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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
RedRebelCork
Ahrendee Mercenaries EoN.
219
|
Posted - 2013.07.28 22:26:00 -
[1] - Quote
Actually looks pretty good in this video: http://www.youtube.com/watch?v=IyGxjCMXago&feature=youtu.be&a
Anyone as an individual, or corp, making good use of it? |
xSaloLx
GunFall Mobilization Covert Intervention
47
|
Posted - 2013.07.28 22:32:00 -
[2] - Quote
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). |
Kane Fyea
DUST University Ivy League
1516
|
Posted - 2013.07.28 22:33:00 -
[3] - Quote
Only downside is the person using it does not get WP for spotting enemies. It works good though. |
Smooth Assassin
Condotta Rouvenor Gallente Federation
6
|
Posted - 2013.07.28 22:33:00 -
[4] - Quote
Only for vehicles especially assault dropships |
low genius
the sound of freedom Renegade Alliance
229
|
Posted - 2013.07.28 22:43:00 -
[5] - Quote
it's crucial. |
Beren Hurin
K-A-O-S theory
831
|
Posted - 2013.07.28 23:08:00 -
[6] - Quote
It is excellent with longer ranged weapons. You can see people behind cover then blow them away when they pop out. He's with TAC ar, laser, scrambler rifle and mass driver. |
TEBOW BAGGINS
GREATNESS ACHIEVED THRU TROLLING
817
|
Posted - 2013.07.28 23:10:00 -
[7] - Quote
we dont talk about scanners much to keep them under the nerf radar |
gbghg
L.O.T.I.S. RISE of LEGION
2841
|
Posted - 2013.07.28 23:16:00 -
[8] - Quote
They're pretty good on vehicles, being able to scan at 40sp for a 100m's around your vehicle is pretty damn useful. |
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
54
|
Posted - 2013.07.28 23:32:00 -
[9] - Quote
I never leave the MCC without one |
Tupni
Capital Acquisitions LLC
16
|
Posted - 2013.07.28 23:49:00 -
[10] - Quote
At first I thought it was a bad choice on my part, but now I realize that my first intuition paid off; it's a lot better than improving suit scan precision. Like it's been said though, it's disappointing that unlike every other equipment item it offers no direct SP when used successfully for the benefit of the team. I don't think 5-15 WP for a successful scan of any previously invisible target(s) would be too much, or too little.
Maybe it will be something addressed in another update, I know they've had trouble with scanners in the past so it might be difficult to get them to do that. |
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Iron Wolf Saber
Den of Swords
6685
|
Posted - 2013.07.29 00:48:00 -
[11] - Quote
I find it useful on cluttered maps and helping people be more aware of sneaky sorts. |
Beren Hurin
K-A-O-S theory
831
|
Posted - 2013.07.29 00:51:00 -
[12] - Quote
It is rather satisfying using them to catch the sneaky shotgunners thinkkng they will catch you with your back turned around a corner. |
negative49er
The Unholy Legion Of DarkStar DARKSTAR ARMY
103
|
Posted - 2013.07.29 01:59:00 -
[13] - Quote
I would fit one but the Cpu and Pg requirement are high and i run a minmatar suit |
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CCP Wolfman
C C P C C P Alliance
738
|
Posted - 2013.07.29 06:29:00 -
[14] - Quote
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 is 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 :-) |
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Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
461
|
Posted - 2013.07.29 06:39:00 -
[15] - Quote
CCP Wolfman wrote:
HP bars and name tag visible only for what you are aiming/firing at.
Is this going to work cohesively w the mass driver or are we going to have to aim down before we aim up to see HP bars/target intel?
Also, since objectives can't be blown up, and only hacked, is there any way to turn off the hit indicator for it? |
Abby Invo
muse.and.fury
26
|
Posted - 2013.07.29 06:40:00 -
[16] - Quote
That looks really cool and almost makes me want to play a scout. |
Parson Atreides
Ahrendee Mercenaries EoN.
539
|
Posted - 2013.07.29 06:45:00 -
[17] - Quote
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. |
Protocake JR
Internal Error. Negative-Feedback
299
|
Posted - 2013.07.29 06:47:00 -
[18] - 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 is 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 :-)
Pertaining to active scanners on vehicles, will it display info to my entire team if i'm not in a squad?
