In its current state alot of people will agree its OP. Its pretty much wallhacking for a few seconds at a time. It completely destroys any stealth element to the game and also punishers brave flankers.
I say it should be changed to work more like a real sonar. It would send out 2 or 3 pings before it has to be recharged, and each ping would return with the current location of enemy targets within range of the sonar. That way all you see are images of where the enemy was just a moment ago rather then actually seeing them through the walls.
That’s what I thought it was going to be like. Still, I think I’ll just be using my motion tracker anyways. Always had that, and it works fine for me (apart from when zoomed in. Damn!). They said they were going to implement some sort of counter-detection system for forerunner vision as well. I’ll try it out, but I probably won’t use it.
I agree that they need to tone it down a lot. Kind of reminds me of a much more powerful and overly reusable version of UAV from Call of Duty.
Maybe if make the “recharge time” like 15-20 seconds and have the map itself “show that it is being scanned” (like a visible sonar pulse) so other players see it happening and therefore can figure out where the player doing it is.
> I agree that they need to tone it down a lot. Kind of reminds me of a much more powerful and overly reusable version of UAV from Call of Duty.
>
> Maybe if make the “recharge time” like 15-20 seconds and have the map itself “show that it is being scanned” (like a visible sonar pulse) so other players see it happening and therefore can figure out where the player doing it is.
I think pretty much exactly this. I wonder if they could do something similar to the effect we see in the live action trailer of the infinity being scanned. you can see sort of a wave of orange-ish static wash over the map as the wave passes.
might induce lag though if a lot of people use it at once though… i think the cool down is the most important consideration though.
Im also interested in seeing what you can do to counter it. it could be possible that you if take one of the passive abilities you could be at an advantage over someone using PV, or at the very least reduce their advantage over you.
> In its current state alot of people will agree its OP. Its pretty much wallhacking for a few seconds at a time. It completely destroys any stealth element to the game and also punishers brave flankers.
>
> <mark>I say it should be changed to work more like a real sonar. It would send out 2 or 3 pings before it has to be recharged, and each ping would return with the current location of enemy targets within range of the sonar.</mark> That way all you see are images of where the enemy was just a moment ago rather then actually seeing them through the walls.
>
> thoughts?
> In its current state alot of people will agree its OP. Its pretty much wallhacking for a few seconds at a time. It completely destroys any stealth element to the game and also punishers brave flankers.
>
> I say it should be changed to work more like a real sonar. It would send out 2 or 3 pings before it has to be recharged, and each ping would return with the current location of enemy targets within range of the sonar. That way all you see are images of where the enemy was just a moment ago rather then actually seeing them through the walls.
>
> thoughts?
> That’s what I thought it was going to be like. Still, I think I’ll just be using my motion tracker anyways. Always had that, and it works fine for me (apart from when zoomed in. Damn!). They said they were going to implement some sort of counter-detection system for forerunner vision as well. I’ll try it out, but I probably won’t use it.
There is a perk/specialization that lets you have a sensor while zoomed in.
Well, it could still be like constant high-frequency sonar, the sound is constant so the image is also constant, and the sound has such a high frequency humans can’t hear it so they wouldn’t have to put in-game sound while using it. There are two different properties of waves, diffraction and refraction (there’s also reflection but it doesn’t apply here), diffraction is the waves ability to move through objects, refraction is a waves ability to move around objects, diffraction is much harder for a wave to accomplish than refraction without softening it to such a point where it’s practically non-existent. How about make it so forerunner vision can refract but not defract? So for example two people are separated by a wall about 500 feet long and about a foot thick, one person has forerunner vision and they cannot see the other person because the waves would have to travel about 1001 feet to the person and about 1001 feet back for a total of 2002 feet. Now imagine two people are around a corner from each other, it’s about 10 feet to the corner form one person and the other is crouched right next to it. The person with forerunner vision can see the other person because the waves have to travel about 10 feet there and 10 feet back for a total of twenty feet traveling time. So even though the people in the first scenario were physically closer the waves coming from forerunner vision had to travel much further.
I dunno how to make this shorter so I’m sorry if I made this really confusing for people who aren’t that good at physics or mental imagery.
I was stating that seeing people through walls affects game balance, not questioning its scientific integrity. Yes a higher frequency sonar would allow you to see objects moving in real time but that is irrelevant.
And your point about refracting and diffracting is interesting but i dont think its practical in a Halo game where there are MANY corridors and walls. It adds too much complexity to an otherwise simple AA.
> @killrraider13
>
> I was stating that seeing people through walls affects game balance, not questioning its scientific integrity. Yes a higher frequency sonar would allow you to see objects moving in real time but that is irrelevant.
