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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Wolfman
C C P C C P Alliance
753
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Posted - 2013.07.29 07:21:00 -
[31] - Quote
Winsaucerer wrote:CCP Wolfman wrote:
Hit indication if FF is off is disabled.
How then will I annoy friendly snipers by shooting them in the back, and watching them get up and run scared? It's the only way I know right now to let them know I disapprove of their role choice.
keep standing in front of them |
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DUST Fiend
OSG Planetary Operations Covert Intervention
5548
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Posted - 2013.07.29 07:22:00 -
[32] - Quote
CCP Wolfman wrote:Yes shared vision for squads and teams is disabled in our current internal build. Personally I've found it makes the game more exciting.
Agree on it needing WP rewards. We're doing our best to get to those as soon as we can.
Cloaking is still on the table, not going to speak about that atm though :-) This post is full of win.
I like this thread. |
RKKR
The Southern Legion
277
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Posted - 2013.07.29 07:32:00 -
[33] - Quote
Wait...a downgrade to TacNet is supposed to make this game more tactical?
So I won't be able to see where my allies (not in my squad) are doing in the distance/on the mini-map?
I guess I have to see how that works first...
Anyway, will have shooting,... have any effect on getting scanned? |
Seymor Krelborn
DUST University Ivy League
419
|
Posted - 2013.07.29 07:39:00 -
[34] - Quote
I think CCP should give us the power to decide what is on our HUD to a reasonable degree.... i.e. nametags.... I don't think they should make that decision for us, give us the option to toggle them. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2240
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Posted - 2013.07.29 07:42:00 -
[35] - Quote
RKKR wrote:Wait...a downgrade to TacNet is supposed to make this game more tactical?
So I won't be able to see where my allies (not in my squad) are doing in the distance/on the mini-map?
I guess I have to see how that works first...
Anyway, will have shooting,... have any effect on getting scanned?
Makes the game more tactical as a circumstance - forcing players to interact with one another with other methods. I.E: Lone wolves be damned.
This sort of change doesn't matter at all to PC competing corporations but I suppose it does matter in Faction Warfare and Instant Battles but if the objective is red it's probably a good sign no-one is hacking it. |
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CCP Wolfman
C C P C C P Alliance
755
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Posted - 2013.07.29 07:44:00 -
[36] - Quote
RKKR wrote:Wait...a downgrade to TacNet is supposed to make this game more tactical?
So I won't be able to see where my allies (not in my squad) are doing in the distance/on the mini-map?
I guess I have to see how that works first...
Anyway, will have shooting,... have any effect on getting scanned?
You will always see team mates on the minimap and if they are in front of you. You just will not have the annoying chevrons sticking around at the edge of the screen for guys that are not in your line of sight. |
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Cosgar
ParagonX
3331
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Posted - 2013.07.29 08:00:00 -
[37] - Quote
The only thing I see wrong with the scanner or any variant of our electronic warfare is there isn't enough encouragement to use it. We need stuff like cloaking, anti personnel mines, a dampening buff for scouts, and stealth oriented vehicles to make people want to use this stuff. Before anyone rolls their eyes at the idea of mines, I'm thinking that they should have a 30+ sec arming time, delay on detonation, and different variants with tradeoffs like wider blast radius at the cost of signiture/damage. It'd make the different scanners better than others in different situations while giving scouts something to do other than being shotgun/knife ninjas. |
ChromeBreaker
SVER True Blood
933
|
Posted - 2013.07.29 08:09:00 -
[38] - Quote
CCP Wolfman wrote:This seems like a good opportunity to tell you about some of the scanning related things weGÇÖre currently testing internally. What are we testing?
- Shared vision for squads disabled.
- Team member chevrons only visible when they are in LOS. Squad chevrons remain 3D (stick to the edge of the screen).
- The active scanner shares all scan results with your squad.
- Pretty little pulsing effect on things that have been scanned so you can understand why you are seeing them and why they disappear.
- HP bars and name tag visible only for what you are aiming/firing at.
- Hit indication if FF is off is disabled.
Why are we testing this?