>Inb4 lern2sqd |
Decasor
The Unholy Legion Of DarkStar DARKSTAR ARMY
26
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Posted - 2013.07.29 06:51:00 -
[19] - 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 like, and agree with your reasoning behind it. Particularly at range with 3+ enemies in a small area it just turns into a mishmash of tags and names that is near impossible to pick out.
The current random invisibility/running chevron problems exacerbate this however at the best of times it can get pretty frustrating. Its counter intuitive that the more targets in an area the harder they are to hit.
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Leither Yiltron
KILL-EM-QUICK RISE of LEGION
616
|
Posted - 2013.07.29 06:53:00 -
[20] - 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.
- The active scanner shares all scan results with your squad.
- HP bars and name tag visible only for what you are aiming/firing at.
It's my opinion that the quoted ideas are bad ones.
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.
For the third: You've already taken to removing very pertinent information from the HUD. For instance, there was a readout that you guys ninja removed that was a very, very nice asset to have. When you were aiming from the hip, there used to be a readout that appeared right beside your crosshair that had two tiny lines: (MLT/STD/PRO) and (Efficiency rating). The efficiency rating wasn't particular helpful, but the suit level was really nice. It allowed players to very quickly assess the threat level of the person that they were facing. Sure, that information is available in the bottom left still, but that location is ass backwards inconvenient.
Removing more information from the HUD is unnecessary. No health bars unless you're aiming at the guy? Great, now I can't tell if a guy started to regenerate his shields or not unless I'm aiming at him. And if he wanders into my field of vision after having already been shot I don't have any idea of his health either.
The HUD is perhaps a tad cluttered, but I don't think I'm in a minority saying that I like it that way. It makes me feel like I'm fighting a sci-fi war in space. |
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CCP Wolfman
C C P C C P Alliance
747
|
Posted - 2013.07.29 06:53:00 -
[21] - Quote
Protocake JR wrote: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 is 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 :-) Pertaining to active scanners on vehicles, will it display info to my entire team if i'm not in a squad? >Inb4 lern2sqd
just to you in that case
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CCP Wolfman
C C P C C P Alliance
747
|
Posted - 2013.07.29 06:54:00 -
[22] - Quote
Kane Fyea wrote:Only downside is the person using it does not get WP for spotting enemies. It works good though.
we plan to add WP for scanning as soon as we can
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viirastus
Eesti Leegion
1
|
Posted - 2013.07.29 06:55:00 -
[23] - Quote
its been working since 1.2 http://www.youtube.com/watch?v=N4nPf2zDzLs |
DUST Fiend
OSG Planetary Operations Covert Intervention
5548
|
Posted - 2013.07.29 06:56:00 -
[24] - 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 :-) Awesome stuff Wolfman, as usual. I for one love my scanner, even if I don't use it all too often. It's an amazingly useful tool, and I'm definitely looking forward to watching it evolve as time goes on.
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CCP Wolfman
C C P C C P Alliance
749
|
Posted - 2013.07.29 06:59:00 -
[25] - Quote
Cyrius Li-Moody wrote:CCP Wolfman wrote:
HP bars and name tag visible only for what you are aiming/firing at.
Is this going to work cohesively w the mass driver or are we going to have to aim down before we aim up to see HP bars/target intel? Also, since objectives can't be blown up, and only hacked, is there any way to turn off the hit indicator for it?
Right now, no. It doesn't seem to have proved much of a problem in testing. If it does prove to be one we can look at a little code tweak for the MD.
Regarding objective hit indication, we want to fix that, it's on the list along with lots of little things |
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Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
462
|
Posted - 2013.07.29 07:00:00 -
[26] - Quote
You're the man, wolfman. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2238
|
Posted - 2013.07.29 07:08:00 -
[27] - 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 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#post1068738
I'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. |
Winsaucerer
The Southern Legion
173
|
Posted - 2013.07.29 07:16:00 -
[28] - Quote
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. |
Billi Gene
The Southern Legion
187
|
Posted - 2013.07.29 07:18:00 -
[29] - Quote
sounds reasonable to me >.<
specialist fittings though niche bring bonuses, limiting those bonuses to squad encourages others to "fit outside the box" so to speak.
uncluttering clumped target intel is a move in the right direction, it would be nice to have an area around the crosshairs in which target intel "exploded" away from the cross hair with lines attaching to dots and a single chevron only for the target under the cross hair, but i'd hazard that even the real world military doesnt use such any such heavy handed and overly computational systems.