>
> And your point about refracting and diffracting is interesting but i dont think its practical in a Halo game where there are MANY corridors and walls. It adds too much complexity to an otherwise simple AA.
To put it simply, I think it should be used to see around corners but not necessarily to see through walls. But that’s just my opinion. Or just use it like the ODST visor where it acts like temporary thermal and that’s it.
I think it’s fine in the way it functions, but too powerful as a tool, there needs to be a trade off. I’ve seen MLG players use it and the visibility decrease isn’t big enough. I think that they should seriously cut down the field of view when using it, and give it a shorter duration, meaning you can easily be killed from people you could normally kill. Also, remove radar while using it an slightly slow movement speed. This in my opinion balances, you are very vulnerable while using it, but it still retains it’s usefulness
I’m not opposed to a slight read-out range reduction, but everything else is fine by me.
At first I was weary of not having Evade but da’TP (thruster pack) is probably going to be my new favourite AA.
I don’t see a problem with PV keeping the majority of its range, especially with TP being slightly 3D capable.
Please allow it to have 3D usage instead of just the 2D approach If you can only boost in the direction you’re looking when in the air, I think that’d be all it need for the 3D touch.
On the ground it is an unpredictable AA if it can be used 360’, in the air it can allow players to be more distracting to PV users while also allowing map agility.
Careless use will allow active camo users to easily capitalise on players moving with target fixation. Once everyone gets used to maps, PV won’t be as helpful and will eventually prove less useful against teams who have learned to diversify their AA’s and “exploit their crutch uses.”
Yes that means it can be used to jump and dash the HLS, but the HLS can be high enough to block basic/direct dashes and players who look up to bypass the height loose X-axis distance and must use higher sensitivities to capitalise and turn the move into a flying swallow (after all, the back jump is just a ninja
If there is JP, then it’s a great anti-JP option that is similar in map usage as will soon go into. The ability to lunge at your superior Y-axis opponent means that softening a target that is foolish enough to use the ability too close allows for
And yes the ability can be used to ninja-jump around a map, but the ability to do so comes at the cost of sight, players must look where they leap and cannot move as freely in 3D as a JP can. It does however allow for the X-axis speed boost intended AA to not be overshadowed by the Y-axis AA that can be used during a sprint for extra X-axis speed when starting a Y-axis speed boost.
… Hologram right now doesn’t seem too attractive. It appears to look more obvious who the fake is.
As for other AA’s, I need to see more and learn more to speculate.
I’m not opposed to a slight read-out range reduction but everything else is fine by me.
The omnidirectional usage is limited by the FoV and the FoV doesn’t need to be limited via tunnel vision. As I said, less draw distance, but only slight is perhaps all that’s needed to prevent it from being unattractive, without removing too much attractiveness in the first place.
At first I was weary of not having Evade but da’TP (thruster pack) is probably going to be my new favourite AA.
I don’t see a problem with PV keeping the majority of its range, especially with TP being slightly 3D capable.
Please allow it to have 3D usage instead of just the 2D approach If you can only boost in the direction you’re looking when in the air, I think that’d be all it need for the 3D touch.
On the ground it is an unpredictable AA if it can be used 360’, in the air it can allow players to be more distracting to PV users while also allowing map agility.
Careless use will allow active camo users to easily capitalise on players moving with target fixation. Once everyone gets used to maps, PV won’t be as helpful and will eventually prove less useful against teams who have learned to diversify their AA’s and “exploit their crutch uses.” Active will then get a chance to shine against the other AA’s as PV usage will go down.
Yes that means it can be used to jump and dash the HLS, but the HLS can be high enough to block basic/direct dashes and players who look up to bypass the height loose X-axis distance and must use higher sensitivities to capitalise and turn the move into a flying swallow (after all, the back jump is just a ninja Such a player won’t be an all range, all star killer, the descoping mechanic won’t allow it.
If there is JP, then it’s a great anti-JP option that is similar in map usage as will soon go into. The ability to lunge at your superior Y-axis opponent means that softening a target that is foolish enough to use the ability too close allows for
And yes the ability can be used to ninja-jump around a map, but the ability to do so comes at the cost of sight, players must look where they leap and cannot move as freely in 3D as a JP can. It does however allow for the X-axis speed boost intended AA to not be overshadowed by the Y-axis AA that can be used during a sprint for extra X-axis speed when starting a Y-axis speed boost.
… Hologram right now doesn’t seem too attractive. It appears to look more obvious who the fake is.
As for other AA’s, I need to see more and learn more to speculate.
Maybe have rings be generated and expand all around you, and they can only go so far. If an enemy is within the circle, depending on how close they are determines how long and how well you will be able to see them. The closer they are, the longer and brighter they are, however, the further they are, the less time you can see them, and the more faded the color is.