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Thread Statistics | Show CCP posts - 9 post(s) |
Yan Darn
DUST University Ivy League
2
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Posted - 2013.07.29 18:09:00 -
[91] - Quote
Reav Hannari wrote: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.
This thread is the best - I've wanted to play actual recon since before I played the game, but there was never any real incentive, however I agree with the above as well, mainly because it further emphasises that this game wants, no, DESERVES e-war. Tell me all these things are coming, even if is next year and I know I will keep playing this game - right now it's either play assault, heavy or logi (or LAVs) or go home...
Oh and to those disputing the idea for getting WP for spotting...seriously? |
S Park Finner
BetaMax.
189
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Posted - 2013.07.29 18:12:00 -
[92] - Quote
If clutter is a problem why not try a different mechanism for showing how much damage a player has taken? I'm sure folks could come up with a lot of good ideas but, for example, replace the two bars with a small square divided in half. The top half is shields, the bottom half is armour. When the block is green the character is 75% or above in shields or armour. When they are between 25% and 75% the block is yellow. When they are 25% or below the block is red. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
356
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Posted - 2013.07.29 18:23:00 -
[93] - Quote
I'm gonna have to say that I think the best solution to the HUD clutter is to make a default HUD setting, and allow players to customize the HUD as far as what appears when and where - perhaps proto suit could have more options available than a militia suit if you want to go the full immersion route.
Also, look into making it possible for players to move and possibly re-size existing elements.
You may not set a new standard for FPS, but maybe you can still set a new standard for UI customization in an FPS. |
THUNDERGROOVE
ZionTCD
113
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Posted - 2013.07.29 19:01:00 -
[94] - 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. Whenever I see someone killing a turret with an installation, I shoot them in the back and steal it from them, to continue killing the installation |
Beren Hurin
K-A-O-S theory
836
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Posted - 2013.07.29 19:21:00 -
[95] - 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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CCP Wolfman
C C P C C P Alliance
810
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Posted - 2013.07.30 03:52:00 -
[96] - Quote
Too many comments! IGÇÖll try and address some of the points IGÇÖve seenGǪ
If scanners are sharing info to the whole team then it is actually a bug. I suspect that you may simply think it is sharing to the whole team because the UI is so unclear. With no way for you or your team mates to distinguish between active scan, passive scan and shared vision results itGÇÖs not easy to understand why you are seeing what you are seeing. This is something we wanted (and I think needed) to improve.
I was a little worried myself about the impact of only seeing the HP of targeted entities but in testing so far IGÇÖve found it to be a positive change. I no longer encounter a group of as little as 3 players and fail to see the names/HP status of any of them because the tags are all on top of one another. That situation is counter to the whole point of having tags in the first place. I used to encounter even worse situations where I couldnGÇÖt even pick a target because there is just a blob of tags in the way. That just had to go.
IGÇÖve also found itGÇÖs made the game more exciting and less of a GÇÿhunt the red chevronGÇÖ contest
We will be implementing WP rewards for the scanner. Right now weGÇÖre not sure if they will make it for 1.4, itGÇÖs getting a bit tight so keep your fingers crossed.
Lastly, donGÇÖt forget this is something we can and will continue to work on and improve with your feedback.
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2-Ton Twenty-One
Internal Error. Negative-Feedback
867
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Posted - 2013.07.30 07:01:00 -
[97] - Quote
CCP Wolfman wrote:Too many comments! IGÇÖll try and address some of the points IGÇÖve seenGǪ If scanners are sharing info to the whole team then it is actually a bug. I suspect that you may simply think it is sharing to the whole team because the UI is so unclear. With no way for you or your team mates to distinguish between active scan, passive scan and shared vision results itGÇÖs not easy to understand why you are seeing what you are seeing. This is something we wanted (and I think needed) to improve. I was a little worried myself about the impact of only seeing the HP of targeted entities but in testing so far IGÇÖve found it to be a positive change. I no longer encounter a group of as little as 3 players and fail to see the names/HP status of any of them because the tags are all on top of one another. That situation is counter to the whole point of having tags in the first place. I used to encounter even worse situations where I couldnGÇÖt even pick a target because there is just a blob of tags in the way. That just had to go. IGÇÖve also found itGÇÖs made the game more exciting and less of a GÇÿhunt the red chevronGÇÖ contest We will be implementing WP rewards for the scanner. Right now weGÇÖre not sure if they will make it for 1.4, itGÇÖs getting a bit tight so keep your fingers crossed. Lastly, donGÇÖt forget this is something we can and will continue to work on and improve with your feedback.