- We are unhappy with how much noise there is on the HUD. It often gets in the way (tags in particular) rather than helping you understand what is going on. We want to clean it up.
- We feel that scanning in particular is unclear, you often didnGÇÖt really know why you see some things and not others.
- We want active scanning to be a more important tactical mechanic.
How is it going?Pretty well, quite happy with it so far :-)
Yes! YES to all these things!!!
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Gauder Berwyck
Deadly Blue Dots RISE of LEGION
282
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Posted - 2013.07.29 08:12:00 -
[39] - Quote
Leither speaks a lot of sense in his post.
I can live with many of these changes, even if it's a downgrade in the tac-net as has also been pointed out.
Clearing up the clutter is one thing, but I feel that active scanner should help the whole team, not just your squad, f.ex. |
stlcarlos989
SVER True Blood
429
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Posted - 2013.07.29 08:14:00 -
[40] - Quote
Well hopefully these basic FPS concepts will get implemented in 1.4 or sooner if possible. Its still kinda sad that these concepts have taken you guys this long to internally test but at least its happening. |
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RINON114
B.S.A.A. General Tso's Alliance
353
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Posted - 2013.07.29 08:27:00 -
[41] - Quote
I'm not sure I understand...
Does this mean that active scanning will only work within a squad? What if I'm not in a squad?
I also hope that you aren't getting rid of enemy health bars for stuff I'm not shooting at because I've often found that switching targets to a player who is almost dead (finishing him off for a squad mate who needs to reload for example) and then switching back to my initial target has led to some really tense and interesting victories.
Target prioritisation is a big deal in Dust. |
Doyle Reese
OSG Planetary Operations Covert Intervention
334
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Posted - 2013.07.29 08:29:00 -
[42] - Quote
This will definitely allow the game to be more "team" based as opposed to squad-based and therefore, will require more communications between different squads coordinating with one another, which I can get behind. The problem is that the comms structure is not all there yet, as most of us Squad Players tend to be squad chat more often than not mainly because being on Team Chat means a lot of people speaking at once with no indication of who is currently speaking directly on the HUD. Is it a possibility to add this in? Nothing intrusive, just a name and a speaker symbol
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dustwaffle
Gravity Prone EoN.
243
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Posted - 2013.07.29 08:31:00 -
[43] - Quote
Doyle Reese wrote: The problem is that the comms structure is not all there yet, as most of us Squad Players tend to be squad chat more often than not mainly because being on Team Chat means a lot of people speaking at once with no indication of who is currently speaking directly on the HUD. Is it a possibility to add this in? Nothing intrusive, just a name and a speaker symbol
*THIS* +1
Also, Features/Ideas thread should be made.
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RedRebelCork
Ahrendee Mercenaries EoN.
221
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Posted - 2013.07.29 08:36:00 -
[44] - Quote
CCP Wolfman wrote:RKKR wrote:Wait...a downgrade to TacNet is supposed to make this game more tactical?
So I won't be able to see where my allies (not in my squad) are doing in the distance/on the mini-map?
I guess I have to see how that works first...
Anyway, will have shooting,... have any effect on getting scanned? You will always see team mates on the minimap and if they are in front of you. You just will not have the annoying chevrons sticking around at the edge of the screen for guys that are not in your line of sight.
Ok cool, that makes more sense now. Thanks for clarifying, the wording originally had me worried also. |
Billi Gene
The Southern Legion
187
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Posted - 2013.07.29 08:38:00 -
[45] - Quote
it might be the time to infer that a squad leader auto join Match channel (with accompanying PTT hot key=/=R2+select), locked to all but squad leaders... might be a timely addition.
also allowing squad leaders increased intel such as purple squad leader markers (numbered with squad designation but of course!) for other blue squad leaders on the field, might be a welcome addition with what appears to be a move towards player based cohesion tactics.
more work now means less stress later?
