View Full Version : Ids-1 =[
Ghiblian
02-23-2007, 08:23 AM
So it's so unfortunate that they released this patch right when I was working on trying to get my Gold Collectors Badge. I feel like everyone always knows where I am. I do play recon, and I gave up my APMs for the new Ghost Decoy. I think tactically, it's a pretty amazing tool. However, the range is so short that it makes moving anywhere pretty much void.
It could be my personal frustration that amplifies the effect, but DICE has balanced the recon tree to DEATH (the active camo is absolutely crazy when you consider all the things they used to balance against decreased visibility on the battlefield -- although the APMs remain a pretty annoying threat on the recon's side).
Why couldn't they do SOMETHING with the IDS-1. Like perhaps let camo evade it altogether. Or make it last only a short time (sure, you can keep redeploying it, but that makes you vulnerable).
Yes, this is another thread whining about the IDS-1, but the arguments for the IDS-1 are just unconvincing (it's like the PDS-1, which didn't unbalance the game: infantry and vehicles are very different things; both teams have it: this is a matter of kit vs kit balance, not team vs team; avoid common battle areas where it might be deployed: the point is that you never know where one could be deployed, and if you're sneaking around, they will find you; it's loud and destroyable: it's way smaller than the Ghost Decoy, which should be more hidden if anything, and yah, you have no possible way of hearing the sound short of accidentally stumbling close to it).
Raidyr
02-23-2007, 08:26 AM
The newest unlock for the carbine tree should have been an anti-radar cloak upgrade as long as increased time imo.
Also, I have seen ONE IDS since the patch came out
Ghiblian
02-23-2007, 08:30 AM
I definitely use it every time I'm support. I know I usually see one or two spring up on my side every game. It's not as prevalent, and I'm definitely not as successful sneaking up on people as I was before. It might just be a coincidence that I happened to play a lot of games with more situationally aware people after the patch.
Minmaster
02-23-2007, 08:56 AM
perhaps the best unlock in NS.
Mnemnoth
02-23-2007, 09:01 AM
The newest unlock for the carbine tree should have been an anti-radar cloak upgrade as long as increased time imo.
^^ That's actually a very good idea! IMO
However the NetBat system would still have to work as per norm (IE when a troop see's/spots the recon unit and the diamond shows for the squadies..
m7kf83sf92
02-23-2007, 11:14 AM
Stupid IDS. I got a 32-5 streak on Camp G yesterday, armed with the IDS and the Sentry gun. Utterly Overpowered. My 0.02USD
frazle
02-23-2007, 11:47 AM
Wait...how are you using it without NS being released? Im confused :o
Kraxis
02-23-2007, 11:53 AM
Field Unlocks... They came with the patch.
frazle
02-23-2007, 12:04 PM
Oh, this I did not know! Guess i'll be using those 4 unlocks sooner than I thought then! :D
Rick Astley
02-23-2007, 01:39 PM
No, you to unlock them with Field Upgrades. You can't permanently unlock them. But you can still use the unlocks to get to the top of a tree and test out the NS unlocks with the Field Upgrades.
WarGimp
02-23-2007, 02:05 PM
Has anyone tried sticking an IDS to an OTUS?
Seems to me that that would be a killer combination.
I've seen 'em stuck to FAVs, transports, and silos so far.
Defiantly a handy little sucker. I think I'm going to have to perma-unlock the Ganz.
Badboris_uk
02-23-2007, 02:59 PM
Has anyone tried sticking an IDS to an OTUS?
Seems to me that that would be a killer combination.
I've seen 'em stuck to FAVs, transports, and silos so far.
Defiantly a handy little sucker. I think I'm going to have to perma-unlock the Ganz.
Yes, I created a new account just to test that combination, and a squad leader with EMP grenades and an IDS-1 stuck to his otus is like a mobile artillery battery of doom.
I got a buddy to stick his PDS-1 to the otus as well and had my own personal UAV and that really can't be beaten.
Raidyr
02-23-2007, 03:14 PM
Has anyone tried sticking an IDS to an OTUS?
Seems to me that that would be a killer combination.
I've seen 'em stuck to FAVs, transports, and silos so far.
Defiantly a handy little sucker. I think I'm going to have to perma-unlock the Ganz.
The Ganz is a worthy unlock by itself. All the haters just dont know how to use it ;)
dread
02-23-2007, 03:28 PM
perhaps the best unlock in NS.