Now if you can just make HP a single bar instead of shields/armor as it favors shield tanking from a teamfire point of view, as it makes armor tankers get focused more as they always look like they are at half health in combat thus drawing more fire. It should be a combined single bar. |
steadyhand amarr
Foxhound Corporation General Tso's Alliance
998
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Posted - 2013.07.30 07:09:00 -
[98] - Quote
More I think about the more I like just get rid of health bars :-) |
Zatara Rought
TeamPlayers EoN.
585
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Posted - 2013.07.30 07:13:00 -
[99] - Quote
2-Ton Twenty-One wrote:CCP Wolfman wrote:Too many comments! IGÇÖll try and address some of the points IGÇÖve seenGǪ If scanners are sharing info to the whole team then it is actually a bug. I suspect that you may simply think it is sharing to the whole team because the UI is so unclear. With no way for you or your team mates to distinguish between active scan, passive scan and shared vision results itGÇÖs not easy to understand why you are seeing what you are seeing. This is something we wanted (and I think needed) to improve. I was a little worried myself about the impact of only seeing the HP of targeted entities but in testing so far IGÇÖve found it to be a positive change. I no longer encounter a group of as little as 3 players and fail to see the names/HP status of any of them because the tags are all on top of one another. That situation is counter to the whole point of having tags in the first place. I used to encounter even worse situations where I couldnGÇÖt even pick a target because there is just a blob of tags in the way. That just had to go. IGÇÖve also found itGÇÖs made the game more exciting and less of a GÇÿhunt the red chevronGÇÖ contest We will be implementing WP rewards for the scanner. Right now weGÇÖre not sure if they will make it for 1.4, itGÇÖs getting a bit tight so keep your fingers crossed. Lastly, donGÇÖt forget this is something we can and will continue to work on and improve with your feedback. Now if you can just make HP a single bar instead of shields/armor as it favors shield tanking from a teamfire point of view, as it makes armor tankers get focused more as they always look like they are at half health in combat thus drawing more fire. It should be a combined single bar.
Wow. Never hit me, that makes so much sense! I have way more hp but I get targeted cause I only have 200 shields but a lot of armor and people sometimes seem to be beading in on me and leaving the other guys in militia gear who are full shields alone till I'm dead or run away.
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THE TRAINSPOTTER
ROMANIA Renegades C0VEN
55
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Posted - 2013.07.30 07:21:00 -
[100] - Quote
CCP Wolfman wrote:Too many comments! IGÇÖll try and address some of the points IGÇÖve seenGǪ If scanners are sharing info to the whole team then it is actually a bug. I suspect that you may simply think it is sharing to the whole team because the UI is so unclear. With no way for you or your team mates to distinguish between active scan, passive scan and shared vision results itGÇÖs not easy to understand why you are seeing what you are seeing. This is something we wanted (and I think needed) to improve. I was a little worried myself about the impact of only seeing the HP of targeted entities but in testing so far IGÇÖve found it to be a positive change. I no longer encounter a group of as little as 3 players and fail to see the names/HP status of any of them because the tags are all on top of one another. That situation is counter to the whole point of having tags in the first place. I used to encounter even worse situations where I couldnGÇÖt even pick a target because there is just a blob of tags in the way. That just had to go. IGÇÖve also found itGÇÖs made the game more exciting and less of a GÇÿhunt the red chevronGÇÖ contest We will be implementing WP rewards for the scanner. Right now weGÇÖre not sure if they will make it for 1.4, itGÇÖs getting a bit tight so keep your fingers crossed. Lastly, donGÇÖt forget this is something we can and will continue to work on and improve with your feedback.
first LAV's will push infantry to the side if hit with front bumper wich makes no sense and now this?
