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Cyrius Li-Moody
The New Age Outlaws
1314
|
Posted - 2013.10.16 17:26:00 -
[31] - Quote
Maken Tosch wrote:Krom Ganesh wrote:Maken Tosch wrote: [Infiltrator Cloak] 1. Disguises you as the enemy by changing the color of your chevron. 2. Can be countered with a strong enough active scanner. 3. Active for a few minutes or until found out by an active scanner. 4. Cool Down Period
Rather than a cloak, that seems more like some kind of TACNET hacking E-War equipment. Changed.
I actually like this idea. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
326
|
Posted - 2013.10.16 17:27:00 -
[32] - Quote
TheAmazing FlyingPig wrote:Sinboto Simmons wrote:TheAmazing FlyingPig wrote:Sinboto Simmons wrote:8213 wrote:A piece of equipment that gives a Merc the ability to shoot at someone unsuspecting in the back of the head is OP. Scouts sacrifice HP for speed and more stealth. They are the opposite of Heavy. To give them a cloak so they can ambush and instakill anything is over the top.
Giving them something that has no defense or counter is as OP as it gets. Stealth is the most OP thing FPS and the thing people b*tch about the most.
Talk to HAV users how deadly stealth is. They have 1000s of HP but still get owned by one guy with a Militia Swarm because the HAV can't see the attacker. This is a glitch, but it still shows just how OP cloaks will be. You are: A: ignorant as to how cloaking is supposed to work. B: assuming how it will work. Please don't post things like that unless you're caught up on your info. Is this thread not entirely speculation and guessing? He's just voicing his opinion like everyone else in here. Indeed and I'm all for constructive criticism but he's doing nothing but trying to start an argument with false information. I'm just saying that he is bringing up some points that should be taken into consideration (I should state that I'm all for cloaks, btw).
Me too. So he should probably be beaten just for good measure in any case.
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Ignoble Son
3dge of D4rkness SoulWing Alliance
326
|
Posted - 2013.10.16 17:32:00 -
[33] - Quote
Cyrius Li-Moody wrote:Maken Tosch wrote:Krom Ganesh wrote:Maken Tosch wrote: [Infiltrator Cloak] 1. Disguises you as the enemy by changing the color of your chevron. 2. Can be countered with a strong enough active scanner. 3. Active for a few minutes or until found out by an active scanner. 4. Cool Down Period
Rather than a cloak, that seems more like some kind of TACNET hacking E-War equipment. Changed. I actually like this idea.
The problem is that it would only work once. Because the next time I see you I'm going to know who you are, either by your suit type or name, if I don't already just know your name from the kill board.
This is a terrible idea, especially if you are a well known player. |
Tigris Takahashi
Takahashi PMC Takahashi Alliance
6
|
Posted - 2013.10.16 17:34:00 -
[34] - Quote
Idea: have a delay on activation if you shoot and/or take damage when uncloaked.
i.e. you can't sneak up on two people, kill one then instantly cloak while the second guy turns around to riddle you full of bullets/lasers/novaknivestotheface
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Sleepy Zan
TeamPlayers EoN.
2547
|
Posted - 2013.10.16 17:35:00 -
[35] - Quote
Now comes the invisible war, where both teams in PC can't find each other because everyone is cloaked. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
391
|
Posted - 2013.10.16 17:40:00 -
[36] - Quote
Ignoble Son wrote:The problem is that it would only work once. Because the next time I see you I'm going to know who you are, either by your suit type or name, if I don't already just know your name from the kill board.
This is a terrible idea, especially if you are a well known player.
Works well enough for the Spies in TF2 though. Would be absolutely glorious equipment to have if we ever get larger matches, e.g. 64vs64. |
Cyrius Li-Moody
The New Age Outlaws
1316
|
Posted - 2013.10.16 17:43:00 -
[37] - Quote
Krom Ganesh wrote:Ignoble Son wrote:The problem is that it would only work once. Because the next time I see you I'm going to know who you are, either by your suit type or name, if I don't already just know your name from the kill board.