Stick it to an accipiter and unlock the SL spawn time reducer... On Cerbère landing, people start kickvotes every five minutes.
Casper
02-23-2007, 04:06 PM
Its a lame lame feature. Should be removed for something else.
Badboris_uk
02-23-2007, 04:17 PM
if you stick the IDS-1 to the accipiter does that make the Accipiter auto-fire on people?
TWRAM
02-23-2007, 04:21 PM
perhaps the best unlock in NS.
I agree, it's perfect for the titan watching for people sneak around corners and such.
TheRealWolfgang
02-23-2007, 04:50 PM
if you stick the IDS-1 to the accipiter does that make the Accipiter auto-fire on people?
It shouldn't, because the IDS doesn't add things to the NetBat, only the minimap, and the Accipiter operates off of the NetBat. That's the only place I can think of where the Pulse Meter could possibly trump the IDS.
~Wolfgang
dread
02-23-2007, 06:56 PM
I agree, it's perfect for the titan watching for people sneak around corners and such.
The sad thing is that -one- IDS-1 is enough to cover the titans' main area.
The_Eliminator
02-23-2007, 07:41 PM
Has anyone tried sticking an IDS to an OTUS?
Seems to me that that would be a killer combination.
I've seen 'em stuck to FAVs, transports, and silos so far.
Defiantly a handy little sucker. I think I'm going to have to perma-unlock the Ganz.
This is where your going wrong, an IDS stuck to an OTUS, yea ok i guess, but have you seen an IDS stuck to the accipher? Now thats awesome.
It absolutely owned in the NS beta.
Go play my friend! :D
Skates
02-23-2007, 08:06 PM
No, you to unlock them with Field Upgrades. You can't permanently unlock them. But you can still use the unlocks to get to the top of a tree and test out the NS unlocks with the Field Upgrades.
You can permanently unlock them if you have unlocks saved. Right now I have the PK Rocket Ammo upgrade unlocked for Assault and the upgraded SLSB, guys in my squad love getting back in 10secs instead of 15secs. And no, I wasn't in the NS beta.
ThirtyOughtSix
02-23-2007, 09:22 PM
Stupid IDS. I got a 32-5 streak on Camp G yesterday, armed with the IDS and the Sentry gun. Utterly Overpowered. My 0.02USD
Can't say I didn't see this coming. I beta tested and now that the cats out of the bag... HAVE FUN WITH THAT GUYS! LMAO. Yea I complained to them during beta. They didn't listen. :p
So many of these NS unlocks suck.... then there's the IDS-1... which I think is "ok" except for when putting it on your own SL drone... then it becomes BROKEN!!!!!!
Oh, did I say it was BROKEN (as in an overpowered way)?
ThirtyOughtSix
02-23-2007, 09:26 PM
What they need to do is make it so you CANNOT stick one on a SL drone.... and make the radius a bit smaller... it's fairly LARGE right now....
which is funny, because the radar grenade should have a radius like that (because it's such a short time of scanning) but instead it has a TIIIINY raduis of scan that makes it next to worthless.... and the tiny amount of smoke it puts out DOES make it worthless.
Word of warning, don't bother with radar nade. Only get one of them, it's SUCKS..... and oh, you can NOT resupply them.
Adonlude
02-23-2007, 10:15 PM
What they need to do is make it so you CANNOT stick one on a SL drone.... and make the radius a bit smaller... it's fairly LARGE right now....
which is funny, because the radar grenade should have a radius like that (because it's such a short time of scanning) but instead it has a TIIIINY raduis of scan that makes it next to worthless.... and the tiny amount of smoke it puts out DOES make it worthless.
Word of warning, don't bother with radar nade. Only get one of them, it's SUCKS..... and oh, you can NOT resupply them.
I think the idea is that radar is a support function, not an assault function, therefore the support player should be able to do radar really well while not being able to run around the corner and gun down all those baddies as easily as the assault player. The assault player should be much better at on the go killing sprees and therefore should not have a good support ability like radar.
That being said, the radar grenade should probably be resupplyable and the support players should probably be a bit worse at on the go killing sprees. Also, there should be some reasonable limit to how much ammo comes out of those ammo boxes and how many ammo boxes the support player can throw down in a given time period (award requirements adjusted accordingly).
Raidyr
02-23-2007, 10:37 PM
You know, I find it funny people havent realized that support was created to kill infantry. Thats its purpose in this game.