WP for doing nothing?
who is the person approving what to change and what not?
because most decisions are plain ******** , no pun intended
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Yan Darn
DUST University Ivy League
5
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Posted - 2013.07.30 07:35:00 -
[101] - Quote
CCP Wolfman wrote:Too many comments! IGÇÖll try and address some of the points IGÇÖve seenGǪ If scanners are sharing info to the whole team then it is actually a bug. I suspect that you may simply think it is sharing to the whole team because the UI is so unclear. With no way for you or your team mates to distinguish between active scan, passive scan and shared vision results itGÇÖs not easy to understand why you are seeing what you are seeing. This is something we wanted (and I think needed) to improve. I was a little worried myself about the impact of only seeing the HP of targeted entities but in testing so far IGÇÖve found it to be a positive change. I no longer encounter a group of as little as 3 players and fail to see the names/HP status of any of them because the tags are all on top of one another. That situation is counter to the whole point of having tags in the first place. I used to encounter even worse situations where I couldnGÇÖt even pick a target because there is just a blob of tags in the way. That just had to go. IGÇÖve also found itGÇÖs made the game more exciting and less of a GÇÿhunt the red chevronGÇÖ contest We will be implementing WP rewards for the scanner. Right now weGÇÖre not sure if they will make it for 1.4, itGÇÖs getting a bit tight so keep your fingers crossed. Lastly, donGÇÖt forget this is something we can and will continue to work on and improve with your feedback.
First off, 'yay!'. Second, when you've tidied the hud and reward players active scanning, maybe you can then work on passive scanners and explain how they are supposed to interact with the sensors skills?
Maybe I'm just dumb, but I'm not sure profile dampening actually does anything outside being scanned by active scanners - and scan precision...? As well as actually solidifying an important section of game mechanics , It could appease scouts somewhat, no? Also introducing similar armour/shield detection mechanics that EVE has could help appease armour tankers. So many issues could be eased/resolved if you actually complete this section of the game... |
Jungian
Ahrendee Mercenaries EoN.
110
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Posted - 2013.07.30 08:34:00 -
[102] - Quote
Damn right! |
Absolute Idiom II
Greatness Achieved Through Training EoN.
275
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Posted - 2013.07.30 08:38:00 -
[103] - Quote
CCP Wolfman wrote:IGÇÖve also found itGÇÖs made the game more exciting and less of a GÇÿhunt the red chevronGÇÖ contest
You are going to get complaints as people adjust to losing this crutch. Bear with it, it'll be worth it.
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Rubico
Seraphim Initiative. CRONOS.
51
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Posted - 2013.07.30 09:03:00 -
[104] - Quote
Wolfman if you are still monitoring this thread, have you fixed internally the bug where active scanners frequently don't detect anything (even things that certainly should be detected). It was mentioned as 'working on fix' in one of the weekly bug report threads about a month ago
Here's a link to my post in feedback thread. https://forums.dust514.com/default.aspx?g=posts&t=90589&find=unread |
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CCP Wolfman
C C P C C P Alliance
829
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Posted - 2013.07.30 11:14:00 -
[105] - Quote
Rubico wrote:Wolfman if you are still monitoring this thread, have you fixed internally the bug where active scanners frequently don't detect anything (even things that certainly should be detected). It was mentioned as 'working on fix' in one of the weekly bug report threads about a month ago Here's a link to my post in feedback thread. https://forums.dust514.com/default.aspx?g=posts&t=90589&find=unread
It seems to be working correctly so far. We're still finishing off our update to it so we've not hammered it with testing yet. |
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
445
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Posted - 2013.07.30 11:24:00 -
[106] - 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. |
Protected Void
STRONG-ARMED BANDITS
58
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Posted - 2013.07.30 12:22:00 -
[107] - Quote
Anything that would facilitate an increase of the scout's base passive scan range is good in my book, be it reduction of clutter or other things. And it would definitely be a good thing if we could differentiate between things showing up due to passive scanner detection, LOS and active scanners. At the moment, the passive scanner seems completely random in its efficiency to me.
