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So, the active scanner...

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Condotta Rouvenor
Gallente Federation
#1 Posted: 2013.07.28 22:26
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?
fatal absolution
Bleeding Sun Conglomerate
#2 Posted: 2013.07.28 22:32
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).
#3 Posted: 2013.07.28 22:33
RedRebelCork wrote:
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?

Only downside is the person using it does not get WP for spotting enemies. It works good though.
Stardust Incorporation
#4 Posted: 2013.07.28 22:33
RedRebelCork wrote:
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?

Only for vehicles especially assault dropships

Assassination is my thing.

The Sound Of Freedom
#5 Posted: 2013.07.28 22:43
it's crucial.

rip ccp. it was a good run.

www.forum.eternalcrusade.com

Savage Bullet
RUST415
#6 Posted: 2013.07.28 23:08
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.
#7 Posted: 2013.07.28 23:10
we dont talk about scanners much to keep them under the nerf radar

AKA Exterminator Walmartian, PS2/Genudine server

Krullefor Organization
Minmatar Republic
#8 Posted: 2013.07.28 23:16
They're pretty good on vehicles, being able to scan at 40sp for a 100m's around your vehicle is pretty damn useful.

Dogs of War Gaming
#9 Posted: 2013.07.28 23:32
I never leave the MCC without one Blink

"The air smells damp and oppressive, like a wet nun"

"Why am I talking to a lightbulb? Illuminate me"

Capital Acquisitions LLC
#10 Posted: 2013.07.28 23:49
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.
Den of Swords
#11 Posted: 2013.07.29 00:48
I find it useful on cluttered maps and helping people be more aware of sneaky sorts.

Former CPM 0, CPM 1

Omni-Soldier, Forum Warrior

Savage Bullet
RUST415
#12 Posted: 2013.07.29 00:51
It is rather satisfying using them to catch the sneaky shotgunners thinkkng they will catch you with your back turned around a corner.
Tronhadar Free Guard
Minmatar Republic
#13 Posted: 2013.07.29 01:59
I would fit one but the Cpu and Pg requirement are high and i run a minmatar suit Sad

Dedicated Shotgun Scout and professional backstabber

C C P
C C P Alliance
#14 Posted: 2013.07.29 06:29  |  Edited by: CCP Wolfman
This seems like a good opportunity to tell you about some of the scanning related things we’re 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 didn’t 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 :-)
0uter.Heaven
#15 Posted: 2013.07.29 06:39  |  Edited by: Cyrius Li-Moody
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?

    Youtuber. Your friendly neighborhood whiskey-fueled merc.

    Osmon Surveillance
    Caldari State
    #16 Posted: 2013.07.29 06:40
    RedRebelCork wrote:
    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?

    That looks really cool and almost makes me want to play a scout.
    Villore Sec Ops
    Gallente Federation
    #17 Posted: 2013.07.29 06:45  |  Edited by: Parson Atreides
    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.

    "The unexamined life is not worth living."

    RNDclan.com

    Negative-Feedback.
    Negative-Feedback
    #18 Posted: 2013.07.29 06:47
    CCP Wolfman wrote:
    This seems like a good opportunity to tell you about some of the scanning related things we’re 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 didn’t 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

    Y-axis sensitivity: 100%

    Holdfast Syndicate
    Amarr Empire
    #19 Posted: 2013.07.29 06:51
    CCP Wolfman wrote:
    This seems like a good opportunity to tell you about some of the scanning related things we’re 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 didn’t 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.
    Commando Perkone
    Caldari State
    #20 Posted: 2013.07.29 06:53
    CCP Wolfman wrote:
    This seems like a good opportunity to tell you about some of the scanning related things we’re 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.

    Have a pony

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