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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Orenji Jiji
Seraphim Auxiliaries
236
|
Posted - 2013.07.29 10:15:00 -
[61] - 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? Let me think. I can either equip something that gives me WP for using it and get WP, SP and work towards that OB, or I can use a scanner and get nothing. Oh, and I need to invest SP first. To get nothing. Yeah. It's exactly like dropships, I remember this feeling.
(I've already skilled scanner and I'm using it for goat hunting, but still. Would be nice to have assists for actually highlighting enemies for execution.) |
Iron Wolf Saber
Den of Swords
6701
|
Posted - 2013.07.29 10:18:00 -
[62] - Quote
I would like a new variant of the active scanner called the target designator, it would work at sniper ranges. |
Orenji Jiji
Seraphim Auxiliaries
236
|
Posted - 2013.07.29 10:39:00 -
[63] - Quote
Iron Wolf Saber wrote:I would like a new variant of the active scanner called the target designator, it would work at sniper ranges. Spotter tool, awyis! |
The-Errorist
BetaMax Beta CRONOS.
77
|
Posted - 2013.07.29 10:44:00 -
[64] - Quote
Seymor Krelborn wrote: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. I too would like the freedom to clutter my screen how I deem fit to a reasonable degree. |
G Torq
ALTA B2O
194
|
Posted - 2013.07.29 10:51:00 -
[65] - 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?
- The active scanner shares all scan results with your squad.
How is it going?Pretty well, quite happy with it so far :-)
Oh, Sweet Wolfman, yes please! Give more purpose to scanners, including the vehicle-mounted ones :) |
Den-tredje Baron
ParagonX
176
|
Posted - 2013.07.29 10:52:00 -
[66] - 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 :-)
Ohh damm this would be extremely awesome to have This + wp's for using active scanners whould definitely make the usage of active scanners grow quite a lot. |
Keeriam Miray
Internal Error. Negative-Feedback
19
|
Posted - 2013.07.29 11:05:00 -
[67] - Quote
Iron Wolf Saber wrote:I would like a new variant of the active scanner called the target designator, it would work at sniper ranges.
like target painters in eve. but making infantry\vehicles visible to squad for several seconds through entire map (or have limited distance, maybe). that would be very very useful thing |
Beren Hurin
K-A-O-S theory
834
|
Posted - 2013.07.29 11:13:00 -
[68] - Quote
You know that average solo players will feel that this doesn't improve their experience. |
Henry DeMartos
DEATH FROM ABOVE CORP
2
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Posted - 2013.07.29 11:14:00 -
[69] - Quote
Iron Wolf Saber wrote:I would like a new variant of the active scanner called the target designator, it would work at sniper ranges. DO IT!!!! |
S Park Finner
BetaMax. CRONOS.
187
|
Posted - 2013.07.29 11:59:00 -
[70] - 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. This is a bad idea. If you get separated from your team mates moving to them becomes _much_ more difficult. Information on the concentration of your team is lost.
Also -- is "in front of you" different than "In line-of-site"? That's a big difference.
And what about markers for team members that need ammo / revive. Only visible when they are in line of sight? That would be terrible.
In general I am not if favour of less information about your squad location and their status. I am not in favour of less information about your team location and team resources you can use or team members you can help.
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Richard Hansaw
Sardaukar Merc Guild General Tso's Alliance
1
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Posted - 2013.07.29 12:03:00 -
[71] - 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.
- HP bars and name tag visible only for what you are aiming/firing at.
These two are the only ones I might object to. Squad vision is important to me because I can, for example, spot a tank so my squad leader is able to make an accurate Orbital Strike. As for the HP bars thing, it helps me choose my battles better; If I can finish off someone, I'll know, if someone regenerates shields/armor almost instantly, I also will, and act accordingly.
I also think we should get the old scan radius values, or at least more than the current ones. I don't think that when we have stuff like "All Eyes" helmets, and other technobabble in our dropsuits' description, 10 meters for all suits is a suitable thing. It would also make the skills related to scan matter, since at their current state they are pretty much not worth it. |
steadyhand amarr
Foxhound Corporation General Tso's Alliance
994
|
Posted - 2013.07.29 12:13:00 -
[72] - Quote
This is going to be an odd and unpopular request but I feel it's worth throwing out their. Can we just remove the health bars all together. As I have found it makes for much more tense gameplay and encourages players to think before they shoot |
Sylwester Dziewiecki
BetaMax. CRONOS.
