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Django Quik
Dust2Dust.
1930
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Posted - 2013.12.16 17:43:00 -
[1] - Quote
Only if the fittings capabiities of logis are not fixed before/when cloaks are introduced but I'm very much of the impression that all suit bonuses and CPU/PG will be changed at the same time, much like the vehicle overhaul changed all vehicles simultaneously.
Scouts will get fittings bonuses to cloaks and biotics. Logis will get fittings bonuses to other equipment. Assaults will get fittings bonuses to weapons/damage mods. Heavies will get fittings bonuses to tanking mods.
And with any luck they'll all have roughly the same CPU/PG instead of the ridiculous situation we currently have.
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Django Quik
Dust2Dust.
1930
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Posted - 2013.12.16 17:56:00 -
[2] - Quote
Would love to see a logi with all it's lows filled with CPU mods just so he can fit a STD cloak! He'd be slow and really shimmery and picked up by all scans and probably even passive scans and wouldn't be able to fit any tanking or damage mods or more than a STD weapon. That sounds awesome!
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Django Quik
Dust2Dust.
1930
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Posted - 2013.12.16 18:05:00 -
[3] - Quote
Beren Hurin wrote:Django Quik wrote:Would love to see a logi with all it's lows filled with CPU mods just so he can fit a STD cloak! He'd be slow and really shimmery and picked up by all scans and probably even passive scans and wouldn't be able to fit any tanking or damage mods or more than a STD weapon. That sounds awesome! But when he drops the RE and it goes boom and you go, "WTF!" he will laugh. That would be a good use for such a suit but with the fittings costs done right, he'd not be able to carry very good or very many REs.
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Django Quik
Dust2Dust.
1938
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Posted - 2013.12.16 19:21:00 -
[4] - Quote
Beren Hurin wrote:Django Quik wrote:Beren Hurin wrote:Django Quik wrote:Would love to see a logi with all it's lows filled with CPU mods just so he can fit a STD cloak! He'd be slow and really shimmery and picked up by all scans and probably even passive scans and wouldn't be able to fit any tanking or damage mods or more than a STD weapon. That sounds awesome! But when he drops the RE and it goes boom and you go, "WTF!" he will laugh. That would be a good use for such a suit but with the fittings costs done right, he'd not be able to carry very good or very many REs. Yeah, i'm curious, like I said in my post, that if it is an equipment slot item, then they should give scouts an extra equipment slot you would think. Actually thinking about it, you would have to decloak to be able to select the REs because they're both equipment, so you'd have trouble getting away with stealth planting.
Needless Sacermendor wrote:You all seem to be forgetting that cloaks in Eve are high power slots ... the equivalent of DUSTs weapon slots. Who's to say it won't (or shouldn't) be a light weapon slot module !? CCP has repeatedly referred to cloaks as equipment.
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Django Quik
Dust2Dust.
1938
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Posted - 2013.12.16 19:25:00 -
[5] - Quote
Atiim wrote:Yeah sure. Right after you make Nanohives, Nanite Injectors, Repair Tools, and Drop Uplinks restricted to Logistics only. I mean these tools were meant for logis right? Logis are going to be getting equipment fittings bonuses too, so effectively this will be happening.
Other classes will be able to run cloaks, reppers, scanners or whatever but the specialists (whether scout cloaks or logi hives/etc.) are the only ones who'll be able to run them actually effectively.
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Django Quik
Dust2Dust.
1938
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Posted - 2013.12.16 19:27:00 -
[6] - Quote
Like I said earlier in this thread, I fully expect each class to get fittings reductions to specific things, so only assaults will be able to run the best weapons and damage mods, heavies the best tanking set ups, scouts the best mobility stealth gear and logis the best equipment. There will be better more defined specialisations when this all happens.
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Django Quik
Dust2Dust.