This is a terrible idea, especially if you are a well known player. Works well enough for the Spies in TF2 though. Would be absolutely glorious equipment to have if we ever get larger matches, e.g. 64vs64.
Most "tricks" only work on people once in a match anyway. Besides, when people are grouped together or actively firing at someone else they're not going to ADS at every scout that runs past. Most scouts only have to trick someone for about 1 to 2 seconds to close a gap. Even if it tricks a guy for a half a second that could grant you the edge to seal a kill. That's why we try to attack from the side or behind, for that half a second to a second advantage. That's all you need. |
Maken Tosch
DUST University Ivy League
4492
|
Posted - 2013.10.16 18:27:00 -
[38] - Quote
Ignoble Son wrote:Cyrius Li-Moody wrote:Maken Tosch wrote:Krom Ganesh wrote:Maken Tosch wrote: [Infiltrator Cloak] 1. Disguises you as the enemy by changing the color of your chevron. 2. Can be countered with a strong enough active scanner. 3. Active for a few minutes or until found out by an active scanner. 4. Cool Down Period
Rather than a cloak, that seems more like some kind of TACNET hacking E-War equipment. Changed. I actually like this idea. The problem is that it would only work once. Because the next time I see you I'm going to know who you are, either by your suit type or name, if I don't already just know your name from the kill board. This is a terrible idea, especially if you are a well known player.
It's only a terrible idea for people like me since everyone will know which side Maken Tosch is on at the beginning of the match. Which is why I'm going to stick with the predator-style cloak. Otherwise, for those using alts, it would be perfect for causing mayhem. |
Slag Emberforge
Immortal Retribution
26
|
Posted - 2013.10.16 18:40:00 -
[39] - Quote
Needs to be some counter other than active scanner if implemented, or heavies without an equipment slot would be free WP (as if they aren't already) |
Krom Ganesh
Holdfast Syndicate Amarr Empire
391
|
Posted - 2013.10.16 18:42:00 -
[40] - Quote
Slag Emberforge wrote:Needs to be some counter other than active scanner if implemented, or heavies without an equipment slot would be free WP (as if they aren't already)
As long as it doesn't give total invisibility, I don't think it needs any other counters. |
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Fox Gaden
Immortal Guides
1311
|
Posted - 2013.10.16 18:42:00 -
[41] - Quote
Iron Wolf Saber wrote:Hey guys, I would like to ask for you're own opinions on cloak operation if you can right now is a very opportune and prime time to bring your thoughts up and a refresher on how the cloaking device should work in Dust 514. I prefer cloaks have a ripple effect like on the Predator movie so that they are somewhat visible at close range. Have the ripple effect be visible from 5m when standing still, from 20m when walking, and from 50m when sprinting. Beyond those ranges it would be a full cloak. Shooting, hacking, and other actions should cancel the cloak and it should take 30 seconds to reform once reactivated. |
IrishWebster
molon labe. RISE of LEGION
68
|
Posted - 2013.10.16 22:15:00 -
[42] - Quote
Iron Wolf Saber wrote:Hey guys, I would like to ask for you're own opinions on cloak operation if you can right now is a very opportune and prime time to bring your thoughts up and a refresher on how the cloaking device should work in Dust 514.
I've been thinking about this for a long time. I'm glad someone brought it up and reminded me. Lol
Cloaks should probably use an equipment slot to avoid confusing the established purpose of either high or low slots for passive module placement. In this instance, the cloaking device, being equipment, should have either a specific duration or a "charge" that reduces from its maximum value down to zero over time and/or movement, so as not to be an "easy mode" for snipers and scouts. A cloak would also, ideally, ABSOLUTELY NOT provide 100% invisibility to the user. Instead, the cloak would provide an active camouflage effect; actively changing the users' dropsuit color based on the surrounding area (what color ground they're standing on, etc) and attempting to break up their silhouette with up to 25% actual transparency (similar to menu transparency in many video games. Example: Skyrim). The amount of transparency could possibly start at 15%, then being affected by trained skills, with a maximum of 25% for Prototype gear. STD gear would look more like 5%, and ADV around 10% transparency (theoretical numbers. Actual numbers will likely change after use in the field to balance effectiveness vs. OP complaints).
Operation based solely on duration would limit the cloak to somewhere between 45 seconds, with skills capping out duration at 60 seconds for Prototype gear. Standard and advanced gear would be considerably less- STD at 10 seconds base, used for single sniper shots or quick getaways, ADV at 25 seconds base, for more advanced scouting/flanking tactics. I don't prefer operation limitations based SOLELY on duration, however. I suggest a tandem duration/charge system, where the cloaking device operates on a fixed amount of "CP," or Charge Points. The cloak consumes CP at a set rate while not moving, reaching zero CP and thus decloaking at the end of the proposed duration. Moving, however, would increase the CP consumption by 25%, reduced to 10% by skills, at 3% penalty reduction per level. I would also add a HEAVY movement penalty of -90% to transparency while moving, for a meager 2.5% actual transparency if a person moves while cloaked (actual movement over ground, not turning to track targets or swap weapons, etc). Skills could soften the penalty to -65%, for an actual transparency of 8.75%, using a 5% penalty reduction per skill level. Additionally, the physical camouflage, i.e. Adaptive Color matching camouflage, would not adjust for new colors until the user stops moving for 3 seconds. This will lessen computation load on the game and servers, as well as help avoid the "easy mode" stigma, provide counter-tactical opportunities and maintain a balance. The Cloaking Unit will recharge at 1/3 of the unit's depletion rate, meaning that a unit with 60 seconds available use, once fully depleted, will take 180 seconds to fully recharge (3 minutes.) Skills can shorten this recharge time by 20%, or 36 seconds, being a 4% reduction in recharge rate per level.
My idea uses 5 skills for the cloaking device; Cloak Operation, Cloak Capacitor, Cloak Regulation, Cloak Energy Management and Cloak Proficiency. Cloak Operation allows access to and operation of dropsuit cloaking devices, and reduces movement penalties to transparency by 5% per level. Cloak Capacitor increases the duration of cloak operation by 3 seconds per level. Cloak Regulation reduces the movement penalty for consumption of CP by 3% per level. Cloak Energy Management reduces the recharge rate of the Cloaking Unit by 4% per level, for a total of 36 seconds at level 5. Cloak Proficiency would provide bonuses to physical transparency of 2% per level (base is 15%, maximum possible then being 25%). Cloak Operation Level 3 unlocks access to Cloak Capacitor and Cloak Regulation, while Cloak Operation level 5 unlocks access to Cloak Proficiency.
CPU and PG costs would need to be steep, so as to further limit the available fittings and thus limit the possible abuse and OP possibilities of the Cloaking unit. A player should have to choose between stealth and strength, which means limiting the amount of armor/shield modules a player can use in conjunction with the cloak. The only way to do that, being that they'll use separate slots, is to make the cloak wildly expensive to fit. I was thinking something in the realm of 96 CPU and 18 PG for Prototype units. I would go as high as 108 CPU and 24 PG, but I'll leave that to the Devs.
Constructive feedback, as always, is welcome. Let me know what you guys think!
-Irish |
Kane Fyea
DUST University Ivy League
2077
|
Posted - 2013.10.16 22:36:00 -
[43] - Quote
Just one thing cloaks should not be limited to one class. It can be more effective with one then the other but it should never be restricted for only one class. |
Centurion mkII
SVER True Blood Public Disorder.
135
|
Posted - 2013.10.16 22:40:00 -
[44] - Quote
Scout suit only. 20 second cloak. Scanable with active scanner. 30 second cool down. Doesn't make you invisible just harder to see. Shooting instantly decloaks. Being shot at makes you more visible but being shot alot breaks cloak. I see it as a cloak good for moving around not killing. have it reduce first shot damage by 60%. what I don't want is a bunch of cloaked breach shotgun and damage mods running around. |
Maken Tosch
DUST University Ivy League
4493
|
Posted - 2013.10.16 22:40:00 -
[45] - Quote
IrishWebster wrote:Cloaks should probably use an equipment slot
This I agree. Of course, the old dev blog already mentions this happening in the future. So no need to worry about whether or not it will be equipment based.
Quote:Instead, the cloak would provide an active camouflage effect; actively changing the users' dropsuit color based on the surrounding area (what color ground they're standing on, etc) and attempting to break up their silhouette with up to 25% actual transparency (similar to menu transparency in many video games. Example: Skyrim). The amount of transparency could possibly start at 15%, then being affected by trained skills, with a maximum of 25% for Prototype gear. STD gear would look more like 5%, and ADV around 10% transparency (theoretical numbers. Actual numbers will likely change after use in the field to balance effectiveness vs. OP complaints).
As I said, this can do just nicely. But of course, variety in the types of cloaks available would help. Maybe the Amarr prefer optical invisibility like their god. The Caldari and Gallente might favor color-changing camo, while the Minmatar utilize infiltrator stuff that I pointed out earlier. Who knows? Could add some flavor to the races.
Quote:Operation based solely on duration would limit the cloak to somewhere between 45 seconds, with skills capping out duration at 60 seconds for Prototype gear. Standard and advanced gear would be considerably less- STD at 10 seconds base, used for single sniper shots or quick getaways, ADV at 25 seconds base, for more advanced scouting/flanking tactics. I don't prefer operation limitations based SOLELY on duration, however. I suggest a tandem duration/charge system, where the cloaking device operates on a fixed amount of "CP," or Charge Points. The cloak consumes CP at a set rate while not moving, reaching zero CP and thus decloaking at the end of the proposed duration. Moving, however, would increase the CP consumption by 25%, reduced to 10% by skills, at 3% penalty reduction per level. I would also add a HEAVY movement penalty of -90% to transparency while moving, for a meager 2.5% actual transparency if a person moves while cloaked (actual movement over ground, not turning to track targets or swap weapons, etc). Skills could soften the penalty to -65%, for an actual transparency of 8.75%, using a 5% penalty reduction per skill level. Additionally, the physical camouflage, i.e. Adaptive Color matching camouflage, would not adjust for new colors until the user stops moving for 3 seconds. This will lessen computation load on the game and servers, as well as help avoid the "easy mode" stigma, provide counter-tactical opportunities and maintain a balance. The Cloaking Unit will recharge at 1/3 of the unit's depletion rate, meaning that a unit with 60 seconds available use, once fully depleted, will take 180 seconds to fully recharge (3 minutes.) Skills can shorten this recharge time by 20%, or 36 seconds, being a 4% reduction in recharge rate per level.
Sounds possible. But is the introduction of the Charge Points (CP) really necessary? If it helps, maybe it's better to allow suit types to determine penalties and duration instead. That way, cloaking won't be something that all suits benefit equally. Scouts should benefit more than any other suit. The scouts are primarily for recon, infiltration, and disruption after all. Eve Online ships like the Nemesis already have special perks for being Covert Ops ships (no penalty for speed, no penalty for targeting delay, can warp while cloaked, etc.).
Quote:My idea uses 5 skills for the cloaking device; Cloak Operation, Cloak Capacitor, Cloak Regulation, Cloak Energy Management and Cloak Proficiency. Cloak Operation allows access to and operation of dropsuit cloaking devices, and reduces movement penalties to transparency by 5% per level. Cloak Capacitor increases the duration of cloak operation by 3 seconds per level. Cloak Regulation reduces the movement penalty for consumption of CP by 3% per level. Cloak Energy Management reduces the recharge rate of the Cloaking Unit by 4% per level, for a total of 36 seconds at level 5. Cloak Proficiency would provide bonuses to physical transparency of 2% per level (base is 15%, maximum possible then being 25%). Cloak Operation Level 3 unlocks access to Cloak Capacitor and Cloak Regulation, while Cloak Operation level 5 unlocks access to Cloak Proficiency.
As long as there are no SP sinks, I'm alright with this.