Then again, I could be wrong. Look at the "medics". They get one of the best weapons in the game :laugh:
TB-303
02-23-2007, 10:44 PM
As a support player, the new scanner is not as useful as most people think. For a start it has very short range and also needs to be re-deployed if you move also. However, it's best use is in increasing SA onboard the titan, which actually makes for a better game when either attacking or defending.
There is the problem of sticking it onto a drone though, and that's definately something that needs fixing.
I guess, the most drastic measure to address it's perceived imbalance would to make it deployable like the sentry gun. A few seconds to set up and needs a reasonably level surface. As you know, you can't stick the sentry gun onto a wall.
As for the sniper decoy. It is short ranged but works well enough to do it's job, especially if you use your brains to place it in an advantageous position.
I see Casper is here making his claims about APM's, Sentry guns and now the IDS-1 taking the skill out of the game.
I'll repeat (and keep repeating until you give up) what I said before.
Firstly, the sentry/APM/IDS-1 can be massively more effective when placed in certain positions. The 'skill' is working out those positions.
Secondly, the skill with the above mentioned kit is in AVOIDING it. If you're getting killed by APM's and the Sentry gun, your defensive instincts must be almost non existent.
You should know by know where most APM's are placed and either avoid them, destroy them or crawl past them. APM's are used in two ways. Placed visibly, they are a deterrant, placed hidden, they are placed to kill. An APM placed as a deterrant is perhaps the best use of an APM as it will make the enemy avoid the area, or become vulnerable whilst crawling past.
Now, the skill in using APM's is to place a visible one, therefore funneling enemy troops into a kill box or straight into an hidden APM.
If you have problems with APM's you're either blind or easily outfoxed by an APM user. Everyone gets unlucky sometimes with APM's. However, to be so offended by them that you want them removed from the game really does nothing more that show up your lack of basic situational awareness.
As for sentry guns...er, get out of the way or shoot them? It really doesn't take much 'skill' to avoid them does it? Unless it's in a ***** of a position, in which case, someone used 'skill' to place the sentry....
Raidyr
02-23-2007, 11:10 PM
Its odd that the recon players are the ones complaining about it, when they get 2 really easy to use unlocks...
IDS lets you find enemies, APMs/RDX kills them with a simple click.
ThirtyOughtSix
02-24-2007, 12:05 AM
I think the idea is that radar is a support function, not an assault function, therefore the support player should be able to do radar really well while not being able to run around the corner and gun down all those baddies as easily as the assault player. The assault player should be much better at on the go killing sprees and therefore should not have a good support ability like radar.
That being said, the radar grenade should probably be resupplyable and the support players should probably be a bit worse at on the go killing sprees. Also, there should be some reasonable limit to how much ammo comes out of those ammo boxes and how many ammo boxes the support player can throw down in a given time period (award requirements adjusted accordingly).
But you only get one, JUST ONE, radar grenade... EVEN if you have the greande upgrade unlock from vanilla BF2142 that gave you an extra grenade for every other type of grenade.
I understand your reasoning, but they gave support an (a bit weak maybe) alternative to using rockets.... the RDX shotgun. And the radar grenade ALREADY gives them scanning capability... so obvoiusly they MEANT to give assualt some scanning abilities now. A small increase in scanning range is all it needs... because right now its VERY small... to the point it's pretty much uselss... have you tried it? Go try it... you'll see.
Second, it's not just the scan that's the problem... if the thing PUT OUT MORE SMOKE (and the regular smoke nades should too) then it would be USEFUL. Smoke nades have ALWAYS been an assault thing. By more I don't nessarily mean bigger.... or thicker... but one or both of them. Just "something".
So bottom line, I won't touch it with a 10ft pole unless it puts out more smoke and you can at LEAST carry two provided you have the extra nade unlock player ability. A bigger scan radius would also help it's usefullness tons.
I have YET to see anyone regularly use these things... either now, or back in beta. Its use has been more of a joke.... try it out... throw one.... go "ick"... and never use it again.
ThirtyOughtSix
02-24-2007, 12:09 AM
Firstly, the sentry/APM/IDS-1 can be massively more effective when placed in certain positions. The 'skill' is working out those positions.
Ah but I can shoot down your arguement in one swift kick. Squad leader drones can make your IDS-1 MOBILE. So where's the skill in that? EH? And I too use this thing, and I feel like I'm cheating half the time.