Also, in the spirit of reducing clutter: Fix the bug that keeps enemy nanohives and uplinks visible across the whole map. It gets so crowded on both the spawn-in map and the minimap/radar that it's really hard to see what's going on. That's a lot more efficient to prevent uplink spam than the ninja nerf where you reduced the number of active uplinks allowed. Logis get around that by equipping several types of uplinks, giving them another advantage over the scout's one equipment slot. A scout should be able to penetrate deep into the enemy's territory to stage a surprise attack. One measily uplink placement is not enough for that. |
Jesper Kines
DUST University Ivy League
5
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Posted - 2013.07.30 17:33:00 -
[108] - Quote
CCP Wolfman wrote:I was a little worried myself about the impact of only seeing the HP of targeted entities but in testing so far IGÇÖve found it to be a positive change. I no longer encounter a group of as little as 3 players and fail to see the names/HP status of any of them because the tags are all on top of one another. That situation is counter to the whole point of having tags in the first place. I used to encounter even worse situations where I couldnGÇÖt even pick a target because there is just a blob of tags in the way. That just had to go.
Even as a sniper, I don't often encounter issues with the current tags. Have you even tried increasing the transparency or scaling the tags?
My bigger concern is that you're crippling the overwatch role without providing a decent substitute. The draw distance limits most spotting to 400m (which is ridiculous for tanks). Currently, a single TEAM mate in an area can light up enemies, which I can relay to my squad visually. With this system, I'd have to be lucky enough for my dot to cover an enemy to locate him, or be so close to the rest of the squad that I'm no longer a spotter. I don't mind if you alter this behavior for the sniper rifles, but don't do this without introducing a spotting scope (equipment slot).
Also, if you really want to reduce threat detection from a distance, remove enemy hives and uplinks from the overhead map unless a friendly is detecting it. 1.1 was ok in this regard, now you see a Christmas tree worth of links and nanohives no matter where they are. Nanhives' signatures shouldn't be visible from orbit. For links, just say that the encryption is too strong for the enemy to detect their signature. Would make for an interesting skill tree item for field commanders.
On the other hand, if you want to create large maps (which these are by FPS terms) on which you only want close-in combat, then just have the guts to say so.
The meaningful change would be to show the scout suits some "detection love" since they're so much on the squishy side these days. |
Asirius Medaius
Planetary Response Organization
88
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Posted - 2013.07.30 17:40:00 -
[109] - Quote
xSaloLx wrote:I don't personal use it, but I've seen others and my brother use it. I love the idea, knowing where your enemy is is definitely an advantage (especially with the proto one that shows them for 25 sec iirc). I haven't heard any complaints about its effectiveness, the only thing to change, imho, should be to give it spotting/ kill assist war points (like 3-5pts. per kill during the effect time) giving more of an incentive to use it (same thing with the vehicle active scanner).
And its something I would argue needs WP for using; I mean think about it, you can't exploit an object that only goes 50 meters, it just really isn't that far from the battle you are trying to scan. The easiest regulation for this to be balanced would to involve some sort of game mechanism to keep track of people who get tagged, and then discount everyone else from being able to get WP from it, that way you don't end up with 10 guys on the same team trying to scan people for easy points. This would be easy to add, and would get your Dust 514 players (and possibly even game reviewers to look at some cool aspects of this game that you already implemented). |
Scheneighnay McBob
Bojo's School of the Trades
2523
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Posted - 2013.07.30 17:55:00 -
[110] - Quote
Active scanners are THE ninja equipment of choice at the moment. I can see where all the reds are facing so I can kill as many as possible before they kill me. |
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Beren Hurin
K-A-O-S theory
852
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Posted - 2013.07.30 17:56:00 -
[111] - 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. |
Oso Peresoso
RisingSuns
404
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Posted - 2013.07.30 18:06:00 -
[112] - Quote
- Shared vision for squads disabled.
NO. so the blueberry next to me spots some dude behind the cover I'm aiming at but I can't see the target because he's not squadded? Allow me to repeat: NO.