Otherwise a move towards squad based intel seems to me quite fine. It should increase the stress levels associated with roving rather nicely, and impart greater importance to environmental factors for determining where 'reds' are (ie: gunfire ).
As a related note though... :P running chevrons (aka non rendered entities) are counter intuitive to any process uncluttering the ui)
Hoping that part of the motive for a push towards squad based intel, is to allow higher rendering distances and object counts.
peace and prosperity
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CCP Wolfman
C C P C C P Alliance
753
|
Posted - 2013.07.29 07:20:00 -
[30] - Quote
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 :-) |
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CCP Wolfman
C C P C C P Alliance
753
|
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
|
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
|
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
|
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
|
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
|
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!!!
|
Gauder Berwyck
Deadly Blue Dots RISE of LEGION
282
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|
Billi Gene
The Southern Legion
187
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 :) |
|
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
|
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.
|
|
Richard Hansaw
Sardaukar Merc Guild General Tso's Alliance
1
|
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.
|
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. |
|
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 !
|
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. |
|
Yan Darn
DUST University Ivy League
2
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.07.30 08:34:00 -
[102] - Quote
Damn right! |
Absolute Idiom II
Greatness Achieved Through Training EoN.
275
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
127
|
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
|
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.
|
Oso Peresoso
RisingSuns
409
|
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? |
|
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. |
|
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. |
|
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. |
|
Oso Peresoso
RisingSuns
564
|
Posted - 2013.08.07 21:12:00 -
[151] - Quote
Beren Hurin wrote: -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.
Not seeing how this affects mass drivers. If its a nerf, its because they won't have squad vision to point out guys hiding behind cover.
Hooray stealth tanks
Not convinced. HP > all. This is a shooter. |
BAMM HAVOC
Carbon 7 CRONOS.
29
|
Posted - 2013.08.14 23:30:00 -
[152] - Quote
Point Scoring
this topic got booker and myself talking and this was the result, thanks for the inspiration RRCork |
Shotty GoBang
Pro Hic Immortalis League of Infamy
567
|
Posted - 2013.08.15 16:03:00 -
[153] - Quote
CCP Wolfman wrote:This seems like a good opportunity to tell you about some of the scanning related things weGÇÖre currently testing internally.
Hi Wolfman,
So 1.4 ain't lookin' too pretty for Scouts. Kinda feel like the fat girl at prom. Hungry, neglected, and willing to stoop to low moral standards (like proto nades).
Anywho, we've have placed a measure of hope in this thread. Care to share whether or not TacNet changes will make it into 1.4?
Thanks, Shotty GoBang |
low genius
the sound of freedom Renegade Alliance
299
|
Posted - 2013.08.15 16:31:00 -
[154] - Quote
CCP Wolfman wrote:Kane Fyea wrote:Only downside is the person using it does not get WP for spotting enemies. It works good though. we plan to add WP for scanning as soon as we can
thanks for that. it doesn't have to be substantial. just something. |
low genius
the sound of freedom Renegade Alliance
299
|
Posted - 2013.08.15 16:36:00 -
[155] - 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
are you sure you're in range? the only other thing i can think of is that people are spawning after you've scanned. |
Quil Evrything
U.N.S.C. secter V
0
|
Posted - 2013.08.15 18:06:00 -
[156] - Quote
The "take shared radar out", makes no sense to me. It contradicts the whole concept of having a "Tactical Network".
Beyond that, if CCP wants to encourage teamwork more.. just make it EASIER TO COMMUNICATE!!
Point 1: I have *3* mikes. my playstation eye. A mike-only USB Yeti microphone. And a USB headset specifically marketed towards PS3 chat type stuff.
*NONE* of them seem to work in-game, even though my PS3 system settings successfully recognize them and allow me to set them as the microphone device.
At minimum, the game supposedly has move support. Fully suporting it, should also mean it supports the hardware required for Move: the camera *with built in microphone* ??!!
Point 2: Sometimes, voice is annoying anyway. particularly when you have a bratty mouthy 10 year old on the channel, who leaves mic live all the time, rather than push-to-talk. ugh. Make it so that text comunication can be viably used, rather than having to pull up a separate menu overlay to use it?!? I find that lots more people seem to have a keyboard, than a working mic, in game. Yet we cant use it tactically. This makes no sense.
|
Shadowswipe
Black Phoenix Mercenaries
196
|
Posted - 2013.08.15 19:28:00 -
[157] - Quote
CCP Wolfman, any word on when we will see these changes on a live build? 1.4 perhaps? |
Shotty GoBang
Pro Hic Immortalis League of Infamy
569
|
Posted - 2013.08.15 19:36:00 -
[158] - Quote
Quil Evrything wrote:The "take shared radar out", makes no sense to me. It contradicts the whole concept of having a "Tactical Network". Beyond that, if CCP wants to encourage teamwork more.. just make it EASIER TO COMMUNICATE!!