Quote:CPU and PG costs would need to be steep, so as to further limit the available fittings and thus limit the possible abuse and OP possibilities of the Cloaking unit. A player should have to choose between stealth and strength, which means limiting the amount of armor/shield modules a player can use in conjunction with the cloak. The only way to do that, being that they'll use separate slots, is to make the cloak wildly expensive to fit. I was thinking something in the realm of 96 CPU and 18 PG for Prototype units. I would go as high as 108 CPU and 24 PG, but I'll leave that to the Devs.
Cloaking equipment should have an inherent bonus when fitted on Scouts if you want them to be CPU/PG heavy. But it shouldn't be on just any scout. Specialized scout dropsuits such as a Covert Ops Scout Suit or Infiltrator Scout Suit (if CCP ever gets around to implementing them soon) would probably be the only ones to benefit from this. This will mean that only the most dedicated scouts would be able to make the most of the cloak. |
Maken Tosch
DUST University Ivy League
4493
|
Posted - 2013.10.16 22:42:00 -
[46] - Quote
Centurion mkII wrote:Scout suit only. 20 second cloak. Scanable with active scanner. 30 second cool down. Doesn't make you invisible just harder to see. Shooting instantly decloaks. Being shot at makes you more visible but being shot alot breaks cloak. I see it as a cloak good for moving around not killing. have it reduce first shot damage by 60%. what I don't want is a bunch of cloaked breach shotgun and damage mods running around.
20 seconds is too short. 45-60 Seconds should be alright. Besides, some of us Nova Knifers like to take our time to stab our targets. |
Maken Tosch
DUST University Ivy League
4493
|
Posted - 2013.10.16 22:44:00 -
[47] - Quote
Kane Fyea wrote:Just one thing cloaks should not be limited to one class. It can be more effective with one then the other but it should never be restricted for only one class.
Unless CCP introduces more racial heavies that have equipment slots, that won't happen. If they remain equipment items, then the Amarr heavies will be left out. |
Erikka Longstick
BIG BAD W0LVES
4
|
Posted - 2013.10.16 22:45:00 -
[48] - Quote
if anything cloaks should be used like this http://youtu.be/dlkAVKsEj80 |
SILENTSAM 69
SONS of LEGION RISE of LEGION
567
|
Posted - 2013.10.16 22:48:00 -
[49] - Quote
I like how it is done in EVE. Any ship/suit can use a cloaking unit, but only those meant for it can move well while using one. Also, no ripple, full cloak, although I guess people can't accept that and want only the shimmer , which I can usually see and shoot from across the map in most games with it.
So this means a Scout should be able, or special Black ops Scout, should be able to move around like normal with a full cloak. It would also means weapons and stuff do not work at all while cloaked. The person has to come out of cloak before they can use their weapons.
I like the idea of any unit using this, but only the Scouts using it to its full ability. Maybe an 80-90% movement penalty to non-scouts. A Scout could use it to cloak up if they think someone spots them, and then slowly creep away. It would also allow Heavies to cloak up in a defensive position, and decloak only when they see people enter the area, not knowing it has a hidden defender |
Maken Tosch
DUST University Ivy League
4496
|
Posted - 2013.10.16 22:53:00 -
[50] - Quote
SILENTSAM 69 wrote:I like how it is done in EVE. Any ship/suit can use a cloaking unit, but only those meant for it can move well while using one. Also, no ripple, full cloak, although I guess people can't accept that and want only the shimmer , which I can usually see and shoot from across the map in most games with it.
So this means a Scout should be able, or special Black ops Scout, should be able to move around like normal with a full cloak. It would also means weapons and stuff do not work at all while cloaked. The person has to come out of cloak before they can use their weapons.
