Re: Detectors and detection

Annihilator wrote:
Burial wrote:

I don't think removing these modules from the game is needed. Just reduce the effectiveness by 50%, make detectors heavier and little bit harder to fit.

ähm, NO. just playing the the numbers won't make it better.

just bring back uniform DEFAULT viewing range on all bots, and make MASKING hiding yourself, unless someone uses a detector to find youre maksed robot.

or

change something about how informations are sent to the client. A kind of radar falloff, where you get the information that there is "something", and only if it gets within your max identification range, you will get informations what that dot on the radar is.

and really, if someone is within the detectors range, he should get a notification that a detector is there, eventually seeing him. Just like in mechwarrior there is active and passive radar, or in real life military vehicles can see that the enemey has a radar, or a sonar, or whatever.

there are several possibilites to make this an entertaining and balanced feature of the game, that everyone benefits from.

Theorycrafting again? smile

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Re: Detectors and detection

Jita wrote:

Detectors would be fine if you needed either a gimped mech or heavy to run them. That way your risking something for that level of sight. Adding a pvp flag when its used would stop people from scanning from the alpha exits and reduce alpha scouting significantly.

+1

Jita wrote:

maskers in general need to be removed imo.

-1

Re: Detectors and detection

Shoot there Mass WAY Up.

That would fix some things.

The Gifter
Top  Killer 2013  - 01: 334 -- 17 -- 317  : Merkle
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Re: Detectors and detection

Merkle wrote:

Shoot there Mass WAY Up.

That would fix some things.


On both Detectors AND Maskers?

Re: Detectors and detection

Duane Dibbley wrote:
Merkle wrote:

Shoot there Mass WAY Up.

That would fix some things.


On both Detectors AND Maskers?

you know, maskers give you an intended ~40m viewing range (4 ground tiles) advantage against a detecting bot which Syndic explained to be the most broken thing about them, because a pro-PvPer can use that advantage to scout enemy forces unseen, even from their detecing bots.

that masked scout can stay hidden from a mining bot that doesn't move.. and can get pretty close to it so no logoffski would ever work there, and running eventually impossible do to the masked ewar using SDemob

oh wait, that was broken too, because its not the mining bot that has been seen from 2.7km away without knowing, but from far less by a something he wouldn't even notice if it got closer.

masking is so broken. needs to be nerfed because no combat bot could defend against something that can get closer then its combat range. Beacause of that, you see so many fully stealthed roams getting away from Syndics  black Seth's after killing one out of the blob.

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56 (edited by Rage Rex 2014-05-26 19:53:13)

Re: Detectors and detection

Thing about Masking and Detection is that there are two other very important factors to consider when discussing balancing. Those are Population and Size (#islands) in Nia. We all may have completely different perspective on Detection if current population suddenly had access to 10x number of islands. Or if opposite, we had 10x population on same number of islands, I doubt there would be same ideas on Masking.

If Devs do decide to balance them I prefer balancing come with the addition of something else, like specialized bots for these roles, rather than straight change to the two mods holding all else the same.

To much attention on balancing status quo, not enough on developing new toys.

Re: Detectors and detection

Rage Rex wrote:

Thing about Masking and Detection is that there are two other very important factors to consider when discussing balancing. Those are Population and Size (#islands) in Nia. We all may have completely different perspective on Detection if current population suddenly had access to 10x number of islands. Or if opposite, we had 10x population on same number of islands, I doubt there would be same ideas on Masking.

If Devs do decide to balance them I prefer balancing come with the addition of something else, like specialized bots for these roles, rather than straight change to the two mods holding all else the same.

To much attention on balancing status quo, not enough on developing new toys.

thats a factor.
now when you add more space to a game to give room to hide, isn't it counterproductive to add tools that let you scout more space faster?
Also, when you expand the world to make it bigger that a single group cannot be everywhere within a few minutes - isn't it counterproductive to add toold that allows traveling across the map in a matter of seconds?

your argument is that the current detection mechanic is made for a population that is not more then a single group of player per island?

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Re: Detectors and detection

Too much attention to balancing?

It takes a few moments to change a few values.

It takes months to add in new content and get it correctly balanced.

Its not the size of the overall map that is issue, Altho I believe more and more people are simply wanting more land mass, but rather the size of the individual islands themselves.

This is much less of a factor on gammas, but on betas internals make scouting a island quite simple, and speedy.

Not to mention the bots that detectors are going on, are overall extreamly speedy themselves.   

So many ways to balance them, them the heavyer, harder to fit CPU or Power wise, longer cycles, increased acc consumption, and more I haven't thought of yet.

The Gifter
Top  Killer 2013  - 01: 334 -- 17 -- 317  : Merkle
Top  Killer 2012  - 01: 027 -- 472 -- 445 : Merkle

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Re: Detectors and detection

or simply - make detectors counter masking, and nothing else.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear