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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
445
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Posted - 2013.07.30 11:24:00 -
[1] - Quote
Wolfman, without shared vision will it be possible to bump the effectiveness of the long range scanning and profile analysis skills? As passives for flanking, they currently aren't very good, but I understand you guys couldn't allow everyone to see 50m at 360 degrees and share it all. The maps would have been giant radar dishes.
With this change though, it seems like a great time to address the EWAR skills in general, not just active scanners. You could safely move a scouts scan range to 75 or 100m (by lvl 5 long range with modules) now that they aren't sharing vision. |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
452
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Posted - 2013.07.30 18:50:00 -
[2] - Quote
Oso Peresoso wrote:
An increasingly technological battlefield is marked by increasing levels of communication and integration. The concept of the TACNET drawing on all available data so that every clone sees with the eyes of the entire team is a distinguishing feature of Dust. The battles and firefights have plenty of tension, we don't need a blindfold in order to crank it up more, it will just diminish the capacity to employ proper teamwork.
The problem is that there are three expensive skills (x3) in the Electronics branch (Range Amplification, Precision Enhancement, and Profile Dampening) that are utterly broken right now. All three affect the usefulness and power of the minimap and chevron rendering. But the current state of play is: "Everyone sees everything everyone else sees every time." It's valid if you think TACNET should do that work for you, but I disagree.
I want stealth to be a more viable tactic, meaning you have a chance to kill your spotter before he reveals you. Right now your exact location is briefly given to all enemies on the map. And once stealth is viable, anti-stealth spotting will also be viable. And suddenly we have several new roles. |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
468
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Posted - 2013.07.31 17:03:00 -
[3] - Quote
Especially if WP for scanning make it in, Active Scanners will get a boost in use. I imagine all hardboiled squads will bring at least one dedicated user, and maybe the logi will carry a second one. So you could run across one or two per match.
This will get sneakier types more interested in Profile Dampening, because it's the skill designed to keep your chevron off people's maps, and will directly oppose active scanners.
This in turn will get normal everyday players interested in Precision Scanning. They may not have an Active Scanner, but they want to see other players nonetheless, especially the sneaky ones.
The only problem here is you get a hard stop on the Range Amplification. Scan radius right now is far too short to be of any practical use. 10m untrained? That's the smallest circle on your radar. You better have seen him before it got that far. But Range Amplification itself is fine as a skill and so are the mods. The problem is that they affect your standing Scan Radius by percentages. At 10% increase per level up to level five you get a whooping 50% increase! Which brings your scanning from 10m up to 15m... Which means you are still dead to an SMG before you got close enough to Nova Knife them.
Hopefully this change will precipitate a change in dropsuit scan ranges. Boosting Assault/Logi/Heavy up as high as 20m standard will mean a trained soldier can get 30m standard and ~48m when modded. Bump a Scout to 25m and they will be able to scan 37.5m trained and ~60m when modded.
Those levels are still less than the reach on the STD active scanner, offer no WPs, and offer no team sight sharing. But it would help the Scout and EWAR as a whole. |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
468
|
Posted - 2013.07.31 17:06:00 -
[4] - Quote
lrian Locust wrote:[quote=CCP Wolfman] Quote:Yes shared vision for squads and teams is disabled in our current internal build. Awwww... Snipers are going to hate this - it really allows them to provide more value for the team. Now you'll get even more lone wolf snipers.
Hit indicators will be turned off in pub matches. If you get pegged with a sniper round and survive, you will not know what direction it came from. Even if the sniper is spotted by a friendly his chevron wont show up to anybody else. Good snipers are going to become ghosts. |
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