120
|
Posted - 2013.07.29 12:29:00 -
[73] - Quote
CCP Wolfman wrote:
HP bars and name tag visible only for what you are aiming/firing at.
Hey CCP Wolfman, This problem is most noticed by the snipers. All we can see on 500 meters is a cloud of red bars, if enemy squad stick together. I enjoy that this thing gonna be fix. Also I would like to point that null-cannons marker also occasionally collide(it cover targets), or LAV marker covers driver/passengers - sniper can not kill LAV, could you please do such a vehicle marker is partially visible for a sniper, something like 10%, and infantry around place where he aiming is 30%, target 100%(and of course it's 100% for squadmates if it's turn on). Sniper Scope dot is too big on large distance, sometimes it's a size of torse, it would be really cool if a size of red dot would change depending on the distance. And last thing, color of red dot itself sinks in cloud of red markers. |
Cyrille Fodeux
DUST University Ivy League
44
|
Posted - 2013.07.29 12:36:00 -
[74] - Quote
It would be good if there would be a larger hitbox for the suit indication. It's kinda annoying if you wanna check what dropsuit etc. someone has but he's always moving. |
Avinash Decker
BetaMax. CRONOS.
61
|
Posted - 2013.07.29 12:43:00 -
[75] - Quote
I like to actually know if I am scanned or not.
Anyway , I don't have a problem if there is a lot of info on my HUD , I don't find it hampering my game play at all. I find it that the more easier and quicker access to information , the better the game play , I like if there is a option to allow for more information on our HUD or not.
Parson Atreides wrote:CCP Wolfman wrote: Shared vision for squads disabled. HP bars and name tag visible only for what you are aiming/firing at.
Don't like. Quote:Hit indication is FF is off is disabled. What? Quote: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. Can you give us the option to turn these off instead of making it mandatory? Some of us aren't distracted by more than one thing on the screen and can handle multiple sources of information at once.
I agree. |
RedRebelCork
Ahrendee Mercenaries EoN.
228
|
Posted - 2013.07.29 12:48:00 -
[76] - Quote
steadyhand amarr wrote:This is going to be an odd and unpopular request but I feel it's worth throwing out their. Can we just remove the health bars all together. As I have found it makes for much more tense gameplay and encourages players to think before they shoot
Covert Ops Dropsuits Black Ops Dropsuits
Soon TM |
Jathniel
G I A N T EoN.
725
|
Posted - 2013.07.29 12:48:00 -
[77] - 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 :-)
Finally... I remember taking issue with all that clutter back in March and making a thread on it.
That said, the active scanner should also detect RE's.
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Ansiiis The Trustworthy
WE ARE LEGENDS
194
|
Posted - 2013.07.29 13:12:00 -
[78] - Quote
TEBOW BAGGINS wrote:we dont talk about scanners much to keep them under the nerf radar
It would be so sad to see you post reported... |
Beren Hurin
K-A-O-S theory
834
|
Posted - 2013.07.29 14:04:00 -
[79] - 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. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
269
|
Posted - 2013.07.29 14:20:00 -
[80] - Quote
Please please please sort out "disappearing vehicles" - at the moment some lav's and tanks just pop up at last minute and the sound is also an issue because you dont hear them at a distance sometimes.
A few nights ago I was running from a tank, I dodged behind a building and the tank fell off my hud, no sound or vibration whatsoever was being registerd. I stuck my head out and magically all came back so I moved back in cover and it was gone again.
Same happens with lav's sometimes when they are behind a little bit of terrain. |
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Seymor Krelborn
DUST University Ivy League
421
|
Posted - 2013.07.29 15:34:00 -
[81] - 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.
that's like taking away the only rendition of peripheral vision you can have in a video game....limiting how well we can determine who's around us just doesn't seem like a good idea.... again I really think these changes should be a toggle option and not forced upon us by CCP |
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
125
|
Posted - 2013.07.29 15:36:00 -
[82] - Quote
It's a shotgun scouts dream companion! ;-) |
Goric Rumis
Dead Six Initiative Lokun Listamenn
185
|
Posted - 2013.07.29 15:47:00 -
[83] - Quote
CCP Wolfman wrote:- HP bars and name tag visible only for what you are aiming/firing at.
This is the only item with which I disagree without even trying it. HP bars help you prioritize under all circumstances. If someone has a sliver of health left you want to eliminate them first. On the other side of that equation, you want to be able to see at a glance who needs repairs so that you don't have to aim at every friendly individually to see whether their armor is low. At-a-glance indicators help you make decisions very quickly on the battlefield.