I wouldn't mind it as much, if they COULD NOT make it mobile... or at least stick it to SL drones.... SL drones can go anywhere you can. At least vehicles cannot (provided you stick it on a vehicle).
WarGimp
02-24-2007, 12:18 AM
SL drones promote teamwork.
I don't have an issue with giving people incentive to actually work together as a proper squad.
Minmaster
02-24-2007, 12:33 AM
eh, who cares, drones don't even deploy properly at the moment, killing squad leaders instantly. maybe this is dice's way of saying don't use it with IDS until they nerf it.
Ghiblian
02-24-2007, 12:43 AM
I'm hardly a recon player. If you look up my stats, you'll see I play engineer most. The thing about the IDS-1 is that there are no disadvantages to using it. And just because APMs are a little silly doesn't mean that legitimizes the IDS-1 as a tool. The IDS is small, mobile because you can resupply yourself and redeploy it, not very loud. There is never a reason not to use it. And I can't imagine how it makes it that much better for Titan attackers (for defenders, definitely). At least in the past, you could hope to have some luck ducking in when the defenders are a bit unaware of where you are, but now the defenders will always know where you are. And you can't even destroy the IDS because it can be placed anywhere on the Titan and be effective.
The range is smaller than the UAV, yes, but it covers an entire width at Gibralter, an entire Titan, and any major flag on the city maps. What they could have done is to make it a directional cone (so it only detects infantry in one direction). Or make it detect single units rather than scans everything (as in, it scans like the sentry gun and only detects units as it sees them). I've been using the IDS, and I'm not just talking from an outsider's point of view at the unlock. I know I've destroyed a lot of people's attempts at sneaking around. Granted, the commander could do this, but now I can single-handedly take down any tactical "stealth" person.
The recon Ghost Decoy was meant to balance this tool, yes, but the way the Ghost Decoy works, it's just not as effective at countering as this is at engaging.
WarGimp
02-24-2007, 12:57 AM
Ya know...
Player deployed sensors are something I've always wanted to see more of a focus on in modern shooters. Tribes did it best... and their system still remains the best.
The way sensors worked in tribes was based on line of sight. If the sensor had a direct line to you, you showed up on the map. You also got a little warning light to show that you were being detected (I referred to the indicator as the "oh s:censored:t light"). That system worked extremely well since it created another level of gameplay... creating a functional sensor network was a huge advantage to your team, but the enemy still had a chance to break it up AND you had to have a good understand of lines of sight in order to set things up properly.
Ghiblian
02-24-2007, 01:10 AM
Ya know...
Player deployed sensors are something I've always wanted to see more of a focus on in modern shooters. Tribes did it best... and their system still remains the best.
The way sensors worked in tribes was based on line of sight. If the sensor had a direct line to you, you showed up on the map. You also got a little warning light to show that you were being detected (I referred to the indicator as the "oh s:censored:t light"). That system worked extremely well since it created another level of gameplay... creating a functional sensor network was a huge advantage to your team, but the enemy still had a chance to break it up AND you had to have a good understand of lines of sight in order to set things up properly.
=] That'd be pretty cool (and tactical without being overpowered). It could be like a laser tripwire set up at strategic points so that when an enemy passes through a certain point, they would show up on radar as if they've been spotted (maybe a bit longer). And the counter to it would be that you could most likely see it if you trip it so you can blow it up. However, with good positioning, you could see a lot of people without not noticing them for quite a while (it could be silent and smaller for balance purposes).
WarGimp
02-24-2007, 01:24 AM
Er... no.
By Line of Sight, I mean 360 degree coverage, but if there's something between you and the sensor it wouldn't detect you.
In other words, it was a non-penetrating sensor.
Lofty
02-24-2007, 01:36 AM
I feel this unlock is way overpowered. I now run around, drop one, check if anyone is here, pick it up and move on. My average knife kill count per round has increased signifincantly because of it. It definantly needs a nerfing
Raidyr
02-24-2007, 09:01 AM
I feel this unlock is way overpowered. I now run around, drop one, check if anyone is here, pick it up and move on. My average knife kill count per round has increased signifincantly because of it. It definantly needs a nerfing
No it doesnt :)
venny
02-24-2007, 09:13 AM
I feel this unlock is way overpowered. I now run around, drop one, check if anyone is here, pick it up and move on. My average knife kill count per round has increased signifincantly because of it. It definantly needs a nerfing
n i thought i was the only one who does that! oh dear....
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