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Radar Nerf idea

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#1
crockrocket

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This ones pretty simple, go ahead and discuss pros/con's below.

Radar blocking internal. I would say 3 slot. Perhaps this should only block boosting, for fear of nullifying radar entirely. This would also serve as a "Nerf" to ac and orb lord by limiting the ubiquity of them.

 

 

EDIT: FakeName has suggested a much better idea (see below). He proposed a 1, 2, and 3 slot version of what he calls the "Silator". These would cut the distance you can be picked up on radar by 15, 30, and 50 percent respectively. Much less OP than my suggestion, though I see most builds carrying one version of the Silator in this scenario.


Edited by crockrocket, 25 March 2015 - 12:47 PM.

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#2
CrimsonKaim

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I've been suggesting a similar thing for a long time:

 

 

Basic Silator

Silator

Advanced Silator

 

 

Reduces the range of your signature by 15%/30%/50% of all your actings including boosting, dodging, shooting. Signature inside a scanner radius remains unchanged.


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#3
crockrocket

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I've been suggesting a similar thing for a long time:


Basic Silator
Silator
Advanced Silator


Reduces the range of your signature by 15%/30%/50% of all your actings including boosting, dodging, shooting. Signature inside a scanner radius remains unchanged.


How do you envision these percentages working? Chance to block signature?

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#4
TheVulong

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I'm tired.. 



#5
CrimsonKaim

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How do you envision these percentages working? Chance to block signature?

 

What do you mean? I don't quite understand. This internal will simply reduces the range of your red dot in the enemy's radar. 

 

Example: Normal signature range: 100m - With internal: 50m


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#6
opicr0n

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I've been suggesting a similar thing for a long time [ silator ]

Reduces the range of your signature by 15%/30%/50% of all your actings including boosting, dodging, shooting. Signature inside a scanner radius remains unchanged.

I like it!


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#7
Leonhardt

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This ones pretty simple, go ahead and discuss pros/con's below.

Radar blocking internal. I would say 3 slot. Perhaps this should only block boosting, for fear of nullifying radar entirely. This would also serve as a "Nerf" to ac and orb lord by limiting the ubiquity of them.

 

That internal would become a standard for everyone. Might as well just nerf radar at that point.


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#8
Coboxite

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I've been thinking of an internal that blocks all radar signals you create, but disables your own radar to compensate(With a counter point of always being visible on the radar but you see everyone on the radar at all times).

That might be better than a radar blocking internal with no downsides.


Edited by Coboxite, 25 March 2015 - 11:35 AM.


#9
deidarall

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Don't we like? Already have items that make radar harder to use? Why do we need internals for this? Don't certain mechs also have powers for this?


Edited by deidarall, 25 March 2015 - 11:27 AM.


#10
crockrocket

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What do you mean? I don't quite understand. This internal will simply reduces the range of your red dot in the enemy's radar.

Example: Normal signature range: 100m - With internal: 50m


This answers my question

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#11
crockrocket

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That internal would become a standard for everyone. Might as well just nerf radar at that point.


Even as a 3 slot?
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#12
SigmaOmega

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What do you mean? I don't quite understand. This internal will simply reduces the range of your red dot in the enemy's radar.

Example: Normal signature range: 100m - With internal: 50m


I like this better than an overal nerf

#13
OmegaNull

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I like this better than an overal nerf

Same here. 


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#14
Leonhardt

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Even as a 3 slot?

 

I'd take it on every mech and I can guarantee so would the rest of Omni. lol


Edited by Leonhardt, 25 March 2015 - 12:04 PM.


#15
(Unknown)1590d2c747fabd

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But unlike a nerf, its a decision you are actively "making". And while it makes you more stealthy, you also loose something else.


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#16
Leonhardt

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But unlike a nerf, its a decision you are actively "making". And while it makes you more stealthy, you also loose something else.

 

Only thing I lose is a little bit of potential health made up for the fact that I am almost guaranteed far better chances at the first hit every time? I'll take the first hit.

 

Edit: Excuse me, I meant to say "first hit and positioning advantage"

 

Second Edit: Thought this would be informative because its always fun to quote myself quoting hestoned.

 

90% of this game is just positioning anyway

 

So much truth I can't even look it directly in the face for fear of turning to dust. I'M MELTING!

 


Edited by Leonhardt, 25 March 2015 - 12:46 PM.

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#17
crockrocket

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I'd take it on every mech and I can guarantee so would the rest of Omni. lol

 

That makes sense, though I doubt the decision would be as clear cut for the lower tiers of play. I think FakeName's suggestion is actually much better than mine.


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#18
Leonhardt

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That makes sense, though I doubt the decision would be as clear cut for the lower tiers of play. I think FakeName's suggestion is actually much better than mine.

 

As far as FakeName's suggestion goes... I'd probably stick with health internals for most of my mechs because it does nothing to really change the status quo. Without knowing the distance to my enemies I can't know when I will show up on radar and when I won't which means the internal is of little use to me compared to something that provides me with more movement or health.

 

EDIT: Although that internal would be incredibly useful in a non team based game mode such as DM.


Edited by Leonhardt, 25 March 2015 - 12:50 PM.


#19
(Unknown)1590d2c747fabd

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Only thing I lose is a little bit of potential health made up for the fact that I am almost guaranteed far better chances at the first hit every time? I'll take the first hit.

 

Editl: Excuse me, I meant to say "first hit and positioning advantage"

 

If you will excuse the semi-flippancy, this sounds much like the "Star Bellied Sneech" argument. (Which is better, stars or no stars.)