Examples of Teamwork & Communication: "Scout with knives, sneaking around behind our line!" "Shotgun Scout got me, he's lurking around our Supply Depot." "Eyes on a Scout Sniper. He's 50 meters to your northwest."
Example of No Teamwork / No Communication: Scout kills red dot. Scout's exact position displayed on everyone's screen. |
Brush Master
HavoK Core RISE of LEGION
711
|
Posted - 2013.08.16 03:18:00 -
[159] - Quote
I am hoping the duration bugs on the active scanners got fixed. Enemies currently do not stay on your minimap more than a couple seconds even on the high duration scanners. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
575
|
Posted - 2013.08.16 03:41:00 -
[160] - Quote
Brush Master wrote:I am hoping the duration bugs on the active scanners got fixed. Enemies currently do not stay on your minimap more than a couple seconds even on the high duration scanners.
The trick is to paint your target for the entire scan duration. So try holding that thing steady 'til its done scanning, then it'll work for you.
Also, when your scanner jams, give it a shake by tapping melee. Frees it up quick. |
|
Croned
C0NTRA UNIT Lokun Listamenn
366
|
Posted - 2013.08.16 06:58:00 -
[161] - Quote
How will this affect the ability to see reds on the map when calling in a Percision Strike? |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
25
|
Posted - 2013.08.16 08:29:00 -
[162] - 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. Never found the extra chevrons annoying... I'm one of those people who like playing tactical games that offer a lot of strategy. Starcraft etc.) so I like extra info on the screen such as the health of enemies and indicators near me.
Ally indicators are just as useful.. When a chevron disappears from behind me I know an enemy is back there, or it gives me help finding the angle of an enemy sniper.
CCP Wolfman wrote: Regarding objective hit indication, we want to fix that, it's on the list along with lots of little things
The hit detection pings for objectives make excellent tactical cover... Vs those who don't aim. It also helps me find snipers who don't bother reading the efficiency readouts.
In other words I've found this to be beneficial. |
calvin b
Molon Labe. League of Infamy
312
|
Posted - 2013.08.16 14:13:00 -
[163] - Quote
How is the scanner relevant to a sniper? I believe it is only good for 100M. I shoot from 300M or more. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
97
|
Posted - 2013.08.16 14:33:00 -
[164] - Quote
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 have to echo all these sentiments. Disabling the HP bars for targets not actively being aimed/fired at will make my job as a Logi extremely harder to prioritize targets, considering that there won't be an easy way to assay the situation. It's already hard enough to lock onto targets with the repper, since it doesn't prioritize targets with less-than-100% armor, and in a crowded group of guys, it means that it normally takes 2-3 "fires" of the repper to get the right target. Don't make it harder for me to select who needs healing by making me have to individually select each one.
|
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
398
|
Posted - 2013.08.16 14:38:00 -
[165] - Quote
Btw, this video shows what's wrong with Active Scanner - it's a logi module. You see a logi, again, doing a scout's job. Getting fast to the objectives, using stealth to jump enemies, taking advantage of fast hacking. Also, did you see how that logi has no margin of error on the scan? Why ever bother with a scout? |
Shotty GoBang
Pro Hic Immortalis League of Infamy
576
|
Posted - 2013.08.16 16:40:00 -
[166] - Quote
calvin b wrote:How is the scanner relevant to a sniper? I believe it is only good for 100M. I shoot from 300M or more. Maybe squad up with a Spotter (e.g. squad tactics)? |
crazy space 1
Unkn0wn Killers
1557
|
Posted - 2013.08.16 18:30:00 -
[167] - 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 :-)
why this? where is PvE??? where is the missing suits? commander rts mode? factional warfare real rewards, why doesn't the HOLO MAP TABLE WORK REMOVE IT FOR NOW, how about the missing weapons? Skrimish 1.0 as the final stage in taking over a district, the choice to nue it or hack it with the MCC *like I've already done in your game over 2 years ago*
Where is the VITA app that was going to be done 9 months ago.
so on... |
Charlie 'Chaplin' Pennock
Ultramarine Corp
26
|
Posted - 2013.08.17 01:18:00 -
[168] - Quote
Paladin Sas wrote: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 :)
I think its like 10, 50 and 100. |
Beren Hurin
The Vanguardians
1097
|
Posted - 2013.08.17 01:27:00 -
[169] - Quote
Charlie 'Chaplin' Pennock wrote:Paladin Sas wrote: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 :) I think its like 10, 50 and 100.