- Team member chevrons only visible when they are in LOS. Squad chevrons remain 3D (stick to the edge of the screen).
Tiny blue Chevrons do not appreciably cause clutter. I want to know if we have 5 guys at the null cannon 300m away by looking at it, since its out of range of the minimap and loading the overhead map requires a few seconds of loading.
- The active scanner shares all scan results with your squad.
Did it not do this before? Not a user of the scanner. Seems a lot less useful if its restricted to just your squad as well.
- Pretty little pulsing effect on things that have been scanned so you can understand why you are seeing them and why they disappear.
Cool.
- HP bars and name tag visible only for what you are aiming/firing at.
This does cause a lot of clutter, but I want to know which guy is closest to dying.
My biggest concern is that CCP is operating under the delusion that because squads exist, therefore the guy standing next to you is in your squad. This is not true. This is why we need proximity chat. Because while squads are cool, and incentives to be in squads are also cool, you shouldn't feel disabled or blind if you're not in one. In a firefight, your squad is whoever is shooting at the same guy as you, not necessarily who is a lighter shade of blue. |
Aquinarius Zoltanus
0uter.Heaven EoN.
217
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Posted - 2013.07.30 18:12:00 -
[113] - Quote
Already so many comments on this one, I don't know if there's really any hope of Wolfman reading my post, but anyways, here goes:
Wolfman, does 'only seeing the HP of targeted entities' only apply to enemies, or does it apply to teammates and squadmates as well? Because if this is the case for everyone, then this will be a nightmare for logi medics, who will then never know who needs to be repaired. Or maybe you could make it like the nanite injector, where if you have a repair too equipped, then you will see friendly health bars? |
Oso Peresoso
RisingSuns
405
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Posted - 2013.07.30 18:41:00 -
[114] - Quote
CCP Wolfman wrote:IGÇÖve also found itGÇÖs made the game more exciting and less of a GÇÿhunt the red chevronGÇÖ contest
All of my rage. I think you're objecting to something that isn't a problem at all. Fix the tag clutter caused by too many enemy health bars, but that has nothing to do with "hunting the red chevron." You know how you avoid hunting the red chevron? by staying out of sight, or killing the guy that's spotting you. If your target gets out of sight of your team, the red chevron goes, and the hunt is on. But if one of my teammatescan still see the enemy, then what could be better than enabling that teammate to communicate that enemy's location instantly and wordlessly? This may be a crutch, but its a crutch we accept because we're not actual soldiers, we're dudes playing video games, and our language fails to communicate in terms more specific than "behind the box," "around the corner," "behind you," "on the mountain." If I wanted to run around corners and shoot people blindly, if I found that kind of gameplay compelling, or interesting, I would be playing CoD or something. I play this game for the rewards it gives for teamwork, and willfully obstructing team communication in pursuit of corridor-shooter-surprise! gameplay is INSANE.
EDIT: This game has problems, but the gameplay being not exciting enough is NOT one of them. I love the gameplay. Its very exciting. Fix clutter, but don't blindfold us, its the challenge facing every UI designer. |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
452
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Posted - 2013.07.30 18:50:00 -
[115] - 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. |
Oso Peresoso
RisingSuns
405
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Posted - 2013.07.30 19:03:00 -
[116] - Quote
Ivan Avogadro wrote: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.
if you kill your spotter, I don't see what the problem is (and there's plenty of options to kill your spotter first already... I don't know what you're talking about there). You're a scout; you're mobile as hell. Having a red chevron pop up briefly and disappear is no different than some guy shouting "OH GODS i got shanked at Alpha!" The fact is voice comms are clumsy, people like to play in pubs, and so any time you can provide functionality without requiring people to trip over their words (or hear their friends yakking or their children screaming or your voice in their microphone because their TV is too loud), then that's a good thing.
What use is a scout if he's the only one that gets to see what he sees? And yeah, squads are great, but people don't always use them. As I said, your squad is whoever is next to you, whoever stands to benefit from the information you've gathered. Taking away TACNET sharing from the team and restricting it to squads is going to affect a lot of people negatively, without justification.
