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Thread Statistics | Show CCP posts - 9 post(s) |
KEROSIINI-TERO
Seraphim Auxiliaries
618
|
Posted - 2013.07.30 21:21:00 -
[121] - 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.
So that would mean that anyone trying to be team commander on map is even more blind than at the moment? |
KEROSIINI-TERO
Seraphim Auxiliaries
618
|
Posted - 2013.07.30 21:57:00 -
[122] - 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 :-)
I personally like the name tags visible; far better teamwork when you know who's where. And you can tell people specifically "johnson, behind you!" instead of that terrible everybody scaring "hey behind you".
Please make it an OPTION - that never fails!
Personally I feel hud is fine maybe even there's too little on it.
|
Bones McGavins
TacoCat Industries
392
|
Posted - 2013.07.30 22:16:00 -
[123] - Quote
Wolfman can you comment if there has ever been a bug in regards to the scanner in Skirmish? I used to use the scanner often and in Ambush and Domination it seemed to work as intended. But in skirmish it never, ever picked anyone up. I would literally see a heavy run behind a wall, scan him and he would not show up. Id then chase to verify if he was still there and yep.
Active scanner could be such an amazing tool, but it seriously seem(ed) bugged. I like the changes to make it more obvious why things are showing up on your radar to give feedback for scanners, but I have had too many instances where a heavy doesnt appear on my radar when I know 100% I scanned him to trust it. |
Dubber Rucky
Expert Intervention Caldari State
2
|
Posted - 2013.07.30 22:42:00 -
[124] - Quote
Scanners are great, I've been using them for months. It just too bad you don't get some points. |
KEROSIINI-TERO
Seraphim Auxiliaries
618
|
Posted - 2013.07.30 22:59:00 -
[125] - Quote
Protected Void wrote:
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.
^ This. |
KEROSIINI-TERO
Seraphim Auxiliaries
618
|
Posted - 2013.07.30 23:15:00 -
[126] - Quote
THE TRAINSPOTTER wrote:
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
Please consider that some designers might have more imagination than just giving WPs on scan.
There are other suggested methods, for example bonus if someone actually kills the scanned target etc. |
Hutra Gnoj
M.O.M.S. Corp
5
|
Posted - 2013.07.31 04:33:00 -
[127] - 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 :-)
I would like to see a better direction indicator, it is not always easy to communicate direction. If there was a small readout that just told the cardinal directions it would really help. |
Hutra Gnoj
M.O.M.S. Corp
5
|
Posted - 2013.07.31 04:39:00 -
[128] - Quote
KEROSIINI-TERO wrote:Protected Void wrote:
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.
^ This.
I agree the scout should have a second slot. They could carry an active scanner and an uplink, the scanner is the only ewar tool we really have and scouts should get a bonus for them to encourage their use. Hook the scouts up with some suit specific scanning bonuses. |
Driftward
Subdreddit Test Alliance Please Ignore
317
|
Posted - 2013.07.31 15:36:00 -
[129] - Quote
I'm hoping that is what happens (ie coming in 1.4) but who knows. They've said that about 30 days is the length of time they (CCP and more so SONY) need for code lock and Q&A. Again, hopefully they met the deadline. Though if this goes through then everyone needs more than 10m of radius, and scouts need more like 25 base range. This boosts to about 50 with full skills in racial and modules (gallente only) and around ~75m with a complex module (realize that this is only one class and one race, super specialized and can't share that info beyond voice chat without an active scanner)
Everyone else could have a base of 15-20m and max out at 40 some with a complex module AND full skill into range amplification. This is pretty SP intensive as well as starts to require more fitting diversity to make happen, I think we should all agree that fitting diversity is a good thing. As a result, there's a reason to fit dampeners and still a reason to use active scanners.
The more I think of the changes, the happier I think I'll be about them. They've nicely fit in the active scanner as a piece of squad support equipment as well as provided a role for EWAR now. As long as they tweak the scanning ranges. If they don't it will be absolutely absurd. |
Dale Templar
The Secret.23
348
|
Posted - 2013.07.31 16:52:00 -
[130] - Quote
RINON114 wrote: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?
This. |
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lrian Locust
Condotta Rouvenor Gallente Federation
4
|
Posted - 2013.07.31 17:01:00 -
[131] - Quote
[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. |
Oso Peresoso
RisingSuns
448
|
Posted - 2013.07.31 17:03:00 -
[132] - Quote
Dale Templar wrote:RINON114 wrote: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? This.
You do this already with creative muting. All in team chat. Each squad mutes everyone except their squadmates, their squadleader, and occasionally other squad leaders as well. Its not quite as elegant as teh way Teamspeak does it with the "channel commander" function, but it works. |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
468
|
Posted - 2013.07.31 17:03:00 -
[133] - 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 -
[134] - 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. |
Buster Friently
Rosen Association
1369
|
Posted - 2013.07.31 17:29:00 -
[135] - 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 :-)
So, please answer the question regarding weapons like the MD and others where you don't aim at the target directly. All weapon users should have the same access to data.
Also, are you guys going to fix draw distance so when sniping I actually have some targets? because now, I only see targets that are "lit up" by teammates at anything even approaching sniper ranges.
I'm gonna guess here that all this has slipped under the radar in favor of "Pretty well, quite happy with it so far :-)" |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
32
|
Posted - 2013.07.31 17:34:00 -
[136] - 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 :-)
I really dislike the shared vision for squads being disabled. It's one of the key features for a squad in my opinion. I mean think about what your saying, in the future they can't communicate enemy location among a squad?! Really? Game wise this would be a big step in the wrong direction. I hope it doesn't happen.
|
TEBOW BAGGINS
GREATNESS ACHIEVED THRU TROLLING
828
|
Posted - 2013.07.31 20:28:00 -
[137] - Quote
if you say to your average random idiot team that you've skilled into a scanner they would just laugh at you and now we're going to be required to be in a team for this to have any use to anyone at all. it would be like telling your random team "i skilled into dropships" which usually results in an outburst of mocking laughter- so now i'm forced to network with ppl who don't ever check they're radar anyway just so they can still not benefit from my scan? i don't get what's so important about nerfing the scanner in this way, and yes it is a nerf. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
286
|
Posted - 2013.07.31 20:37:00 -
[138] - Quote
Ivan Avogadro wrote: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.
They have to mean shots from friendly fire - at least tat is how I read it and am hoping for. |
Oso Peresoso
RisingSuns
505
|
Posted - 2013.08.02 15:25:00 -
[139] - Quote
remove active scanner from game rather than nerf the BEST PART OF THE GAME just to make room for it. |
Scheneighnay McBob
Bojo's School of the Trades
2661
|
Posted - 2013.08.04 22:16:00 -
[140] - Quote
Good to hear the scouts will get WP for scouting.
I've always been better at sneaking and running than actually fighting. |
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Arkena Wyrnspire
Turalyon 514
2323
|
Posted - 2013.08.04 22:19:00 -
[141] - Quote
Wow, Wolfman's presence in this thread is strong and it's having an amazing effect. |
Aria Gomes
DUST CORE DARKSTAR ARMY
1
|
Posted - 2013.08.04 22:31:00 -
[142] - Quote
I tried it once but never stuck with it. Might have to check it out again. |
Aria Gomes
DUST CORE DARKSTAR ARMY
1
|
Posted - 2013.08.04 22:38:00 -
[143] - Quote
negative49er wrote: I would fit one but the Cpu and Pg requirement are high and i run a minmatar suit
Use a basic active scanner or a flux scanner. I believe for the flux you need one skill point I believe...someone correct if I'm wrong. I'm not sure. I had an active scanner on my LAV(I hardly use them things anymore) and one that I bought just to try it out. Never stuck with it because I usually used nanohives/drop uplinks. Now I've moved to repair tools and nanite injectors. I'm not logistics but I like helping ou when I'm not trying to kill someone for someone with a small amount of life left.
Edit: blah didn't even pay attention to the double post I just did. |
Viktor Vikrizi
Corprate Raiders
9
|
Posted - 2013.08.04 22:50:00 -
[144] - Quote
Whatever happened to the active scanners pulse animation? I kinda liked it |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
309
|
Posted - 2013.08.04 23:17:00 -
[145] - Quote
it's a nice idea but hard to utilize. As I understand it, to use it well you have to be a scout. As a solo hunter type of guy it's not as helpful as you would think. Red dots typically move in blobs, so it's rarely possible to use AS to sneak up on another solo red dot (they tend not to be solo). Sneaking up on a GROUP of red dots is futile - one of them will definitely turn back, see you and (if you are a scout) kill you like a fly. Highlighting red dots for your teammates is again not that useful, usually this game plays as trench warfare with two lines opposite teams entrenched and exchanging fire, so in effect everyone on your team knows where the majority of the reddots are, and the flanking ones are usually not enough to bother about scannind them down (see above - flanking tends not to be effective in dust). Teams tend to move relatively slow and in large waves, that instantaneous awareness of some red dots on the other team tends not to be enough to change the dynamics of the battle that tends to have too much inertia to be responsive to AS intel. These are my real observations after having used AS.
Two things would change this greatly. The first one is well, lol, team work. Ppl in your corp has to be disciplineed and trained and know to recognize AS intel and have tactics in place to take advantage of it: example: if you see a large wave of reddots coming in, everyone should know to back up and set up an ambush: like a couple of heavies waiting around the corner. Obviously, this is not something that is easy to introduce in a game where many mechanics dont work right and this would be too little bang for the tactical effort involved.
Second thing: core scanning, HUD mechanics must be reworked. At present line of sight is king. That roaring HAV will not show up on the map even though you can hear it. That scout suit skilled into scanning will not reveal a red dot that is standing 5 feet behind the scout's back. However, if someone in your team has a red dot in line of sight it will light it up like Christmas tree. This mechanic alone makes any sort of electronic superiority and scanning useless. Fix this, like it was back in Chromosome and ppl will start responding by adapting their game play to it. |
Jungian
Ahrendee Mercenaries EoN.
130
|
Posted - 2013.08.06 20:42:00 -
[146] - Quote
I just found out that sprinting a lil bit helps with re-activating the scanner after the cooldown! Relief. |
Beren Hurin
The Vanguardians
1021
|
Posted - 2013.08.07 19:54:00 -
[147] - 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. |
Nirwanda Vaughns
Molon Labe. League of Infamy
72
|
Posted - 2013.08.07 20:25:00 -
[148] - Quote
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. |
Beren Hurin
The Vanguardians
1021
|
Posted - 2013.08.07 21:02:00 -
[149] - 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. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
151
|
Posted - 2013.08.07 21:08:00 -
[150] - 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.
I cant say the chevrons have ever annoyed me. What gave you the idea that turning them off is a good idea?
I mean sorry to go off one one but out of all the things that need doing to this game you waste time with trivial things. It may only be 5 minutes, please spend that 5 minutes on something much more worthwhile.
For instance, fixing bugs and glitches, stopping god mode invisibility, sorting out the academy properly for the new guys and I could go on and on mate. |
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