 

In your case you believe the "first hit and positioning advantage" complements your playing style and that is cool.

 

But that does not mean someone else who plays a different strategy wouldn't take the health or any other combination of items over the stealth aspect.

 

Not to mention when the "new hotness" comes out that is JUST-ONE-MORE-SLOT than you have space for...

 

EDIT: In the end... I would always prefer to be given a choice to make rather than just being nerfed by the great Pilot in the sky.


Edited by oSPANNERo, 25 March 2015 - 12:52 PM.

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#20
thirtysix

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Old mini map and ability to set way points again.... FIX voice chat 1st, game play is better when it works right.

 

After thought... friendly fire 'cause ppl who walk in front of weapons fire should suffer the consequences :0


Edited by thirtysix, 25 March 2015 - 01:55 PM.

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#21
Leonhardt

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If you will excuse the semi-flippancy, this sounds much like the "Star Bellied Sneech" argument. (Which is better, stars or no stars.)

 

In your case you believe the "first hit and positioning advantage" complements your playing style and that is cool.

 

But that does not mean someone else who plays a different strategy wouldn't take the health or any other combination of items over the stealth aspect.

 

Not to mention when the "new hotness" comes out that is JUST-ONE-MORE-SLOT than you have space for...

 

EDIT: In the end... I would always prefer to be given a choice to make rather than just being nerfed by the great Pilot in the sky.

 

 

The way I see it this is more of an "illusion of choice" than an actual choice. Is it possible to be successful without taking this hypothetical internal? Absolutely, but the power that such an internal provides far out ways the benefits of any other internal currently in the game so I don't really see it as much of a choice.

 

In the end providing an illusion of choice just nerfs the player more since there are other interals to choose from if everyone has the same functioning radar.


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#22
crockrocket

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The way I see it this is more of an "illusion of choice" than an actual choice. Is it possible to be successful without taking this hypothetical internal? Absolutely, but the power that such an internal provides far out ways the benefits of any other internal currently in the game so I don't really see it as much of a choice.

In the end providing an illusion of choice just nerfs the player more since there are other interals to choose from if everyone has the same functioning radar.


What do you think of FakeName's radar signature reducing internal?

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[14:32] <Crafty> hawken is unlike anything Ive played

 

 


#23
Jakyll

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Why do you want to nerf the radar?

I like the current state as it is pretty much: with your mech being so heavy it is quite slow to turn around and you only have vision of the things directly in front of you - for anything else you constantly have to check your radar. This is exactly the feeling I was looking for in a mech game where you're sitting in a large and heavy tin box.



#24
(Unknown)1590d2c747fabd

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What do you think of FakeName's radar signature reducing internal?

 

So just to be sure I understand it:

 

There are the typical three levels of internal.

 

Without the internal equipped you can be seen *AS SOON AS* you enter someones' radar coverage. (So say 100m radius of the target.)

With the Level I internal equipped, you can get 15% closer before you show up (So say 85m radius of the target.)
With the Level II Internal equipped, you can get 30% closer before you show up (So say 70m radius of the target.)
With the Level III internal equipped, you can get 50% closer before you show up (So say 50m radius of the target.)

 

Does this sound right? If so I think its a pretty cool idea.


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#25
HugeGuts

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Change the radar to work like sonar.
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#26
NSCL

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Change the radar to work like sonar.

 

Exactly my thought. Radar should show enemies only in one second intervals or something like that.

 

Other idea is, that you could have the information that you are in reach of the radar, so you would be able to deploy radar scrambler.

 

I'm not a big fan of the anti-radar internal thing, to be honest.



#27
Anichkov3

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So just to be sure I understand it:

 

There are the typical three levels of internal.

 

Without the internal equipped you can be seen *AS SOON AS* you enter someones' radar coverage. (So say 100m radius of the target.)

With the Level I internal equipped, you can get 15% closer before you show up (So say 85m radius of the target.)
With the Level II Internal equipped, you can get 30% closer before you show up (So say 70m radius of the target.)
With the Level III internal equipped, you can get 50% closer before you show up (So say 50m radius of the target.)

 

Does this sound right? If so I think its a pretty cool idea.

It's more like cheating ... but why do not we give Internal which reduces damage taken by an enemy by 30%?  :yucky: 

You do not like the radar? Why not improve its opposite - Radar Scrambler? 

Let lifetime and radar and scrambler = 90 sec.

Change the mechanics work scrambler - He shall not give false goal, let him off the radar completely enemy in range. And when you come to the location of the scrambler enemy. You will be appearing on the radar noise (ripple) - the closer the stronger.


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#28
Fstroke

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Would easily become equipped on every single mech. At that point why wouldn't you adjust the mechanics of radar?

#29
Superkamikazee

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Change the radar to work like sonar.

 

Never thought of that, could be a decent way to nerf radar a bit, but still keeping it usable. Good idea sir. 


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#30
Derpy Hooves

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Change the radar to work like sonar.

I like that idea, as someone that plays purely on sight and sound radar really doesn't get much focus. But if it worked like sonar it'd give that Aliens motion tracker feel.


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#31
Jerv

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Just cater to the top 1% of all players and ignore those whose MMR is under 2400. Problem solved! After all, the only thing that matters in Hawken is teh meta at the elite tiers of competitive play; it's not like there's anyone who plays for fun anyways.


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#32
BariumBlue

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How about just having any enemy radars that are pinging you show on radar?

 

It still gives an absolute advantage, but knowing about the radar means you can be aware of the massive advantage the enemy has and react accordingly.

 

The most frustrating part about scanners is that it completely changes optimal play, and you have no good way whether it's even being used or not.






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