Regarding the three broken skills, I don't see what they have at all to do with how you share data that's already been obtained, tweak the skills, fine, make detection harder, fine, but don't make it harder to communicate. Ever.
When I started this game, I assumed the electronics skills affected visual sensitivity to being spotted. That would give you a stealth advantage right there, both for sneaky scouts and far-away snipers. |
Reav Hannari
Red Rock Outriders
904
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Posted - 2013.07.30 19:09:00 -
[117] - Quote
Ivan Avogadro wrote: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.
The technology level we are operating at should allow for instantly sharing data throughout the entire team unless there is a reason why that sharing is not currently available. I think it's becoming increasingly clear that we need electronic warfare added to balance the TacNet. EW provides a lore-based reason for limitations. Those limitations can provide more tactical options and new roles on the battlefield.
The simplest method to implement this would be to provide an ECM equipment item that is aimed like the current scanner. Everyone in its field of influence would be kicked off their TacNet and their on board scanner would have reduced efficiency. Add in smoke grenades and you have some serious "fog of war" going on. You could make a droppable ECM beacon that does the same thing but over an area until its destroyed.
One or two pieces of equipment. Maybe new smoke grenades. Add in some skills and its done.
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CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
127
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Posted - 2013.07.30 19:11:00 -
[118] - Quote
I am at the advanced level and they are nice, but as other of said, some sort of war points , perhaps for kills made after said enemy merc has been scanned by the scanner might be nice. |
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
127
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Posted - 2013.07.30 19:16:00 -
[119] - Quote
Yan Darn wrote:CCP Wolfman wrote:Too many comments! IGÇÖll try and address some of the points IGÇÖve seenGǪ If scanners are sharing info to the whole team then it is actually a bug. I suspect that you may simply think it is sharing to the whole team because the UI is so unclear. With no way for you or your team mates to distinguish between active scan, passive scan and shared vision results itGÇÖs not easy to understand why you are seeing what you are seeing. This is something we wanted (and I think needed) to improve. I was a little worried myself about the impact of only seeing the HP of targeted entities but in testing so far IGÇÖve found it to be a positive change. I no longer encounter a group of as little as 3 players and fail to see the names/HP status of any of them because the tags are all on top of one another. That situation is counter to the whole point of having tags in the first place. I used to encounter even worse situations where I couldnGÇÖt even pick a target because there is just a blob of tags in the way. That just had to go. IGÇÖve also found itGÇÖs made the game more exciting and less of a GÇÿhunt the red chevronGÇÖ contest We will be implementing WP rewards for the scanner. Right now weGÇÖre not sure if they will make it for 1.4, itGÇÖs getting a bit tight so keep your fingers crossed. Lastly, donGÇÖt forget this is something we can and will continue to work on and improve with your feedback. First off, 'yay!'. Second, when you've tidied the hud and reward players active scanning, maybe you can then work on passive scanners and explain how they are supposed to interact with the sensors skills? Maybe I'm just dumb, but I'm not sure profile dampening actually does anything outside being scanned by active scanners - and scan precision...? As well as actually solidifying an important section of game mechanics , It could appease scouts somewhat, no? Also introducing similar armour/shield detection mechanics that EVE has could help appease armour tankers. So many issues could be eased/resolved if you actually complete this section of the game...
So the active scanner wont help my team mates out when I scan?
I see this as a blessing and a curse. It means the information I gather for myself is very valuable, also I can always pass the information on verbally over comms. However I now know that I am not directly benefiting my team by just using the active scanner.
Maybe a change to the description of the active scanner might clarify this in the future.
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Oso Peresoso
RisingSuns
409
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Posted - 2013.07.30 19:40:00 -
[120] - Quote
CommanderBolt wrote: I see this as a blessing and a curse. It means the information I gather for myself is very valuable, also I can always pass the information on verbally over comms.
Real useful to say "hey there's a guy.. over there..." to the guys in your squad, or the one guy in team comms who doesn't have his headset on the floor. Who the hell even uses team comms in instant battles? |
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