I know that this clutter is a problem for snipers. Maybe we could make this specifically an ADS feature, so that if you're hip-aiming you can still see health bars. |
Kushmir Nadian
Valor Coalition RISE of LEGION
304
|
Posted - 2013.07.29 16:05:00 -
[84] - Quote
Leither Yiltron wrote:
For the first bullet point: You provide inadequate comms for communicating intel without significant chatter. Now you're suggesting that you're thinking of making inter-squad chatter a tad more crucial. Nopenopenope. It's also pretty damn hard to spot tanks at the moment, which is a detriment to the tank vs. tank gameplay. Removing team sight actually exacerbates this issue in an already ailing gameplay role.
For the second: So what you're saying is that you're limiting active scanning results to squad members only. This will encourage fewer of the things, not more. The active scanner already has severe penalties associated with its use. You have to take it out and hold it in your hands for one. You've also got the problem that targets are informed that they've been scanned. The better you make the scanner, the more of penalty you turn this notification into. So yeah, devoting an active scanner to an equipment slot in 3 squads isn't worth the utility since it's just going to add to the egregious amount of chatter.
This. Please compartmentalize your chat in a manner that isnt opt-in or a free-for-all. Establish platoon leaders who can address everyone under their command or squad leaders like MAG did.
Secondly, the scanner should provide intel to everyone on your team. |
Vickers S Grunt
Expert Intervention Caldari State
171
|
Posted - 2013.07.29 16:29:00 -
[85] - Quote
CCP wolfman PLEASE do not change the scanner to only work in squads having my whole team see what i am scanning is the single biggest aspect of the scanner .
In game i use the scanner to help direct my team towards the mass of hostiles and it is very effective in this role .I can not count the times i have scanned someone and then seen them quickly taken out buy one of my team .
If u change this the very high fitting cost of the scanner will simply not be worth it .
Surprise surprise not every one who plays this game plays in a full squad ! and i personally only play in a squad of two .
With this change u are drastically nerfing something that simply dose not need to be changed .
Its a team game not a squad game .
And come on whats all this about clutter !!?!? I have no problem understanding all the info my tacnet gives me and any information about targets not directly in my line of sight is still important .
Ok so i can understand how not seeing how much health someone has might make a battle more "exciting" But u are proposing a MASSIVE change to game play ! Like truly enormous matched only buy the shitstorm of biblical proportions that will erupt on the forums afterwards .
For me this will be detrimental to the way i have learned to play these past year and a bit and its way past the point that basic game mechanics like this should be changed !
Summery * The scanner is not only used buy squad players and this change would make it so it was .
* No one has asked for this and no one outside of internal play testing has complained about it.
* I want to know how much health that guy has without stoping shooting this guy what if he only has 2 armor ! I can shoot him first and half my incoming DPS !!!!!!!!!!! ( Tactics )
* Getting kind of stoned now and running out of things to say errr i pay your wages just do what i say !
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Reav Hannari
Red Rock Outriders
894
|
Posted - 2013.07.29 16:32:00 -
[86] - Quote
It feels like you're trying to create opportunities for scouts and scanning by hobbling the TacNet. The entire team should have access to targets that appear to any of its members. I would love for the scout role to be intelligence gathering but I disagree with this direction.
The only reason I can see for a team not sharing data among all its members is if the network is disrupted in some way. Some form of EW could disable sharing or maybe there needs to be some sort of TacNet relay which can be disrupted or destroyed.
A squad commander with a TacNet relay, a command or scout vehicle with team wide relay, or some sort of droppable device could be required for whole team radar sharing. If that item is destroyed or possibly just fluxed into submission for a time then the TacNet is disrupted and targets drop off your radar until the connection is replaced or recovers in some fashion.