The middile circle is 50m. So I think the ticks in between are 10 or 15m. but that middle circle is surely 50m. I make sure to not engage targets inside that circle with my laser rifle. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
132
|
Posted - 2013.08.17 03:25:00 -
[170] - Quote
Shotty GoBang wrote:calvin b wrote:How is the scanner relevant to a sniper? I believe it is only good for 100M. I shoot from 300M or more. Maybe squad up with a Spotter (e.g. squad tactics)? PS: I'm admittedly biased and in favor of the proposed TacNet change. This particular change would encourage squad variety and better communication. By combining this change -- which will make Scouts matter -- with the Heavy buffs coming in 1.4, we may finally break from medium-frame monotony. Variety, role depth, more exciting combat ... these are all good for the game. For what its worth, that's my two cents.
I'd think you would see more medium frames carrying active scanners than converts to scouts. The heavy buff is nice for heavies so good for them. |
|
Thor Odinson42
Molon Labe. League of Infamy
901
|
Posted - 2013.08.17 20:10:00 -
[171] - Quote
Ivan Avogadro wrote: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.
This makes a lot of sense.
If you see a group, you break out your scanner and scan them to present the info to your squad mates. |
Sylwester Dziewiecki
Beyond Hypothetical Box
144
|
Posted - 2013.08.18 18:25:00 -
[172] - 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'm Railgun HAV pilot. Sometimes people that is in front of me are invisible, because of draw distance, will I see they chevrons?
And something scanning related - if some of my teammates see enemy vehicle, and he is in Pilot suit, I want to see red-marker of it on me TacNet. Actually it makes sense if all the pilots shared they TacNet system. |
Beren Hurin
The Vanguardians
1113
|
Posted - 2013.08.19 11:35:00 -
[173] - Quote
Bump! This is going to be a big deal people. Get ready for getting surprised all the time in skirmish/domination. |
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
171
|
Posted - 2013.08.19 11:37:00 -
[174] - Quote
Beren Hurin wrote:Bump! This is going to be a big deal people. Get ready for getting surprised all the time in skirmish/domination. Not for me, I never leave the merc quarters without it on on my logi |
Poonmunch
DUST University Ivy League
196
|
Posted - 2013.08.19 16:38:00 -
[175] - Quote
CCP Wolfman wrote:
HP bars and name tag visible only for what you are aiming/firing at.
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.
YES, YES, YES!
Every sniper just had a religious experience.
/ first born male child sent.
Munch |
Leadfoot10
Molon Labe. League of Infamy
23
|
Posted - 2013.08.19 16:56:00 -
[176] - 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.
+1. Same for the HUD area showing your own health. Tough to tell out of your peripheral vision if you are out of shields or armor. Changing to one bar for both makes sense to me. |
Poonmunch
DUST University Ivy League
196
|
Posted - 2013.08.19 18:16:00 -
[177] - Quote
Jesper Kines wrote: Even as a sniper, I don't often encounter issues with the current tags.
I disagree. When the reds are in a big cluster it is very difficult to distinguish one from the other. Good teams know this and cluster around hackers, objectives and run around the map in tight groups.
Jesper Kines wrote: you even tried increasing the transparency or scaling the tags?
This is a good idea, especially if I could turn this on/off in the game settings.
Jesper Kines wrote: bigger concern is that you're crippling the overwatch role without providing a decent substitute.
I agree, we have to watch this.
Jesper Kines wrote: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.
I agree. Or at least let me dim them on my HUD. Again, a big cluster of these can completely obscure a sniper's visualization of an objective and I can't see reds in the glare of nano hives.
Jesper Kines wrote: meaningful change would be to show the scout suits some "detection love" since they're so much on the squishy side these days.
Scouts have asked for love repeatedly. This seems reasonable.
Munch |
Surt gods end
Demon Ronin
792
|
Posted - 2013.08.19 18:18:00 -
[178] - Quote
I don't like this thread. Someone nerf the active scanner. |
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