I like the idea of any unit using this, but only the Scouts using it to its full ability. Maybe an 80-90% movement penalty to non-scouts. A Scout could use it to cloak up if they think someone spots them, and then slowly creep away. It would also allow Heavies to cloak up in a defensive position, and decloak only when they see people enter the area, not knowing it has a hidden defender
One small problem here. This is going to be an equipment item like CCP said back in March. Therefore, unless they introduce more racial heavies that have an equipment slot, that won't happen. |
|
IrishWebster
molon labe. RISE of LEGION
68
|
Posted - 2013.10.17 01:01:00 -
[51] - Quote
Maken Tosch wrote:As I said, this can do just nicely. But of course, variety in the types of cloaks available would help. Maybe the Amarr prefer optical invisibility like their god. The Caldari and Gallente might favor color-changing camo, while the Minmatar utilize infiltrator stuff that I pointed out earlier. Who knows? Could add some flavor to the races.
I like the idea, but regardless of how complex my idea may seem, imagine how much MORE complex your additional content would be to implement. I kept it simple so that the possibility of us seeing at least this iteration would remain in the near future. I like the idea of varied types and functions of Cloaks and Camo, but for the sake of simplicity and avoidance of implementation SOONtm, I'm sticking to the one design for now- variants to come out later. Lol
Maken Tosch wrote:Sounds possible. But is the introduction of the Charge Points (CP) really necessary? If it helps, maybe it's better to allow suit types to determine penalties and duration instead. That way, cloaking won't be something that all suits benefit equally. Scouts should benefit more than any other suit. The scouts are primarily for recon, infiltration, and disruption after all. Eve Online ships like the Nemesis already have special perks for being Covert Ops ships (no penalty for speed, no penalty for targeting delay, can warp while cloaked, etc.).
CP would work basically like the active modules' mechanics for cool down etc., or like capacitor in EVE. The mechanic is already in the game, and it could be easily implemented- add another "wheel" inside of the the Shield/Armor wheels on the left side of the screen, or another wheel inside he wheels for ammo on the right, OR just add a little module icon in the middle like they do for active modules on vehicles. It IS essentially an active module, in any case. If not regulated by CP, how would you personally have it done?
Maken Tosch wrote:As long as there are no SP sinks, I'm alright with this.
I HATE SP sinks. If it requires SP, I better be getting some sort of benefit from it other than "unlocks this level/tier of gear." That's frickin stupid.
Maken Tosch wrote:Cloaking equipment should have an inherent bonus when fitted on Scouts if you want them to be CPU/PG heavy. But it shouldn't be on just any scout. Specialized scout dropsuits such as a Covert Ops Scout Suit or Infiltrator Scout Suit (if CCP ever gets around to implementing them soon) would probably be the only ones to benefit from this. This will mean that only the most dedicated scouts would be able to make the most of the cloak.
I would like to see proper racial bonuses, and proper role bonuses for role specialized dropsuits. This, in the case of scouts, would of course include bonuses to scout relevant modules/equipment, such as profile dampeners etc., and the Cloaking Unit. But again, until CCP changes their suit bonuses, and gets rid of their SP sinks by adding relevant skill incentives etc., I can't see inherent bonuses for certain classes of dropsuits or, God forbid, new dropsuits coming out any time in the near future.
This proposal was based on simplicity and the game as its current iteration would allow CCP to implement a Cloaking Unit, since there is obviously some concerted demand for it of an immediate nature. I like your ideas though. =) Keep em comin.
-Irish |
Centurion mkII
SVER True Blood Public Disorder.
136
|
Posted - 2013.10.17 02:26:00 -
[52] - Quote
I feel like I need to say this. Becareful with the cloaks what we don't want is to be constantly 1 shot by scouts because they are cloaked. With damage mods and any breach weapon or nova knives dust will have new remote explosives. It should be something good for sneaking and giveing scouts advantages. |
Loki Keller
Corvus Conspiracy
35
|
Posted - 2013.10.17 09:54:00 -
[53] - Quote
I'd like it if the cloaking device and deployable shield were equipment slot items. Heavies don't have equipment slots, save for the commando which doesn't count. I think the cloaking device should have high pg/cpu requirements, and that scout suits should get an inherent reduction to the pg/cpu cost of cloaking devices.