1944
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Posted - 2013.12.16 21:49:00 -
[7] - Quote
Needless Sacermendor wrote:Django Quik wrote:Needless Sacermendor wrote:You all seem to be forgetting that cloaks in Eve are high power slots ... the equivalent of DUSTs weapon slots. Who's to say it won't (or shouldn't) be a light weapon slot module !? CCP has repeatedly referred to cloaks as equipment. Well it's clearly not a weapon is it !? CCP has also never said which slot they would fit in ... as you've said, they've simply referred to them as equipment. Do you not think they would be so much easier to balance if they were a light weapon slot ? ... Just imagine scouts running round with shotguns and cloaks ... imagine snipers with cloaks ... imagine ANY light weapon running round the battlefield INVISIBLE, until they decide to pull out a weapon and shoot you in the back of the head. Now think about what the cloak SHOULD be for ... infiltration ! running behind enemy lines to place drop uplinks to spawn surprise attacks, or relaying intel with scanners, or dropping remote explosives and laying in wait. They'd also be more cpu/pg balanceable since light weapons take up lots of cpu, so the cloak could be 100-120 cpu or somewhere round there such that scouts with their '20% cpu reduction to cloaks' can fit them with ease yet other suits could also gimp their slaying abilities to fit them but would also gimp their other fitting options. Obviously the numbers need working on but the principle is the best way I can see to balance them without letting them be abused ... you'd still have you sidearm (unless you were a logi !) They've been calling it equipment because it's going to go in the equipment slots - I would have thought that was obvious. If it was going to be a module to go in a high or low module slot, they would have been calling it a module.
As for it being easier to balance as a module; I don't see how it's any more easy than having it as equipment. The only problem is then that scouts won't be able to fit cloaks and do other stuff that is basically essential to their role... unless the scout suits are changed and given an extra equipment slot!
Equipment also already functions as active items, which have to be selected and triggered to use - this functionality does not yet exist for any modules, so would require more changes to suits and systems that would likely just end up with more bugs and problems as a result.
Also, your 120 CPU and 20% reduction may just be example numbers but I think you vastly underestimate what is intended with them - we're talking more like 300 - 400 CPU and a 90 - 95% reduction for scouts. 120 CPU would make them easily usable by pretty much anyone who wants to sacrifice a single low slot for a CPU mod and logis wouldn't even need to do that.
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Django Quik
Dust2Dust.
1960
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Posted - 2013.12.17 09:11:00 -
[8] - Quote
I really don't understand why so many scouts are getting so upset about the idea of cloaks being just normal equipment - as long as CCP sorts them out right, no one else will be able to fit them anyway!
To make them scout only, they'd have to program entirely new slots and equipment mechanics - the simplest workaround is to make them only reasonable to fit on scout suits by giving them insane fittings costs and the scout massive bonuses to those fittings reductions.
If a cloak costs 400 CPU and 100 PG, only medium suits with lows full of complex CPU and PG mods will be able to fit them and then they'll have no more CPU/PG to be able to fit anything more than a standard weapon with no sidearm, grenade or high slot mods. The logi bonuses are being changed to apply to equipment but they'll definitely exclude cloaks from that. Then consider that their profile is too high to be able to sneak up on scouts or avoid active scanners (profile dampeners are low slot mods, which will be taken up by CPU/PG mods). Seriously, scouts, what is the problem with this?
With those (admittedly theoretical) numbers and scouts getting a (till theoretical) 95% reduction, cloaks will cost us just 20 CPU and 5 PG. The only problem will come if we aren't given an extra equipment slot to make use of them and the extra CPU/PG we already need before adding more stuff to our repertoire (not saying this will 'fix' scouts entirely either and I agree with IWS that scouts should still be viable roles without needing cloaks).
And for whoever mentioned cloaked commandos (in jest, I know), lol! I'm imagining a big shimmery blob moving across my screen at 4m/s, decloaking to take out his weapon (don't forget that EVERYONE will have to put away the cloaking EQUIPMENT in order to take out a weapon and that's before aiming or shooting!) and me headshotting him dead with 2 shots from my breach pistol.
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