edit: identifying squad leader and squad number by numerical 'pips' at the start of every PTT: "[pip] squad 1 has a maddy at alpha" "[pippippip] copy that squad 3 en route, we have AV"
squad leader chat has priority muting all other comms, but also has the needed mute functions :P |
Henry DeMartos
DEATH FROM ABOVE CORP
2
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Posted - 2013.07.29 08:39:00 -
[46] - Quote
I run around with a sniper rifle most of the time now so I would really like AP mines and the cloak! However, disabling the TAC-NET will turn this into COD gun-and-run style, not to mention the amount of complaints from sniper. |
RINON114
B.S.A.A. General Tso's Alliance
353
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Posted - 2013.07.29 08:44:00 -
[47] - Quote
Shouldn't we have squad leaders with cross squad/team chat? So Three squads would mean the three leaders are in a chat with the other leaders and their squad? |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
54
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Posted - 2013.07.29 08:44:00 -
[48] - Quote
TEBOW BAGGINS wrote:we dont talk about scanners much to keep them under the nerf radar
too late... |
5Y5T3M 3RR0R
The Southern Legion
48
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Posted - 2013.07.29 08:47:00 -
[49] - Quote
You know what would be awesome?
A sensor grenade!
Throw it around a corner or in a room to let you know the locations of enemies. |
Orenji Jiji
Seraphim Auxiliaries
236
|
Posted - 2013.07.29 08:48:00 -
[50] - Quote
CCP Wolfman wrote:This seems like a good opportunity to tell you about some of the scanning related things weGÇÖre currently testing internally. What are we testing?
- Shared vision for squads disabled.
- Team member chevrons only visible when they are in LOS. Squad chevrons remain 3D (stick to the edge of the screen).
- The active scanner shares all scan results with your squad.
- Pretty little pulsing effect on things that have been scanned so you can understand why you are seeing them and why they disappear.
- HP bars and name tag visible only for what you are aiming/firing at.
- Hit indication if FF is off is disabled.
Why are we testing this?
- We are unhappy with how much noise there is on the HUD. It often gets in the way (tags in particular) rather than helping you understand what is going on. We want to clean it up.
- We feel that scanning in particular is unclear, you often didnGÇÖt really know why you see some things and not others.
- We want active scanning to be a more important tactical mechanic.
How is it going?Pretty well, quite happy with it so far :-) CCP Wolfman, any chance there actually will be any WP gain for scanner user? Like kill assists for light up reds? Anything?
It's like with flying a dropship -- can be useful, but not really giving you anything WP wise. |
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Billi Gene
The Southern Legion
187
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Posted - 2013.07.29 08:53:00 -
[51] - Quote
Henry DeMartos wrote:I run around with a sniper rifle most of the time now so I would really like AP mines and the cloak! However, disabling the TAC-NET will turn this into COD gun-and-run style, not to mention the amount of complaints from sniper.
my snipering would actually like some form of UI suppression, currently when a half dead target runs a pack of reds its an effective defence against being sniped.... all I can see is a bunch of chevrons with names popping out at random, and no way to differentiate targets. I don't think these changes will solve this issue, unless we can somehow "lock-on" to a target to suppress every other targets intel. |
Henry DeMartos
DEATH FROM ABOVE CORP
2
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Posted - 2013.07.29 08:57:00 -
[52] - Quote
Billi Gene wrote:Henry DeMartos wrote:I run around with a sniper rifle most of the time now so I would really like AP mines and the cloak! However, disabling the TAC-NET will turn this into COD gun-and-run style, not to mention the amount of complaints from sniper. my snipering would actually like some form of UI suppression, currently when a half dead target runs a pack of reds its an effective defence against being sniped.... all I can see is a bunch of chevrons with names popping out at random, and no way to differentiate targets. I don't think these changes will solve this issue, unless we can somehow "lock-on" to a target to suppress every other targets intel. I would love that! |
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
56
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Posted - 2013.07.29 09:00:00 -
[53] - Quote
Is an incentive of WP really necessary? Isn't it good enough just knowing how many enemies are ahead, what direction they are facing and where they are going so you can get the drop on them not incentive enough? |
RedRebelCork
Ahrendee Mercenaries EoN.
222
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Posted - 2013.07.29 09:11:00 -
[54] - Quote
broonfondle majikthies wrote:Is an incentive of WP really necessary? Isn't it good enough just knowing how many enemies are ahead, what direction they are facing and where they are going so you can get the drop on them not incentive enough?