I'd prefer cloaking devices having a few alternative types, as has been suggested earlier in the thread. You could have one set of CD's which make you look like a blue dot to the enemy (infiltrator, as previously suggested), and you could have another which gives you predator style cloak. - The infiltrator series would have a long duration and a long cool down, but firing your weapon and dropping equipment and such would not deactivate it, while hacking things or entering vehicles would end your cloak. - The predator series would have a short duration and a quick cool down, but you could hack things while cloaked, and firing your gun or using other equipment or entering a vehicle would all end your cloak.
I also think active scanners should be the premier anti-cloaking device, with the predator being easier to disrupt and the infiltrator being harder to disrupt, no need for a new anti-cloaking tool.
As far as deployable shields go, they also should have a few alternative types.
- The wall type is a flat, upright barrier with high hp, capable of standing up to a persistent barrage for the longest amount of time relatively speaking. Walls would always be the same size, but better versions of it would have more and more health. Bullets and missiles and such would impact the shield, damaging its health, but no enemy weapons would pass through. Enemy dropsuits, however, can walk right through these just fine, and friendly fire would pass right through it. -The bubble type is, predictably, a big circular shield meant to protect a small area from all angles of attack. It has less health than the wall type, but provides a better angle of coverage. Better bubble shields would have a larger radius and limited health improvements. Like the wall type, bullets and missiles and such would impact the bubble shield, damaging its health, but no enemy weapons fire would pass through. Enemy dropsuits, however, can walk right through these just fine, and friendly fire would pass right through it. - The barrier shield is wall-shaped, and has the least health of all, but it is completely impassable while deployed. No weapons fire or dropsuits, friendly or otherwise, can pass through the barrier until it is destroyed.
All of the shields should have an unlimited timer, needing to be destroyed before they'll disappear, but all of them would also be single-deploy restricted. They'd all be shield-based, so anti-shield weapons would work better against them, while anti-armor weapons would be less effective.
I'm not going to throw down specific stats, but that's how I wish these things would be implemented. |
Shion Typhon
Intara Direct Action Caldari State
306
|
Posted - 2013.10.17 10:20:00 -
[54] - Quote
Iron Wolf Saber wrote:Hey guys, I would like to ask for you're own opinions on cloak operation if you can right now is a very opportune and prime time to bring your thoughts up and a refresher on how the cloaking device should work in Dust 514.
It shouldn't be invisibility, it should be a displacer field or light clone generator. Not one FPS or MMO has done invisibility properly and that includes game studios who have 10x the sense of combat balance that the Dust devs do.
If you abso-damn-lutely cannot convince the powers that be and they forge ahead with the mistake that is invisibility then the Planetside 2 infiltrator invis or TF2 spy invis is probably the least broken of all the various models I have played across many games. |
Sinboto Simmons
SVER True Blood Public Disorder.
1562
|
Posted - 2013.10.24 03:48:00 -
[55] - Quote
still here |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
333
|
Posted - 2013.10.24 04:00:00 -
[56] - Quote
I think this is a good compromise, make it directional, make it immobilize you, make it something you have to channel.
This should be acceptable even with the simple minded base of AR514 who can't fathom the idea of competition, as this would make the cloak leaning towards a more defensive role than an offensive role.
Another option, is to have it be 360 degree cloaking, but it removes your vision as well, you essentially get a gray screen until you release it. The reason why it effects your vision is because the same wavelengths that pass around you to prevent the enemy from seeing you also means that those wavelengths aren't hitting the enemy either, making you blind. |
Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
63
|
Posted - 2013.10.24 04:20:00 -
[57] - Quote
Didn't read the all the posts, but got the gist of what has been covered. I'm not going to argue numbers, but I will provide examples.
I don't think Cloaks should ever provide full transparency; I've played other games with full cloaks and they are plain annoying (not to mention OP). I think there should be a noticeable difference between being stationary and moving; as an example, something like 80% transparency stationary and 60% transparency mobile.
I think most of us can agree that performing a hostile action (ie: not climbing a ladder) and taking damage should deactivate the cloak.
I also think it's a good idea to be a module that has a cool-down period.
