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LW Rebalance Feedback and Suggestions


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#21
kgable10

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In response to post #60644762. #60655982, #60658957, #60662367, #60663682, #60666247, #60667587 are all replies on the same post.


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Cool, thanks. Would you ever consider raising the range on the battle scanner? I think it's even more necessary now that you can easily get several active pods running around.

#22
madaye

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In my game, Scope seems to have no effect. When I equipped a Scope to a soldier, his aim stat did not change. Maskman's Scope is functioning normally.

Edited by madaye, 04 June 2018 - 02:38 AM.


#23
ariatio

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In response to post #60654932. #60660722, #60660852, #60667607 are all replies on the same post.


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thank you for the reply

i guess it cant be help it then. someday a floater gonna snip my soldier without me know who did it XD

about the outsider spawning i think maybe it was a game limitation thing ( on my first landed large i was moving my troops over the ship roof to better position but there was an outsider spawn on the top too so all fours activated while one on top and three down below then BANG squad wipe pretty much after) i thought the pod would spawn in the same elevation :}

#24
Ucross

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In response to post #60667777.


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Bah! I know that was on my list of things to test and somehow it got skipped. Yea it was bugged and flagged for fix. It'll be fixed in 1.18.3. Right now it gives you 5 crit instead of 5 aim. =P

#25
Ucross

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In response to post #60654932. #60660722, #60660852, #60667607, #60667877 are all replies on the same post.


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No, spawns can happen on different elevations. It's not common though.

#26
ariatio

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In response to post #60654932. #60660722, #60660852, #60667607, #60667877, #60667952 are all replies on the same post.


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ok noted
no more roof top crossing on a landed large for me then :}
im loving the mod so far beside a few squad wipe because of the new revealing pod XD

#27
Ucross

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In response to post #60644762. #60655982, #60658957, #60662367, #60663682, #60666247, #60667587, #60667747 are all replies on the same post.


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There are many reasons for limiting battle scanner range:

1) Long-range battle scanners mess with AI priorities (so they act stupid)
2) Long-range battle scanners bug out and give you permanent vision of aliens that were tagged (and rarely cause unstable reloads sometime ruining a campaign)
3) The aliens have no counter to long-range battle scanners
4) Long-range battle scanners give you the vision that allows effective alpha striking (which we try to avoid)
5) You can attack aliens at long-range and they cannot respond (and often won't respond effectively)
6) It can be unfun and lame. One of the last things jl- did on LW 1.0 was "improve" the AI by making them less likely to charge blindly into your overwatch traps. The problem with this is sometimes they'll just sit there when they can't see you. Makes it really easy to battle scan them and snipe them (which is lame).

Scouting in general is good to get an idea what's out there, but you don't want to know everything from a gameplay perspective. It makes for a lot more engaging battles when you don't know what's out there. Watch some LW 1.0 playthroughs past the mid game. If players are smart they bring tons of battle scanners and do very strong alpha strike initiations. It can be really monotonous and anti-climatic. Sometimes I even feel sorry for the aliens.

That being said, you're welcome to mod whatever you like but those are the reasons for the significant reduction in battle scanner range in the rebalance.

Right now, battle scanners are useful for peaking around corners, over ledges, and revealing cloaked units. A scout with bombard gets a 'little' bit of scouting with them. That's all we really want them used for. We've tried various ranges but the cons seem to outweigh the pros when increasing the range. The boost to scouting in 1.18 was with elerium batteries. Changes to the battle scanner would more likely be a range decrease than an increase.

So, in short, to answer your question: Yes, we always everything (as I'm often wrong about things), but we've done a lot of tests and played with a lot of different ranges on the battle scanner so I don't foresee us increasing the range.

#28
Timbermaw

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In response to post #60644762. #60655982, #60658957, #60662367, #60663682, #60666247, #60667587, #60667747, #60668132 are all replies on the same post.


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Yeah i'm not a big fan of the battle scanner's throwing range, it's so short and any obstacle will hide anything behind it. Even with bombard it doesn't improve much. Still, it's a free perk i suppose?

welp posted at the same time as ucross

Edited by Timbermaw, 04 June 2018 - 03:06 AM.


#29
ariatio

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In response to post #60644762. #60655982, #60658957, #60662367, #60663682, #60666247, #60667587, #60667747, #60668132, #60668137 are all replies on the same post.


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reduce battle scanner rang is bit much

but u can make use of your recent battle scanner bug that activated aliens on the soldier end turn
-add a layer of strategies to discourage sniping and grenade as u have to prep first (snipers, rocket, grenade) before throwing BS
-maybe limit to 1 turn with only add a couple more tiles to BS for bigger map and give it a free move for the scout to do something else (go in or fall back)
-this give the alien able to react (at least at soldier end turn) i mean who wont notice when a ball of light landed near their area

if u throw BS u have to be ready for anything either charge or retreat because you can see more on bigger map and can throw over tall obstacle in smaller map.

beside when the scout get concealment those problems still apply

this is only a suggestion if u cant fix the Battle scanner bug :}




#30
AxemanUnique

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In response to post #60644762. #60655982, #60658957, #60662367, #60663682, #60666247, #60667587, #60667747, #60668132, #60668137, #60669042 are all replies on the same post.


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I havent run into this, because i never use battlescanners. Motion Scanner is miles better anyways, so a way around this problem is to just stick to that.

In case the battlescanner thing can't be fixed, an alternative solution could be to allow all classes to use the Motion Scanner, maybe lower the charge to 1 (and scout gets 1 charge for free).




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