Make the TacNet a tangible asset on the battlefield that can be affected. If you fail to bring the required relays then somebody better go back and grab one or deal with operating blindly. |
Beren Hurin
K-A-O-S theory
835
|
Posted - 2013.07.29 16:37:00 -
[87] - Quote
What if each suit had a max number of targets it could track...? And you tuned radar in that way? |
EternalRMG
ZionTCD
471
|
Posted - 2013.07.29 16:55:00 -
[88] - Quote
CCP Wolfman wrote:Quote:I like this a lot but I would like some elaboration if that is okay. Shared vision for Squads is disabled - but is shared vision for Teams disabled as well..? This would be a massive (and very much needed) buff to Scouts and may even pave way for bringing back the pre-Uprising dropsuit scan ranges as 2.5m is a little low. The only time something dips within 2.5m is if it's using Knives, at which point you are already dead. As far as Active Scanners being more important as far as tactical mechanics - they really need to give some kind of WP to the user. I have a thread regarding a properly balanced method of doing this here: https://forums.dust514.com/default.aspx?g=posts&m=1068738#post1068738I'd also like to propose that Cloaking (if it's even still on the table) should be limited to Scouts to give them a specific role that makes them unique, much like Sentinels are permitted the use of Heavy Weaponry as an example. This would make the Scout a very terrifying force to be reckoned with and the Active Scanner that much more essential to front-liners. 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 :-) Then we need cordinates or something like that on the map, to be able to call out positions either that or a TAG command, like the ones that the squad leader can issue, but for everybody, just to pinpoint a location |
Malkai Inos
Opus Arcana Covert Intervention
906
|
Posted - 2013.07.29 16:59:00 -
[89] - Quote
EternalRMG wrote:CCP Wolfman wrote:Quote:I like this a lot but I would like some elaboration if that is okay. Shared vision for Squads is disabled - but is shared vision for Teams disabled as well..? This would be a massive (and very much needed) buff to Scouts and may even pave way for bringing back the pre-Uprising dropsuit scan ranges as 2.5m is a little low. The only time something dips within 2.5m is if it's using Knives, at which point you are already dead. As far as Active Scanners being more important as far as tactical mechanics - they really need to give some kind of WP to the user. I have a thread regarding a properly balanced method of doing this here: https://forums.dust514.com/default.aspx?g=posts&m=1068738#post1068738I'd also like to propose that Cloaking (if it's even still on the table) should be limited to Scouts to give them a specific role that makes them unique, much like Sentinels are permitted the use of Heavy Weaponry as an example. This would make the Scout a very terrifying force to be reckoned with and the Active Scanner that much more essential to front-liners. 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 :-) Then we need cordinates or something like that on the map, to be able to call out positions either that or a TAG command, like the ones that the squad leader can issue, but for everybody, just to pinpoint a location We need a team wide comms wheel. Matches are chaotic enough as it is and these changes are likely to turn pubs into a lonewolf rambo fest without any way to communicate apart from team chat (that nobody uses most of the time)
Please, CCP Wolfman account for the general lack of practical communication options between blueberries before green lighting these changes. |
Doyle Reese
OSG Planetary Operations Covert Intervention
340
|
Posted - 2013.07.29 17:46:00 -
[90] - Quote
Malkai Inos wrote:EternalRMG wrote:CCP Wolfman wrote:Quote:I like this a lot but I would like some elaboration if that is okay. Shared vision for Squads is disabled - but is shared vision for Teams disabled as well..? This would be a massive (and very much needed) buff to Scouts and may even pave way for bringing back the pre-Uprising dropsuit scan ranges as 2.5m is a little low. The only time something dips within 2.5m is if it's using Knives, at which point you are already dead. As far as Active Scanners being more important as far as tactical mechanics - they really need to give some kind of WP to the user. I have a thread regarding a properly balanced method of doing this here: https://forums.dust514.com/default.aspx?g=posts&m=1068738#post1068738I'd also like to propose that Cloaking (if it's even still on the table) should be limited to Scouts to give them a specific role that makes them unique, much like Sentinels are permitted the use of Heavy Weaponry as an example. This would make the Scout a very terrifying force to be reckoned with and the Active Scanner that much more essential to front-liners. 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 :-) Then we need cordinates or something like that on the map, to be able to call out positions either that or a TAG command, like the ones that the squad leader can issue, but for everybody, just to pinpoint a location We need a team wide comms wheel. Matches are chaotic enough as it is and these changes are likely to turn pubs into a lonewolf rambo fest without any way to communicate apart from team chat (that nobody uses most of the time) Please, CCP Wolfman account for the general lack of practical communication options between blueberries before green lighting these changes.
A comms wheel for everyone would be a BRILLIANT idea, the current wheel has enough slots for squad members to have basic stuff like "Request Nanohive/Repair/Pickup/Assistance" and other stuff like "Hostiles Sighted"
I initially thought that squad shared vision was the inter-squad vision (shared vision between different squads) which would be okay, but disabling shared vision for your own squad would be too limiting, a squad should have shared vision. If shared vision between different squads is disabled, there will need to be a Platoon Leader (or MCC pilot) role that gets shared vision for the whole team, allowing him to relay targets overhead. |
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