I think what cloaks are going to come down to is a dispute between active scanners and profile dampening. I don't think cloaks should reduce profile significantly, if at all. I don't think using an AS should cause a de-cloak like taking damage would. I do think if a person has a cloak, is scanned and their profile isn't low enough, they should show up on radar, but the cloak would remain activated OR the cloak would remain active and cause some kind of disruption/ scanner error and the cloaked merc would only appear on the original AS user's radar (preferably, I like the former; would take more skill to use cloaks & feels more risk/reward-ish).
Using profile to balance cloaks would mean Medium frames wouldn't be able to successfully use the cloak around higher level scanners, and having both profile dampening and cloak skills would take up SP and slots; namely slots would be sacrificed to successfully dodge scanners and use the cloak simultaneously. The only potential problem I see is snipers, but there's not really something I can think of to stop snipers from being snipers; I do think the scan precision skill/modules would be able to balance out the cloaks and profile dampening, though. |
Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
63
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Posted - 2013.10.24 04:24:00 -
[58] - Quote
Oswald Rehnquist wrote:I think this is a good compromise, make it directional, make it immobilize you, make it something you have to channel. This should be acceptable even with the simple minded base of AR514 who can't fathom the idea of competition, as this would make the cloak leaning towards a more defensive role than an offensive role. Another option, is to have it be 360 degree cloaking, but it removes your vision as well, you essentially get a gray screen until you release it. The reason why it effects your vision is because the same wavelengths that pass around you to prevent the enemy from seeing you also means that those wavelengths aren't hitting the enemy either, making you blind. I don't think the immobilization is a good idea, then essentially it would be Sniper heaven because only Snipers and the occasional Nova-masters would be using it.
The loss of vision doesn't seem that viable because stray bullets would make the cloak utterly useless, not to mention there's no reason the cloak should be a full cloak.
I still stand that the transparency should be adjusted depending on movements to something like: 80% transparency stationary, 60% walking/jogging, 40% sprinting. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
333
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Posted - 2013.10.24 05:13:00 -
[59] - Quote
Samuel Zelik wrote:Oswald Rehnquist wrote:I think this is a good compromise, make it directional, make it immobilize you, make it something you have to channel. This should be acceptable even with the simple minded base of AR514 who can't fathom the idea of competition, as this would make the cloak leaning towards a more defensive role than an offensive role. Another option, is to have it be 360 degree cloaking, but it removes your vision as well, you essentially get a gray screen until you release it. The reason why it effects your vision is because the same wavelengths that pass around you to prevent the enemy from seeing you also means that those wavelengths aren't hitting the enemy either, making you blind. I don't think the immobilization is a good idea, then essentially it would be Sniper heaven because only Snipers and the occasional Nova-masters would be using it. The loss of vision doesn't seem that viable because stray bullets would make the cloak utterly useless, not to mention there's no reason the cloak should be a full cloak. I still stand that the transparency should be adjusted depending on movements to something like: 80% transparency stationary, 60% walking/jogging, 40% sprinting.
The previous setup would favor scouts as a defensive mechanism, because scouts desperately need a defense mechanism and this would prevent offensive abuse
It would not favor snipers for any of the two set ups
On the first option, 1) they can't move, thus you can still fire on them and kill them, it is better for the sniper to just away than to immobilize himself (I know this very well)
on the second option 2) If you can't see when you're cloaked you can't aim or know when to uncloak thus the sniper will be costing himself a lot of opportunity and it would be a handicap for sniping especially if it is going to cost you a nanohive.
Meaning it would only be used by those who stalk and do it slowly, aka the scout on the defensive, waiting for an opportunity. |
Mac Dac
Wraith Shadow Guards
246
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Posted - 2013.10.24 05:16:00 -
[60] - Quote
Iron Wolf Saber wrote:Hey guys, I would like to ask for you're own opinions on cloak operation if you can right now is a very opportune and prime time to bring your thoughts up and a refresher on how the cloaking device should work in Dust 514. cloak should have a relationship with the scan system. while also taking up pg/cpu and a equipment slot.
lower the profile, the more transparent you are with 0 being full invisabliity.
i don't see anything wrong with it. |
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