in instant battles? I think their experience would be one of the most frustrating.
Would it be possible to say, make ambush matches do one thing and skirmish/domination do another?
Or could you tie the team/squad TACNET sharing to other map assets like mentioned above? Like you'd have to have at least an objective, or your MCC would need to have shield for you to have a TEAM TACNET?
Simply removing the team tacnet will instantly and dramatically affect the new player experience. |
Beren Hurin
The Vanguardians
1021
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Posted - 2013.08.07 19:54:00 -
[8] - Quote
So I'm thinking more and more about this change getting excited...
I think it's going to have some much desired side effects including:
-In a much more stealth-important environment, the element of suprise is key. - (NERF) Mass Drivers will be bringing much more attention to themselves. - (BUFF) Vehicles will be seen by fewer people, thereby making groups of AV less likely, esp in pub matches. - (BUFF) Armor suits and logis with their abundant lowslots will allow for more avoidance of scanners.
More here. |
Beren Hurin
The Vanguardians
1021
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Posted - 2013.08.07 21:02:00 -
[9] - Quote
Nirwanda Vaughns wrote:Be nice to have a scanner that could be usefull for finding snipers. y'know seeing as the max range of even the best scanner is 200m and range of a sniper rifle is 600m. even on my sniper alt with gal scout 5 and the electronic skills to 5 and having mods fitted snipers don't show up a great deal.
Well if you think about it, snipers are going to have a similar problem. If they cant see all the dots their squad sees, but only what their suit or squad's scanners see, then they will have a much harder time finding targets. Many more targets will have to be found via visual tracking for snipers. I could be wrong, because I don't snipe much, but I think it doesn't work that way now.
The logical sniper would then be a logi, with your 300m scanner and some nanohives. |
Beren Hurin
The Vanguardians
1097
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Posted - 2013.08.17 01:27:00 -
[10] - Quote
Charlie 'Chaplin' Pennock wrote:Paladin Sas wrote:Id like to ask, if i may, how many meters are the ticks on the mini map at? ive always wondered so i can get a better idea of the distance between me and my enemy, but im usually to busy getting shot at to stop and get a distance reading to compair with the mini map. if someone could drop this info, i would be very thankful :) I think its like 10, 50 and 100.
The middile circle is 50m. So I think the ticks in between are 10 or 15m. but that middle circle is surely 50m. I make sure to not engage targets inside that circle with my laser rifle. |
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Beren Hurin
The Vanguardians
1113
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Posted - 2013.08.19 11:35:00 -
[11] - Quote
Bump! This is going to be a big deal people. Get ready for getting surprised all the time in skirmish/domination. |
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