Nope.
It's one of those things that most players will just say: "Meh, someone else can do it, I wanna shoot peeps in the face."
Plus, any way for noobs to make some WP without getting face-raped up front trying to be rambo is a good thing. |
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
57
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Posted - 2013.07.29 09:22:00 -
[55] - Quote
RedRebelCork wrote:broonfondle majikthies wrote:Is an incentive of WP really necessary? Isn't it good enough just knowing how many enemies are ahead, what direction they are facing and where they are going so you can get the drop on them not incentive enough? Nope. It's one of those things that most players will just say: "Meh, someone else can do it, I wanna shoot peeps in the face." Plus, any way for noobs to make some WP without getting face-raped up front trying to be rambo is a good thing.
Oh great, I'm going to be labelled as a noob just cus I use 'tactics' -_- |
Henry DeMartos
DEATH FROM ABOVE CORP
2
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Posted - 2013.07.29 09:27:00 -
[56] - Quote
broonfondle majikthies wrote:RedRebelCork wrote:broonfondle majikthies wrote:Is an incentive of WP really necessary? Isn't it good enough just knowing how many enemies are ahead, what direction they are facing and where they are going so you can get the drop on them not incentive enough? Nope. It's one of those things that most players will just say: "Meh, someone else can do it, I wanna shoot peeps in the face." Plus, any way for noobs to make some WP without getting face-raped up front trying to be rambo is a good thing. Oh great, I'm going to be labelled as a noob just cus I use 'tactics' -_- Noob and a WP poor player. I would love proper tactic but... there's us and the rest of the gun toting grunts... |
Gaelon Thrace
DUST University Ivy League
89
|
Posted - 2013.07.29 09:37:00 -
[57] - Quote
CCP Wolfman wrote:This seems like a good opportunity to tell you about some of the scanning related things weGÇÖre currently testing internally. What are we testing?
- Shared vision for squads disabled.
Is it possible set it up so that only the Scout's vision is shared with the squad and would that be viable or do you think it would just defeat the purpose? |
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
57
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Posted - 2013.07.29 09:37:00 -
[58] - Quote
Henry DeMartos wrote:broonfondle majikthies wrote:RedRebelCork wrote:broonfondle majikthies wrote:Is an incentive of WP really necessary? Isn't it good enough just knowing how many enemies are ahead, what direction they are facing and where they are going so you can get the drop on them not incentive enough? Nope. It's one of those things that most players will just say: "Meh, someone else can do it, I wanna shoot peeps in the face." Plus, any way for noobs to make some WP without getting face-raped up front trying to be rambo is a good thing. Oh great, I'm going to be labelled as a noob just cus I use 'tactics' -_- Noob and a WP poor player. I would love proper tactic but... there's us and the rest of the gun toting grunts...
I average the 1000 WP cap most games anyway (with a decent kill ratio) I don't need the extra points |
Henry DeMartos
DEATH FROM ABOVE CORP
2
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Posted - 2013.07.29 09:47:00 -
[59] - Quote
broonfondle majikthies wrote:Henry DeMartos wrote:broonfondle majikthies wrote:RedRebelCork wrote:broonfondle majikthies wrote:Is an incentive of WP really necessary? Isn't it good enough just knowing how many enemies are ahead, what direction they are facing and where they are going so you can get the drop on them not incentive enough? Nope. It's one of those things that most players will just say: "Meh, someone else can do it, I wanna shoot peeps in the face." Plus, any way for noobs to make some WP without getting face-raped up front trying to be rambo is a good thing. Oh great, I'm going to be labelled as a noob just cus I use 'tactics' -_- Noob and a WP poor player. I would love proper tactic but... there's us and the rest of the gun toting grunts... I average the 1000 WP cap most games anyway (with a decent kill ratio) I don't need the extra points I dare you! I double dare you to run sniper! |
Paladin Sas
Hellstorm Inc League of Infamy
105
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Posted - 2013.07.29 09:48:00 -
[60] - Quote
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 :) |
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